[ ] Draft Plan Home Stretch
-[ ] Infrastructure 5 dice, 90R
--[ ] Karachi Planned City (Phase 5) 83/780, 4 dice + 1 Tib dice, 80R, 5/8 median
--[ ] Postwar Housing Refits (Phase 2) 97/150, 1 die, 10R, 14%
-[ ] Heavy Industry 5 dice, 130R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270, 2 dice, 40R, 100%
--[ ] Aberdeen Isolinear Fabricator (Phase 3) 86/360, 3 dice, 90R, 46%
-[ ] Light and Chemical Industry 4 dice, 120R
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140, 4 dice, 120R, 14%
-[ ] Agriculture 6 dice, 85R
--[ ] Spider Cotton Plantations (Phase 5) 157/185, 1 die, 15R, 100%
--[ ] Terrestrial Quillar Deployment 0/100, 2 dice, 20R, 100%
--[ ] Dairy Ranches (Phase 3) 98/180, 2 dice, 40R, 100%
--[ ] Blue Zone Aquaponics Bays (Phase 6) 18/125, 1 dice, 10R, 30%
-[ ] Tiberium 7 + 3 Free + 2 AI dice, 320R
--[ ] Karachi Planned City (Phase 5) 1 die, 20R (See Infra)
--[ ] Red Zone Containment Lines (Stage 8) 9/170, 2 dice, 50R, 88%
--[ ] Tiberium Glacier Mines (Stage 13) 38/165, 2 dice 60R, 99%, Stage 14 2/3 median
--[ ] Tiberium Inhibitor Deployment BZ 50/75, 3 dice, 90R, 100%, For 2 Phases 100%, For 3 Phases 99%, For 4 Phases 84%, For 5 Phases 14%
--[ ] Tiberium Inhibitor Deployment YZ 0/100, 2 dice, 60R, 100%, For 2 Phases 44%
--[ ] Tiberium Vein Mines (Stage 11) 0/165, 2 dice, 40R, 85%
-[ ] Orbital 9 dice + 1 Free + 2 AI dice, 400R
--[ ] Caravel-Class Impulse Shipyard 0/300, 4 dice, 160R, 91%
--[ ] Lunar Homesteading (Phase 4) 42/220, 4 dice, 120R, 100%, Phase 5 15%
--[ ] Aldrin Planned City (Phase 3) 255/850, 4 dice, 120R, 4/7 median
-[ ] Services 4 + AA dice, 95R
--[ ] Gene Clinic Expansions 0/240, 3 + AA dice, 90R, 98%
--[ ] Projected Hardlight Development 0/60, 1 die, 15R, 100%
-[ ] Military 6 dice + 2 Free, 160R
--[ ] Stealth Field Generator Development, 0/60, 1 die, 15R, 99%
--[ ] Initiative Laser Systems Deployment (Phase 2), 42/185, 2 dice, 50R, 89%
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60, 1 die, 15R, 99%
--[ ] Orbital Nuclear Caches 105/140, 1 die, 20R, 80%
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4), 117/285, 2 dice, 40R, 65%
--[ ] Unmanned Support Ground Vehicle Deployment 59/240, 1 dice, 20R 1/3 median
-[ ] Bureaucracy 4/4 dice
--[ ] Administrative Assistance 2 dice (Services)
--[ ] Hand Off Capital Goods to Market (10 Cap Goods) 1 die auto
--[ ] Endorse a Candidate for Director (XXXXXXX)

90+130+120+85+320+400+95+160=1400/1485+655 in reserve‌

This plan focuses on completing plan goals and rolling out the Inhibitors. Two big points. First in Tiberium priority is getting the Glacier Mines and Containment Lines up to complete the RZ mitigation and RpT plan goals now that the economy is shrinking. The rest of the dice is either going to things that we know will help the underground Tiberium effort, or that we want to find out what they do to it (if anything). To that end investment is made in BZ and YZ Inhibitors and in Vein Mines. Second in Orbital we need a minimum of 3 phases of Lunar Homesteading and the third Phase of Aldrin to meet the plan goal. While not fully impossible to complete with just Aldrin, it is highly impractical for us to get the 25+ dice needed. We also need to stabilize the shipyards. To that end, given Reconstruction is rebuilding the Fusion yards, which will have a place as a cheap transport, we need either the Fluyt or the Caravel, the later of which is partially compatable with our existing infrastructure, while the latter is not.
 
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Here's my proposed plan:
Most of the way to Karachi, finishing Aberdeen, 2 RZ MARV hubs which will set up for a RZ inhibitor complex next turn, Aldrin and Fluyts in Orbital, and finishing a lot of things in Military that will complete plan goals. Also, working to get Carter in the Director's chair because SPAAACE!

[]Plan Big Lift for Spaceman
-[] Infrastructure 5 dice +27 110R
--[] Karachi Planned City (Phase 5) 83/840 1 Tiberium die, 4 Infrastructure dice 100R
--[] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 98%
-[] Heavy Industry 5 dice +34 140R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 1 die 20R 100%
--[] Aberdeen Isolinear Fabricator (Phase 3) 86/360 4 dice 120R 98%
-[] Light and Chemical Industry 4 dice +29 120R
--[] Bergen Superconductor Foundry (Phase 5) 760/1140 4 dice 120R 14%
-[] Agriculture 6 dice +29 75R
--[] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 3 dice 30R 74%
--[] Dairy Ranches (Phase 3) 98/180 1 die 20R 73%
--[] Spider Cotton Plantations (Phase 5) 157/185 1 die 15R 100%
--[] Terrestrial Quillar Deployment (New) 0/100 1 die 10R 51%
-[] Tiberium 7 + 2 free dice +39 110R
--[] 1 die to Karachi
--[] 5 dice to MARV Hub
--[] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50R 99%
--[] Tiberium Inhibitor Deployment (Blue Zone-2 Eastern North America) 0/75 1 die 30R 92%
--[] Tiberium Inhibitor Deployment (Blue Zone BZ-15 Iceland) 50/75 1 die 30R 100%
-[] Orbital 9 dice + 1 free + 4 AI dice +34 525R
--[] Fluyt Class Impulse Shipyard (New) 0/600 7 dice 315R 58%
--[] Aldrin Planned City (Phase 3) 255/850 2+1 free+4 AI dice 210R 61%
-[] Services 4 dice +35 100R
--[] Fifth Generation Electronic Video Assistant Deployment (Phase 1) 0/250 1 die 40R
--[] Gene Clinic Expansions (New) 0/240 3 dice 60R 82%
-[] Military 6 + 2 free dice +31 235R
--[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
--[] RZ MARV Hub 1-South 0/500 2 Military dice, 5 Tiberium dice 140R 99%
--[] Orbital Nuclear Caches 105/140 1 AA die 20R 93%
--[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[] Governor-A Deployment (Refits) 265/350 1 die 20R 72%
--[] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R
-[] Bureaucracy 4 dice +29
--[] Administrative Assistance 2 dice auto
--[] Endorse a Candidate for Director (Carter) 2 dice

Resources: 110+140+120+75+110+525+100+235=1415/1485R
 
I'm a bit of a plan gremlin. As such, I have created two additional drafts in addition to my first to cater to a variety of tastes.

[ ] Draft Plan Global Defense Initiated
-[ ] Infrastructure 5 dice, +27, 110R
--[ ] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[ ] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[ ] Heavy Industry 5 dice, +34, 130R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[ ] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[ ] Light and Chemical Industry 4 dice +29 125R
--[ ] White Goods Programs 0/200 1 dice 15R
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[ ] Agriculture 6 dice, +29, 85R
--[ ] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[ ] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
--[ ] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[ ] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
-[ ] Tiberium 7+4 free+4 AI dice, +39, 60R
--[ ] 4 dice to MARV Hub RZ-1S (accounted in Mil)
--[ ] 4 dice to MARV Hub RZ-3N (accounted in Mil)
--[ ] 4 dice to MARV Hub RZ-3S (accounted in Mil)
--[ ] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[ ] 1 dice to Karachi (accounted in Infra)
-[ ] Orbital 9 dice, +34, 310R
--[ ] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[ ] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[ ] Services 4 dice +35 80R
--[ ] Gene Clinic Expansions 0/240 2 dice 40R
--[ ] Wet AI Development 0/240 2 dice 40R
-[ ] Military 6 dice + 2 Free + AA, +31, 400R
--[ ] Stealth Field Generator Development 0/60 1 die 15R 99%
--[ ] Reclamator Hub Red Zone 1 South 0/250 2 dice + 4 Tiberium 120R 100%
--[ ] Reclamator Hub Red Zone 3 North 0/250 2 dice + 4 Tiberium 120R 100%
--[ ] Reclamator Hub Red Zone 3 South 0/250 2 dice + 4 Tiberium 120R 100%
--[ ] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[ ] Bureaucracy 4 dice +29 0R
--[ ] Administrative Assistance (Mil)
--[ ] Campaign for Director's Chair x2

Cost: 1280R

Global Defense Initiated is the promised MARV rush along with the same general trend every one of my plans has had of moving towards finishing up Plan goals.

[ ] Draft Plan Stellar Defense Initiated
-[ ] Infrastructure 5 dice, +27, 110R
--[ ] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[ ] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[ ] Heavy Industry 5 dice, +34, 130R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[ ] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[ ] Light and Chemical Industry 4 dice +29 125R
--[ ] White Goods Programs 0/200 1 dice 15R
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[ ] Agriculture 6 dice, +29, 85R
--[ ] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[ ] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
--[ ] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[ ] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
-[ ] Tiberium 7+4 free, +39, 60R
--[ ] 4 dice to MARV Hub RZ-1S (accounted in Mil)
--[ ] 4 dice to MARV Hub RZ-3N (accounted in Mil)
--[ ] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[ ] 1 dice to Karachi (accounted in Infra)
-[ ] Orbital 9 dice+4 AI dice, +34, 430R
--[ ] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[ ] Lunar Homesteading (Phase 4) 42/220 4 dice 120R 100%
--[ ] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[ ] Services 4 dice +35 80R
--[ ] Gene Clinic Expansions 0/240 2 dice 40R
--[ ] Wet AI Development 0/240 2 dice 40R
-[ ] Military 6 dice + 2 Free + AA, +31, 335R
--[ ] Stealth Field Generator Development 0/60 1 die 15R 99%
--[ ] Reclamator Hub Red Zone 1 South 0/250 2 dice + 4 Tiberium 120R 100%
--[ ] Reclamator Hub Red Zone 3 North 0/250 2 dice + 4 Tiberium 120R 100%
--[ ] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[ ] Bureaucracy 4 dice +29 0R
--[ ] Administrative Assistance (Mil)
--[ ] Campaign for Director's Chair x2

Cost: 1355R

This plan represents a slight pull-back from the MARV rush strategy, putting 4 free dice on Orbital instead to finish out at least one more phase of Homesteading in addition to plan goal work.

[ ] Draft Plan Feeling Impulsive
-[ ] Infrastructure 5 dice, +27, 110R
--[ ] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[ ] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[ ] Heavy Industry 5 dice, +34, 130R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[ ] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[ ] Light and Chemical Industry 4 dice +29 125R
--[ ] White Goods Programs 0/200 1 dice 15R
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[ ] Agriculture 6 dice, +29, 85R
--[ ] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[ ] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
--[ ] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[ ] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
-[ ] Tiberium 7 dice, +39, 100R
--[ ] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%
--[ ] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[ ] 2 dice to MARV Hub RZ-1S (accounted in Mil)
--[ ] 1 dice to Karachi (accounted in Infra)
-[ ] Orbital 9 dice+6 Free +4 AI dice, +34, 715R
--[ ] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[ ] Fluyt-Class Impulse Shipyard 0/600 7 dice 315R 58%
--[ ] Lunar Homesteading (Phase 4) 42/220 3 dice 90R 100%
--[ ] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[ ] Services 4 dice +35 80R
--[ ] Gene Clinic Expansions 0/240 2 dice 40R
--[ ] Wet AI Development 0/240 2 dice 40R
-[ ] Military 6 dice + AA, +31, 195R
--[ ] Stealth Field Generator Development 0/60 1 die 15R 99%
--[ ] Reclamator Hub Red Zone 1 South 0/250 2 dice + 2 Tiberium 80R 100%
--[ ] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[ ] Bureaucracy 4 dice +29 0R
--[ ] Administrative Assistance (Mil)
--[ ] Campaign for Director's Chair x2

Cost: 1460R

This plan represents a light MARV push coupled with a near-maximum-effort Orbital push intended to put both the Fluyt and the Caravel online by next turn while working all other plan goals in tandem.

Feedback is appreciated.
 
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For the plans going into MARVs, the big thing that's changed is we have a significant RpT shortfall for our income plan goal, while our current plan goal says 95, we are also loosing 5 RpT/T so really we need 110 RpT to meet it. While I want MARVs a whole bunch, I don't think not grabbing the Glacier Mines is an option.

Now an argument can be made to pursue the mines in Q3, while getting the MARVs this turn to unlock RZ inhibitors, and also to let ZOCOM focus on one thing at a time to prevent overreach. But the amount of RpT needed is significant.
 
[]Plan Teaching Deva The Fluyt, Draft Two
-[] Infrastructure (5/5+ 4 Dice, 235R)
--[] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 98%
--[] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice 30R 33%
--[] Japan-Korea Tunnel 0/350 4 dice 80R 29%
--[] Nuclear Infrastructure Rebuilding 179/200 1 die 15R 100%
--[] Karachi Planned City (Phase 5) 1 dice + 4 Tib dice 100R
-[] Heavy Industry (5/5 + 1 Dice, 150R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 6+7) 248/540 3 dice 60R 28%
--[] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[] Light and Chemical Industry (4/4 Dice, 120R)
--[] Bergen Superconductor Foundry (Phase 5) 760/1140 4 dice 120R 14%
-[]Agriculture (6/6 Dice, 75R)
--[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%
--[] Dairy Ranches (Phase 3) 98/180 ]2 dice 40R 100%
--[ ] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[ ] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[]Tiberium (7/7 Dice, 90R)
--[] Karachi Planned City (Phase 5) 4 Tib dice (See Infrastructure)
--[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%
-[]Orbital (9/9 Dice +4 AI, 375R) (13/13 Fusion Dice)
--[] Fluyt Class Impulse Shipyard (New) 0/600 5+2 AI dice 315R 58%
--[] Aldrin Planned City (Phase 3) 255/850 4+2 AI dice 180R 8%
-[]Services (4/4 Dice, 75R)
--[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
--[]Gene Clinic Expansions (New) 0/240 3 dice 60R 82%
-[]Military (6/6 + 1 Dice + AA, 160R)
--[] Military Logistics Drone Network (Phase 1) (new) 0/200 3 dice 60R 96%
--[] Next Generation Armored Vehicle Factories (Phase 1) 0/450 1 dice 30R
--[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[] Orbital Nuclear Caches 105/140 1 AA die 20R 80%
--[]Unmanned Support Ground Vehicle Deployment 59/240 2 dice 40R 2%
-[]Bureaucracy (4/4)
--[]Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
--[]Endorse a Candidate for Director 2 dice
-[]SUMMARY
--[]1280/1485 RpT
--[]6/6 Free Dice
--[]4/4 AI Dice
--[]1/1 AA Dice

Moved some dice around, mostly because I can't figure out how to program AnyDice so I don't know how to calculate the odds for AA dice.
 
I'm going to suggest that the Caravel yards get the priority on construction. They're smaller designs, so quicker to be built, and they can use existing infrastructure globally, reducing additional work needing to be done to start using them. And we're going to need them in service sooner rather than later.
 
Well here's my hat in the ring

[] Plan Vote Seo for SCIENCE!!!
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/4 170R
--[] Karachi Planned City (Phase 5) 83/780 3 dice + 3 Tib dice + 1 admin die 140R 0%
--[] Postwar Housing Refits (Phase 2) 97/150 2 dice 30R 100%
-[]Heavy Industry 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 130R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 75R
--[] Bergen Superconductor Foundry (Phase 5) 760/1140 1 die 30R 0%
--[] White Goods Programs 0/200 3 dice 45R 94%
-[]Agriculture /6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 65R
--[] Blue Zone Aquaponics Bays (Phase 6) 18/125 3 dice 30R 99%
--[] Spider Cotton Plantations (Phase 5) 167/185 1 die 15R 100%
--[] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 90R
--[] 3 dice for Karachi
--[] Enhanced Harvest Tiberium Spikes (Phase 3) 7/180 3 dice 60R 100%
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 15 50/75 1 die 30R 100%
-[]Orbital 9/9 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 4/4 475R
--[] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[] Fluyt-Class Impulse Shipyard 0/600 1 die 45R 0%
--[] Lunar Homesteading (Phase 4) 42/220 1 dice + 1 AI die 60R 60%
--[] Aldrin Planned City (Phase 3) 255/850 4 dice + 3 AI dice 210R 61%
-[]Services 4/4 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/4 135R
--[] Wet AI Development 0/240 2 dice 60R 7%
--[] Projected Hardlight Development 0/60 1 die 15R 100%
--[] Gene Clinic Expansions 0/240 3 dice 60R 82%
-[]Military 6/6 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/4 145R
--[] Stealth Field Generator Development 1 die 15R 99%
--[] Thunderbolt II Missile Development 1 die 15R 99%
--[] Orbital Nuclear Caches 100/140 1 die 20R 100%
--[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 3 dice 60R 100%
--[] Stealth Disruptor Deployment 0/160 1 die 15R 0%
--[] Unmanned Support Ground Vehicle Deployment 47/240 1 die 20R 0%
-[]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/4 0R
--[] Administrative Assistance (Karachi Planned City) 2 dice
--[] Campaign for Director's Chair 2 dice
-[]Free Dice 6/6
--[] 2 in Orbital
--[] 2 in Services
--[] 2 in Military
-[]Resources Income 1285/1485 Reserve 0/655 Bank 100
 
Edit- do we have any additional space pop options that we can open up? like another phase of homesteading because right now we need to finish aldrin to hit the space pop goal and that is something like 27 dice or more in 3 turns.

Homesteading is 'keep going until the QM says stop' in terms of how many phases we can do.

More leverage, yes-yes.

Quillar is very specifically called out as being likely to lessen GDI's ability to leverage its food production advantage over Nod.
 
Gonna need a big push on underground mitigation to stop us from being overwhelmed really quickly though. Even rolling this well, red is still going to increase and yellow is barely touched
 
Can someone remind me how abetment works again? I never seem to remember.
from my memory the rolls is how much yellow and red tiberium grows which is then reduced by our abatement(mitigation) number, if it rolls below our mitigation tiberium coverage decrease and turns into either yellow or blue if its above it grows by the result after the mitigation reduction. So we want to get our mitigation high so that we increase the chances it rolls below that number so there is at least less red tiberium
 
Can someone remind me how abetment works again? I never seem to remember.

Subtract Abatement value from the roll, that is the total change of tiberium contamination for that classification.

Gonna need a big push on underground mitigation to stop us from being overwhelmed really quickly though. Even rolling this well, red is still going to increase and yellow is barely touched

We are going to need to be very aggressive with our URZ abatement projects. MARVs and Inhibitors as far as the eye can see, basically.
 
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So, pre-mutation:
Tiberium Spread
Surface
26.095 (+0.13) Blue Zone
0.19 (+0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.255 (+.32) Yellow Zone (106 points of mitigation)
49.39 (-.64) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (36 points of mitigation)
87.00 Red (22 points of mitigation)
Post-spread:
Tiberium Spread
Surface
26.485 (+0.39) Blue Zone
0.00 (-.19) Green Zone
0.07 (+0.00) Cyan Zone
24.055 (-.20) Yellow Zone (106 points of mitigation)
48.99 (-(.94-.54)=-.40) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.30 (+.07) Blue
12.77 (+.07-.36+.29=0.00) Yellow (36 points of mitigation)
86.93 (-.07) Red (22 points of mitigation)

Can someone remind me how abetment works again? I never seem to remember.
The rolls are Yellow Zone and Red Zone growth (in that order), from 1.00 to .01. The abatement score reduces Yellow/Green Zones and Red Zones, so if the abatement score is greater than the growth score, the appropriate Zone shrinks. The (relative) ceasefire means that when the Red Zone shrinks, half of that goes to Nod-controlled Yellow Zones, half to GDI-controlled Green Zones. Thus, it is very rare for Green Zones to grow, since with our current score the GDI portion almost always goes RZ->GZ->BZ in its entirety.

I've mostly shown my work here in the above math.
 
... Was there a roll for last turn?

If there was, these are the 'before turn result impact'. If we gain or lose Abatement this turn it impacts the result.
 
By sheer happenstance, I've missed the entire vote discussion period and probably won't have time to finish drafting a plan for a few hours. But this is interesting...

@Ithillid , someone may have answered this already, but... if we don't have enough new programs that are actually worth doing to justify activating all our Agriculture dice, does not activating those dice count as breaking our promise? Because if so, then we might want to massively overkill certain projects just to keep things stringing along for the turn.
 
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And we're off
[X] Plan Vote Seo for SCIENCE!!!
-[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/4 170R
--[X] Karachi Planned City (Phase 5) 83/780 3 dice + 3 Tib dice + 1 admin die 140R 0%
--[X] Postwar Housing Refits (Phase 2) 97/150 2 dice 30R 100%
-[X]Heavy Industry 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 130R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[X] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 75R
--[X] Bergen Superconductor Foundry (Phase 5) 760/1140 1 die 30R 0%
--[X] White Goods Programs 0/200 3 dice 45R 94%
-[X]Agriculture /6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 65R
--[X] Blue Zone Aquaponics Bays (Phase 6) 18/125 3 dice 30R 99%
--[X] Spider Cotton Plantations (Phase 5) 167/185 1 die 15R 100%
--[X] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[X]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 90R
--[X] 3 dice for Karachi
--[X] Enhanced Harvest Tiberium Spikes (Phase 3) 7/180 3 dice 60R 100%
--[X] Tiberium Inhibitor Deployment
---[X] Blue Zone 15 50/75 1 die 30R 100%
-[X]Orbital 9/9 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 4/4 475R
--[X] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[X] Fluyt-Class Impulse Shipyard 0/600 1 die 45R 0%
--[X] Lunar Homesteading (Phase 4) 42/220 1 dice + 1 AI die 60R 60%
--[X] Aldrin Planned City (Phase 3) 255/850 4 dice + 3 AI dice 210R 61%
-[X]Services 4/4 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/4 135R
--[X] Wet AI Development 0/240 2 dice 60R 7%
--[X] Projected Hardlight Development 0/60 1 die 15R 100%
--[X] Gene Clinic Expansions 0/240 3 dice 60R 82%
-[X]Military 6/6 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/4 145R
--[X] Stealth Field Generator Development 1 die 15R 99%
--[X] Thunderbolt II Missile Development 1 die 15R 99%
--[X] Orbital Nuclear Caches 100/140 1 die 20R 100%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 3 dice 60R 100%
--[X] Stealth Disruptor Deployment 0/160 1 die 15R 0%
--[X] Unmanned Support Ground Vehicle Deployment 47/240 1 die 20R 0%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/4 0R
--[X] Administrative Assistance (Karachi Planned City) 2 dice
--[X] Campaign for Director's Chair 2 dice
-[X]Free Dice 6/6
--[X] 2 in Orbital
--[X] 2 in Services
--[X] 2 in Military
-[X]Resources Income 1285/1485 Reserve 0/655 Bank 100
 
Alright. As before, here are my plans:


THE MARV RUSH
[X] Plan Global Defense Initiated
-[X] Infrastructure 5 dice, +27, 110R
--[X] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[X] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[X] Heavy Industry 5 dice, +34, 130R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[X] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[X] Light and Chemical Industry 4 dice +29 125R
--[X] White Goods Programs 0/200 1 dice 15R
--[X] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[X] Agriculture 6 dice, +29, 85R
--[X] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
--[X] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[X] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[X] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[X] Tiberium 7+4 free+4 AI dice, +39, 60R
--[X] 4 dice to MARV Hub RZ-1S (accounted in Mil)
--[X] 4 dice to MARV Hub RZ-3N (accounted in Mil)
--[X] 4 dice to MARV Hub RZ-3S (accounted in Mil)
--[X] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[X] 1 dice to Karachi (accounted in Infra)
-[X] Orbital 9 dice, +34, 310R
--[X] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[X] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[X] Services 4 dice +35 80R
--[X] Wet AI Development 0/240 2 dice 40R
--[X] Gene Clinic Expansions 0/240 2 dice 40R
-[X] Military 6 dice + 2 Free + AA, +31, 400R
--[X] Stealth Field Generator Development 0/60 1 die 15R 99%
--[X] Reclamator Hub Red Zone 1 South 0/250 2 dice + 4 Tiberium 120R 100%
--[X] Reclamator Hub Red Zone 3 North 0/250 2 dice + 4 Tiberium 120R 100%
--[X] Reclamator Hub Red Zone 3 South 0/250 2 dice + 4 Tiberium 120R 100%
--[X] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[X] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance (Mil)
--[X] Endorse a Candidate for Director (Harrison Carter) x2

Cost: 1280R

A MORE BALANCED APPROACH
[X] Plan Stellar Defense Initiated
-[X] Infrastructure 5 dice, +27, 110R
--[X] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[X] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[X] Heavy Industry 5 dice, +34, 130R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[X] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[X] Light and Chemical Industry 4 dice +29 125R
--[X] White Goods Programs 0/200 1 dice 15R
--[X] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[X] Agriculture 6 dice, +29, 85R
--[X] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[X] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
--[X] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[X] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
-[X] Tiberium 7+4 free, +39, 60R
--[X] 4 dice to MARV Hub RZ-1S (accounted in Mil)
--[X] 4 dice to MARV Hub RZ-3N (accounted in Mil)
--[X] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[X] 1 dice to Karachi (accounted in Infra)
-[X] Orbital 9 dice+4 AI dice, +34, 430R
--[X] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[X] Lunar Homesteading (Phase 4) 42/220 4 dice 120R 100%
--[X] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[X] Services 4 dice +35 80R
--[X] Wet AI Development 0/240 2 dice 40R
--[X] Gene Clinic Expansions 0/240 2 dice 40R
-[X] Military 6 dice + 2 Free + AA, +31, 335R
--[X] Stealth Field Generator Development 0/60 1 die 15R 99%
--[X] Reclamator Hub Red Zone 1 South 0/250 2 dice + 4 Tiberium 120R 100%
--[X] Reclamator Hub Red Zone 3 North 0/250 2 dice + 4 Tiberium 120R 100%
--[X] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[X] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance (Mil)
--[X] Endorse a Candidate for Director (Harrison Carter) x2

Cost: 1355R

ALL IN ON IMPULSE (AND STILL DO A MARV)
[X] Plan Feeling Impulsive
-[X] Infrastructure 5 dice, +27, 110R
--[X] Karachi Planned City (Phase 5) 83/780 4 dice + 1 Tib dice 100R
--[X] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 14%
-[X] Heavy Industry 5 dice, +34, 130R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 2 dice 40R 100%
--[X] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[X] Light and Chemical Industry 4 dice +29 125R
--[X] White Goods Programs 0/200 1 dice 15R
--[X] Bergen Superconductor Foundry (Phase 5) 760/1140 3 dice 90R
-[X] Agriculture 6 dice, +29, 85R
--[X] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 dice 10R
--[X] Dairy Ranches (Phase 3) 98/180 2 dice 40R
--[X] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[X] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[X] Tiberium 7 dice, +39, 60R
--[X] Enhanced Harvest Tiberium Spikes (Phase 3) 7/180 2 dice 40R
--[X] Tiberium Inhibitor Deployment (50/75) 2 dice 60R 100%
--[X] 2 dice to MARV Hub RZ-1S (accounted in Mil)
--[X] 1 dice to Karachi (accounted in Infra)
-[X] Orbital 9 dice+6 Free +4 AI dice, +34, 715R
--[X] Caravel-Class Impulse Shipyard 0/300 4 dice 160R 91%
--[X] Fluyt-Class Impulse Shipyard 0/600 7 dice 315R 58%
--[X] Lunar Homesteading (Phase 4) 42/220 3 dice 90R 100%
--[X] Aldrin Planned City (Phase 3) 255/850 5 dice 150R 100%
-[X] Services 4 dice +35 80R
--[X] Wet AI Development 0/240 2 dice 40R
--[X] Gene Clinic Expansions 0/240 2 dice 40R
-[X] Military 6 dice + AA, +31, 195R
--[X] Stealth Field Generator Development 0/60 1 die 15R 99%
--[X] Reclamator Hub Red Zone 1 South 0/250 2 dice + 2 Tiberium 80R 100%
--[X] Orbital Nuclear Caches 105/140 AA die 20R 80%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[X] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance (Mil)
--[X] Endorse a Candidate for Director (Harrison Carter) x2

Cost: 1460R
 
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