I would think plans that put dice on Vein Mining would also focus on the U-Series Alloy Foundries. 10 Progress might not seem a lot but it will add up as we try to fight the green menace.
There is also a possibility that deploying the upgraded mining tools will over time open projects to make mining more efficient at countering Tiberium or increasing output. Because right now we don't deploy the best tools underground with most of the Tiberium mining tech being focused above ground and implemented into the MARVs.
There is also the fact that we have acquired Nod tunneling tech (the Korea-Japan tunnel is a result of this). So maybe with better mining tools deployed we could build underground MARV equivalents. Maybe underground trains that tunnel along Tiberium vines and help limit spread.

We can start working towards Nuuk after the foundry is done. And splitting dice between those two is just strange as it delays the rewards of each.
I am pushing for Nuuk because we need more Capital Goods to cover the expenditures for vein mining.
 
I would think plans that put dice on Vein Mining would also focus on the U-Series Alloy Foundries. 10 Progress might not seem a lot but it will add up as we try to fight the green menace.
There is also a possibility that deploying the upgraded mining tools will over time open projects to make mining more efficient at countering Tiberium or increasing output. Because right now we don't deploy the best tools underground with most of the Tiberium mining tech being focused above ground and implemented into the MARVs.
There is also the fact that we have acquired Nod tunneling tech (the Korea-Japan tunnel is a result of this). So maybe with better mining tools deployed we could build underground MARV equivalents. Maybe underground trains that tunnel along Tiberium vines and help limit spread.

We can start working towards Nuuk after the foundry is done. And splitting dice between those two is just strange as it delays the rewards of each.

U-Series Alloy Foundries would likely affect basically all 'trickle of income' projects in the Tiberium header.
We also already applied Nod tunneling techniques; it's how we got the digging claw upgrades.

It's impossible to give Enuf Funding, but I am working on it. (Ignore SCED panicking at the Treasury once again giving their accountants a buffer overflow error by sending them so much money.)

We have 800+ Resources worth of spare change lying around.

Also, the idea that Seo would be less supportive of the SCED for big plans than Granger is... a very mistaken impression.

It's got a Mad Science marker for a reason.
 
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How about we stop buffing NOD and secure the Yellow Zones?
Too many plates in the air. When we have enough resources to do lots of stuff, we don't have the dice. When we have the dice, we don't have the resources. Tiberium demands attention. The Plan™ demands attention. Our orbital situation demands attention. The Moon, Venus and Mars demand attention. Even the Scrin are still demanding attention: they're not just out there, they have a foothold upon Europa to use as they see fit.
Nod isn't at the bottom of the list, but as they're currently a Tolerable™ problem they can wait.

... also, the Greying Population (and probably because Nod is countering us by increasing their own intake of refugees (something you can't raise fuss about without wasting effort and looking like an absolute asshole (also probably outside of the Treasurers authority anyways))) means that until further notice, a labor crunch is looming, so we need to be choosy where we spend labor.
Speaking of: we're slightly deadlocked in Tiberium refinement right now. Our abatement and mitigation increasing resource trickle means that we can't mothball the outdated refineries yet. Yet due to both the previously mentioned labor crunch we can't build more Xenotech processors right now either.
 
Too many plates in the air. When we have enough resources to do lots of stuff, we don't have the dice. When we have the dice, we don't have the resources. Tiberium demands attention. The Plan™ demands attention. Our orbital situation demands attention. The Moon, Venus and Mars demand attention. Even the Scrin are still demanding attention: they're not just out there, they have a foothold upon Europa to use as they see fit.
Nod isn't at the bottom of the list, but as they're currently a Tolerable™ problem they can wait.

... also, the Greying Population (and probably because Nod is countering us by increasing their own intake of refugees (something you can't raise fuss about without wasting effort and looking like an absolute asshole (also probably outside of the Treasurers authority anyways))) means that until further notice, a labor crunch is looming, so we need to be choosy where we spend labor.
Speaking of: we're slightly deadlocked in Tiberium refinement right now. Our abatement and mitigation increasing resource trickle means that we can't mothball the outdated refineries yet. Yet due to both the previously mentioned labor crunch we can't build more Xenotech processors right now either.

Complete Nuuk. Get another about 100 points of CapGoods.

Turn 100 points of CapGoods into robots that can take a ton of work out of human hands.
 
Final draft, I think.
[ ] Draft Plan Move The Heavens And The Earth
-[ ] Infrastructure 5 dice, +27, 100R
--[ ] Karachi Planned City (Phase 5) 532/780 3 dice + 1 Tib dice 80R 99%
--[ ] Postwar Housing Refits (Phase 3) 30/150 2 die 20R ??%
-[ ] Heavy Industry 5 dice, +34, 180R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 1 dice 20R 100%
--[ ] U-Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%
-[ ] Light and Chemical Industry 4 dice +29 80R
--[ ] White Goods Programs 115/200 1 dice 15R 69%
--[ ] Flexible Superconductor Development (0/120) 2 dice 50R 99%
--[ ] Adaptive Cloth Factories (0/300) 1 dice 15R
-[ ] Agriculture 6 dice, +29, 85R
--[ ] Wildlife Restoration (0/180) 2 dice 50R 44%
--[ ] Salvebrush Development (0/80) 1 dice 20R 83%
--[ ] Kingsfoil Development (0/80) 1 dice 20R 83%
--[ ] Bioplastics Development (0/80) 1 dice 20R 83%
--[ ] Terrain Retention Projects (0/160) 1 dice 15R
-[ ] Tiberium 7 dice + 5 free, +39, 300R
--[ ] Enhanced Harvest Tiberium Spikes (Phase 3) (7/180) 3 dice 60R 100%
--[] Tiberium Glacier Mining (Stage 13) 38/165 2 dice 60R 99%
--[ ] Tiberium Inhibitor Deployment (Red Zone 1) (0/100) 4 dice 120R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone BZ-2 North America East) 57/75 2 dice 60R 100%
--[ ] 1 dice to Karachi (accounted in Infra)
-[ ] Orbital 9 dice + 1 Free + 4 AI, +34, 540R
--[ ] Fluyt-Class Impulse Shipyard 0/600 8 dice 360R 95%
--[ ] Aldrin Planned City (Phase 3) 730/850 2 dice 60R 99%
--[ ] Lunar Homesteading (Phase 4) 42/220 4 dice 120R 100%
-[ ] Services 4 dice +35 80R
--[ ] Gene Clinic Expansions 134/240 2 dice 40R
--[ ] Wet AI Development 171/240 1 dice 20R 97%
--[ ] Projected Hardlight Development 0/60 1 dice 15R 100%
-[ ] Military 6 dice, +31, 130R
--[ ] Reclamator Hub Red Zone 8 South (Progress 223/250) (Eucla) 1 AA dice 20R 88%
--[ ] Mjölnir Design Studies (0/60) 1 dice 10R 100%
--[ ] Casimir Design Studies (0/60) 1 dice 10R 100%
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) 2 dice 40R 65%
--[ ] Next Generation Armored Vehicle Factories (Phase 1) (0/450) 1 dice 30R
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[ ] Bureaucracy 4 dice +29 250R
--[ ] Administrative Assistance (Mil)
--[] Hand Off Capital Goods to Market 1 die auto
---[ ] Hand Off 5 Capital Goods
--[ ] Epsilon Eridani Expedition Funding (New) 1 die auto
---[ ] One Time Grant: 400R
---[ ] -50R per turn

Cost: 1,945R
Reserve Remaining: 450R
 
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@Shadows Why four dice on Aldrin City? We only need two dice for a 99% chance of finishing it, and Phase 5 is too costly to get in the next two turns. Since we need two more phases of Lunar Homesteading, why not put the extra dice there?

Wet AI Development only needs one die for a 97% completion chance. Maybe put that on the Hardlight Dev?
 
@Shadows Why four dice on Aldrin City? We only need two dice for a 99% chance of finishing it, and Phase 5 is too costly to get in the next two turns. Since we need two more phases of Lunar Homesteading, why not put the extra dice there?

Wet AI Development only needs one die for a 97% completion chance. Maybe put that on the Hardlight Dev?
Eh. I kinda wanted to keep blowing and going on Aldrin but, ah well. Homesteading and Hardlight it is.
 
Wet AI Development only needs one die for a 97% completion chance. Maybe put that on the Hardlight Dev?
Personally, I really want that to go well. We've already got one At Risk scientist on the project, and his only issue is trouble with letting go. Someone else on the project might have even funnier ideas. More money won't mean those people will magically become not a problem, but they might be easier to catch before they try something if the admins aren't fretting over budget.

Plus with the knowledge we're building a humanlike biocomputer, I really want this one to go right the first time. If we had to delete say Dot because she didn't form right, or she was a Cabal Like, some citizens would be upset, but even more would just think of her as a failed program. We screw up on something that leaves a corpse? That'll go over much worse.
 
Personally, I really want that to go well. We've already got one At Risk scientist on the project, and his only issue is trouble with letting go. Someone else on the project might have even funnier ideas. More money won't mean those people will magically become not a problem, but they might be easier to catch before they try something if the admins aren't fretting over budget.

Plus with the knowledge we're building a humanlike biocomputer, I really want this one to go right the first time. If we had to delete say Dot because she didn't form right, or she was a Cabal Like, some citizens would be upset, but even more would just think of her as a failed program. We screw up on something that leaves a corpse? That'll go over much worse.
I get that, but I don't think extra progress/funding is going to do anything here. We're going to get dice rolled for how the AI(s) turn out, same as with Erewhon, Dot, and Deva.
 
I get that, but I don't think extra progress/funding is going to do anything here. We're going to get dice rolled for how the AI(s) turn out, same as with Erewhon, Dot, and Deva.
Maybe not, but past projects have befitted from extra funding. Plus, if this AI gives us an extra die like they usually do, then we're basically just spending one of the extra 2 dice she'd give.

This isn't a hill I'm going to die on or anything, but I think there's enough reason for concern to warrant extra precaution. It'll suck to put off Hardlight dev, but for me that's a worthwhile trade.
 
I'm imagining that the wet ais personality will either be bureaucratic boring sane "man" of the group or is almost normal but exclusively communicates in a advanced wingding language.
 
[X] Plan Penultimate Plan
-[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/4 110R
--[X] Karachi Planned City (Phase 5) 532/780 3 dice + 1 Tib die 80R 85%
--[X] Postwar Housing Refits (Phase 3) 30/150 2 die 30R 96%
-[X]Heavy Industry 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 140R
--[X] U-Series Alloy Foundries (Phase 6) 68/455 2 dice 80R 0%
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 7) 200/270 1 die 20R %
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 2 dice 40R 0%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 70R
--[X] Flexible Superconductor Development 0/120 1 die 25R 19%
--[X] Adaptive Cloth Factories 0/300 1 die 15R 0%
--[X] White Goods Programs 115/200 2 dice 30R 100%
-[X]Agriculture /6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 105R
--[X] Orchard Domes 0/240 1 die 15R 0%
--[X] Salvebrush Development 0/80 1 die 20R 83%
--[X] Kingsfoil Development 0/80 1 die 20R 83%
--[X] Bioplastics Development 0/80 1 die 20R 83%
--[X] Terrain Retention Projects 0/160 2 dice 30R 70%
-[X]Tiberium 7/7 Free Dice: 6/6 Admin Dice: 0/2 AI Dice: 0/4 300R
--[X] 1 die towards Karachi
--[X] Tiberium Vein Mines (Stage 11) 4/165 3 dice 60R 100%
--[X] Enhanced Harvest Tiberium Spikes (Phase 3) 7/180 3 dice 60R 100%
--[X] Tiberium Glacier Mining (Stage 13) 38/165 2 dice 60R 99%
--[X] Tiberium Inhibitor Deployment
---[X] Blue Zone 2 57/75 1 die 30R 100%
---[X] Red Zone 1 0/100 3 dice 90R 100%
-[X]Orbital 9/9 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 4/4 510R
--[X] Fluyt-Class Impulse Shipyard 0/600 6 dice + 2 AI dice 360R 95%
--[X] Lunar Homesteading (Phase 4) 42/220 1 dice + 2 AI dice 90R 100%
--[X] Aldrin Planned City (Phase 3) 705/850 2 dice 60R 99%
-[X]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 85R
--[X] Wet AI Development 171/240 1 die 30R 97%
--[X] Projected Hardlight Development 0/60 1 die 15R 100%
--[X] Gene Clinic Expansions 134/240 2 dice 40R 100%
-[X]Military 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/4 120R
--[X] MARV and Reclamator Hubs
---[X] Reclamator Hub Red Zone 8 South 223/250 1 admin die 20R 97%
--[X] Thunderbolt II Missile Development 1 die 15R 99%
--[X] Casimir Design Studies 0/60 1 die 10R 99%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[X] Stealth Disruptor Deployment 0/160 1 die 15R 0%
--[X] Unmanned Support Ground Vehicle Deployment 134/240 1 die 20R 34%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/4 200R 50RPT
--[X] Administrative Assistance (Reclamator Hub Red Zone 8 South) 2 dice
--[X]Epsilon Eridani Expedition Funding
---[X](Assign one time grant, 200R) 1 die
---[X](-50 Resources per turn) 1 die
-[X]Free Dice 6/6
--[X] 6 in Tiberium
-[X]Resources Income 1510/1510 Reserve 180/885 Bank 100
 
[X] Plan Move The Heavens And The Earth
-[X] Infrastructure 5 dice, +27, 100R
--[X] Karachi Planned City (Phase 5) 532/780 3 dice + 1 Tib dice 80R 99%
--[X] Postwar Housing Refits (Phase 3) 30/150 2 die 20R ??%
-[X] Heavy Industry 5 dice, +34, 180R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 1 dice 20R 100%
--[X] U-Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%
-[X] Light and Chemical Industry 4 dice +29 80R
--[X] White Goods Programs 115/200 1 dice 15R 69%
--[X] Flexible Superconductor Development (0/120) 2 dice 50R 99%
--[X] Adaptive Cloth Factories (0/300) 1 dice 15R
-[X] Agriculture 6 dice, +29, 85R
--[X] Wildlife Restoration (0/180) 2 dice 50R 44%
--[X] Salvebrush Development (0/80) 1 dice 20R 83%
--[X] Kingsfoil Development (0/80) 1 dice 20R 83%
--[X] Bioplastics Development (0/80) 1 dice 20R 83%
--[X] Terrain Retention Projects (0/160) 1 dice 15R
-[X] Tiberium 7 dice + 5 free, +39, 300R
--[X] Enhanced Harvest Tiberium Spikes (Phase 3) (7/180) 3 dice 60R 100%
--[X] Tiberium Glacier Mining (Stage 13) 38/165 2 dice 60R 99%
--[X] Tiberium Inhibitor Deployment (Red Zone 1) (0/100) 4 dice 120R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-2 North America East) 57/75 2 dice 60R 100%
--[X] 1 dice to Karachi (accounted in Infra)
-[X] Orbital 9 dice + 1 Free + 4 AI, +34, 540R
--[X] Fluyt-Class Impulse Shipyard 0/600 8 dice 360R 95%
--[X] Aldrin Planned City (Phase 3) 730/850 2 dice 60R 99%
--[X] Lunar Homesteading (Phase 4) 42/220 4 dice 120R 100%
-[X] Services 4 dice +35 80R
--[X] Gene Clinic Expansions 134/240 2 dice 40R
--[X] Wet AI Development 171/240 1 dice 20R 97%
--[X] Projected Hardlight Development 0/60 1 dice 15R 100%
-[X] Military 6 dice, +31, 130R
--[X] Reclamator Hub Red Zone 8 South (Progress 223/250) (Eucla) 1 AA dice 20R 88%
--[X] Mjölnir Design Studies (0/60) 1 dice 10R 100%
--[X] Casimir Design Studies (0/60) 1 dice 10R 100%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 2 dice 40R 65%
--[X] Next Generation Armored Vehicle Factories (Phase 1) (0/450) 1 dice 30R
--[X] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 250R
--[X] Administrative Assistance (Mil)
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand Off 5 Capital Goods
--[X] Epsilon Eridani Expedition Funding (New) 1 die auto
---[X] One Time Grant: 400R
---[X] -50R per turn

Cost: 1,945R
Reserve Remaining: 450R
 
So, I should not edit recklessly on the same day as going under moderate sedation for a biopsy... (I'm okay, just my brain is fuzzy.)
I made a change in error, so here's the correct line in the array for Housing Refits:
-[] Postwar Housing Refits (Phase 3) 30/150 1 die 10R 11%, 2 dice 20R 96%

[X]Plan Impulse and Inhibition
-[X]Infrastructure 5 dice +27 5+1Tibdice 100R
--[X] Karachi Planned City (Phase 5) 532/804 1 Tib die, 2 Infra dice 60R 65%
--[X] Postwar Housing Refits (Phase 3) 30/150 2 dice 20R 96%
--[X] Japan-Korea Tunnel 0/350 1 die 20R
-[X]Heavy Industry 5 dice +34 100R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 1 die 20R 100%
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 4 dice 80R
-[X]Light and Chemical Industry 4 dice +29 85R
--[X] Flexible Superconductor Development (New) 0/120 2 dice 50R 99%
--[X] Laser Printing Plants 0/150 1 die 20R
--[X] White Goods Programs 115/200 1 die 15R 69%
-[X]Agriculture 6 dice +29 135R
--[X] Wildlife Restoration 0/180 3 dice 75R 98%
--[X] Salvebrush Development (New) 0/80 1 die 20R 83%
--[X] Kingsfoil Development (New) 0/80 1 die 20R 83%
--[X] Bioplastics Development (New) 0/80 1 die 20R 83%
-[X]Tiberium 7 dice +39 7+5+1AI Free dice 300R
--[X] 1 die to Karachi
--[X] Tiberium Vein Mines (Stage 11+12) 4/330 6 dice 120R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-8 South America) 0/75 1 die 30R 92%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-2 North America East) 57/75 1 die 30R 100%
--[X] Tiberium Inhibitor Deployment (RZ-1) 0/100 2 dice 60R 100%
--[X] Tiberium Inhibitor Deployment (RZ-2) 0/100 2 dice 60R 100%
-[X]Orbital 9 dice +34 465R 9 + 3 AI dice
--[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) 730/850 2 dice 60R 99%
-[X]Services 4 dice +35 85R
--[X] Wet AI Development (Tech) (MS) 171/240 1 die 30R 97%
--[X] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
--[X] Gene Clinic Expansions 134/240 2 dice 40R 100%
-[X]Military 6 dice +31 6+1 free+1AA dice 155R
--[X] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 AA die 15R 62%
--[X] Mjölnir Design Studies (New) 0/60 1 die 10R 99%
--[X] Casimir Design Studies (New) 0/60 1 die 10R 99%
--[X] Next Generation Armored Vehicle Factories. (Phase 1) 0/450 2 dice 60R
--[x] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[X] Unmanned Support Ground Vehicle Deployment 134/240 1 die 20R 34%
-[X]Bureaucracy 4 dice +29
--[X] Administrative Assistance 2 dice auto (Thunderbolt II Missile Development)
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand Off 5 Capital Goods
--[X] Epsilon Eridani Expedition Funding (New) 1 die autosuccess
---[X] 400R
---[X] 50R/turn


1425R+400R=1825R
2345-1825=520R in reserve
 
[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 265/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
Just fyi, that's the total from the start of last quarter. You forgot to include the +30 for Refits.
 
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