I'm fine with either city renegotiation. It does what we need at not much real cost.

Definitely a proponent for getting Chicago done as soon as the war cooling down allows it.

Edit: The city capstones are a big deal.

Completing Mecca took a entire warlord out of the war and threw them at another warlord. I have no idea how much trouble that saved us but I would guess a whole lot.
 
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If past projects are an example, we should be able to get a +16 auto-food storage option if we get a +32 food surplus.

That said, that's starting to get at a ridculous level of food storage for an auto-action.
 
I was already factoring that in. The freeze-drying plants mean we have to scrape up 45 Food instead of 60 to hit the target. They don't mean we can get away with building fewer warehouses to stash all the canned beans and vegetarian spam and whatnot. The biggest obstacle to getting to 30-40 Stored Food, based only on what projects we now know to exist, is just setting up places to put it all, more so than actually growing the food itself.
Bleh. How about we just leave the commitment as is then?
150+175+200+225+250=1000, for 5 more Strategic Food Stockpile Construction phases, then we do the Extra Large Food Stockpiles. That gives us +18.
Should be easy enough in the 5 turns remaining.

I do have questions on if there is a deployment/refit project for the lasers included in this new commitment as that might change the math. I'd also think that we'd still want to go for Nuuk 4, just for the Cap Goods buffer, though it would clearly be a lesser priority with this swap.
Same. Deployment of these lasers needs to be cheaper than 400 progress at 20 per die for this to be a cheaper option. I can't see this alternative being much better.

Additionally, if we don't do Chicago now, then fucking when, perchance? Chicago is valuable as more than just a Tiberium processing hub - it's also our testbed for re-terraforming the territory we've managed to claw back from Tiberium infestation. Now that it's in a Blue Zone, that value is on a (presumably) very rapid deadline. If we don't complete it by the end of this plan, I would be extremely unsurprised if the capstone for Chicago changed to something else and the we have to start the "make Blue Zone from scratch" project all over again.
I do think that we should be doing Chicago before the end of this Plan, but that doesn't mean we need to commit to it.
 
Since we might have a whole additional plan to do Karachi, what should we do with the navy after we finish the frigate and escort docks?

The two offensive ships?

I feel the escorts and frigates just catch us up to where we need to be.

Should we keep pushing new ships or switch to improving our tech in general. Like, anti-stealth and eccm countermeasures and so on.
 
Food
[ ] Increase Food Reserve by an additional 40 points by the end of next plan
Karachi
[ ] Commit to completing five phases by end of next plan
[ ] Commit to completing Chicago Planned City by end of Plan, and four phases of Karachi by end of next plan

These are options I'd be in favor of initially. I mean, we mathed out funding Phase 5 Karachi in one turn, and I'd expect we could manage it with more turns next Plan. Flipside, we could do Chicago this Plan, which would slam out the processing requirement in the process, and do 4 phases of Karachi next plan. I'm okay either way, really.

Very much not in favor of SADN commitment. Our spare Mil dice are rapidly getting eaten by Wingmen and Frigates and other side things getting shoved in like Light Combat Laser. I don't think it's a good idea to have to drag free dice here unnecessarily since Orbital needs would be pretty tight pending renegotiation. I don't feel like we actually need to renegotiate any of our Mil related goals. We can handle them with just Mil dice... if we don't keep adding more stuff to the pile that we "need" over the next 4-5 turns.

--

Ground Forces Zone Armor would be a big help for Karachi in any case, besides allowing ZOCOM to un-stretch themselves somewhat. The Islands would probably not be a bad idea to have some of in time for Karachi to support the initial pushes. Finishing the Wingman drones would be a good idea, so they can get on to the escort carriers we're building (particularly since they kept getting delayed to integrate Wingman drones in the first place...).
 
Since we might have a whole additional plan to do Karachi, what should we do with the navy after we finish the frigate and escort docks?
I think just the Carriers catch us up to where we should have been by the start of 2060, so the Frigates get us to the end of 2061.

Having one of the offensive ships is certainly tempting, but I don't think we should ignore the Advanced ECCM or Stealth Disruptor at all.

I'd like to say that we should have the Victory class ready to go for Karachi, but this may mean too many delays. We don't really have a whole additional plan to do Karachi. There will be other chaos going on as well, and getting that new logistical route, plus the extra options for Iran/India asap is highly desirable.
 
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Additionally, if we don't do Chicago now, then fucking when, perchance?
I'd appreciate it if you'd take a less jump-down-my-throat tone.

Because as I've said before, I do want to work on Chicago over the next five turns before the end of the Plan... but I don't want a binding ride-or-die commitment to finish Phase 5 at all costs at the expense of locking down most of our Tiberium dice for the entire rest of that time, because I don't see it as a problem if we have to finish the last bits in late 2062 or something.

Chicago is valuable as more than just a Tiberium processing hub - it's also our testbed for re-terraforming the territory we've managed to claw back from Tiberium infestation. Now that it's in a Blue Zone, that value is on a (presumably) very rapid deadline. If we don't complete it by the end of this plan, I would be extremely unsurprised if the capstone for Chicago changed to something else and the we have to start the "make Blue Zone from scratch" project all over again.
@Ithillid , if we're pushing up through Chicago Phase 4+5 during this plan and just happen to not finish the fifth phase before 2061Q4, will the project disappear on us?

I do have questions on if there is a deployment/refit project for the lasers included in this new commitment as that might change the math.
I'll be very surprised if the laser project deployment costs that much, enough to more than offset the advantages of not having to go Nuuk. If it does cost that much, it's probably going to be impactful enough that it puts us a lot closer to 'over the line' for the original Capital Goods goal.

If past projects are an example, we should be able to get a +16 auto-food storage option if we get a +32 food surplus.

That said, that's starting to get at a ridculous level of food storage for an auto-action.
The +8 Stored Food for -16 Food option explicitly says "this is you filling up the existing storehouses to the brim." There isn't any more room to go beyond that for free.

Bleh. How about we just leave the commitment as is then?
150+175+200+225+250=1000, for 5 more Strategic Food Stockpile Construction phases, then we do the Extra Large Food Stockpiles. That gives us +18.
Should be easy enough in the 5 turns remaining.
Because we'd need to rummage up +27 Food worth of surplus somewhere, and we've got a big refugee wave coming in that's got to eat. We don't know how big, so it's hard to plan around.

The problem isn't that we can't meet the target. It's that we can't be reasonably assured of meeting the target and having enough actual day-to-day food surplus to ensure that all our refugees can eat.

Same. Deployment of these lasers needs to be cheaper than 400 progress at 20 per die for this to be a cheaper option. I can't see this alternative being much better.
A lot of projects cost less than 400 Progress at 20 R/die.

I do think that we should be doing Chicago before the end of this Plan, but that doesn't mean we need to commit to it.
Like, if we have five dice worth of Chicago left to do after 2061Q4, I'm not going to treat it as a disaster or a defeat. Pain in the ass, yes, disaster, no.

But if we've promised to slam out the whole city in that amount of time, it becomes a disaster... of our own making.

Since we might have a whole additional plan to do Karachi, what should we do with the navy after we finish the frigate and escort docks?

The two offensive ships?

I feel the escorts and frigates just catch us up to where we need to be.

Should we keep pushing new ships or switch to improving our tech in general. Like, anti-stealth and eccm countermeasures and so on.
Amphibious assault ships. That's going to be something we'd love to have for Karachi (and it just might be possible if we hurry). Even if we don't have it for Karachi, having it opens up a ton of other military options all over the world. Being able to just casually take islands by rolling up with a battlegroup will do a lot to enable the Navy to cut down on Nod's ability to base minor naval threats out of random island chains in areas like the Central Pacific and the Caribbean.

Food
[ ] Increase Food Reserve by an additional 40 points by the end of next plan
This is a bad choice. Forty points of Stored Food means needing to scrape up +60 Food (above commitments to refugees) and build about 55-72 dice worth of storehouses (as per @doruma1920 's math). Even given that your calculations are correct and we have 84 Agricultural dice to play with, we're still going to be straining like mad bastards to get the job done. Let's just bite the bullet and take the thirty-point commitment; we can recoup +5 PS a lot more easily than we can rummage up an extra +10 Stored Food.

Karachi
[ ] Commit to completing five phases by end of next plan
[ ] Commit to completing Chicago Planned City by end of Plan, and four phases of Karachi by end of next plan

These are options I'd be in favor of initially. I mean, we mathed out funding Phase 5 Karachi in one turn, and I'd expect we could manage it with more turns next Plan. Flipside, we could do Chicago this Plan, which would slam out the processing requirement in the process, and do 4 phases of Karachi next plan. I'm okay either way, really.
The first version is much better.

The second version commits us to finishing all 1800 Progress worth of Chicago within five turns. Note that this is not all needed to "slam out the Processing requirement;" we can do that with 600 Progress to Chicago Phase 4 plus the refinery refits. As long as we don't take this target, there is no reason we have to panic if we're "only" halfway to Chicago Phase 5 when the Plan ends... but there will be reason to panic if we do take the commitment.

The first version is much better because it only commits us to 1040 Progress of additional construction, and on a much more forgiving schedule. The main obstacle to clearing Karachi is just having the necessary military firepower, not building the city itself. If we can start Karachi, we should be able to finish it.

I think just the Carriers catch us up to where we should have been by the start of 2060, so the Frigates get us to the end of 2061.

Having one of the offensive ships is certainly tempting, but I don't think we should ignore the Advanced ECCM or Stealth Disruptor at all.
Me neither, but we're looking at specifically naval investments here. I think the Island-class is more critical to Karachi than the Victory-class, because Karachi's actual region is well within range of land-based air support. Having bombardment monitors parked off the coast when we already have battleship railguns, cruiser missiles, and carrier jets pounding the coast isn't as big of a deal.

If the commitment for the Victories is on the same general scale as that of the escort carriers (noting that we don't necessarily have to have ALL the Victory yards done in time to be knocking on Karachi's door in, say, late 2064, just hopefully 1-2 of the yards turning out the lead ships of the class in time with luck)... Well, we can try to design the ship late in this Plan and be building the yards at a reasonable pace in 2062, then hope for the best.

Of course, there may just not be time, but y'know, that's fine.

Advanced ECCM and Stealth Disruptors are going to be huge and I'm a big fan, mind you! But those are also things we can roll out faster, as refits rather than long-lead items. Whereas if we want any ships ready for Karachi even in 2064-65, we need to start now.
 
We could also just not take any of the new food reserve commitments.

Save 5 PS, and not have to do another 30 of food storage (total 48) next plan. I think it might be worth it.
 
We could also just not take any of the new food reserve commitments.

Save 5 PS, and not have to do another 30 of food storage (total 48) next plan. I think it might be worth it.
Again, if we don't make any new commitments, we're stuck doing 18 points of Stored Food in five turns. It's barely possible to do this without Free dice... IF the refugees don't eat too much.

We have certainty of how much the refugees will eat when all is said and done.
 
Because we'd need to rummage up +27 Food worth of surplus somewhere, and we've got a big refugee wave coming in that's got to eat. We don't know how big, so it's hard to plan around.

The problem isn't that we can't meet the target. It's that we can't be reasonably assured of meeting the target and having enough actual day-to-day food surplus to ensure that all our refugees can eat.
I think you are overreacting a bit here. That big refugee wave you are freaking out about started a couples of turns ago, and the new refugees are only using up 8 Food so far. We've had no trouble staying ahead of that.
Further refugees will likely take our surplus down to +10. So we only need to find another 21 to cover what we need for the Food Reserve and remain positive. The Freeze Dried Food Plants give +5 as well.
Therefore all we need is the Agricultural Mechanization of 400 progress, or 3 phases of Aquaponics at 420 progress, and we are fine.
We have no commitments in LCI either, so Chemical Fertilizer Plants can give us another +4. (And they only costs 15R/die.)
This won't even require Free Dice (without using the Chemical Fertilizer Plants option).

A lot of projects cost less than 400 Progress at 20 R/die.
But not a lot less, so it does not seem likely to me that this alternative is significantly cheaper than doing Nuuk, which also gives us a ton of Capitol Goods that we can use.

Advanced ECCM and Stealth Disruptors are going to be huge and I'm a big fan, mind you! But those are also things we can roll out faster, as refits rather than long-lead items. Whereas if we want any ships ready for Karachi even in 2064-65, we need to start now.
Refits aren't that easy though. You have to put the ship in the dock and dismantle it. They have less lead time, but also increase the time the ships are out of action.

Personally, I'd aim for Q4 2062 for Karachi.
Both Ground Forces and Steel Talons were keen to do it. (I imagine ZOCOM would like the extra route from their base as well. But unless we get some serious zone armor factories done, they are too busy.)
All we need is the new ships and Mastodons, which should be online by then. And fresh troops, which shouldn't be too big an issue, as I imagine they will be getting bored by then.
Sure it is bold, but I'm not keen to wait around for more shenanigans.
 
Honestly for Karachi, we'll need the logistics boost to transport then effectively and supply them in the long term as we set up infrastructure.

As military, we could use the Islands and Victories for an amphibious landing as they'll be useful in dealing with any Nod coastal defenses.

Plus additional Escort Carriers for additional air support to keep the landings covered and the push further in inland.

As for Ground forces, Zone Armor, GD-3 Rifles, Ablat plating, and railgun munitions for the assault and push out of Karachi.

At least that's what I believe.
 
I don't think we actually need Nuuk Phase 4 for immediate military factory needs, especially if we're still getting +Capital Goods from lesser sources along the way. I could see doing the 'switchout' option just to gain flexibility and be more able to use Free dice in places that aren't Heavy Industry while still doing Anadyr, Suzuki, and other projects in the field.
Right now we have a cap goods target not a project target- so we don't need to do Nuuk 4 to hit the cap goods amount if we can get there via other means. Our actual cap good production projects though is going to be driven more by how we want to spend it. But getting the +13 for the target is likely needed anyways do to military projects eating that up (and that we lose +10 production once the war ends)
 
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I think with the food reserves target we're likely to get further efficiency projects after freeze drying to reduce the ratio of food to stored food even more
 
Complete GDSS Enterprise
-[ ] Complete Three Phases of Shala
-[ ] Complete Three Phases of Columbia
I think we should seriously consider taking this one. Enterprise Phase 5 will take on average 18 dice, but Columbia Phases 1-3 will only take 7 dice. That saves us 11 dice in Orbital, giving us much more comfortable leeway. Even if you want to complete the Station Bay first, that means we'll on average spend only 11 dice, saving us 7, more than enough to ensure we meet our goals and do something else with the leftover. (5 dice for the Bay, 6 dice for Columbia thanks to the discount.)
The space targets, eh. We have a good reason why we want to finish Enterprise Phase 5 before doing the other stations, and I haven't changed my mind there. Likewise, relaxing the moon mining requirements is nice... We might actually want to go ahead with it. If we drop to three phases, we can skip Regolith Harvesting Phase 2 entirely... But here's the beauty. Regolith Harvesting Phase 2 would have cost us 280 Progress or about four dice. We can then plow 2-3 of those dice into Orbital Cleanup, finish that project, and win back the Political Support, while freeing up orbital options and securing a tidy cost bonus in the process!
You make good arguments for the use of taking the lower Space Mining goal, but since we're likely to only take one Orbital goal reduction, if any... The capstone for finishing Enterprise is that we get to build two more Bays, and have a greater capacity for Lunar mining. Getting Columbia going starts the Science timer for figuring out serious space habitation, and gives people on the ground Hope that the future of Humanity will be one away from the dangers and death of Tiberium-infested Earth. I think the latter is more important and has more utility than the former. And for the purposes of saving dice, switching to Columbia saves us more of those - plus there's no reason why we couldn't turn around after doing Columbia's Phase 3 and put some of those saved dice back into getting Enterprise finished.
 
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I kinda just want to get enterprise done at this point.

I'm fine doing it then building the station bay and the two space vehicle ones. Get some real space infrastructure synergy going.

Then why not have next plan goals of knocking out the last two stations. With the discounts from enterprise that should be fairly doable.
 
Ill chime in on the stations goals, they were going to have to get built anyway, and this is one way to gain by doing so. It will give institutional knowledge on growing food in orbit, and put more manpower closer to space, where it will be needed soon enough.
 
For some reason we decided that a Navy wasn't needed for Karachi, or the war in general.

Actually, we looked at the options for Eastern Paris, Autumn Archer and Steel Vanguard and concluded that the best bet was Steel Vanguard, and hoped that our current navy would be able to keep the sea lanes free without further support. It's not that we concluded the navy was unnecessary. It's that we concluded the navy GDI had right then could not do Eastern Paris, but was very likely to be able to do Steel Vanguard.
 
We should also keep in mind that we might be going into negotiations with Kane at the start of the next plan. Having permanent space habitation for our people (even if it is only the prototyping phase) is likely to be far greater leverage than another phase of enterprise.
 
Kane may or may not show up to try and get us to build him a TCN, in the canon timeline it was 2062 when he did it but who knows if he'll do the same TTL. In the canon 2062, GDI had pretty conclusively lost the battle to Tiberium and the Brotherhood, to the point where Manchester was a Yellow Zone and Kane could just walk in to a meeting with top Initiative leadership and dictate terms. We're obviously in a very different situation, so who knows what Kane's gonna do, but there's always the possibility at least that he comes to negotiate a TCN deal.
 
Analysis of Current Renegotiation Options:
Capital Goods
Current Plan Goal: Capital Goods: 11 Points

Most die efficient way to achieve is though Nuuk Phase 4:
-Nuuk Heavy Robotics Foundry (Phase 4): 143/1200 Progress, ~13 dice median
--Requires 2 Labor
--Requires 8 Energy
--Provides 32 Capital Goods

To provide the Energy we need one phase of Fusion, I will use a blank one under the assumption the current phase is going to the Carriers.

-Continuous Cycle Fusion Plant (Phase Blank): 0/300 Progress, ~4 dice median
--Provides 16 Energy

Total: 17 dice

Alternate One: Complete Anadyr and Industrial Lasers Before end of Plan
-Isolinear Chip Foundry Anadyr: 0/320 Progress, ~4 dice median
--Requires 2 Energy
--Provides 4 Capital Goods

-Crystal Beam Industrial Laser Development: 0/80 Progress, ~1 die median
-Industrial Laser Deployment/Refit: ??

Alternate One Total: 5 + ?? dice

In order for Alternate One to be more die expensive than the current Plan Goal the Laser Deployment/Refit would need to cost 12 or more dice.

Alternate Two: Complete Anadyr and -5 Political Support
-Isolinear Chip Foundry Anadyr: 0/320 Progress, ~4 dice median
--Requires 2 Energy
--Provides 4 Capital Goods

Alternate Two Total: 4 dice

Alternate Two is die cheaper than the current Plan Goal, though it costs an additional 5 PS.
Food Reserve
Current Plan Goal: Food: 18 points in reserve
-Strategic Food Stockpile Construction (Phase 2-6): 38/1000 Progress ~13 dice median
--Requires 20 Food
--Provides 10 Food in reserve
--Note: Assumes Phase 5 and 6 continue the progress increasing pattern of Phase 2-4 and are 225 and 250 Progress respectively.
-Extra Large Food Stockpiles: 1 die 100%
--Requires 16 Food
--Provides 8 Food in reserve
--This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die when we have the spare Food available.

-Freeze Dried Food Plants: 126/200 ~1 die median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
--Note: Currently we have 18 Food, if we committed to producing an additional 18 Food we would not require Freeze Dried Food Plants. However, if we completed Freeze Dried Food Plants we would receive an additional 5 Food for a total of 23 Food, and we would require less Food for the stockpiles. If the Food provided by Freeze Dried Food Plants is the Food freed up by more efficient stockpiling, then it follows that the required Food per Food Reserve changes from 2 Food per Food Reserved to 1.5 Food per Food Reserved. This means we would require 27 Food for the remaining 18 Food Reserve. IE requiring us to produce 4 Food.

-Vertical Farming Projects (Stage 2): 65/240 Progress ~2 dice median
--Requires 2 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
--Note: This could be replaced by either BZ Aquaponics or Agricultural Mechanization would cost the same in dice

Total: 16 dice + 1 AA or E die
Note: As this is to the end of the current plan we have 20 Agricultural dice remaining.

Alternate One: Increase Food Reserve by an additional 40 points by the end of next plan

Edit: By word of QM this means we need 40+18=58 points by end of next plan

-Freeze Dried Food Plants: 126/200 ~1 die median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
-Strategic Food Stockpile Construction (Phase 2-26): 38/4925 Progress ~86 dice median
--Requires 75 Food
--Provides 50 Food in reserve
--Note: Assumes Phases 5-26 plateau at 200 Progress, instead of continuing the progress increasing pattern of Phase 2-4. The alternative is the progress growth continues (225, 250, 275 ... 750), in which case the Progress cost is 38/11250 and ~151 dice median.
-Extra Large Food Stockpiles: 1 die 100%
--Requires 12 Food
--Provides 8 Food in reserve
--Note: This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die when we have the spare Food available.

-Side Note: Depending on how Freeze Dried Food Plants works these calculations could change significantly. If instead of reducing the Food cost of the actions to meet the 3:2 Food to Reserve ratio implied by Freeze Dried Food Plants it instead increased the amount reserved while maintaining the cost, the amount of progress required would be significantly less. However, applying the 3:2 ratio in that manner gives 10.667 Food Reserve for Extra Large Food Stockpiles and 2.667 Food Reserve for Stockpile Construction. Decimal Food amounts don't make much sense, but rounding could be in effect. In any event this analysis will continue based on the initial assumption of Freeze Dried Food Plants reducing the Food cost not increasing the Food stored.

87 Food Required for this reserve commitment
-5 Food provided by Freeze Dried Food Plants
-Agriculture Mechanization Projects (Phase 1-2): 0/400 Progress ~5 dice median
--Requires 2 Capital Goods
--Provides 20 Food
-Blue Zone Aquaponics (Phase 3-6): 30/560 Progress ~7 dice median
--Requires 3 Logistics
--Provides 24 Food
-Vertical Farming Projects (Stage 2): 65/240 Progress ~2 dice median
--Requires 2 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
-Total: 87 - 5 - 20 - 24 - 4 = 34 Food Remaining needed from outside of current Agricultural projects
-Chemical Fertilizer Plants (Phase 2): 94/300 Progress ~3 LCI dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
-GDSS Shala (Phase 1-5): 0/580 Progress ~32 Orbital dice median
--Provides 15 Food
--Provides 7 Consumer Goods

There are not enough current Food projects to supply the required amount.

Alternate One Total (Assuming Stockpile Construction Cost plateaus at 200): 101 dice + 1 AA or E die + 3 LCI dice + 7 Orbital dice + ??
Alternate One Total (Assuming Stockpile Construction Cost continues to increase): 166 dice + 1 AA or E die + 3 LCI dice + 7 Orbital dice + ??
Note: As this is to the end of the next plan we have 84 Agricultural dice remaining
Note: Do to the scale of this option I am increasingly convinced Stockpile Construction Plateaus at 200 Progress

Alternate Two: Increase Food Reserve by an additional 30 points by the end of next plan and -5 Political Support

Edit: By word of QM this means we need 30+18=48 points by end of next plan

-Freeze Dried Food Plants: 126/200 ~1 die median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
-Strategic Food Stockpile Construction (Phase 2-21): 38/3925 Progress ~69 dice median
--Requires 60 Food
--Provides 40 Food in reserve
--Note: Assumes Phases 5-26 plateau at 200 Progress, instead of continuing the progress increasing pattern of Phase 2-4. The alternative is the progress growth continues (225, 250, 275 ... 750), in which case the Progress cost is 38/7750 and ~104 dice median.
-Extra Large Food Stockpiles: 1 die 100%
--Requires 12 Food
--Provides 8 Food in reserve
--Note: This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die when we have the spare Food available.

72 Food Required for this reserve commitment
-5 Food provided by Freeze Dried Food Plants
-Agriculture Mechanization Projects (Phase 1-2): 0/400 Progress ~5 dice median
--Requires 2 Capital Goods
--Provides 20 Food
-Blue Zone Aquaponics (Phase 3-6): 30/560 Progress ~7 dice median
--Requires 3 Logistics
--Provides 24 Food
-Vertical Farming Projects (Stage 2): 65/240 Progress ~2 dice median
--Requires 2 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
-Total: 72 - 5 - 20 - 24 - 4 = 19 Extra Food
-Chemical Fertilizer Plants (Phase 2): 94/300 Progress ~3 LCI dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
-GDSS Shala (Phase 1-5): 0/580 Progress ~32 Orbital dice median
--Provides 15 Food
--Provides 7 Consumer Goods

Alternate Two Total (Assuming Stockpile Construction Cost continues to increase): 84 dice + 1 AA or E die + 3 LCI dice + 7 Orbital dice
Alternate Two Total (Assuming Stockpile Construction Cost plateaus at 200): 119 dice + 1 AA or E die + 3 LCI dice + 7 Orbital dice
Note: As this is to the end of the next plan we have 84 Agricultural dice remaining
Note: Do to the scale of this option I am increasingly convinced Stockpile Construction Plateaus at 200 Progress
Income and Processing
Current Plan Goal: Income: 55 Points, Processing: 280 points

-Income: 55 Points:
--We currently require 10 RpT income from Tiberium (55 RpT - 45 RpT from Lunar Mines*). The currently available non Orbital Income projects have an average RpT per Die yield of ~5. Therefore ~2 dice median
--*Note: This assumes two phases of Rare, one of Regolith, and one of Heavy.

-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing
--Note: Using Chicago (Phase 4) and Tiberium Processing Refits for the Processing Goal costs on average ~7 and ~1 dice median respectively

Total: 4 dice (the Chicago and Refit Alternate is 10 dice)

Alternate One: Complete Hewlett Gardener Refits and increase income by 250 points
-Income: 250 points
--This alternate currently requires 205 RpT income from Tiberium (250 RpT - 45 RpT from Lunar Mines). The currently available non Orbital Income projects have an average RpT per Die yield of ~5. Therefore ~41 dice median
--Note: This would require us to focus on the Red Zone Border Offensives and the Super Glacier mines locked behind them, or on the Glacier mines/Red Zone Harvesting which yield an average 20 RpT per die invested. To that end we would need ~10 dice, assuming we focus on Glacier mines.

-Complete Hewlett Gardener Refits
--Tiberium Processing Refits (Phase 5): 3/100 Progress ~1 die median

Alternate One Total: 11 dice

Alternate Two: Increase income by 350 points
-Income: 350 points
--This alternate currently requires 305 RpT income from Tiberium (250 RpT - 45 RpT from Lunar Mines). The currently available non Orbital Income projects have an average RpT per Die yield of ~5. Therefore ~61 dice median (assuming no income is generated by Orbital Mines)
--Note: This would require us to focus on the Red Zone Border Offensives and the Super Glacier mines locked behind them, or on the Glacier mines/Red Zone Harvesting which yield an average 20 RpT per die invested. To that end we would need ~15 dice

Alternate Two Total: 15 dice
Military Projects
Item One: ASAT vs SADN
-Current Plan Goal: Complete ASAT (Phase 4): 36/220 Progress ~2 dice median
-Alternate One: Complete SADN (Phase 1-2): 0/750 Progress ~10 dice median
-Alternate Two: Disregard for -10 PS

Item Two: OSRCT
-Current Plan Goal: Complete OSRCT (Phase 3-4): 5/690 Progress ~9 dice median
-Alternate One: Complete OSRCT (Phase 3): 5/295 Progress ~4 dice median also has -5 PS
-Alternate Two: Disregard for -15 PS

Item Three: Railgun Munitions
-Current Plan Goal: Railgun Munitions Development 0/40 Progress ~1 die median
-Alternate: Disregard for -10 PS

Item Four: Ablative Armor
-Current Plan Goal: Ablat Plating Deployment (Stage 5): 54/200 Progress ~2 dice median
-Alternate: Disregard for -5 Political Support

Item Five: URLS
-Current Plan Goal: Universal Rocket Launch System Deployment (Phase 3): 0/200 Progress ~3 dice median
-Alternate: Disregard for -5 Political Support

Summary: The only option aside from the Disregards that is potentially beneficial is OSRCT Alternate One, as that would save us ~5 dice, though it would cost us 5 PS

We currently require ~30 dice in military for Plan Goals, and have 40 dice until the end of the Plan.
Stations
Current Plan Goal: Complete GDSS Enterprise and Build 1139 Progress of Stations

-GDSS Enterprise (Phase 5): 102/1535 Progress ~18 dice median
--Provides 1433 Progress to Station Goal
--Provides 2 Capital Goods
--Provides 2 Consumer Goods
--Provides 10 PS

Total: 18 dice (Combined with the current Lunar Mine Goal that is 28 dice, we have 30 remaining in Orbital)

Alternate One: Complete Three Phases of Shala

-GDSS Shala (Phase 1-3): 0/580 Progress ~7 dice median
--Provides 580 Progress to Station Goal
--Provides 3 Food
--Provides 1 Consumer Goods
--Provides 20 PS

-Needs an additional 559 Station Progress
--Unknown if ASAT or OSRCT provides to this goal, under assumption it does not, we need ~7 dice in stations to complete this Goal

Alternate One Total: 14 dice (Combined with the current Lunar Mine Goal that is 24 dice, we have 30 remaining in Orbital)

Alternate Two: Complete Three Phases of Columbia

-GDSS Columbia (Phase 1-3): 0/580 Progress ~7 dice median
--Provides 580 Progress to Station Goal
--Provides 20 PS

-Needs an additional 559 Station Progress
--Unknown if ASAT or OSRCT provides to this goal, under assumption it does not, we need ~7 dice in stations to complete this Goal

Alternate Two Total: 14 dice (Combined with the current Lunar Mine Goal that is 24 dice, we have 30 remaining in Orbital)

Note: From a raw numbers standpoint I would prefer Shala over Columbia, as not only does it alleviate our Food constraints, but also because we probably want Food in Orbit before we start moving massive amounts of people up there. In either event we would need additional Station construction to complete the Station construction goal if we chose to renegotiate Enterprise.
Lunar Mines
Current Plan Goal: Complete at least four phases of Space Mines
-Rare Metals Mines (Phase 1-2): 0/285 Progress ~4 dice median
-Regolith Harvesters (Phase 2): 50/320 Progress ~4 dice median
-Lunar Heavy Metals Mines (Phase 3): 217/375 Progress ~2 dice median
--Provides +45 RpT

Total: 10 dice (Combined with Enterprise that is 28 dice, we have 30 remaining in Orbital)

Alternate One: Complete at least three phases and -5 Political Support
-Rare Metals Mines (Phase 1-2): 0/285 Progress ~4 dice median
-Lunar Heavy Metals Mines (Phase 3): 217/375 Progress ~2 dice median
--Provides +30 RpT

Alternate One Total: 6 dice (Combined with Enterprise that is 24 dice, we have 30 remaining in Orbital)
Note: That this is the same total as replacing Enterprise with Shala or Columbia

Alternate Two: Disregard for -15 Political Support (With only the Enterprise Goal remaining that is 18 dice)
Karachi and Chicago
Current Plan Goal: Complete at least four phases of Karachi Planned City

-Karachi Planned City (Phase 1-4): 0/975 Progress ~11 dice median
--Requires 10 Labor
--Provides 12 Logistics
--Note: Current naval situation make it untenable to complete in this Plan.

Total: 11 dice (35 dice remaining in Tiberium to the end of the Plan)

Alternate One: Commit to completing five phases by end of next plan

-Karachi Planned City (Phase 1-5): 0/2015 Progress ~23 dice median
--Requires 12 Labor
--Provides 20 Logistics

Alternate One Total: 23 dice (147 dice remaining in Tiberium to the end of the next Plan)

Alternate Two: Commit to completing Chicago Planned City by end of Plan, and four phases of Karachi by end of next plan

-Chicago Planned City (Phase 4-5): 3/1800 Progress ~20 dice median
--Requires 4 Energy
--Requires 2 Logistics
--Requires 8 Labor

-Karachi Planned City (Phase 1-4): 0/975 Progress ~11 dice median
--Requires 10 Labor
--Provides 12 Logistics

Alternate Two Total By End of Current Plan: 20 dice (35 dice remaining in Tiberium to the end of the Plan, note we need a minimum of 4 dice for the Income and Processing Goals)

Alternate Two Total for next Plan: 11 dice (We have 112 Tiberium dice over the next Plan)

I personally support:
-[] Capital Goods: 11 Points
--[] Complete Anadyr and Industrial Lasers Before end of Plan
-[] Food: 18 points in reserve
--[] Increase Food Reserve by an additional 30 points by the end of next plan and -5 Political Support
-[] Complete at least four phases of Karachi Planned City
--[] Commit to completing five phases by end of next plan

I am currently undecided on if we should swap Enterprise for Shala or go from 4 Lunar Mines to 3. Both would save similar amounts of dice. Though Shala would provide 10 extra PS over Enterprise, and Lunar Mines would cost 5.
 
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It's all very preliminary of course but out of the rough draft options I'd say leave the food reserve target alone and take both the swap for Columbia and dropping lunar mines. Orbital needs more flex in its dice pool and this frees up enough dice to get the station construction bay, orbital cleanup, and starts Columbia cooking without having to worry about sustained free dice consumption. Combined with leaving the flex in Heavy Industry, that should free up more than enough dice to meet our Ag targets and keep the military-industrial complex fed.
 
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