So, was again one of us assasinated?
The rule of thumb I recall is that the assassin has to roll double or more than the target after mods in order to secure a kill. The raw rolls came close even if they didn't quite get all the way, so it appears our transhuman technologies are about to get a celebrity test drive.
Both of my proposals do.
So they do! I may have confused it and lightwhsipers' plan earlier...

I think I still prefer derpmind's plan this time, but I'll throw an approval vote. I think guaranteeing xenotech is the you must be this tall to ride line this plan, considering the Stargates waiting for us.

[x] Plan Twenty Minutes to the Future

[X] Plan Bring Me The Tanks
 
[X]Plan to boost the economy
-[X]Infrastructure 5 Dice +1 AA Dice + Erewhon 100R
--[X]Rail Network Construction Campaigns (Phase 6) 221/245 1 die 15R 100%
--[X] TransAmerican Railroad 68/120 1 die 10R 99%
--[X] Construction Drone Centralization (New) 0/120 2 dice 30R 96%
--[X] Blue Zone Arcologies (Stage 5) 150/450 1 Dice, 1 AA dice + Erewhon 45R
-[X]Heavy Industry 5 Dice +1 AA 90R
--[X] North Boston Chip Fabricator (Phase 5) 1265/1805 5 dice +1 AA dice 90R 1% (chances slightly higher than 1% due to AA)
-[X]Light and Chemical Industry 4 Dice +1 Free dice 120R
--[X] Bergen Superconductor Foundry (Phase 5) 425/1140 3 Dice 90R
--[X] Civilian Drone Systems (New) 0/150 1 dice, 1 free dice 30R 80%,
-[X]Agriculture 6 Dice 85R
--[X] Reforestation Campaign Preparations (Phase 2) 447/790 1 Dice 5R
--[X] Spider Cotton Plantations (Phase 2) 136/160 1 die 20R 100%
--[X] Vertical Farming Projects (Stage 5) 78/215 2 dice 30R 91%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[X]Tiberium 7 Dice + 4 free Dice, 325R
--[X] Improved Hewlett Gardener Refits (Phase 3+4) 2/400 4 dice 140R 29%
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice 60R 29%
--[X] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
-[X]Orbital 7 dice 170R
--[X] High Density Housing 255/295 1 die 20R 100%
--[X] Assembler Bay 0/255 3 dice 60R 80%
--[X] Lunar Homesteading (Phase 2) 5/250 3 dice 90R 76%
-[X]Services 4 dice 130R
--[X] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
--[X] Autodoc Systems Deployment 0/280 3 dice 90R 43%
-[X]Military 6 dice +1 Free dice 125R
--[X]Steel Talons
---[X]Unmanned Support Ground Vehicle Deployment 0/240 1 Dice 20 R
--[X]Ground Forces
---[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 4 dice 80R 97%
--[X]Air Force
---[X] Ultralight Glide Munitions Deployment (Munitions) (Phase 2) 135/150 1 die 10R 100%
---[X] NovaHawk Development 0/40 1 die 15R 100%
-[X]Bureaucracy
--[X] Administrative Assistance (Arcologies) 2 dice
--[X] Administrative Assistance (North Boston) 2 dice
Total cost = 1135R

Pretty simple plan. Infra pick up the railways finishing them. 2 Dice into the construction drones to free up labour. 1 Dice plus AA into continuing the arcology that is under construction

Heavy industry. All 5 dice, plus an AA into North boston. It will be nice if that completes but not currently essential. We've got a lot of cap goods in storage.

Light industry. 1 dice plus 1 free dice into the drones. 3 dice continue work on bergen.

Agriculture is again, very simple. 1 dice into vertical farming mainly for the consumer goods. 1 dice into the spider cotton for an easy cap good. 2 dice into trying to complete the lab grown meat since dairy still says it will be mothballed if we build it. And final 1 dice into the reforestation to keep that ticking along.

The fun part. Tiberium. 4 dice into the Xenotech refineries to try to complete that. I think we need it for the STU's. 2 dice plus erewhon into trying to research the forgotten. Small chance of completion but it's low priority enough for me to save normal dice for the main push of the tiberium sector. 2 dice on glacier mining to complete 1 phase and fair chances on the next. Similiar for red zone containment, 3 dice, completes 1 phase plus fair chances of completing the next. All together that's a total of 7 tib dice, 4 free dice, and 1 erewhon dice into the tiberium department, all spread around.

Orbital. Keeping it simple. finishing off the housing bay. Good odds of completing the lunar homes then chucking several dice into the assembler bay for jobs, consumer goods and cap goods in space

Services. 1 dice into the evas to keep working on that and complete it. 3 dice into the autodocs. In the past one of our issues in services was a lack of medical staff and doctors. It's no good unlocking hospitals or even the cosmetic surgeries if we've got not enough medical staff to carry out surgeries and operations and whatnot. So, trying to get the autodocs to alleviate some of the pressure there.

finishing on military. Steel talons get their dice into unmanned vehicles since that's been sitting there for a while and I want to get some tech out.

ground forces get another set of zone armour which I suspect we're going to need with the ongoing red zone offensives.
air force get munitions and research into a novahawk. Since we need some tech development. But the big thing this turn, is zone armour for red zone operations.

The naquada rings are too important to miss out on. So, almost guaranteed enough STU's from the xentech to unlock that. there's a whole bunch of attempts to get some red zone abatement which helpfully also gains us resources. The forgotten studies have a chance of completing but we're not pushing everything we have into it.

edit: Changed Xenotech refineries to IHG refinery based on analysis by Dmol. Also changed forgotten studies into 2 dice on red zone harvesting. And moved erewhon to arcology.
 
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Am I the only one who remembers the results of the previous turn:

[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 300/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
(Progress 16/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) [40, 33, 18, 45, 27, 36]

Teething issues were certainly expected. The first wave of new plants, a design that is utterly revolutionary, and trying to do more than any previous Tiberium plant designed by human hands. Producing substantial quantities of STUs, safely, and without massive environmental impacts is one of those challenges that might be typically relegated to the realms of science fiction, not practical design work. However, that is what GDI's scientists and engineers have been able to produce, and push into the field at a rapid pace. Many of the engineers lived, breathed, and slept on the project, with the average shift pushing ten hours, and many going beyond that.

While managers have done their best to reduce working hours, ensure people are taking proper breaks, and maintain workflow, the fact of the matter is that there are very few people who know how to handle these kinds of materials. It is a newborn, extremely specialist field within an already specialist field, and while there are already efforts to expand and revamp educational curricula to make this the new standard, it is slow going compared to the Initiative's need for the materials in an immediate sense.

Care and Feeding of your Engineers:
  1. Please remember that your engineers are living beings and cannot be left to sleep at their desks and workstations, they have much more comfortable beds.
  2. Please remember that your engineers need to be fed and watered regularly.
  3. Please remember that your engineers need regular exercise.
  4. Please remember that your engineers need to be exposed to sunlight and fresh air on a regular basis.
  5. Please remember that your engineers need regular breaks to maintain their mental health.
Notice boards in the staff quarters, Xenotech Processing Facility Project.

@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.

We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.

That was a red light last turn, if you run it this turn expect a car crash.
 
Am I the only one who remembers the results of the previous turn:



@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.

We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.

That was a red light last turn, if you run it this turn expect a car crash.

Alright. Good job pointing it out. My thought was existing engineers could simply train replacements to operate the machinery. With experienced oversight. That is, that existing refinery workers could be retrained and supervised by engineers rather than waiting for an entirely new generation of engineers but you make a good point.

let's see. Easiest way for me is simply to directly swap the 4 dice on xenotech onto IHG Each phase turns 4 STU production into 5.

1 phase guaranteed. possibly a second of deep red zone glaciers. That's anywhere from 60 to 180 R
Ditto for red zone containment lines 1 phase guaranteed, possibly a second. 10-40 R If both roll well, then that's an extra 2 STU's.

That would be enough. Hmm. I'm honestly not overly concerned about 'needing' to spend the politcal support on the forgotten studies. I can move some of those dice around slightly to improve the numbers.
 
Liquid Tib Power would be great, more Power and Recourses for no Labor. Make use of some of that extra Political Support too.
 
Liquid Tib Power would be great, more Power and Recourses for no Labor. Make use of some of that extra Political Support too.
Autodoc and Forgotten experiment also use up some of our Political Support and right now we are not over the cap so we lose nothing if those dont finish this turn and with the leading plan if they dont finish this turn they should finish next turn
 
Am I the only one who remembers the results of the previous turn:



@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.

We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.

That was a red light last turn, if you run it this turn expect a car crash.
I did genuinely forget about that. Thank you for bringing that up. That said, please do not tag me in a mass ping.

I'm thinking of cutting down to 2 dice on Xenotech Refineries, which should get us progress without causing overwork problems. As for where to put those two dice, I'm thinking of doing Inhibitors, or maybe Containment Lines? Maybe a 3rd die on Forgotten Experimentaton and a die on an inhibitor? I'm cool with doing Liquid Tib instead, since we've got the PS to burn and it gives really good benefits. But I'm not sure if people would object to me doing so or not.


Not doing this, see my post-after-next-post.
 
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We'll be doing the LTib project by the end of the plan just so we can start getting experience in the Liquid Tib refining field by the sequel quest. And it'll be very, very painful to recover +10 PS later to pay for it, whil right now it's 'free'.

As a -PS project, it's a prime candidate for not being developed at all in the interim if we as players don't value it enough to invest in it in the time we have left in the game.
 
Am I the only one who remembers the results of the previous turn:
No, but as is often the case, you're interpreting what happened differently. It's not a matter of "I'm the only one who remembers this fact, which puts the xenotech refineries off the table "unless you want penalties." " It's a matter of "these plants are tricky to run." If Ithillid wanted to tell us that the entire supply of available plant workers is already employed at these plants and we cannot build more, he would have said so more directly.

So you dramatizing things this way... I'm not saying you're absolutely 100% sure to be wrong, but no, I don't think I'm worried.

Liquid Tib Power would be great, more Power and Recourses for no Labor. Make use of some of that extra Political Support too.
It's probably a bad idea to do more than one or at most two phases of that in a turn, and that's a real problem with spending heavily on liquid tiberium power.

I did genuinely forget about that. Thank you for bringing that up. That said, please do not tag me in a mass ping.

I'm thinking of cutting down to 2 dice on Xenotech Refineries, which should get us progress without causing overwork problems...
I'm not going to tell you you're wrong, but I think Dmol may be overreacting.

And I've rarely seen people say "does no one else remember this, expect to incur penalties, this will be a car accident" and be right in quests like this unless they were able to cite more direct QM language than what we see here.

Sometimes right, but not all that often.
 
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It probably wouldn't kill us to do the Xeno Refineries, but we do need to take the narrative into consideration with projects like this, and the narrative is clear that there's issues getting the specialists necessary for these refineries together. It's worth taking it slow for a turn.
 
Am I the only one who remembers the results of the previous turn:



@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.

We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.

That was a red light last turn, if you run it this turn expect a car crash.
There are ways to raise an issue without coming off as deliberately insulting. This is not it.

That said, the engineers and scientists involved with building the xenotech refineries probably would do well with a reduced work schedule.

Therefore:
[X] Plan Maximal CapGoods, Happier Engineers
-[X] Infrastructure 5 + 1 AA dice +27 85R
--[X] Rail Network Construction Campaigns (Phase 6) 221/245 1 AA die 15R 99%
--[X] TransAmerican Railroad 68/120 1 die 10R 99%
--[X] Construction Drone Centralization (New) 0/120 1 die 15R 11%
--[X] Drone Logistical Integration (New) 0/240 3 dice 45R 60%
-[X]Heavy Industry 5 + 6 free dice +34 185R
--[X] North Boston Chip Fabricator (Phase 5) 1265/1805 7 dice 105R 90%
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 4 dice 80R
-[X] Light and Chemical Industry 4 dice +29 75R
--[X] Bergen Superconductor Foundry (Phase 5) 425/1140 1 die 30R
--[X] Factory Automation Programs (New) 0/280 3 dice 45R 25%
-[X]Agriculture 6 dice +29 50R
--[X] Reforestation Campaign Preparations (Phase 2) 447/790 4 dice 20R 43%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[X] Tiberium 7 dice + Erewhon +39 260R
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice 60R 29%
--[X] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 2 dice 40R 100%
--[X] Xenotech Tiberium Processing Plants (Stage 2) 16/300 1 die 40R
--[X] Forgotten Experimentation 0/260 2 dice + Erewhon 90R 46%
-[X]Orbital 7 dice +34 170R
--[X] High Density Housing 255/295 1 die 20R 100%
--[X] Assembler Bay 0/255 3 dice 60R 80%
--[X] Lunar Homesteading (Phase 2) 5/250 3 dice 90R 76%
-[X] Services 4 dice +35 120R
--[X] Transhuman Technology Deployment (New) 0/300 4 dice 120R 93%
-[X]Military 6 +AA dice +31 120R
--[X] NovaHawk Development 0/40 1 die 15R 100%
--[X] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 AA die 15R 98.5% (after Munitions department)
--[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 4 dice 80R 97%
--[X] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[X] Bureaucracy 4 dice +29
--[X] Administrative Assistance (Rail Network Construction Campaigns) 2 dice
--[X] Administrative Assistance (Novahawk Development) 2 dice
1035/1395R

[X] Plan Maximal CapGoods
[X] Plan Tanks for Nothing
 
I did genuinely forget about that. Thank you for bringing that up. That said, please do not tag me in a mass ping.

I'm thinking of cutting down to 2 dice on Xenotech Refineries, which should get us progress without causing overwork problems. As for where to put those two dice, I'm thinking of doing Inhibitors, or maybe Containment Lines? Maybe a 3rd die on Forgotten Experimentaton and a die on an inhibitor? I'm cool with doing Liquid Tib instead, since we've got the PS to burn and it gives really good benefits. But I'm not sure if people would object to me doing so or not.
Alright, I'm no longer half-awake, so, let me clear this up a bit.

I really don't want to keep making changes to my plan, especially with a lot of people voting for it now. However, I consider the current Plan nonviable. Overworking the few engineers capable of making xenotech refineries is really bad idea, and is an entirely avoidable mistake. In about 10 hours, I will be taking two dice off of Xenotech Refineries. (If you object to that, you can change your vote now.)

The question I need to figure out, is where to put those two Tiberium dice? I'm currently trying to decide between three options:

  1. Put them on Liquid Tiberium Power Cells. Mainly, this is because we're over 100 PS right now, and this project would help spend that extra PS. It also gives nearly as much +Energy as a Fusion plant and a bit of additional income. However, I know in the past a lot of people, myself included, would rather wait on continuing this project or not do it at all.
  2. Put a third die on Forgotten Experimentation, and put a die on a Tiberium Inhibitor. This probably gets us the bioscience done a turn sooner, and gets us another Inhibitor for more abatement. I'm not sure where to put the Inhibitor, though.
  3. Put the dice on Red Zone Containment Lines. This gets us +3 points of progress on our RZ abatement goal, and also gets us more income and a point of Energy. It also probably won't stretch ZOCOM, with only one die on the Glaciers and two dice here.
Right now, entirely due to our excessive PS, I'm in favor of option #1. But, those are just the ideas I came up with. If people want me to do something else, or just really don't want liquid tib power, I'll do whatever else instead. That all said, I can't leave the plan in limbo forever, so I'm going to put down an arbitrary deadline here: At 9:00 PM EST, or 10 hours (and 7 minutes) from now, I'll be updating my plan for what should be the final time. I know that might not be enough time for everyone to say their piece, but again, I can't leave the plan in limbo. After that (arbitrary) deadline, I'm willing to approval vote plan variants and such. But I feel that I need to edit the current one because I just don't think it's right to leave in a problem/mistake that I believe makes the plan itself nonviable.

NVM this. See my next post I guess.
 
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  1. Put them on Liquid Tiberium Power Cells. Mainly, this is because we're over 100 PS right now, and this project would help spend that extra PS. It also gives nearly as much +Energy as a Fusion plant and a bit of additional income. However, I know in the past a lot of people, myself included, would rather wait on continuing this project or not do it at all.
  2. Put a third die on Forgotten Experimentation, and put a die on a Tiberium Inhibitor. This probably gets us the bioscience done a turn sooner, and gets us another Inhibitor for more abatement. I'm not sure where to put the Inhibitor, though.
  3. Put the dice on Red Zone Containment Lines. This gets us +3 points of progress on our RZ abatement goal, and also gets us more income and a point of Energy. It also probably won't stretch ZOCOM, with only one die on the Glaciers and two dice here.
The 2nd should also help us with spending PS over cap since that and auto doc are both -5. I would lean towards adding another dice to the experimentation and maybe mix in 3 with a die on containment lines
 
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