Alright preliminary plan ready now:
[ ] Plan Winding Down The Disparities
Infrastructure 6/6 Dice + 4 Free Dice 180 Resources:
-[ ] Yellow Zone Fortress Towns (Phase 6) (Updated) 112/300 20 Resources per Die, 6 Dice = 120 Resources
-[ ] Rail Network Construction Campaigns (Phase 5) (Updated?) 39/325 15 Resources per Die, 4 Dice = 60 Resources
Heavy Industry 5/5 Dice 130 Resources:
-[ ] Crystal Beam Industrial Laser Development 0/80 10 Resources per Die, 1 Die = 10 Resources
-[ ] Isolinear Chip Foundry Anadyr (New?) 0/320 50 Resources per Die, 2 Die = 100 Resources
-[ ] Puerto Madryn Reconstruction Surge (New) 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Western Europe Reconstruction Surge (New) 0/40 10 Resources per Die, 1 Die = 10 Resources
Light and Chemical Industry 5/5 Dice 105 Resources:
-[ ] Chemical Fertilizer Plants (Phase 2) 94/300 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Bergen Superconductor Foundry (Phase 1) 71/95 30 Resources per Die, 2 Die = 60 Resources
Agriculture 4/4 Dice 50 Resources:
-[ ] Blue Zone Aquaponics Bays (Phase 3) (Updated?) 30/140 10 Resources per Die, 3 Dice = 30 Resources
-[ ] Freeze Dried Food Plants 126/200 20 Resources per Die, 1 Die = 20 Resources
Tiberium 7/7 Dice 110 Resources:
-[ ] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 20 Resources per Die, 2 Die = 40 Resources
-[ ] Intensification of Green Zone Harvesting (Stage 6) 46/100 15 Resources per Die, 2 Die = 30 Resources
-[ ] Tiberium Processing Refits (Phase 5) 6/100 20 Resources per Die, 1 Die = 20 Resources
-[ ] Railgun Harvester Factories
--[ ] Bissau 0/70 10 Resources per Die, 1 Die = 10 Resources
--[ ] Porto 44/70 10 Resources per Die, 1 Die = 10 Resources
Orbital Industry 6/6 Dice + 1 Erewhon Die 140 Resources:
-[ ] Lunar Rare Metals Harvesting (Phase 1) 0/150 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Lunar Heavy Metals Mines (Phase 3) 217/375 20 Resources per Die, 3 Dice + 1 Erewhon Die = 80 Resources
Services 5/5 Dice 90 Resources:
-[ ] Automatic Medical Assistants 101/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Hallucinogen Development 0/60 15 Resources per Die, 1 Die = 15 Resources
-[ ] Hardlight Interface Development 0/40 15 Resources per Die, 1 Die = 15 Resources
Military 8/8 Dice + 3 Free Dice 190 Resources:
-[ ] Wingman Drone Deployment (High Priority)
--[ ] Firehawk Wingmen Drones 215/450 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Railgun Munitions Development 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Ablat Plating Deployment (Stage 5) 54/200 10 Resources per Die, 2 Die = 20 Resources
-[ ] Escort Carrier Shipyards (High Priority)
--[ ] Nagoya 0/240 20 Resources per Die, 3 Dice = 60 resources
-[ ] Shark Class Frigate Shipyards (High Priority)
--[ ] Melbourne 172/300 20 Resources per Die, 2 Dice = 40 Resources
Bureaucracy 4/4 Dice:
-[ ] Security Reviews Bureaucracy 1+2 Die
-[ ] Interdepartmental Favors 1 Die
180+130+105+50+110+140+90+190 = 985/985
Ugh...I'm back I think. So this plan has:
- 6 Dice on Yellow Zone Fortress Towns to probably (Phase 6 is a 100% chance and an Average DC of 1 to complete and Phase 7 is 68% chance and an Average DC of 45 to complete) get us two rounds of them done so we can be sure that our front line is secure and that we still have Intesification of Green Zone Harvesting to do next turn.
- 4 Dice on Rail Network Construction Campaigns for a 87% chance and an Average DC of 34 to complete and get us enough rail for the last Yellow Zone Tiberium Harvesting phase of this war.
- 1 Die on Crystal Beam Industrial Laser Development for a 70% chance and a DC of 36 to complete because it is a plan goal now.
- 2 Die on Isolinear Chip Foundry Anadyr for a 2/4 Median and no DC to complete because it is a plan goal now and an expensive one so it needs to be slow rolled as fast as possible.
- 1 Die each on Puerto Madryn Reconstruction Surge for a 85% chance and a DC of 16 to complete and Western Europe Reconstruction Surge for a 100% chance and a DC of 1 to complete because:
[ ] Allocate Resources to Reconstruction Commissions (New)
Rather than directly dictating from the top down the projects that require the highest priority, and surging resources to fix them, a more general reservation of resources to solve these problems can speed the repair of damages across the Initiative, rather than focusing potentially excessive amounts of energy on individual projects that may or may not be worth pursuing.
-[X] Maximal (30 resources per turn)
An outpouring of resources has gone to the various local commissions and committees that manage reconstruction. However, much of this funding, at least from the early reports, is actually not going into rebuilding immediate damages. Rather, much of it has gone to various forms of deferred upkeep, refugee management, and a number of other projects, most too small scale for the Treasury to bother managing directly. Most of this is due to GDI simply not needing much in the way of actual reconstruction, and instead having a significant problem with deferred maintenance, some of which has been offset since the end of the Third Tiberium War a decade ago. Other parts are problems where the Initiative and the Treasury have simply not gotten around to fixing them, like intersections that tend to produce traffic jams, undersized roads, and train stations with poor connections to other means of transit. While all of these projects will be useful small scale operations, their overall impact is going to be seen in the aggregate more than anything else.
we are plugging the too small to notice holes with our Reconstruction Commissions and should still plug the holes big enough to be noticed by us so we can either get those 30 RpT back before reallocation or have those smaller problems fixed sooner so that the overall quality of our infrastructure rises. Either way this helps us with reallocation by either giving us back 30 and then 9 RpT sooner or by counting as a part of the already reallocated resources next reallocation by decreasing the need for more resources for post-war(s) reconstruction.
- 3 Dice on Chemical Fertilizer Plants (Phase 2) for a 74% chance and an Average DC of 40 to complete because that will combined with the Agriculture actions remove our need for more Food production till the end of the plan unless we get a lot more refugee surges in which case we'll need just a few Agriculture Dice.
- 2 Die on Bergen Superconductor Foundry for a 100% chance and an Average DC of 1 to complete Phase 1 and a 13% chance and an Average DC of 76 to complete Phase 2 because this bastard is expensive. As a reminder I don't expect any action with an Average DC over 70 to complete the turn of the plan it is taken with.
- 3 Dice on Blue Zone Aquaponics Bays for a 100% chance and an Average DC of 8 to complete Phase 3 and a 42% chance and an Average DC of 55 to complete Phase 4 and remove our need for more Food production til the end of the plan which means we need on average 16 Dice to complete the Agriculture plan goals. We have that without any free dice already.
- 1 Die on Freeze Dried Food Plants for a 66% chance and a DC of 35 to complete and get us some food and better stockpile action quality.
- 2 Die on Yellow Zone Tiberium Harvesting (Phase 10) for a 67% chance and an Average DC of 42 to complete and get us one last push so we can finish off that North-West American fight and then sit down to digest our gains.
- 2 Die on Intensification of Green Zone Harvesting for a 100% chance and an Average DC of 1 to complete Stage 6, 82% chance and an Average DC of 30 to complete Stage 7 and a 8% chance and an Average DC of 80 to complete Stage 8. Stage 8 needs Phase 6 of Fortress Towns completed which this plan does. I am not putting more dice here because of the possibility of overcompletion.
- 1 Die on Phase 5 of Tiberium Processing Refits for a 61% chance and a DC of 40 to complete them before we have to deal with whatever improvements Basic Tiberium Studies gets us.
- 1 Die each on the remaining Railgun Harvester Factories. Bissau has a 85% chance and a DC of 16 to complete while Porto has a 100% chance and a DC of 1 to complete.
- 3 Dice on Lunar Rare Metals Harvesting for a 97% chance and an Average DC of 19 to complete Phase 1 and a 22% chance and an Average DC of 64 to complete Phase 2. I'm expecting both phases to complete with this plan and if Phase 2 is not done we can throw 1 Die it's way next turn.
- 3 Dice and 1 Erewhon Die on Lunar Heavy Metals Mines for a 100% chance and an Average DC of 14 to complete Phase 3. Multiply 196 with 196 then divide with 10
8 then multiply by a 100 to see the actual percentage of failure of this action if you are interested.
- 3 Dice on Automatic Medical Assistants for a 83% chance and an Average DC of 35 to complete this action because we will need that +5 Health next turn.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete it and get us another + Health option. Hopefully. It might Just be a + Political Support/Mental Health action.
- 1 Die on Hardlight Interface Development for a 100% chance and a DC of 1 to complete because I suspect we will be getting Capital Goods out of this one.
- 3 Dice on Firehawk Wingmen Drones for a 57% chance and an Average DC of 48 to complete. We need these, but using 4 Dice is overkill when we have so many other things we need to finish in Military actions.
- 1 Die on Railgun Munitions Development for a 87% chance and a DC of 19 to complete because is a plan goal that may need as much work put into it as Shell Plants.
- 2 Die on Ablat Plating Deployment for a 70% chance and an Average DC of 40 to complete another plan goal and get Ground Forces what they need to start digging in after this offensive.
- 3 Dice on Nagoya Escort Carrier Yards for a 54% chance and an Average DC of 49 to complete because 4 Dice would be overkill and this is the closest shipyard to Bitang's operational zone which makes this the perfect time to build it while she is licking her wounds.
- 2 Die on Melbourne Shark Frigate Shipyards for a 82% chance and an Average DC of 31 to complete. Sadly can't do this with 1 Die with any reasonable expectation of it finishing with this plan.
- 3 Dice on Security Reviews in Bureaucracy before to make sure it's still clean before we start doing other actions in it.
- 1 Die in Interdepartmental Favors because the last time we did it:
[ ] Reallocate Resources to other departments
One of the limiting factors on GDI's reconstruction has become the limited amount of resources allocated at the beginning of the plan. By moving resources earned from expanding Tiberium exploitation into broader pools, and voluntarily giving up claim to them, the Treasury can earn political support, and bolster other GDI programs beyond its mandate. (Reduces resources per turn by 15 per die allocated) (+5 political support per die)
Q4 2052
Resources: 335 + 0 in reserve (45 currently allocated to other departments)
Q1 2054
Plan Completion Bonuses: +4 to all dice
Resources: 240 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
It was called Reallocate Resources to other departments, required a Die each 15 RpT and lasted until the next Reallocation when it was folded into the resources we lost during that Reallocation. So we might as well look at what resources we can give away now to get more PS so our next plan is easier to do while also building up more income that we will keep.
As a reminder we currently keep every 3 out 10 Tiberium RpT and all of the Lunar Mining RpT we gain this plan. Also we will get at least 40 Resources per Turn with this plan and can get up to 70 Resources per Turn with it.
If Interdepartmental Favors doesn't work the way I think it does then I will just fold that Bureaucracy Die into Security Reviews. Opinions, if any?