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."
[shrug]

Any invasion force operating on this scale is going to be less than perfectly efficient. Note that there is also commentary in Summer Storm to the effect that huge amounts of Initiative transport is lined up trying to load supplies across heavily damaged if not outright wrecked port infrastructure, when that would be one of the first things that work on Karachi would be struggling to fix.

Building up the physical facilities and transportation systems of the Karachi Planned City project increases our ability to load military supplies and ship them to the troops, while loading more military supplies gets us more security and better-supplied troops. To some extent the two priorities are competitive; to some extent they are symbiotic.
 
It's going to take us (at least) 3 total turns to finish Karachi in any case. I don't see how throwing a huge amount of dice at it now is in any way more efficient than finishing out Phase 4 and hitting Phase 5 next turn.
 
It's going to take us (at least) 3 total turns to finish Karachi in any case. I don't see how throwing a huge amount of dice at it now is in any way more efficient than finishing out Phase 4 and hitting Phase 5 next turn.
Basically, my notional 'plan' for Karachi is something like spending six then six then if necessary 1-2 more dice. Call it 6-6-?.

Now, we really do want the project to finish in 2065Q2 or 'Q3, not 'Q4. An approach like 4-5-5 or so is viable, we could choose to do that, I grant you. But it introduces considerably more uncertainty as to whether we finish the project unless we significantly overspend dice as a precaution in Q3.

Something like 4-8-? is almost certainly a worse idea than 6-6-?, I would say. I don't know what the 'perfect' arrangement is, but I'm just not willing to fuss about it a lot. I'm hoping to clear roughly half the remaining Progress requirement of the project this turn, so I sat down and mathed out roughly the number of dice I expected to need to make that happen. I could have aimed for a third of the Progress requirement of the project and gone down to four dice, I guess, but I feel like that would be setting us up for more stress and nail-biting later.
 
[X] Plan Rocky Road to Aldrin
I had kind of given up on orbital nukes but I'll seize on this chance.

General question, if inhibitor progress now overflows why are we still funding each individually? Would it not be more efficient to simply full-send it into one and let it run over if the plan is to finish them all anyway
 
[X] Plan Rocky Road to Aldrin
I had kind of given up on orbital nukes but I'll seize on this chance.

General question, if inhibitor progress now overflows why are we still funding each individually? Would it not be more efficient to simply full-send it into one and let it run over if the plan is to finish them all anyway
I don't generally think we are funding each individually; the overflow stopped in Britain last turn so it had a separate entry to be filled, is what I'm guessing.

Also, I realized I spent a Free dice we didn't have in LCI. I have removed White Goods from the plan for that reason.
 
Basically, my notional 'plan' for Karachi is something like spending six then six then if necessary 1-2 more dice. Call it 6-6-?.

Now, we really do want the project to finish in 2065Q2 or 'Q3, not 'Q4. An approach like 4-5-5 or so is viable, we could choose to do that, I grant you. But it introduces considerably more uncertainty as to whether we finish the project unless we significantly overspend dice as a precaution in Q3.

Something like 4-8-? is almost certainly a worse idea than 6-6-?, I would say. I don't know what the 'perfect' arrangement is, but I'm just not willing to fuss about it a lot. I'm hoping to clear roughly half the remaining Progress requirement of the project this turn, so I sat down and mathed out roughly the number of dice I expected to need to make that happen. I could have aimed for a third of the Progress requirement of the project and gone down to four dice, I guess, but I feel like that would be setting us up for more stress and nail-biting later.
The problem here is that we already massively over-crash built Karachi's first turn, and now you want to crash build it again with six dice, which means MORE crash-building efforts that we can't actually physically cure the cement for fast enough to actually build. Last turn saw 6 dice on Karachi, this turn you want to spend six again, and then six again, because you just can't resist 'oh better safe than sorry'. But in reality, that won't actually get the work done and more and more supplies, which are already piled high on the piersides because we can't physically put them into construction, are going to pile up.

ETA: The requirement for the plan is Complete Karachi Planned City by end of 2065 not Complete Karachi Planned City by end of Q2 2065.
 
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I've prepared a secondary version of Aldrin for those who may be interested. Original below the new plan for voting purposes.

[X] Plan MARVy Road to Aldrin
-[X] Infrastructure 5 dice, +27, 125R
--[X] Karachi Planned City (Phase 4) 178/390 1 dice + 3 Tib dice 80R 100%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-[X] Heavy Industry 5 dice, +34, 125R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/540 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
-[X] Light and Chemical Industry 4 +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+4 free+E dice, +39, 155R
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] Hewlett-Gardener Mothballing (Phase 1+2) 0/150 1 dice 10R 60%
--[X] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 dice 30R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 Erewhon 20R 97%
--[X] 3 dice to Karachi
--[X] 2 dice to MARV
-[X] Orbital 9+AA dice, +34, 250R
--[X] Impulse Drive Cargo Ship Development 0/80 1+AA die 40R 88%+
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[X] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
-[X] Services 4 dice +35 105R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%
-[X] Military 6 dice + 2 Free + AA, +31, 215R
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] Orbital Nuclear Caches 0/140 1 die 20R 3%
--[X] Ground Forces Zone Armor (Set 2) (Phase 2) 236/285 2+AA dice 60R 100%
--[X] Reclamator Hub RZ-1S 0/250 2+2 Tib dice 80R 100%
--[X] Governor-A Deployment (Refits) 156/350 1 dice 20R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance x2

Cost: 1160

Indicator effects and addressed Plan goals:

Karachi (Plan Goal): +6 Logistics, +4 Housing, -2 Labor
Postwar Housing Refits (Plan Goal): -5 Housing, +3 HQ Housing (if complete)
Nuclear Infrastructure Rebuilding: +4 Logistics (if complete)
Drone Logistical Integration: +6 Labor, -4 CG, +1 Energy

2nd Gen CCF: +38 Energy, -2 Labor
Aberdeen: +9 CG, -2 Energy
MFC Labs: -2 STU

Bergen: +Progress, No other indicator movement this turn
Factory Automation Programs: +4 Labor, -4 Energy
Civilian Exosuits: +1 Labor

Spider Cotton Plantations: +1-2 CG
Laboratory Meat Deployment: +6 ConGoods, -1 Food, -1 Energy

Red Zone Containment Lines (Plan Goal - RZ Abatement): +20-40 RpT, +3-6 RZ Abatement, +1-2 Energy
HG Mothballing: +3 Energy, +2 Labor, +2 Logistics
All BZ Inhibs: +4+ YZ Abatement, -6+ Energy, +2+ PS
EHTS: -5PS, +10RpT, +Underground Abatement
MARV

Impulse Drive Cargo Ship Development: no stat movement this turn
Assembler Bay: +1 CG, +5 ConGoods
Experimental Crops Bay: +Mad Science
Aldrin Planned City (Plan Goal): +1 CG, +3 Energy

Regional Hospital Expansions: +4 Health, -1 Energy, -1 Capital Goods, -1 Labor
Rage Engine Development: No stat movement this turn
Stasis Box Development: No stat movement this turn

Advanced Articulation Systems: no stat movement this turn
Orbital Nuclear Caches: no stat movement this turn
GFZA Phase 2 (Plan Goal): -4 Energy, -2 Capital Goods, -2 Labor
Gov-A (Plan Goal): no stat movement this turn
Unmanned Support Ground Vehicle Deployment: no stat movement this turn
MARV

Totals:
RpT: +35-55
Energy: +10-11
Labor: +4
Logistics: +9-13
Health: +4
Capital Goods: +9-10
Consumer Goods: +11
Space Pop: +2200
RZ Abatement: +3-6
YZ Abatement: +4+
MARV: +1

Basically, I put as many dice as I am least uncomfortable with on Karachi, nixed the extra power budget, and added a MARV at the expense of the HG mothballs taking an extra quarter. Let me know what you think.

[X] Plan Rocky Road to Aldrin
-[X] Infrastructure 5 dice, +27, 115R
--[X] Karachi Planned City (Phase 4) 178/390 1 dice + 2 Tib dice 60R 100%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-[X] Heavy Industry 5 dice + 2 Free dice, +34, 165R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 147/540 4 dice 80R 18%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
-[X] Light and Chemical Industry 4 dice +29 95R
--[X] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 90R
--[X] Civilian Exosuits 0/85 1 die 20R 69%
--[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+2 free+E dice, +39, 175R
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] Hewlett-Gardener Mothballing (Phase 1+2+3) 0/150 2 dice 20R 94%
--[X] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 dice 30R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 Erewhon 20R 97%
–[X] 2 dice to Karachi
-[X] Orbital 9+AA dice, +34, 250R
--[X] Impulse Drive Cargo Ship Development 0/80 1+AA die 40R 88%+
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[X] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
-[X] Services 4 dice +35 105R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%
-[X] Military 6 dice + 2 Free + AA, +31, 175R
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] Orbital Nuclear Caches 0/140 1 die 20R 3%
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 4+AA dice 100R 59%+
--[X] Governor-A Deployment (Refits) 156/350 1 dice 20R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance x2

Cost: 1170

Indicator effects and addressed Plan goals:
Karachi (Plan Goal): +6 Logistics, +4 Housing, -2 Labor
Postwar Housing Refits (Plan Goal): -5 Housing, +3 HQ Housing (if complete)
Nuclear Infrastructure Rebuilding: +4 Logistics (if complete)
Drone Logistical Integration: +6 Labor, -4 CG, +1 Energy

2nd Gen CCF: +38 Energy, -2 Labor
Aberdeen: +9 CG, -2 Energy
MFC Labs: -2 STU

Bergen: +Progress, No other indicator movement this turn
Factory Automation Programs: +4 Labor, -4 Energy
Civilian Exosuits: +1 Labor

Spider Cotton Plantations: +1-2 CG
Laboratory Meat Deployment: +6 ConGoods, -1 Food, -1 Energy

Red Zone Containment Lines (Plan Goal - RZ Abatement): +20-40 RpT, +3-6 RZ Abatement, +1-2 Energy
HG Mothballing: +6 Energy, +3 Labor, +3 Logistics
All BZ Inhibs: +4+ YZ Abatement, -6+ Energy, +2+ PS
EHTS: -5PS, +10RpT, +Underground Abatement

Impulse Drive Cargo Ship Development: no stat movement this turn
Assembler Bay: +1 CG, +5 ConGoods
Experimental Crops Bay: +Mad Science
Aldrin Planned City (Plan Goal): +1 CG, +3 Energy

Regional Hospital Expansions: +4 Health, -1 Energy, -1 Capital Goods, -1 Labor
Rage Engine Development: No stat movement this turn
Stasis Box Development: No stat movement this turn

Advanced Articulation Systems: no stat movement this turn
Orbital Nuclear Caches: no stat movement this turn
GFZA Phase 2+3 (Plan Goal): -8 Energy, -4 Capital Goods, -4 Labor
Gov-A (Plan Goal): no stat movement this turn
Unmanned Support Ground Vehicle Deployment: no stat movement this turn
Totals:
RpT: +30-50
Energy: +10-30
Labor: +4
Logistics: +9-13
Health: +4
Capital Goods: +9-10
Consumer Goods: +11
Space Pop: +2200
RZ Abatement: +3-6
YZ Abatement: +4+
 
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I was working on a MARV-centric memeplan, but this is close enough.
[X] Plan MARVy Road to Aldrin

That said, now I feel I have to present it anyway. (Mostly stolen from the above.)

[X] Plan Kick that rock in the dick
-[X] Infrastructure 5 dice, +27, 115R
--[X] Karachi Planned City (Phase 4) 178/390 1 dice + 2 Tib dice 60R 100%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-[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 dice 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+4 free+E dice, +39, 130R
--[X] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50R 99%
--[X] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 dice 30R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 Erewhon 20R 97%
–-[X] 2 dice to Karachi
--[X] 5 dice to Reclamator Hub RZ-1S
-[X] Orbital 9+AA dice, +34, 250R
--[X] Impulse Drive Cargo Ship Development 0/80 1+AA die 40R 88%+
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[X] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
-[X] Services 4 dice +35 105R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%
-[X] Military 6 dice + 2 Free + AA, +31, 275R
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] Orbital Nuclear Caches 0/140 1 die 20R 3%
--[X] Ground Forces Zone Armor (Set 2) (Phase 2) 236/285 2+AA dice 60R 100%
--[X] Reclamator Hub RZ-1S 0/250 2+5 Tib dice 140R 100%
--[X] Governor-A Deployment (Refits) 156/350 1 dice 20R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance x2

Also,
[X] Plan Rocky Road to Aldrin
 
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I had kind of given up on orbital nukes but I'll seize on this chance.
Relatable. If my plan wins, you'll see Orbital Nuclear Caches in a plan of mine later in the year anyway, but I respect the thought.

General question, if inhibitor progress now overflows why are we still funding each individually? Would it not be more efficient to simply full-send it into one and let it run over if the plan is to finish them all anyway
Well, we might theoretically want to pick inhibitors we specifically want done first or as highest priority. To some extent I think it may be a matter of inertia, though; the project's been listed that way for a long time.

Me, I'm sort of vaguely hoping that the overflow from both the "British Isles" and "West Africa" inhibitor projects will meet in the middle and combine to overflow to BZ-1 (mainland Europe) or BZ-5 (Iberia), though it seems that we already have the BZ-5 inhibitor and I just forgot, so who knows lol. While overflow from one inhibitor die is very unlikely to complete a second, joint overflow from two might be enough to do the job and get us a buy two get one free offer.

I've prepared a secondary version of Aldrin for those who may be interested. Original below the new plan for voting purposes.
I mean hell, it's got MARVs, I guess I'll take it even if grumble grumble crops bay. Will add that as an approval vote.

I was working on a MARV-centric memeplan, but this is close enough.
I'm almost willing to vote for your, ah, 'kicking' meme plan. Might still, maybe.
 
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[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan Attempting to Fill Big Craters In Monrovia
[X] Plan Finishing The Fight
[X] Plan Rocky Road to Aldrin
[X] Plan MARVy Road to Aldrin
[X] Plan Kick that rock in the dick

If we can finish out the Zone suit factories to a satisfactory degree, I'd like us to start chipping away at the refits for factories to produce the next gen stuff before plan end. The lasers getting finished might be a better target in the immediate future given how much more we're going to be using them.

In line with Derpmind's thoughts, maybe we should try to limit free dice to military projects with obvious uses in other fields? The advanced articulation is probably gating something else with more widespread applicability behind it, especially with civilian Exosuits being rolled out.

MARVS! Glorious MARVS! The time has finally come my beauties! Reclaim the Med! Make it an initiative lake! Reopen the Suez with MARVy construction equipment! There's nothing holding you back you wonderful abominations of engineering and SCIENCE!
 
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Hmm.... math seems off here.
The error is in me listing the labs as having 0/150 completion when in truth they're nearly finished at 80/150. Thank you for bringing that to my attention.

If 'nearly finished at 80/150' sounds counterintuitive, the trick is that with 80/150 completion, a +27 point bonus, and an option on a +15 omake bonus, we effectively only need enough points on the 2d50 die roll to lift us from 122 to 150, that is to say, a 28 or better. And you're very likely to roll a 28 or better on 2d50.

I've now fixed this in the source post.
 
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