To compare the current two leading plans: Plan Attempting to Fill Big Craters Everywhere But Monrovia and Plan Rocky Road to Aldrin where the net difference is the dice allocation after removing the overlap between the two plans:
CategoryAttempting to Fill Big Craters Everywhere But MonroviaRocky Road to AldrinNet Difference Attempting to Fill Big Craters Everywhere But MonroviaNet Difference Rocky Road to Aldrin
InfrastructureKarachi: 2 dice (plus 4 Tib dice)
Postwar Housing: 1 die
Drone Logistics: 1 die
Nuclear Infrastructure Rebuilding: 1 die
Karachi: 1 die (plus 2 Tib dice)
Postwar Housing: 1 die
Drone Logistics: 1 die
Nuclear Infrastructure Rebuilding: 2 dice
Karachi: 1 die (plus 2 Tib dice)Nuclear Infrastructure Rebuilding: 1 die
Heavy Industry2CCF: 2 dice
Aberdeen: 2 dice
Microfusion: 1 die
2CCF: 4 dice
Aberdeen: 2 dice
Microfusion: 1 die
2CCF: 2 dice
Light and Chemical IndustryBergen: 2 dice
Factory Automation: 1 die
Civilian Exosuits: 1 die
Bergen: 2 dice
Factory Automation: 1 die
Civilian Exosuits: 1 die
White Goods: 1 die
White Goods: 1 die
AgricultureSpider Cotton: 4 dice
Lab Meat: 2 dice
Spider Cotton: 4 dice
Lab Meat: 2 dice
TiberiumKarachi: 4 dice (see Infrastructure)
MARV Hub RZ-1S: 1 die (see Military)
RZ Containment Lines: 2 dice
HG Mothball: 1 die
BZ Inhibitors: 2 dice
Tib Spikes: AA die
Karachi: 2 dice (see Infrastructure)
RZ Containment Lines: 3 dice
HG Mothball: 2 dice
BZ Inhibitors: 2 dice
Tib Spikes: Erewhon die
Karachi: 2 dice (see Infrastructure)
MARV Hub RZ-1S: 1 die (see Military)
RZ Containment Lines: 1 die
HG Mothball: 1 die
OrbitalImpulse Drive: 1 + AA dice
Assembly Bay: 1 die
Lunar Homesteading: 3 dice
Aldrin: 5 + Erewhon dice
Impulse Drive: 1 + AA dice
Assembly Bay: 1 die
Experimental Crops: 2 dice
Aldrin: 5 dice
Lunar Homesteading: 3 dice
Aldrin: Erewhon Die
Experimental Crops: 2 dice
ServicesHospitals: 2 dice
Wet AI: 2 dice
Hospitals: 2 dice
Rage Engine: 1 die
Stasis Box: 1 die
Wet AI: 2 diceRage Engine: 1 die
Stasis Box: 1 die
MilitaryMARV Hub RZ-1S: 2 dice (1 Tib die)
Novahawk: 1 die
GFZA: 3 dice
Governor-A: 1 die
USGV: 1 die
Advanced Articulation: 1 die
Orbital Nukes: 1 die
GFZA: 4 + AA dice
Governor-A: 1 die
USGV: 1 die
MARV Hub
RZ-1S: 2 dice (plus 1 Tib die)
Novahawk: 1 die
Advanced Articulation: 1 die
Orbital Nukes: 1 die
GFZA: 1 + AA dice
BureaucracyAdmin Assistance x2: 4 diceAdmin Assistance x2: 4 dice
 
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[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan Attempting to Fill Big Craters In Monrovia


I have questions to ask, but for now these two.
 
In the interest of trying to get the plan goals out of the way, I present

[X] Plan Aldrin's Memory
-[X]Infrastructure (5 dice +27) 175R
--[X] Karachi Planned City (Phase 4 + 5) 178/390 4 + 2 TIB die 120R
--[X] Postwar Housing Refits (Phase 2) 33/150 1 free die 10R
--[X] Drone Logistical Integration 201/240 1 free die 15R 100%
--[X] Nuclear Infrastructure Rebuilding 0/200 1 + 1 aa die 30 R

-[X] Heavy Industry (5 dice +34) 125R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 die 25R 96%

-[X] Light and Chemical Industry (4 dice +29) 95R
--[X] Civilian Exosuits 0/85 1 die 20R 69%
--[X] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 60R
--[X] Factory Automation Programs 229/280 1 die 15R 99%

-[X] Agriculture (6 dice +29) 90R
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 4 dice 60R 47%
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%

-[X] Tiberium (7 dice +39) 2 Free 145R
--[X] Karachi Planned City (Phase 4) 178/390 2 dice 40R (See Infrastructure)
--[X] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 161/180 1 Free die 20R 100%
--[X] Hewlett-Gardener Mothballing 0/50 1 Free die 10 R

-[X] Orbital (9 dice +34) +1 AA + Erewhon 290R
--[X] Impulse Drive Cargo Ship Development 0/80 2 die 40R 100%
--[X] Experimental Crops Bay (Stage 1) 0/215 1 AA die 20 R
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Aldrin Planned City (Phase 2+3) 268/1315 6 + Erewhon dice 210R 100% Phase 2

-[X] Services (4 dice + 35) 100 R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Wet AI Development (Tech) (MS) 0/240 1 dice 30R 7%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%

-[X] Military (6 dice +31) 2 Free 150R
--[X] Governor-A Deployment (Refits) 156/350 1 free die 20R
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 4 dice 80R 2%
--[X] Stealth Disruptor Deployment 0/160 2 dice 30R 74%
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 free die 20R

-[X] Bureaucracy
--[X] Administrative Assistance 2 dice: Aldrin
--[X] Administrative Assistance 2 dice: Karachi

With this plan we stand to finish our objectives in 2-3 turns. Karachi will need 10-13 dice, Post-war housing will need at least 2 dice, 3 dice on Containment Line guarantees 3 RZ abatement, Aldrin Phase 3 (7.2 K/9.35K in space) will need 11-14 dice, Hospitals 2-3, Zone Armor at least 5 and Governors at least 2.
 
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Point of contention: We don't need luck. We just need to be willing to spend dice. I'm doing my level best to wind down GFZA this turn so we can put the lion's share into MARVs as we please.

If we finish out 2+3 this quarter (or even just 2 and almost smash 3) then I'm fully willing to put up to four mil dice into MARVs next turn. Ultimately, we can get our abatement numbers without MARVs, and while I also want inhibs in the RZ, that's not a plan goal.

Basically:
Step 1: Crush GFZAs like we should have way, way earlier (but couldn't because there's always a fire somewhere in Mil and we decided to make a billion promises)
Step 2: Put enough dice into RZ-1 hub to 1-turn it. It doesn't actually take that many.
Step 3: Build every single RZ-1 inhib in Q3.
Step 4: Etc.
[shrug]

Personally, I've had a passion for the RZ-1S/RZ-3S/RZ-3N hub and RZ-1+3 inhibitor project for in-game and out-of-game years; it just seems like such a good idea to start our attack on the interior of the world's largest conjoined mass of Red Zones, eating them from the inside out.

Additionally: there are only 4 dice on fusion reactors.
Apologies; my memory was carrying over from this morning.

I think 6 dice on Karachi might be too much. They were having severe logistics issues from insufficient throughput so going a bit slower might be better
The problem is that we have about a thousand Progress to go and we really do want to get the bulk of it done in two turns. It's not ideal, but this is what we get for waiting until late 2064 to push the 'GO' button if we want to get the project done fast enough that it counts as 'honoring the commitment.'

(Of course, if we hadn't done that, we'd have gotten the hell nuked out of us a lot harder in the opening exchanges)
 
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[X] Plan Attempting to Fill Big Craters In Monrovia
[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan Tech dev and Plan goals 1205R
[X] Plan Rocky Road to Aldrin
[X] Plan MARVy Road to Aldrin
[X] Plan Finishing The Fight
[X] Plan Aldrin's Memory

Please please get us MARV hubs once more. We need to RZ Inhibitor the entire Med~
 
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[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia

This plan has Wet Ware AI and a lot of others don't. I'm sad I'm once again putting off Advanced Articulation, but alas I don't really have the time or brain power to make my own plan.
 
[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia

This plan has Wet Ware AI and a lot of others don't. I'm sad I'm once again putting off Advanced Articulation, but alas I don't really have the time or brain power to make my own plan.

That plan has two variations, both with Wet AI. Why did you pick this one? Cause your argument confuses me.
 
The problem is that we have about a thousand Progress to go and we really do want to get the bulk of it done in two turns. It's not ideal, but this is what we get for waiting until late 2064 to push the 'GO' button if we want to get the project done fast enough that it counts as 'honoring the commitment.'

(Of course, if we hadn't done that, we'd have gotten the hell nuked out of us a lot harder in the opening exchanges)
Personally I think it'd be better to take it easy on Karachi for a turn then put more dice into it next turn. By that point the existing logistical issues should be sorted out and Karachi built up enough that it can handle greater throughput. I get that on paper it's better to get it all done in 2 turns but that's seeming like a bit of a 'spherical Karachi in a vacuum' thing, and ignoring the issues that popped up
 
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Personally I think it'd be better to take it easy on Karachi for a turn then put more dice into it next turn. By that point the existing logistical issues should be sorted out and Karachi built up enough that it can handle greater throughput. I get that on paper it's better to get it all done in 2 turns but that's seeming like a bit of a 'spherical Karachi in a vacuum' thing, and ignoring the issues that popped up
I don't know. I really don't know. I don't think we can prescribe these issues to a level of precision and certainty that tells us exactly how many dice next turn versus this turn is optimal. I'm just trying to make sure the level of investment is theoretically enough, even if in practice this results in pileup of supplies at a staging point.
 
I don't know. I really don't know. I don't think we can prescribe these issues to a level of precision and certainty that tells us exactly how many dice next turn versus this turn is optimal. I'm just trying to make sure the level of investment is theoretically enough, even if in practice this results in pileup of supplies at a staging point.
I get that we don't know the exact point where there are issues, but just ignoring the problem doesn't seem like the solution. Even just reducing the number of dice to 4 would be an improvement IMO
 
I get that we don't know the exact point where there are issues, but just ignoring the problem doesn't seem like the solution. Even just reducing the number of dice to 4 would be an improvement IMO
Suffice to say that at this point, I'd rather have the problems caused by the workforce not being able to progress as fast as they'd like due to material factors tripping them up, than to risk being accused by the politicians of doing anything less than the utmost possible to push the project along.
 
Suffice to say that at this point, I'd rather have the problems caused by the workforce not being able to progress as fast as they'd like due to material factors tripping them up, than to risk being accused by the politicians of doing anything less than the utmost possible to push the project along.
I imagine that the issue this complaint arises from, is the bit in the first Summer Storm update where "there were warehouse complexes full of construction materials and equipment which otherwise might have been usable for resupply of ammunition and spare parts."
 
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