So regarding our food targets.

Since it looks like we aren't negotiating them because the end results would be even worse in the long term, what's the plan?

Go for every food project we have and hope the increased demand from refugees doesn't make it impossible?
 
So regarding our food targets.

Since it looks like we aren't negotiating them because the end results would be even worse in the long term, what's the plan?

Go for every food project we have and hope the increased demand from refugees doesn't make it impossible?

Not how plan goals work.

We've got to add 18 points to the reserve. If we can't because even though we are making every reasonable effort to increase food production Seo isn't going to get fired just for that, although we may lose PS for it.

However, it should still be possible to add 18 points to the Food Reserve with the current known impact of the refugee stream. If nothing else, Corpse Starch is going to be good for it.
 
So regarding our food targets.

Since it looks like we aren't negotiating them because the end results would be even worse in the long term, what's the plan?

Go for every food project we have and hope the increased demand from refugees doesn't make it impossible?

I did the math up thread here and I've updated it below to account or Q3 Results to calculate the Food requirements of the Refugees. If we assume the Refugees continue at the current rate until the end of the Plan we will need, worst case, 30 Food for the Refugees. For the Food Reserve, unless Corpse Starch give us something to improve things, its looking like we will need 27 Food for the Food reserve.

Food Requirements:
30 Food needed (Refugees)
27 Food needed (Food Reserve)
Total needed = 57 Food

Food Available:
18 Food (Current)
4 Food (Chemical Fertilizer Plants Phase 2)
20 Food (Agriculture Mechanization Phase 1-2)
24 Food (Blue Zone Aquaponics Phase 3-6)
5 Food (Freeze Dried Food Plants)
4 Food (Vertical Farming Projects Stage 2)
Total available = 75 Food

18 Spare Food

Dice Requirements:
3 LCI (Chemical Fertilizer Plants Phase 2)
13 Agri (Food Reserve)
1 AA/E (Food Reserve)
5 Agri (Agriculture Mechanization Phase 1-2)
7 Agri (Blue Zone Aquaponics Phase 3-6)
1 Agri (Freeze Dried Food Plants)
2 Agri (Vertical Farming Projects Stage 2)
Total needed: 3 LCI, 28 Agri, 1 AA/E dice

Slight problem in that to maintain our current Food surplus in the face of a continuous Refugee Wave to the end of the plan, we would need 8 Free dice assigned to Agriculture. This is possible, but with the Orbital and Military situation being what they are I would rather not rely on the dice being available.

If we accepted a smaller Food Surplus like:

Food Available:
18 Food (Current)
4 Food (Chemical Fertilizer Plants Phase 2)
20 Food (Agriculture Mechanization Phase 1-2)
12 Food (Blue Zone Aquaponics Phase 3-4)
5 Food (Freeze Dried Food Plants)
Total available = 59 Food

2 Spare Food

Dice Requirements:
3 LCI (Chemical Fertilizer Plants Phase 2)
13 Agri (Food Reserve)
1 AA/E (Food Reserve)
5 Agri (Agriculture Mechanization Phase 1-2)
3 Agri (Blue Zone Aquaponics Phase 3-4)
1 Agri (Freeze Dried Food Plants)
Total needed: 3 LCI, 22 Agri, 1 AA/E dice

Still concerning that we need Free dice, but it only needs 2 Free dice to maintain a surplus.

Again this is all predicated on the assumption that we continue to have large Refugee waves for several turns after Steel Vanguard draws down. More realistically we won't need the Free dice to maintain a surplus, though it is close enough that we still might need some in Q2 or 3 of next year to rush out some of the Food Storage.

Q1 2060 Start: 14 Food
Q1 2060 End: 14 Food, completed BZ Aquaponics Phase 1 (+6 Food)
Q2 2060 Start: 14 Food
Q2 2060 End: 22 Food, completed BZ Aquaponics Phase 2 (+6 Food) (Extra two from Perennials I think)
Q3 2060 Start: 18 Food
Q3 2060 End: 18 Food, no Food production completed

Net Food change from Q1 2060 Start to Q3 2060 Start: 18 - 14 = Increase of 4 Food
Total Food Produced: 12 to 14 Food (Unknown on Perennials)
Net Food Consumed by Refugees: 14 to 12 - 4 = 10 to 8 Food
Total Food Consumed by Refugees per turn: 10 to 8 / 2 = 5 to 4 Food per Turn

If estimate is accurate and continues:
Net Food Consumed by end of Q4 2060 = 2 * 5 to 4 = 10 to 8 Food
Net Food Consumed by end of Q2 2061 = 4 * 5 to 4 = 20 to 16 Food
Net Food Consumed by end of Q4 2061 = 6 * 5 to 4 = 30 to 24 Food
-Food: 18 additional 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.

Semi Required Projects:
-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.

At this point we have used 14 dice, along with an AA or Erewhon die. Agriculture has 20 dice for the rest of the Plan, therefore we have 6 dice for Food production.
 
So regarding our food targets.

Since it looks like we aren't negotiating them because the end results would be even worse in the long term, what's the plan?

Go for every food project we have and hope the increased demand from refugees doesn't make it impossible?

Looks like we need to eat a fail on the food targets. We get as close as possible to reaching them but then spend the turns before the end building up political favors so we can weather the storm. Since we are clearly trying and got close the political fallout shouldn't be horrible to deal with.

Just don't ever again make food a political goal of ours again since the way the system is set up is seriously flawed.
 
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Looks like we need to eat a fail on the food targets.

I strenuously disagree. Discounting the refugee situation Agriculture is better off than Orbital and even if you count the worst case for the Refugees, its still not unachievable. Our military goals can be achieved without Free dice, even if we included the Firehawk drones and the Frigates. Orbital will be close but we've known that for sometime. Heavy Industry is no longer going to be nearly as much of an issue post renegotiations. That means it shouldn't be hard to put a few Free dice in Agriculture if we need it in Q2 or Q3 of next year.

We get as close as possible to reaching them but then spend the turns before the end building up political favors so we can weather the storm. Since we are clearly trying and got close the political fallout shouldn't be horrible to deal with.

Just don't ever again make food a political goal of ours since the way the system is set up is seriously flawed.

We are stuck in between a rock and a hard place due to how the Food Reserve is such a political hot button issue. Because Food Security is such a live wire, if we don't meet the goal we're going to suffer heavier Food Reserve requirements next plan. But the renegotiation options means we'd be committing to nothing but Food Stockpile Construction for this and the next plans. If we fail the Food reserve goal, because its such a hot button issue, we will have problems in the next plan because people are going to demand a significant increase in the reserve. Especially since our current reserve target was the minimum Parliament was willing to accept.
 
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Vote closed
Scheduled vote count started by Ithillid on Apr 15, 2022 at 9:00 AM, finished with 162 posts and 59 votes.
 
Okay, so, we picked "kick Karachi down the road to 2065 but supersize it," good, that gives us the time we need to get the Navy capable of running a real offensive battlegroup in the western Indian Ocean to cover the landings.

Anadyr/Lasers instead of the Capital Goods target; that lets us diversify our plans a bit instead of just monofocusing on the Nuuk megaproject, which will probably advance our overall tech base. But we need to make sure not to slack off in Heavy Industry because we need the Energy reserves for war factories. Among other things, it'll be hard to afford any more fusion plants right away in 2062-63 when we'll be under intense pressure to build some Zone Armor factories.

And apartments instead of arcologies. I still want to do both; my ideal breakdown is "apartments, an arcology phase, Chicago Phase 4 with progress on Phase 5, and Suborbital Shuttles Phase 1 with progress on Phase 2."

So regarding our food targets.

Since it looks like we aren't negotiating them because the end results would be even worse in the long term, what's the plan?

Go for every food project we have and hope the increased demand from refugees doesn't make it impossible?
That should do the trick, yeah. For example, most of the plan drafts knocking around for 2060Q4 throw three dice at Blue Zone Aquaponics and one at Freeze Drying, giving us a near-certainty of +6 Food, a bit better than 50/50 chance of another +5, and a bit less than a 50/50 chance of another +6 on top of that. Unless refugee consumption spikes much more abruptly in the near future than it has so far, that gives us a comfortable margin of safety to shift focus to building phases of granaries, which is the other thing we need to do.

I'm not too worried about it; worst case, we can spare some Free dice, and Free dice are very impactful to how fast we can get shit done because we only have four normal Agriculture dice to begin with.

It's just a pity that this is going to stop us from doing, say, Kudzu Plantations Phase 3 or Ranching Domes or Poulticeplant Plantations. Development of poulticeplants maybe, but not rollout.

I was really hoping we could get more wiggle room with something more like a "+28 Stored Food by 2063Q4" target instead of the far more ambitious +48/+58 by 2065Q4 options we were actually offered. The good news is that our Food supplies don't seem to be going down quite as fast as I'd feared they might when I proposed that we'd need to renegotiate just to be sure.

I did the math up thread here and I've updated it below to account or Q3 Results to calculate the Food requirements of the Refugees. If we assume the Refugees continue at the current rate until the end of the Plan we will need, worst case, 30 Food for the Refugees. For the Food Reserve, unless Corpse Starch give us something to improve things, its looking like we will need 27 Food for the Food reserve.

Food Requirements:
30 Food needed (Refugees)
27 Food needed (Food Reserve)
Total needed = 57 Food

Food Available:
18 Food (Current)
4 Food (Chemical Fertilizer Plants Phase 2)
20 Food (Agriculture Mechanization Phase 1-2)
24 Food (Blue Zone Aquaponics Phase 3-6)
5 Food (Freeze Dried Food Plants)
4 Food (Vertical Farming Projects Stage 2)
Total available = 75 Food

18 Spare Food

Dice Requirements:
3 LCI (Chemical Fertilizer Plants Phase 2)
13 Agri (Food Reserve)
1 AA/E (Food Reserve)
5 Agri (Agriculture Mechanization Phase 1-2)
7 Agri (Blue Zone Aquaponics Phase 3-6)
1 Agri (Freeze Dried Food Plants)
2 Agri (Vertical Farming Projects Stage 2)
Total needed: 3 LCI, 28 Agri, 1 AA/E dice

Slight problem in that to maintain our current Food surplus in the face of a continuous Refugee Wave to the end of the plan, we would need 8 Free dice assigned to Agriculture. This is possible, but with the Orbital and Military situation being what they are I would rather not rely on the dice being available.

If we accepted a smaller Food Surplus like:

Food Available:
18 Food (Current)
4 Food (Chemical Fertilizer Plants Phase 2)
20 Food (Agriculture Mechanization Phase 1-2)
12 Food (Blue Zone Aquaponics Phase 3-4)
5 Food (Freeze Dried Food Plants)
Total available = 59 Food

2 Spare Food

Dice Requirements:
3 LCI (Chemical Fertilizer Plants Phase 2)
13 Agri (Food Reserve)
1 AA/E (Food Reserve)
5 Agri (Agriculture Mechanization Phase 1-2)
3 Agri (Blue Zone Aquaponics Phase 3-4)
1 Agri (Freeze Dried Food Plants)
Total needed: 3 LCI, 22 Agri, 1 AA/E dice

Still concerning that we need Free dice, but it only needs 2 Free dice to maintain a surplus.

Again this is all predicated on the assumption that we continue to have large Refugee waves for several turns after Steel Vanguard draws down. More realistically we won't need the Free dice to maintain a surplus, though it is close enough that we still might need some in Q2 or 3 of next year to rush out some of the Food Storage.

Q1 2060 Start: 14 Food
Q1 2060 End: 14 Food, completed BZ Aquaponics Phase 1 (+6 Food)
Q2 2060 Start: 14 Food
Q2 2060 End: 22 Food, completed BZ Aquaponics Phase 2 (+6 Food) (Extra two from Perennials I think)
Q3 2060 Start: 18 Food
Q3 2060 End: 18 Food, no Food production completed

Net Food change from Q1 2060 Start to Q3 2060 Start: 18 - 14 = Increase of 4 Food
Total Food Produced: 12 to 14 Food (Unknown on Perennials)
Net Food Consumed by Refugees: 14 to 12 - 4 = 10 to 8 Food
Total Food Consumed by Refugees per turn: 10 to 8 / 2 = 5 to 4 Food per Turn

If estimate is accurate and continues:
Net Food Consumed by end of Q4 2060 = 2 * 5 to 4 = 10 to 8 Food
Net Food Consumed by end of Q2 2061 = 4 * 5 to 4 = 20 to 16 Food
Net Food Consumed by end of Q4 2061 = 6 * 5 to 4 = 30 to 24 Food
-Food: 18 additional 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.

Semi Required Projects:
-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.

At this point we have used 14 dice, along with an AA or Erewhon die. Agriculture has 20 dice for the rest of the Plan, therefore we have 6 dice for Food production.
One important caveat to @doruma1920 's analysis, and one that makes it very slightly pessimistic in my opinion, is that he implicitly assumes there are no Blue Zone Aquaponics phases past #6, the last one explicitly listed. The precedent of other similar areas where we get numerous identical repetitions of the same phase statistics is that we can build an almost arbitrary number of the things.

We never seem to run out of phases of Yellow Zone Fortress Towns, we're assured that there are plenty of stages of Tiberium Vein Mines, and so on.

This is important because Blue Zone Aquaponics is a much more dice-efficient way to source a lot of Food in a hurry than, say, Vertical Farming. Then again, that's kind of a marginal difference under the circumstances because you're not relying on Vertical Farming.

The key takeaway, though, is that as long as we have the storehouses themselves and don't fail to get them built, we should be fine on our agricultural targets.

Looks like we need to eat a fail on the food targets. We get as close as possible to reaching them but then spend the turns before the end building up political favors so we can weather the storm. Since we are clearly trying and got close the political fallout shouldn't be horrible to deal with.

Just don't ever again make food a political goal of ours again since the way the system is set up is seriously flawed.
We weren't actually offered a choice in 2058. Parliament- remember, the guys who can fire us with the stroke of a pen at any time- Parliament basically rolled up to us and said:

"Sooo, how much Stored Food are you adding to the stockpile over the next four years, twenty, thirty, or forty units? Be a good boy and pick one, there's a good boy!"

We didn't have a choice to say "no food politics."

The good news is that if we actually decide to do this, we can do this. We just need to be smart about it and actually get shit done.
 
The real downside to fulfilling our Stored Food target is that GDI's food is going to be way more bland until after we get through all of it5. We're going to be pumping out bulk calories and not much else for the rest of the Plan, it looks like.
 
So with the new plan goals our required dice have changed a little bit. Bottom line up front, we have 2 extra dice in Infrastructure, 4 extra in Heavy Industry, and 11 more in Tiberium, while Light and Chemical has 5 more dice committed due to needing more Consumer Goods producers, and that is the most die efficient place to get them outside of Agriculture which still has a very high commitment.

Preliminary Four Year Plan Required Dice as of the start of Q4 2060
Infrastructure Projects
Infrastructure now requires the completion of three phases of Apartments.

Required Projects:
-Complete at least three more phases of Blue Zone Apartments: 28/480 Progress ~6 dice median
--Requires 4 Logistics

Semi Required Projects:
-None

Infrastructure Total = 6 dice
30 Infrastructure dice for the rest of the Plan, ~24 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry now requires the completion of the Isolinear Chip Foundry Anadyr and the Industrial Lasers, along with the completion of two phases of Fusion to power the Military Factories.

Required Projects:
-Crystal Beam Industrial Laser Development: 0/80, 1 die 70%

-Crystal Beam Industrial Laser Deployment: ??? Not Yet Developed (Going off of past refits and wild guesses, ~4 dice median)

-Isolinear Chip Foundry Anadyr: 0/320 Progress, ~4 dice median
--Requires 2 Energy
--Provides 4 Capital Goods

Semi Required Projects:
-Continuous Cycle Fusion Plant Phase 7-8: 153/600 Progress, ~6 dice median
--Requires 2 Labor
--Provides 32 Energy

Heavy Industry Total = 15 dice
25 Heavy Industry dice for the rest of the Plan, 10 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not have anything that is explicitly required by the Plan, however, it does have multiple progress efficient way to provide Consumer Goods.

Required Projects:
-None

Semi Required Projects:
-Chemical Fertilizer Plants Phase 2: 65/240 Progress, ~3 dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods

-Civilian Drone Factories: 0/380 Progress, ~5 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods
--Provides 2 Logistics

Light and Chemical Industry Total = 8 dice
25 Light and Chemical Industry dice for the rest of the Plant, 17 dice available, 0 free dice required
Agricultural Projects
Agriculture requires an 18 point increase in the Food Reserve.

-Food: 18 additional 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
---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.

Semi Required Projects:
-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.

Note: This analysis will continue with the understanding that Freeze Dried Food Plants will be completed for minimal dice as this requires 1 die, combined with 2 dice for one phase of Vertical Farming Projects (which was chosen over Blue Zone Aquaponics and Agriculture Mechanization as it provides sufficient Food for the Food Reserve Goal and some Consumer Goods for that goal), not completing Freeze Dried Food Plants would require 5 dice (assuming the use of two phases of Blue Zone Aquaponics and one phase of Agriculture Mechanization).

Note2: Assuming an AA die is used for Extra Large Food Stockpiles and thus not wasting the Agricultural die bonus on an autocompletion project

Agricultural Total = 16
20 Agricultural Dice for the rest of the Plan, 4 dice available, no free dice required.
Tiberium Projects
Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the latter is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-Income: We require 20 RpT income from Tiberium (65 RpT - 45 RpT from Lunar Mines). The currently available non Orbital Income projects have an average RpT per Die yield of ~5. ~4 dice median

Semi Required Projects:
-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

Tiberium Total = 6
35 Tiberium Dice for the rest of the Plan, 29 dice available, no free dice required.
Orbital Projects
Orbital requires the completion of Enterprise and four more Lunar Mines.

-Complete GDSS Enterprise: 102/1535 Progress ~18 dice median
--Provides 2 Capital Goods
--Provides 2 Consumer Goods

-Complete at least four more phases of Space Mines:
--2 Rare Metals Mines, 1 Regolith Harvesters, 1 Heavy Metals Mines: 0/305 Progress ~4 dice median, 50/330 Progress ~4 dice median 217/375 Progress ~2 dice median
---Provides +45 RpT

Semi Required Projects:
-None

Orbital Total = 28
30 Orbital Dice for the rest of the Plan, 2 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Railgun Munitions Development: 0/60 Progress 1 die 87%
-Complete one more phase of Ablative Armor: 54/200 Progress ~2 dice median
-Complete one more phase of URLS production: 0/200 Progress ~3 dice median
--Requires 2 Energy
-Ground Forces Total = 6 dice

Navy
-Escort Carrier Shipyards (New York) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Dublin) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Nagoya) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 9 dice

Steel Talons
-Develop Mastodon: 0/30 Progress 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment and wild guesses, will cost ~3 dice median)
--Going by Havoc Deployment will require 4 Energy
-Steel Talons Total = 4 dice

Semi Required Projects:
-None

Military Total = 30 dice
40 Military dice for the rest of the Plan, 10 dice available, no free dice required.
Economic Targets/Factors
-Energy: 15 current, 4 in reserve
--2 Required by Anadyr
--1 Required by Chemical Fertilizer Plants
--2 Required by Civilian Drone Factories
--2 Required by Vertical Farming Projects
--1 Required by Freeze Dried Food Plants
--4 Required by Tiberium Processing Plants
--2 Required by URLS
--5 Required by Escort Carrier Shipyards (New York)
--5 Required by Escort Carrier Shipyards (Dublin)
--5 Required by Escort Carrier Shipyards (Nagoya)
--4? Required by Mastodon Deployment
--32 Provided by Continuous Cycle Fusion Plants
--Net: 14 Energy

-Logistics:‌ 20
--4 Required by BZ Apartment Complexes
--3 Required by Tiberium Processing Plants
--2 Provided by Civilian Drone Factories
--Net: 15 Logistics
--Note this is assumes the losses to raiding and military activity are permanent

-Food:‌ 18, 10 in reserve, 18 additional reserve required
--15 Required by Strategic Food Stockpile Construction
--12 Required by Extra Large Food Stockpiles
--Note: With Freeze Dried Food Plants
--4 Provided by Chemical Fertilizer Plants
--5 Provided by Freeze Dried Food Plants
--4 Provided by Vertical Farming Projects
--Net: 4 Food

-Capital Goods: 30, 67 in Reserve
--2 Required by Escort Carrier Shipyards (New York)
--2 Required by Escort Carrier Shipyards (Dublin)
--2 Required by Escort Carrier Shipyards (Nagoya)
--10 Lost at end of Regency War
--3 Regained on Q1 2061
--2 Regained on Q2 2061
--4 Provided by Anadyr
--2 Provided by Enterprise
--Net: 25 Capital Goods

-Consumer Goods: 34 current, must produce 12 for plan
--4 Provided by Chemical Fertilizer Plants
--4 Provided by Vertical Farming Projects
--4 Provided by Civilian Drone Factories
--2 Provided by Enterprise
--Total Produced: 14
--22 Gained at end of Regency War
--Net: 70 Consumer Goods

-Labor: 38, +4 per turn
--Unknown when Labor gains from prosthetics will expire (Currently +4 per turn)
--4 Required by BZ Apartment Complexes
--Net: 42+ Labor

-Income: 65 RpT Required
--45 RpT Provided by Lunar Mines
--Net: 20 Tiberium RpT required

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 30 Total, 6 Required, 24 Available
Heavy Industry: 25 Total, 15 Required, 10 Available
Light and Chemical Industry: 25 Total, 8 Required, 17 Available
Agriculture: 20 Total, 16 Required, 4 Available
Tiberium: 35 Total, 6 Required, 29 Available
Orbital: 30 Total, 28 Required, 2 Available
Services: 25 Total, 0 Required, 25 Available
Military: 40 Total, 30 Required, 10 Available
Free: 42 Total, 0 Required, 42 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Any questions/comments are welcome.
 
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We weren't actually offered a choice in 2058. Parliament- remember, the guys who can fire us with the stroke of a pen at any time- Parliament basically rolled up to us and said:

"Sooo, how much Stored Food are you adding to the stockpile over the next four years, twenty, thirty, or forty units? Be a good boy and pick one, there's a good boy!"

We didn't have a choice to say "no food politics."

The good news is that if we actually decide to do this, we can do this. We just need to be smart about it and actually get shit done.

My issue with food politics is that GDI is so corrupt that large swathes of our food just outright disappears when we move it to long term food storage. A 50% loss is redicously high. We need to fix the corruption inherent in the system before we actually grow the field.

It doesn't help that agriculture by far has the lowest number of dice in the entire quest despite how apparently important the industry is to the people. And yet we cannot grow it any further? Something is inherently funky with the system.

Long term food storage doesn't degrade like this man. So that must mean people are stealing it.
 
My issue with food politics is that GDI is so corrupt that large swathes of our food just outright disappears when we move it to long term food storage. A 50% loss is redicously high. We need to fix the corruption inherent in the system before we actually grow the field.

It doesn't help that agriculture by far has the lowest number of dice in the entire quest despite how apparently important the industry is to the people. And yet we cannot grow it any further? Something is inherently funky with the system.

Long term food storage doesn't degrade like this man. So that must mean people are stealing it.
Or you could learn how the mechanics for the Food Reserve work before making nonsense and outright false assumptions like you have in the quoted post.
 
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My issue with food politics is that GDI is so corrupt that large swathes of our food just outright disappears when we move it to long term food storage. A 50% loss is redicously high. We need to fix the corruption inherent in the system before we actually grow the field.

It doesn't help that agriculture by far has the lowest number of dice in the entire quest despite how apparently important the industry is to the people. And yet we cannot grow it any further? Something is inherently funky with the system.

Long term food storage doesn't degrade like this man. So that must mean people are stealing it.
This isn't corruption, it's just that our food storage isn't very efficient when you shelf-stabilize, store and then leave in a bunker for ten years. Freeze-drying on a massive scale will improve issues-and Agriculture is a perpetually neglected sector because people keep idling the dice there in favor of other projects. Nobody in the thread is willing to focus agriculture instead of say heavy industry or the military.

Also IT IS A GAME this is GAME MECHANICS.
 
Gotta say, the idea of corruption in a global hegemonic government with no real competition is not really that far-fetched.

That being said, I'm pretty sure that the +2 reserve/-4 food thing is an abstract representation of the fact that you a) lose nutritional value and mass when transforming food for long term storage, b) are diverting resources from food production to food storage and c) eventually have to cycle out food from long term storage due to expiration. And I'm sure there are a thousand other inefficiencies, some of them just part of the process and some caused by the human component of the process.
 
The lack of free dice needed for our plan goals means we can continue to use them in HI and Mil to provide needed power and mil factory rollouts. We have a lot of flex in infra in terms of plan goals which is nice since I want to finish 1 more phase of fortress towns as part of the wind down to hold onto the gains we have made with a few phases of rails to fil in gaps and extend coverage to our newly claimed areas. At the same time we should be able to start apartments Q1 with the dice that went into finishing the current Fortress Towns in Q4 sliding into Apartments Q1. Beyond that it depends on how things shake down but an Arcology or Chicago Phase 4 are possible options as is the suborbital shuttles.
 
I'm pretty certain I made some kind of mistake with this plan and I fully expect @Simon_Jester to have something critical to say about it.

[] Plan
-[]Infrastructure 6/6 90R
-[] Yellow Zone Fortress Towns (Phase 6) 3 dice 60R 95%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 112/300: 20 resources per die) (+4 Housing)(-1 Yellow Zone Water)
-[] Blue Zone Apartment Complexes (Phase 2) 3 dice 30R 99%
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[]Heavy Industry 5/5 200R
-[] Continuous Cycle Fusion Plants (Phase 7) 4 dice 80R 100%
(Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[] Crystal Beam Industrial Laser Development 1 die + 1 Erewhon die 20R 94%
(Progress 0/80: 10 resources per die)
-[] Isolinear Chip Foundry Anadyr 2 free dice 100R 0%
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
-[]Light and Chemical Industry 3/5 75R
-[] Chemical Fertilizer Plants (Phase 2) 1 die 15R 0%
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
-[] Bergen Superconductor Foundry (Phase 1) 2 dice 60R 100%
(Progress 71/95: 30 resources per die) (+1 Energy)
-[] Security Reviews 1 die
-[]Agriculture 4/4 90R
-[] Blue Zone Aquaponics Bays (Phase 3) 3 dice 30R 96%
(Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor)
-[] Poulticeplant Development 1 die 20 95%
(Progress 0/50: 20 resources per die)
-[] Freeze Dried Food Plants 2 free die 40R 99%
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[]Tiberium 7/7 125R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 4 dice 80R 100%
(Progress 174/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[] Intensification of Green Zone Harvesting (Stage 6) 3 dice 45R 100%
(Stage 7 82%)
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
-[]Orbital 6/6 120R
-[] Lunar Regolith Harvesting (Phase 2) 3 dice 60R 32%
(Progress 50/330: 20 resources per die) (+15 resources per turn)
-[] Lunar Heavy Metals Mines (Phase 3) 3 dice 60R 96%
(Progress 217/375: 20 resources per die) (+20 resources per turn)
-[]Services 4/5 75R
-[] Automatic Medical Assistants 3 dice 60R 83%
(Progress 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy)
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[]Military 8/8 200R
-[] Wingman Drone Deployment
--[] Firehawk Wingmen 4 dice 80R 93%
(Progress 215/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
-[] Railgun Munitions Development 1 die 10R 87%
(Progress 0/60: 10 resources per die) (High Priority)
-[] Escort Carrier Shipyards
-[] Dublin 3 dice 60R 54%
(Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Shark Class Frigate Shipyards
--[] Melbourne 2 free dice 40R 82%
(Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Development 1 free die 10R 100%
(Progress 0/30 : 10 resources per die)
-[]Bureaucracy 2/4
-[] Security Reviews (Light and Chemical Industry) 1 LCI die + 2 dice 100%
(DC 50 + 1 operations die)
-[]Free Dice 7/7
-[] 2 in Heavy Industry
-[] 2 in Agriculture
-[] 3 in Military
-[]Resources Income 975/975 Reserve 0/10

I have no idea what to do with those last two bureaucracy dice though I am tempted to take a minor gamble and use them to put an admin die on the extra large food stockpiles.
 
975 Income + 10 Reserve
970 Used, 15 Open

[ ] Plan Carriers and Power
Infra 6/6 105R +34
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 3 die 60R 95%
-[] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
HI 5/5+2 free 130R +29
-[] Continuous Cycle Fusion Plants (Phase 7) 153/300 6 dice 120R 100% (74% for Phase 8)
-[] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
LCI 5/5 110R +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 2 dice 40R 0%
-[] Bergen Superconductor Foundry (Phase 1) 71/95 2 die 60R 100% (13% for phase 2)
-[] Civilian Drone Factories 0/380 1 die 10R 0%
Agri 4/4 80R +24
-[] Blue Zone Aquaponics Bays (Phase 3) (Updated) 30/140 2 dice 20R 90%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 126/200 1 die + Erewhon 40R 94%
Tiberium 7/7 120R +39
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 4 dice 80R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82% (100% for stage 6)
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
Orbital 6/6 120R +26
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 dice 40R 67%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 1 die 20R 0%
Services 4/5 75R +27
-[] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[] Hallucinogen Development 0/60 1 die 15R 88%
Military 8/8+5 free 230R +26
-[] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 0/240 2 dice 40R 4%
-[] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
Bureau 4/4 +24
-??? 4 (Security Reviews is nothing really urgent pops up)
Free 7/7
2 HI, 5 Mil

15R floating so that I can shift things around easier if new/updated options prove important.

In Infra- finishing the current fortress town stage for what is likely the last quarter of the regency war. And build up the rail networks into the territory we have gained during the war.
HI- Knock out crystal laser plan goal and then try and get a bunch of power out, holding off on Anadyr since it is 50R per dice and we should be getting a nice sized increase to income this turn making it a much more practical q1 start, otherwise you have to start cutting back elsewhere.

LCI- Macrospinner can be subbed out if a more urgent project is there, but functions as a good placeholder for resources and if not the long road to Phase 5 can start. Meanwhile a push to finish off Phase 1 of Bergen and work towards getting Phase 2 up and running, if no need for resources comes up shifting a macrospinner dice to superconductors to give a good chance at finishing phase 2 as well would help us out and increase where we can apply superconductors in other actions. Drone Factory is a place holder as the cheapest action at 10 R per die- though it is a place to put dice if we need to save on R.

Agri- BZ Aquaponics is cheap food for the R per dice cost. Poulticeplant is for opening up more health which we need to cover refugees and the war. And freeze dried is part of working towards the plan goal.
Tiberium- Further war support, mitigation and income as well as finishing a railgun MARV factory.
Orbital- working on the mines to try and use our dice efficiently to finish them
Service- Health roll out and a cheap dev action

Mil- Decent shot at finishing Firehawk wingman drones and a major push on naval to make sure we have the ships to support Karachi early next plan with ablat deployment to provide more consumables as well as hit a plan goal and railgun dev to hit a plan goal and let us make better use of our railguns.
 
If everyone is posting draft plans...

[] Draft Plan: Anadyr, Frigates, and a Mining AI
Infrastructure 6/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6): 112/300 (2 Dice, 40 R) (47% chance)
-[] Blue Zone Apartment Complexes (Phase 2): 28/160 (4 dice, 40R) (100% chance, 85% chance Phase 3, 4% chance Phase 4)

Heavy Industry 5/5 Dice + 2 Free Dice 220 R
-[] Continuous Cycle Fusion Plant (Phase 7): 153/300 (3 Dice, 60 R) (99% chance)
-[] Crystal Beam Industrial Laser Development: 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr: 0/320 (3 Dice, 150 R) (10% chance)

Light and Chemical Industry 5/5 Dice 90 R
-[] Bergen Superconductor Foundry (Phase 1): 71/285 (2 Dice, 60 R) (100% chance, 13% chance Phase 2)
-[] Civilian Drone Factories: 0/380 (3 Dice, 30 R) (3/5 median)

Agriculture 4/4 Dice 50 R
-[] Blue Zone Aquaponics Bays (Phase 3): 30/280 (3 Dice, 30 R) (100% chance, 42% chance Phase 4)
-[] Freeze Dried Food Plants: 126/200 (1 Die, 20 R) (56% chance)

Tiberium 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10): 174/350 (2 Dice, 40 R) (67% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (2 Dice, 30 R) (100% chance, 82% chance of Stage 7, 8% chance of Stage 8)
-[] Tiberium Processing Refits (Phase 5): 6/100 (1 Die, 20 R) (61% chance)
-[] Railgun Harvester Factory (Bissau): 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto): 44/70 (1 Die, 10 R) (100% chance)

Orbital 6/6 Dice + Erewhon 140 R
-[] Lunar Rare Metals Mines (Phase 1): 0/150 (2 Dice, 40 R) (67% chance)
-[] Lunar Regolith Harvesting (Phase 2): 50/320 (3 Dice, 60 R) (32% chance)
-[] Lunar Heavy Metals Mines (Phase 3): 217/375 (1 Die + 1 E, 40 R) (36% chance)

Services 4/5 Dice 75 R
-[] Automatic Medical Assistants: 101/300 (3 Dice, 60 R) (83% chance)
-[] Hallucinogen Development: 0/60 (1 Die, 15 R) (88% chance)

Military 8/8 Dice + 5 Free Dice 220 R
-[] Firehawk Wingmen Drones: 215/450 (3 Dice, 60 R) (57% chance)
-[] Railgun Munition Development: 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5): 54/200 (2 Dice, 20 R) (70% chance)
-[] Shark Class Frigate Shipyard (Seattle): 0/300 (4 Dice, 80 R) (64% chance)
-[] Shark Class Frigate Shipyard (Melbourne): 172/300 (2 Dice, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development: 0/30 (1 Die, 10 R) (100% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Bureaucracy): (3 Dice, two rolled) (100% chance)
-[] Interdepartmental Favors: (1 Die, Auto)

985/985 (975+10)
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 15 Current + 16 Fusion - 2 Anadyr + 1 Bergen - 1 Freeze Dried - 2 Bissau - 2 Porto - 6 Firehawk - 6 Seattle - 6 Melbourne = 7 Energy

Projected Income Q1 2061: 975 + 7.5 * 67% + 7.5 * 100% + 7.5 * 82% + 7.5 * 8% + 5 * 85% + 5 * 100% + 5 * 67% + 15 * 32% + 20 * 36% = 1018.875 RpT on Average

Slight modifications from the previous version. Moves to shoot for Anadyr with the though that we'll be putting one die on it a turn after this until it finishes, and focusing on Frigates in an attempt to finish both.

Infrastructure: Attempts to knock out the Apartment goal and help get ahead of the Refugee issue, while simultaneously drawing down on Steel Vanguard.

Heavy Industry: Knock out the next phase of Fusion and start Anadyr. Also looking to pick up the Industrial Lasers and remove that part of the new Plan and see if they reduce progress requirements or have other effects. It doesn't over invest in Fusion but does give a minor chance of Anadyr finishing this turn.

LCI: Focus on Bergen with the remaining dice going into Civilian Drone Factories to move towards a little bit of Health and Consumer Goods for the latter Plan Goal. Also to save R for other projects like Anadyr and Bergen.

Agriculture: One die on Freeze Drier Plants to give it a coin flip. It is a good source of Food, and we need it for the Food Reserve goal. BZ aquaponics takes the rest of the dice with the goal being to shore up our Food surplus. It was this or mechanization, and I'd prefer a larger initial boost to Food just cause our situation could change rapidly. I'll note we need 4 more Food to supply all the Food Stockpiles, assuming none is consumed by refugees.

Tiberium: Next phase of YZ Harvesting along with catching up on the GZ Harvesting to add some income along with securing our backline now that the war is sort of winding down. Similar logic for the dice on Porto and Bissau, now that Reynaldo's forces are moving to guerrilla ops, it would be very beneficial if the Harvesters in their area are better armed and able to ward off potential attacks by irregular forces. This also applies to Bissau, where its located in west Africa to secure against Mehretu's and the Ten Rings raids. I agree with Simon with regards to the Processing Refits, now is the time to execute the refits while we still have 570 processing slack. The Refit will remove 250 and leave us with 320 Processing slack, which is more than the 300 that would get taken offline from one of the Tib Processing plants being sabotaged. (That 300 comes from how much each Tib Refit gives us once complete, 250+50).

Orbital: Spreads dice to be die efficient on the Lunar mines. Also, Erewhon makes his first small step.

Services: I don't know if there is going to be a deployment project for Mind Shields. If there is it seems prudent to rush for it, and this part of the plan will change. Otherwise it is a bit more conservative on the AMA then Simon's, still enough dice to potentially finish it, but does leave a significant chance that it won't finish this turn. I admit this is concerning, but the exact Health value might change between the results and the new turn, as it has before.

Military: Continuing the rollout of the shipyards and Firehawks. The shipyards are focused on finishing the Frigates over continuing the Carriers. Along with improving our consumables situation via the Ablat, as of last, we knew that things would need to slow down if our stockpiles were not reinforced, but we only had a timeline for the shells, which will have improved with the completion of the last phase of shell plants. Getting the Railgun Munitions to remove that from the list and to save R. Additionally, getting the Mastodon to plan out the last year of the plan more accurately, and to improve the Steel Talon's situation.

Bureaucracy: A security review of itself and interdepartmental favors to maybe get some PS.
 
The real downside to fulfilling our Stored Food target is that GDI's food is going to be way more bland until after we get through all of it5. We're going to be pumping out bulk calories and not much else for the rest of the Plan, it looks like.
It was fairly likely that without the target, we'd just have been doing stuff that isn't even technically edible, like caffeinated kudzu and poulticeplants. We might have gone for Ranching Domes, though.

Infrastructure now requires the completion of three phases of Apartments.

Required Projects:
-Complete at least three more phases of Blue Zone Apartments: 28/480 Progress ~6 dice median
--Requires 4 Logistics

Semi Required Projects:
-None

Infrastructure Total = 6 dice
36 Infrastructure dice for the rest of the Plan, ~30 dice available, no free dice required.
Uh... @doruma1920 , it's 30 not 36; we have five turns left.

But yeah, 30-6 = 24 Infrastructure dice to play with, so there's room to hit all the stuff I really want (Suborbital Shuttles Phase 1, Blue Zone Arcologies Phase 4, Chicago Phase 4 with progress on Phase 5)

Heavy Industry now requires the completion of the Isolinear Chip Foundry Anadyr and the Industrial Lasers, along with the completion of two phases of Fusion to power the Military Factories.

Required Projects:
-Crystal Beam Industrial Laser Development: 0/80, 1 die 70%

-Crystal Beam Industrial Laser Deployment: ??? Not Yet Developed (Going off of past refits and wild guesses, ~4 dice median)

-Isolinear Chip Foundry Anadyr: 0/320 Progress, ~4 dice median
--Requires 2 Energy
--Provides 4 Capital Goods

Semi Required Projects:
-Continuous Cycle Fusion Plant Phase 7-8: 153/600 Progress, ~6 dice median
--Requires 2 Labor
--Provides 32 Energy

Heavy Industry Total = 15 dice
25 Heavy Industry dice for the rest of the Plan, 10 dice available, 0 free dice required
Yeah, that's pretty good. I want to push out the fusion plants early, mind you, because we're trying to build the shipyards they power quickly, but we've definitely got room to keep our promises.

Light and Chemical Industry does not have anything that is explicitly required by the Plan, however, it does have multiple progress efficient way to provide Consumer Goods.

Required Projects:
-None

Semi Required Projects:
-Chemical Fertilizer Plants Phase 2: 65/240 Progress, ~3 dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods

-Civilian Drone Factories: 0/380 Progress, ~5 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods
--Provides 2 Logistics

Light and Chemical Industry Total = 8 dice
25 Light and Chemical Industry dice for the rest of the Plant, 17 dice available, 0 free dice required
It also seems likely that some other Light Industry options for +Consumer Goods may open up in the future. The co-ops have filled a lot of the available demand, but there's some industries that never rebounded and could turn into projects for us.

One note is that while we don't have hard numbers, we've been told that Chicago Planned City is now going to provide +Consumer Goods and +Capital Goods instead of +Abatement. That means we have an additional source that also uses areas where hitting our mandatory targets isn't much of a stretch (Heavy Industry and Infrastructure)

Agriculture requires an 18 point increase in the Food Reserve.

-Food: 18 additional 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
---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.

Semi Required Projects:
-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.

Note: This analysis will continue with the understanding that Freeze Dried Food Plants will be completed for minimal dice as this requires 1 die, combined with 2 dice for one phase of Vertical Farming Projects (which was chosen over Blue Zone Aquaponics and Agriculture Mechanization as it provides sufficient Food for the Food Reserve Goal and some Consumer Goods for that goal), not completing Freeze Dried Food Plants would require 5 dice (assuming the use of two phases of Blue Zone Aquaponics and one phase of Agriculture Mechanization).

Note2: Assuming an AA die is used for Extra Large Food Stockpiles and thus not wasting the Agricultural die bonus on an autocompletion project

Agricultural Total = 16
20 Agricultural Dice for the rest of the Plan, 4 dice available, no free dice required.
If we get our Consumer Goods from Chicago or a separate as-yet unknown Light Industry project, of course, it makes more sense to just keep hammering up the Aquaponics line for more +Food at the same dice cost. But yeah, we can do this if we push.

Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the latter is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required.
Because Chicago also helps us with Consumer Goods and Capital Goods (where we want to have a comfortable surplus even after the war emergency allocations are taken away), we may well want to push ahead with it anyway.

But yeah, we have a lot of flexibility in how we use Tiberium dice. I just don't want to waste any.

Anyway, Agriculture and Orbital are the ones that are actually tight, especially Orbital; Military and Heavy Industry are feeling a bit of strain but their goals are doable as long as we focus them down. The main reasons we need or 'need' to spend further Free dice on Military are:

1) Because we do have two strictly optional Military projects (Zone Armor and SADN) that it would be highly desirable to start work on during the current Plan.
2) Because we want to complete the shipyards quickly, as there will be a major strategic impact on the military situation as soon as their ships start hitting the water. Having our first wave of escort carriers ready to go six months sooner could make a big difference somewhere in the world, so finishing those before the last minute is very desirable.

But you're right, @doruma1920 , that there is no formal need to continue extremely aggressive Free dice spending on Heavy Industry in and of itself. The problem I see is that unless we're content to let Anadyr simmer along for several quarters and finish in 2061Q3 or 'Q4, we have a strong incentive to surge spending on it now because the Resource budget will be tighter in 'Q1 and 'Q2 with the research gachas opening up again.

My issue with food politics is that GDI is so corrupt that large swathes of our food just outright disappears when we move it to long term food storage. A 50% loss is redicously high. We need to fix the corruption inherent in the system before we actually grow the field.

It doesn't help that agriculture by far has the lowest number of dice in the entire quest despite how apparently important the industry is to the people. And yet we cannot grow it any further? Something is inherently funky with the system.

Long term food storage doesn't degrade like this man. So that must mean people are stealing it.
You're ignoring some very important facts.

1a) GDI's total food consumption is very large. Not the relatively small amounts any one of our projects deals in, but something like a hundred points, maybe more. Our surplus is limited, but that's a very large production (much of which we didn't build in-game, as demonstrated by everyone not having starved to death in 2049 before game start) balanced against a slightly smaller consumption. Therefore, and this is important:

1b) +1 Food is only enough to feed, roughly speaking, a few million people for a quarter. Might be more like one million, might be more like ten million, but it's not that many. My bet would be somewhere between two and five million; speculating too hard on this gives Ithillid migraines, though, so we are NOT getting a hard number on this and I don't even want one.

2a) By contrast we are explicitly told that having a total of 58 or 68 Stored Food (targets offered for us to hit by 2065 in renegotiation) allow a situation where "with these levels, even the rapidly increasing population of GDI can eat well for months, even assuming a near total cease in food production." So in short, 58-68 Stored Food is enough to feed 600 million people well for "months," that is to say, at least a full quarter, very possibly two quarters or even more.

2b) +1 Stored Food is enough to feed, roughly speaking, 10-20 million people for a quarter.

3) This is the critical point to understand. One point of Stored Food is not precisely interchangeable, necessarily, with having +1 Food for one quarter. It is objectively false to claim that when we convert +3 or +4 Food to +2 Stored Food, the total quantity of food is 'shrinking' and a bunch is going away.

No, what is happening is that we're pushing, say, "enough calories to feed forty million people for the quarter" into the storage system continuously, and that eventually stabilizes us at "enough food in the granary to feed 240 million people for the quarter" or something, with the limit being that we try to keep the food from staying in storage for more than eighteen months for fear that it'll start to spoil, so we're having to continuously replace it and can't just pile up infinity food to the sky forever. This is especially because it requires careful maintenance and continuous power to maintain things like gargantuan mega-refrigerators and climate-controlled storage.

The trick is that "enough calories to feed forty million people for the quarter" could easily be +20 or +24 Food taken away from our surplus, while "enough food in the granary to feed 240 million people for the quarter" is probably somewhere around +10 or +12 Stored Food.

Your attempts to crudely track the food and 'prove' that massive embezzlement is going on fall flat.

Gotta say, the idea of corruption in a global hegemonic government with no real competition is not really that far-fetched.
GDI is under enough urgent external survival pressure from Nod and tiberium that the lack of internal competition doesn't necessarily lead to serious corruption problems. Honestly, they're under more pressure to be corruption-free than most real life governments, with occasional exceptions like "we are being invaded by a vastly larger enemy" Ukraine.

The lack of free dice needed for our plan goals means we can continue to use them in HI and Mil to provide needed power and mil factory rollouts.
Yes, though we should plan to consider pivoting away from that in 2061Q1 or 'Q2 and shift some of our Free dice to Orbital and Agriculture so that we can actually get any passion projects done there and/or have some margin of error.

We have a lot of flex in infra in terms of plan goals which is nice since I want to finish 1 more phase of fortress towns as part of the wind down to hold onto the gains we have made with a few phases of rails to fil in gaps and extend coverage to our newly claimed areas.
I think we should ease off on the railroads until we're given more in-character implication that they are needed. They've gotten very Progress-intensive, and we have a lot else to do. Among other things, +18 Housing from the current apartment target doesn't really address our Housing problems.

Remember, right now we've got +35 Housing. +20 of that is in existing fortress towns (literally the last place we want to put refugees), and what's left over is spaces in a bunch of hastily constructed 2051-vintage commieblocks and those ghastly communal housing projects we did.

+18 Housing only begins to cover our problems, and we have strong reasons to want to do the arcologies anyway even if we're not sworn to do them, because it's the key to more efficient +Housing trickles in the next Plan, apparently.

We have about 30 Infrastructure dice to play with. That breaks down:

6 dice on mandatory apartments,
3 dice on finishing the current phase of fortress towns (188 Progress left to go, two dice is a bit optimistic)
3 dice on Suborbital Shuttles Phase 1
~7 dice on Chicago Phase 4 (likely to be mostly Infrastructure, not Heavy Industry, if we're trying to spend dice efficiently)
8 dice on Blue Zone Arcologies Phase 4...

This is already getting to add up to most of the dice we have. Now, we can wiggle around with that, there may be room to squeeze in a phase of railroads, but not now unless we want to compromise one or more of the above listed priorities.

In all truth, I'd rather ignore more railroad expansions in 2060Q4 and focus on actually getting the apartments built. The existing refugees are being funneled into worse and worse housing options and it's not long before they're back down to "this is literally a bunker" or "what do you mean I have to share a kitchen with fifteen other people."

We are no longer pushing the front lines much farther; further rail line extensions may be desirable but should not be the focus of our efforts right now compared to the refugee crisis.

I'm pretty certain I made some kind of mistake with this plan and I fully expect @Simon_Jester to have something critical to say about it.
[cracks knuckles]

[] Plan
-[]Infrastructure 6/6 90R
-[] Yellow Zone Fortress Towns (Phase 6) 3 dice 60R 95%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 112/300: 20 resources per die) (+4 Housing)(-1 Yellow Zone Water)
-[] Blue Zone Apartment Complexes (Phase 2) 3 dice 30R 99%
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
If it was me, I'd shift one die from fortresses to apartments and save Resources. We need a lot of adequate housing, and we're probably not going to build the seventh phase of fortress towns literally right away. Therefore, accepting more like a 50/50 chance of completing the phase, in exchange for not risking the waste of that third die (which could have gone to building apartments for refugees, seems slightly better.

With that said, this isn't a bad balance, especially if you're thinking about us maybe doing Phase 7 of the fortresses before end of Plan, which might even be a good idea though I'm not personally a big fan.

-[]Heavy Industry 5/5 200R
-[] Continuous Cycle Fusion Plants (Phase 7) 4 dice 80R 100%
(Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[] Crystal Beam Industrial Laser Development 1 die + 1 Erewhon die 20R 94%
(Progress 0/80: 10 resources per die)
-[] Isolinear Chip Foundry Anadyr 2 free dice 100R 0%
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
Not bad.

My one thing is... I think Erewhon's talents are better used elsewhere; we're not actually in a hurry to unlock the lasers and this isn't a field where we need to rush Free dice, or the Chibi Free dice that are AA/Erewhon dice. I'd rather have Erewhon working on something where we need the die rolls, preferably Orbital or Agriculture. The obvious thing to have Erewhon do in Agriculture is expand the granaries (the autosuccess option), though, and we're not ready to do that yet, so I'd say Orbital.

-[]Light and Chemical Industry 3/5 75R
-[] Chemical Fertilizer Plants (Phase 2) 1 die 15R 0%
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
-[] Bergen Superconductor Foundry (Phase 1) 2 dice 60R 100%
(Progress 71/95: 30 resources per die) (+1 Energy)
-[] Security Reviews 1 die
One of the advantages of doing as I suggest with Apartments is that we can afford to put two dice on Civilian Drone Factories instead of one on Fertilizers. If we can shake anything loose elsewhere, we can even fully activate Light Industry, which would be nice.

I think it would be better to review Bureaucracy than Light Industry this turn, too. Bureaucracy has gone much longer, 14 turns instead of 8, without a review, and remember, "who watches the watchmen?"

-[]Agriculture 4/4 90R
-[] Blue Zone Aquaponics Bays (Phase 3) 3 dice 30R 96%
(Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor)
-[] Poulticeplant Development 1 die 20 95%
(Progress 0/50: 20 resources per die)
-[] Freeze Dried Food Plants 2 free die 40R 99%
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
Given the extreme urgency of getting the Stored Food target, I think we won't be able to afford to actually roll out poulticeplant plantations anyway, but I can see the idea of wanting to do this. It's not something I agree with, but I respect it.

However, I think putting two dice (one of them a Free die) on Freeze Dried Food Plants is a very bad idea. No rollover, so there's a 56% chance of that die (and the 20 R that activated it) being effectively thrown away. We can ill afford that. If you're going to commit Free dice to Agriculture, I suggest you put them on the aquaponics bays (freeing up more Resources to activate more dice elsewhere). It's not like we can't use the Food.

-[]Tiberium 7/7 125R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 4 dice 80R 100%
(Progress 174/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[] Intensification of Green Zone Harvesting (Stage 6) 3 dice 45R 100%
(Stage 7 82%)
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
Four dice on Yellow Zone Harvesting probably overcommits us and puts us part way into the next phase, when each phase represents expansion into territory and our military's capacity to seize new ground is starting to hit its limits. I recommend dialing back to 2-3 Yellow Zone Tiberium Harvesting dice and then spending the freed-up dice on... basically whatever you please.

-[]Orbital 6/6 120R
-[] Lunar Regolith Harvesting (Phase 2) 3 dice 60R 32%
(Progress 50/330: 20 resources per die) (+15 resources per turn)
-[] Lunar Heavy Metals Mines (Phase 3) 3 dice 60R 96%
(Progress 217/375: 20 resources per die) (+20 resources per turn)
It is a bad idea to put a third die on Lunar Heavy Metals Mines right now. Rollover in that area won't help us hit our target of "you must complete four more moon mine projects by the end of 2061." Thus, there is a 60% chance that the third die will be effectively wasted, unless we roll insanely well and get so much rollover that it's actually more cost-effective to finish a fourth phase of Heavy Metals than to finish the second phase of Rare Metals. Not likely.

I recommend diverting the third Heavy Metals die to Rare Metals or even Enterprise Phase 5.

-[]Services 4/5 75R
-[] Automatic Medical Assistants 3 dice 60R 83%
(Progress 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy)
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
No complaints here.

-[]Military 8/8 200R
-[] Wingman Drone Deployment
--[] Firehawk Wingmen 4 dice 80R 93%
(Progress 215/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
-[] Railgun Munitions Development 1 die 10R 87%
(Progress 0/60: 10 resources per die) (High Priority)
-[] Escort Carrier Shipyards
-[] Dublin 3 dice 60R 54%
(Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Shark Class Frigate Shipyards
--[] Melbourne 2 free dice 40R 82%
(Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Development 1 free die 10R 100%
(Progress 0/30 : 10 resources per die)
With the war winding down, it's probably acceptable to demote Firehawk Wingman Drones to three dice for greater efficiency and put the fourth die on another project (such as starting a second escort carrier yard or working on the big OSRCT target).

On the other hand, if you really want to mash the DRONES NOW DAMMIT button as soon as possible and are willing to accept a 57% chance of wasting that fourth die to make that happen... That's a respectable decision and I won't tell you you're wrong; I've thought long and hard about it myself.

-[]Bureaucracy 2/4
-[] Security Reviews (Light and Chemical Industry) 1 LCI die + 2 dice 100%
(DC 50 + 1 operations die)

I have no idea what to do with those last two bureaucracy dice though I am tempted to take a minor gamble and use them to put an admin die on the extra large food stockpiles.
I recommend doing a security review on the much longer-awaiting Bureuacracy itself, and putting the fourth and final Bureaucracy die on Interdepartmental Favors (to see if we can get any good out of that) or just leaving it fallow.
 
Uh... @doruma1920 , it's 30 not 36; we have five turns left.

But yeah, 30-6 = 24 Infrastructure dice to play with, so there's room to hit all the stuff I really want (Suborbital Shuttles Phase 1, Blue Zone Arcologies Phase 4, Chicago Phase 4 with progress on Phase 5)

AHHHHHHHHHHHHHHHHHHH!!!!!!

You saw nothing.

Some how updated all the others and the die summary and forgot that one. Thanks, fixed.
 
Budget:
985/985 R
7/7 Free Dice

[] Plan Anadyr Hungers
Infrastructure (+34 with Gulati) 6/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
-[] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 (4 Dice, 40 R) (85% chance of Phase 3, 4% chance of Phase 4)
Heavy Industry (+29) 5/5 Dice + 3 Free Dice 240 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (4 Dice, 80 R) (99.99+% chance, median result 186/300 on Phase 8)
-[] Crystal Beam Industrial Laser Development 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr 0/320 (3 Dice, 150 R) (10% chance)
Light and Chemical Industry (+24) 5/5 Dice 90 R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
-[] Civilian Drone Factories 0/380 (3 Dice, 30 R) (3/5 median)
Agriculture (+24) 4/4 Dice 50 R
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (56% chance)
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
Tiberium (+39) 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 (2 Dice, 40 R) (67% chance)
-[] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
-[] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
Services (+27) 4/5 Dice 75 R
-[] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
Military (+26) 8/8 Dice + 4 Free Dice 200 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (2 Dice, 20 R) (70% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
Bureaucracy 4/4 Dice
-[] Interdepartmental Favors
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)



And for a plan that makes fewer sacrifices for Anadyr (the downside being that we're more likely to be forced to spend on Anadyr on turns when we'd rather be doing something else that's also R-intensive, like research gachas)...

Budget:
980/985 R
7/7 Free Dice

[] Plan Anadyr On A Diet
Infrastructure (+34 with Gulati) 6/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
-[] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 (4 Dice, 40 R) (85% chance of Phase 3, 4% chance of Phase 4)
Heavy Industry (+29) 5/5 Dice + 2 Free Dice 190 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (4 Dice, 80 R) (99.99+% chance, median result 186/300 on Phase 8)
-[] Crystal Beam Industrial Laser Development 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr 0/320 (2 Dice, 100 R) (2/4 median)
Light and Chemical Industry (+24) 5/5 Dice 90 R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
-[] Chemical Fertilizer Plants (Phase 2) 94/300 (2 Dice, 30 R) (17% chance)
-[] Civilian Drone Factories 0/380 (1 Die, 10 R) (1/5 median)
Agriculture (+24) 4/4 Dice + 1 Free Die 70 R
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (56% chance)
-[] Poulticeplant Development 0/50 (1 Die, 20 R) (95% chance)
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
Tiberium (+39) 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 (2 Dice, 40 R) (67% chance)
-[] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
-[] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
Services (+27) 4/5 Dice 90 R
-[] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
-[] Hardlight Interface Development 0/40 (1 Die, 15 R) (100% chance)
Military (+26) 8/8 Dice + 4 Free Dice 200 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (2 Dice, 20 R) (70% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
Bureaucracy 4/4 Dice
-[] Interdepartmental Favors
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
 
GDI is under enough urgent external survival pressure from Nod and tiberium that the lack of internal competition doesn't necessarily lead to serious corruption problems.

I agree. Any current corruption is likely to be fairly minimal.

Just, uh, we probably shouldn't take our hands off the "Security Review" wheel any time soon. Once the pressure eases up (even if it only eases up in the perception of people sitting pretty in the back of blue zones)... well, people are gonna be people.
 
think we should ease off on the railroads until we're given more in-character implication that they are needed. They've gotten very Progress-intensive, and we have a lot else to do. Among other things, +18 Housing from the current apartment target doesn't really address our Housing problems.
The last results we have indicate shortages in rail lines to the areas we have taken, also in the fortress town it is noted there is not enough lines to shift everything around due to people having to move. We have the same problem with moving shells and mil supplies and units to the fronts as well since we have in a way outpaced our logistic lines. Rails also decreased the YZ harvest so we will want some more rails due to that as well. So even though overall our logistics is in a really good spot we have certain areas that are undeserved, mainly because they are new and do not have the work put into the rest of our territory. It is something that over time would get fixed but I want to make sure we have the lines up to deal with the skirmishes and various NOD pushes we get so that our new border defenses are at full supply letting us shift logistics and mil focus to Karachi landing and expansion.
 
[Fear for self-esteem intensifies]

If it was me, I'd shift one die from fortresses to apartments and save Resources. We need a lot of adequate housing, and we're probably not going to build the seventh phase of fortress towns literally right away. Therefore, accepting more like a 50/50 chance of completing the phase, in exchange for not risking the waste of that third die (which could have gone to building apartments for refugees, seems slightly better.

With that said, this isn't a bad balance, especially if you're thinking about us maybe doing Phase 7 of the fortresses before end of Plan, which might even be a good idea though I'm not personally a big fan.
Yeah I can see the logic in that and we could also go all in on BZ apartments as well.

Not bad.

My one thing is... I think Erewhon's talents are better used elsewhere; we're not actually in a hurry to unlock the lasers and this isn't a field where we need to rush Free dice, or the Chibi Free dice that are AA/Erewhon dice. I'd rather have Erewhon working on something where we need the die rolls, preferably Orbital or Agriculture. The obvious thing to have Erewhon do in Agriculture is expand the granaries (the autosuccess option), though, and we're not ready to do that yet, so I'd say Orbital.
Well we don't know how big a project the lasers are going to be so completing the development this turn coming will give us the time to do so without worrying too much about how close the end of the plan is but putting Erewhon somewhere else would be useful as you said so it's kind of a hard decision for me.

One of the advantages of doing as I suggest with Apartments is that we can afford to put two dice on Civilian Drone Factories instead of one on Fertilizers. If we can shake anything loose elsewhere, we can even fully activate Light Industry, which would be nice.
Eh I think I prefer putting the effort towards our food target here for now.

I think it would be better to review Bureaucracy than Light Industry this turn, too. Bureaucracy has gone much longer, 14 turns instead of 8, without a review, and remember, "who watches the watchmen?"
I can not believe I tunnel visioned on this one and forgot about how long Bureaucracy has gone without review because I was so focused on putting the LCI dice to work.

However, I think putting two dice (one of them a Free die) on Freeze Dried Food Plants is a very bad idea. No rollover, so there's a 56% chance of that die (and the 20 R that activated it) being effectively thrown away. We can ill afford that. If you're going to commit Free dice to Agriculture, I suggest you put them on the aquaponics bays (freeing up more Resources to activate more dice elsewhere). It's not like we can't use the Food.
Do remember that extra progress beyond the required amount effects roll out speed and well I want it finished now for it's effects on the stockpile projects so I don't think finishing with so extra progress will necessarily be a bad thing while farting around trying to get the perfect amount of dice over multiple turns will be but we've had this discussion before so I think I'll stick with may stance and you can stick with yours.

Four dice on Yellow Zone Harvesting probably overcommits us and puts us part way into the next phase, when each phase represents expansion into territory and our military's capacity to seize new ground is starting to hit its limits. I recommend dialing back to 2-3 Yellow Zone Tiberium Harvesting dice and then spending the freed-up dice on... basically whatever you please.
Aaaaand I have just realised that I forgot about the refits.

It is a bad idea to put a third die on Lunar Heavy Metals Mines right now. Rollover in that area won't help us hit our target of "you must complete four more moon mine projects by the end of 2061." Thus, there is a 60% chance that the third die will be effectively wasted, unless we roll insanely well and get so much rollover that it's actually more cost-effective to finish a fourth phase of Heavy Metals than to finish the second phase of Rare Metals. Not likely.

I recommend diverting the third Heavy Metals die to Rare Metals or even Enterprise Phase 5.
I'll think on it.

With the war winding down, it's probably acceptable to demote Firehawk Wingman Drones to three dice for greater efficiency and put the fourth die on another project (such as starting a second escort carrier yard or working on the big OSRCT target).

On the other hand, if you really want to mash the DRONES NOW DAMMIT button as soon as possible and are willing to accept a 57% chance of wasting that fourth die to make that happen... That's a respectable decision and I won't tell you you're wrong; I've thought long and hard about it myself.
Eh I'll probably waffle back and forth on it for a bit but I do like the idea of the drones making at least a small difference before the war ends.

I recommend doing a security review on the much longer-awaiting Bureuacracy itself, and putting the fourth and final Bureaucracy die on Interdepartmental Favors (to see if we can get any good out of that) or just leaving it fallow.
I don't think that favours is a particularly great idea considering how we're resource rather then dice constrained right now since it's about giving other departments some of our current budget and we're so close to the end of the current plan that we may not see any particularly good gains from it.
 
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