We managed to resist temptation for SCED quest to avoid adding more Astrotechs and finally let the number go back to zero. And finally finish the resource draining training center right in time for the end of the year. Which I think will give us five Astrotechs to play around with unless it needs some leadup time.

Aquaponics - 1
Gagarin Station - 3
Mars Gate Station - 2

The Craterscope will probably need a bunch Astrotechs, but given our three Lunar dice that looks like it will take a while to build. Multiple years at least for all the parts. But we'll at least finally be ready to begin construction of the Mars research post since we can now finish the Gate station. Finally put those astronaut teams to use.
 
[X] Plan: MARV Rush

Infrastructure 6/6 110R

-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 dice 20R
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R
-[] Suborbital Shuttle Service (Phase 1) 1 dice 30R
-[] Tokyo Harbor Reconstruction 0/300 1 die 15R
Heavy Industry 5/5 160R
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 1 dice 20R
-[] Deploy Crystal Beam Industrial Laser 2 dice 2 dice 40R
-[] Isolinear Chip Foundry Anadyr 2 dice 2 dice 100R
Light & Chemical Industry 5/5 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 dice 15R
-[] Civilian Drone Factories 104/380 4 dice 40R
Agriculture 5/4 60R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 2 dice 20R
-[] Freeze Dried Food Plants 151/200 1 die 20R
-[] Caloric Reclamation Processor Deploy 2 die 20R
Tiberium 7/7 140R
-[] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) 7 dice 140R
Orbital 8(7+Erewhon)/6 160R
-[] GDSS Enterprise (Phase 5) 102/1535 3+1 Erewhon dice 80R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/285 3 dice 60R
-[] Lunar Regolith Harvesting (Phase 2) 276/320 1 dice 20R
Services 5/5 145R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction (New) 0/180 1 dice 100R
Military 12/8 190R
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Skywatch Telescope System 64/95 1 die 10R
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Railgun Munitions Development 38/60 1 die 10R
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 dice 20R
-[] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) 2 dice 20R
Bureaucracy 5/4
-[] Conduct Economic Census DC 100/150/200/250 (5 Dice) (99% chance of DC 250)

7/7 free dice
1/1 Erewhon dice

1020/1020R
 
This is a bit late 'cuz reasons, but here's a Probability Array update for y'all.
Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 33%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Blue Zone Apartment Complexes (Phase 3) 72/160 1 die 10R 62%, 2 dice 20R 99%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 2 dice 20R 7%, 3 dice 30R 65%, 4 dice 40R 97%
-[] Blue Zone Apartment Complexes (Phase 3+4+5?) 72/480? 4 dice 40R 18%, 5 dice 50R 67%, 6 dice 60R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%, 2 dice 60R 97%
-[] Suborbital Shuttle Service (Phase 1+2) 92/450 3 dice 80R+ 4%, 4 dice 105R+ 47%, 5 dice 130R+ 89%, 6 dice 155R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 92/650 5 dice 130R+ 3%, 6 dice 155R+ 31%, 7 dice 180R+ 74%, 8 dice 205R+ 95%

-[] Chicago Planned City (Phase 4) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/300 +60/turn 2 dice 30R 10%, 3 dice 45R 71%, 4 dice 60R 98%
--Alt 1: Q2 2061 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 2: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 3: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 4: Q1 2062 0/60 +60/turn 0 dice auto
-[] Bureau of Arcologies 1 Infra die -15R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 2 dice 40R 9%, 3 dice 60R 65%, 4 dice 80R 96%
-[] Continuous Cycle Fusion Plants (Phase 8+9) 67/600 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 69%, 8 dice 160R 93%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%, 3 dice 150R 64%, 4 dice 200R 96%
-[] Division of Alternative Energy 1 HI die -10R auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--Alt: 1 AA die 15R 92%
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%, 4 dice 40R 73%, 5 dice 50R 96%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%, 2 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Blue Zone Aquaponics Bays (Phase 4+5+6) 75/420 4 dice 40R 30%, 5 dice 50R 74%, 6 dice 60R 95%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 18/375? 3 dice 60R 8%, 4 dice 80R 61%, 5 dice 100R 95%
-[] Yellow Zone Tiberium Harvesting (Phase 11+12?) 18/775? 7 dice 140R 7%, 8 dice 160R 38%, 9 dice 180R 77%, 10 dice 200R 95%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1) 0/200 2 dice 50R 45%, 3 dice 75R 95%
-[] Red Zone Border Offensives (Stage 1+2) 0/400 4 dice 100R 33%, 5 dice 125R 83%, 6 dice 150R 99%
-[] Red Zone Border Offensives (Stage 1+2+3) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Red Zone Border Offensives (Stage 1+2+3+4) 0/800 7 dice 175R 2%, 8 dice 200R 20%, 9 dice 225R 59%, 10 dice 250R 89%, 11 dice 275R 98%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2?) 41/280? 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 5 dice 150R 2%, 6 dice 180R 26%, 7 dice 210R 71%, 8 dice 240R 95%
-[] Harvesting Tendril Deployment (Phase 1+2) 0/1350 13 dice 390R 5%, 14 dice 420R 23%, 15 dice 450R 53%, 16 dice 480R 80%, 17 dice 510R 94%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 102/1535 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 45/140 1 die 20R 47%, 2 die 40R 96%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
--Alt: 1 AA die 20R 82%, 2 AA dice 40R 98%
-[] Lunar Regolith Harvesting (Phase 2+3) 276/610 3 dice 60R 4%, 4 dice 80R 42%, 5 dice 100R 83%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/365 3 dice 60R 3%, 4 dice 80R 38%, 5 dice 120R 81%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/720 7 dice 140R 3%, 8 dice 160R 21%, 9 dice 180R 54%, 10 dice 200R 82%, 11 dice 220R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%, 2 dice 200R 91%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drones 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%, 2 dice 40R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
Last Security Review
Heavy Ind 1 turn ago 2060 Q4
Orbital 1 turn ago 2060 Q4
Bureaucracy 1 turn ago 2060 Q4
Services 4 turns ago 2060 Q1
Infrastructure 5 turns ago 2059 Q4
Tiberium 5 turn ago 2059 Q4
Military 8 turns ago 2059 Q1
Agriculture 9 turns ago 2058 Q4
Light/Chem 10 turns ago 2058 Q3
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
--Note5: I found some miscounts in the Security Review numbers. They should all be fixed now.
 
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So thoughts on Chicago q2 or q3? 1hi and 6 infra should push the stage through in one go and there is another stage so we don't lose rollover plus min use of HI dice. With other LCI projects it finishes cons good plan goals. It also covers our processing capacity increase. It is 140R but I think it is doable. Also pads our cap goods which is always useful
 
So thoughts on Chicago q2 or q3? 1hi and 6 infra should push the stage through in one go and there is another stage so we don't lose rollover plus min use of HI dice. With other LCI projects it finishes cons good plan goals. It also covers our processing capacity increase. It is 140R but I think it is doable. Also pads our cap goods which is always useful

Sure. So long as Blue Zone Apartments are done. Just keep in mind we need to also do Leopard lLogistics.
 
One thing worth noting with the Zone Armour projects is that I think Drones and Rockets will have fairly hefty synergy. It gives you a way of locating and accurately striking an opponent before they even see you, an infantryman's dream capability.

Even better, it's entirely organic on a squad/platoon level, meaning it can be used quickly in response to targets of opportunity
This is quite true. On the other hand, we don't have to develop these capabilities before we start issuing power armor to Ground Force, for them to be effective and used by Ground Force.

As for the Lancer project, I think it being a 'high endurance supplement' is something ground forces can very much get use out of, considering they're more likely to end up fighting the long endurance brawls than ZOCOM is
See above. In 2070, I imagine Ground Force will want some Lancers or Lancer-like suits mixed in with their power armor forces. But right now, in the immediate moment, their problem is that their infantry are dangerously squishy and that man-portable small arms are increasingly ineffective against typical Nod threats. When railgun fights heavy armor, flesh and blood can only cringe and pray.

Thus, in the immediate moment, I prize the ability to rapidly deploy multiple corps of power-armored soldiers, simply to begin getting the protection Ground Force needs for its infantry out to the field. More so than I value the development of still more advanced capabilities for those soldiers, potentially at the cost of delaying deployment or making it harder to train more of them quickly.

Thus, in the immediate moment, I would not want to delay the construction of at least the first few Zone Armor factories any longer than necessary to research the Defender upgrade. Everything else can be done in parallel with construction of the factories. If it turns out that Ground Force wants thousands and thousands of Lancers along with their Defenders, well, we will still be in the process of building giant power armor factories! We can simply dedicate one of them to "being a Lancer factory" and continue on our merry way.

In the immediate moment, getting power armor to the troops is more important than taking time to tinker with and optimize the armor. That time is already gone, and if it was not used as intensively as we'd like, well, no one can accuse us of stinting on the military budget as a whole. We literally cannot do everything at once; there are something like 100+ dice worth of Military projects and ALL of them matter.

The only modifications to our existing power armor that should be prioritized over actually beginning mass production and deployment to Ground Forces... Are those modifications which would materially improve our ability to do mass production and deployment to Ground Forces. Advanced forms of power armor with even more bells and whistles than the current variety should not be our priority. Ground Force is just as capable as ZOCOM of learning to use new power armor variants as they arise; this isn't like warships where we have to do an extensive retrofit of existing ships every time we want a new weapon for them. Ground Force can just take the new suits with the new system and use them to supplement hand-me-down suits of the older type. It's not like they can't find a warm body to put in as many suits of any type as we can give them in the foreseeable future.

So, I have been getting questions both here and on the discord about the Lancer and what it is supposed to do. And the answer is a bit complicated. Because the lancer serves in multiple roles. To begin with, it is starting the path down towards infantry energy weapons. Beyond that, it is also an expansion of what the zone troopers can do.
On the immediate tactical level, the Lancer is intended to be a high endurance supplement and replacement for missile teams. An accurate and powerful means of telling an armored fighting vehicle that, well, "we don't like your kind here"

More broadly, the Zonification project is by far the most expensive project Ground Forces is likely to ever give you. And that is because they are not simply "infantry but better" but instead a fundamental redesign of what infantry can do. Yes, they are still intended to screen armor, but they are also intended to maraud on their own, to pressure the enemy in independent offensive operations, and fight in high intensity close quarters battle. While they might well not be able to produce the same kind of elemental shock that Battletech showed, they fight fundamentally differently than foot infantry does for most of the zone troopers. More mobile, more agile, less constrained by weight.
Let me make an addendum to this.

Ithillid wisely notes: "the Zonification project is by far the most expensive project Ground Forces is likely to ever give you." This is because, as @Ithillid explains, in the long term, "zonification" represents a fundamental transition in the way infantry fights. The transition is probably as profound as the transition caused by artillery going from a direct fire weapon firing solid shot to an indirect fire weapon firing high explosive shells (which, in turn, did a lot to sweep infantry into its present real-life role in the first place).

At the same time, we must recognize that such transitions are necessarily gradual. Working out a sound doctrine that makes full best use of ubiquitous power armor is the labor of decades, not of years.

And the first step in developing such a doctrine is to simply possess power armor, on a large enough scale that entire divisions and corps can be equipped with it, in Ground Forces' main body where Ground Force can test out how the power armor units perform in combat when fully integrated with the rest of the GDI arsenal under typical Yellow/Blue Zone conditions.

I predict that the first ten thousand Zone Suits we issue to Ground Force will be parceled out to guard duty (for example, replacing the Zone Troopers who wind up fighting Bintang's giant squidoids every time we have a naval battle with her). The next ten thousand, though, won't be deployed to any specific location at all. No, they'll go to some reasonably secure Blue Zone area with a lot of open terrain (say, North America) and do field exercises. The objective of the field exercises will be to figure out how to even use entire divisions or corps of power armored troops in battle. And this will be an evolving process! New tech and new variants on the Zone Armor design will be integrated into the doctrine as we go! We do not need to fear being "locked in" to comparatively 'crude' Zone Armor for Ground Force, because that is not how Ground Force integrates its technology. Not during a time period when we will by definition be building factory upon factory in rapid succession, each of which turns out not a handful of individual giant warships or planes, but rather thousands upon thousands of separate individual units that take comparatively few man-hours to build apiece.
 
Definitely in favor of Chicago at some point.

I have no idea when because our plan goals keep shifting and I have no idea when we will be able to spare the dice in the appropriate categories.

Harvesting tendrils showing up kinda grabbed all my attention.
 
-[] Caloric Reclamation Processor Deploy 2 die 20R
We have reason to think that the politically (and literally) palatable version of this project is an Infrastructure project. The Agriculture version gives us +Food, but at the cost of losing Political Support because the stuff tastes like distilled essence of yuck. Just something to consider. The main things that need doing in Agriculture are to start storing all the Food surplus we already have, with the Extra Large Food Stockpiles action and/or the Strategic Stockpile construction action.

...

(I'm surprised it's Infrastructure and not Light Industry, since the corpse starch reprocessing process sounds more like a chemical process, the kind of thing GDI would do in big-ass factories. But @Ithillid makes his own choices)

[X] Plan: MARV Rush

-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 1 dice 20R
-[] Isolinear Chip Foundry Anadyr 2 dice 2 dice 100R

-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 dice 15R
-[] Civilian Drone Factories 104/380 4 dice 40R

-[] Freeze Dried Food Plants 151/200 1 die 20R

-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 dice 20R
So, just asking, bear in mind that we'll probably have +18 Energy to play with if we don't complete a fusion phase next turn. Have you counted things out to make sure you have enough Energy to do everything you want to do? Obviously you can't estimate Energy costs for the caloric reclamation plants or the laser deployment, since those don't exist yet in writing, but it's something to consider.

Tiberium 7/7 140R
-[] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) 7 dice 140R

(Military)
-[] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) 2 dice 20R
I'm pretty sure MARV hubs still cost 20 R/die as a Military project, so I think you're 20 R short here. More generally, talk to us a bit about the expected payoff. What do we get for doing this? Do you expect to complete two MARV fleets? Three? Which ones? Elaborate, since it's the memetic cornerstone of your entire plan.

Orbital 8(7+Erewhon)/6 160R
-[] GDSS Enterprise (Phase 5) 102/1535 3+1 Erewhon dice 80R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/285 3 dice 60R
-[] Lunar Regolith Harvesting (Phase 2) 276/320 1 dice 20R
I think three dice might be overinvestment here, but I could be wrong.

Military 12/8 190R
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
I think we should push OSRCT first and ASAT later. OSRCT is a big enough project commitment that if we have bad luck and need to throw in more dice to compensate, we need to do it now; it can't wait until 2061Q3 or whatever. ASAT is smaller and more manageable in that respect; we totally could just slam two dice into it in 2061Q3, probably a third and a fourth if necessary in 2061Q4, and we'd probably be fine.

OSRCT isn't like that; if the first batch of rolls are disappointing we'll still be something like eight dice away from the finish line. So we need to pace ourselves and start sooner.

So thoughts on Chicago q2 or q3? 1hi and 6 infra should push the stage through in one go and there is another stage so we don't lose rollover plus min use of HI dice.
Unless the laser deployment project turns out to be really big, Heavy Industry dice are no longer so precious that we can't afford to use two of them this way. Or rather, Heavy Industry dice are no longer more precious than Infrastructure dice. We have 20 to go, we need about two more phases of fusion power to power war factories (8 dice) and also Anadyr (2-4 dice). Unless the industrial laser project is 8-10 dice (I'll be surprised if it is, since that translates as about 640-800 Progress), we can fit in multiple dice on Chicago over the course of the Plan, though timing might be tight in 2061Q4 if we refuse to use Free dice in Heavy Industry during 2061 for some perverse reason.

We definitely want most of the Chicago dice coming out of Infrastructure, of course, and on any turn that we do Chicago, if we are investing Free dice in Heavy Industry, we should bear in mind that it is more cost-effective to do Free dice in Infrastructure if the project in question is Chicago.

With that said, I'm strongly in favor of Chicago Phase 4 at some point in that timeframe, yes! :) Q2 if we can plausibly hope to manage it; something weird may come up.

With that said, that's part of why I want to do some work on Tokyo in 2061Q1. It's looking like Q1 will be our "tidy up loose ends" turn in Infrastructure, and Q2 is... not, but is rather going to be a "Chicago mainly" turn.

And if we don't push it forward at least a little right now, Tokyo harbor is otherwise going to be a loose end until very late 2061 or early 2062. That's a long time to ignore the damage, and it won't be a good look as we go into reallocation.

Plus, I want to NOT still have a -30 RpT drain on our budget from the reconstruction authority when we get to 2062Q1, but I don't think we can reasonably hope for that outcome if Tokyo still has bomb craters in it over a year after it was attacked. It'll take further time to wind that down.

Definitely in favor of Chicago at some point.

I have no idea when because our plan goals keep shifting and I have no idea when we will be able to spare the dice in the appropriate categories.

Harvesting tendrils showing up kinda grabbed all my attention.
Due to relative dice bonuses, Chicago is mainly an Infrastructure project, because this is where we get the best return on dice invested. We must spend at least one Heavy Industry die on Chicago every turn we work on it, but that's not a crippling obstacle, and we should be able to do that at any time we like and still clear our Plan goals in that area.

Chicago Phase 4 currently stands at 3/550 Progress. Throwing six Infrastructure dice and one Heavy Industry die at the project for 140 R in a single turn gives us a 74.8% chance of single-turn completion. Adding one Free die to Infrastructure and doing the same thing with that extra die attached boosts the odds to 95.3%, and since this is a project with rollover onto Phase 5, there is no long-term downside to overinvesting in it.

So we can fairly easily knock out this project, IF we are willing to commit our full array of Infrastructure dice to it for a single turn. Which we definitely have enough wiggle room to do.

...

We have 24 Infrastructure dice left in 2061.

The only truly mandatory project in Infrastructure is to finish two more phases of Blue Zone Apartments, which will require roughly 250 more Progress to finish- that is to say, roughly 2-4 more Infrastructure dice. Two if we're very lucky, four if we're quite unlucky, probably three.

There are also two quasi-mandatory projects (as in, we'll need to do this, because the alternatives are worse or would be very stupid for us to pursue). The first is relatively simple- we need to spend one more die on the current phase of fortress towns. It would be unwise not to finish them.

More importantly...

@Ithillid has, I am told, told us that there will be an Infrastructure project to use the Nod 'corpse starch' technology (now given the significantly less metal name of 'caloric reclamation'). This, as I understand it, will be a project to process agricultural waste into Stored Food without cutting into our reserves of normal, edible(ish) Food.

Since hitting the Stored Food target is likely to be difficult, especially what with us rolling a natural 1 on the accursed Freeze Dried Food Plants project that is the cornerstone of our existing efforts to do so... Well, we need all the help we can get from Infrastructure in making this happen.

However, it seems unlikely that this will use up so many of our Infrastructure dice that we can't afford to spare half a dozen or so for Chicago.

...

Now, it would be a pity if we were stuck rolling, say, four dice on apartments, one on fortresses, six on Chicago, and if that left us with nothing for anything but caloric reclamation. There are a few other projects we'd LIKE to do, such as:

Suborbital Shuttles Phase 1 (probably about two more dice; this powers us through the most undesirable stage of the project and gets us through to the part where it starts being a good return on investment if we just want +Logistics)

Rail Network Construction Campaigns Phase 5 (this links up the new Green Zone territories we have conquered during Steel Vanguard)

Tokyo Harbor Reconstruction (a personal bugbear of mine, because I don't want to leave the project ongoing all the way up through 2062)

Bureau of Arcologies (the event text explicitly notes that taking this action during the current plan may keep the legislature from imposing punitive "must build many many arcology phases" on us at reapportionment, so we should probably take this action in 2061Q4 rather than waiting until 2062Q1 or later.

Fitting all of THAT in around Chicago, the caloric reclamation plants, and finishing the fortresses could prove difficult, but by no means impossible.
 
I was thinking about next turn's plan, and it really depends on a bunch of things:

For Infrastructure, it seems to me that something like:

Infrastructure 5/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6): 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 3): 28/160 (3 Dice, 30 R) (99% chance, 65% chance Phase 4)
-[] Suborbital Shuttle Service (Phase 1): 92/200 (1 Die, 30 R) (42% chance)

Is a good base line with the last die either going to lock in Fortresses, the last mandatory Apartments, or help with Tokyo. Then there is the Caloric Reclamation, we don't have hard details on that just yet, but it may prove important enough to warrant that last die.

For Orbital:

Orbital 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5): 102/1535 (3 Dice, 60 R) (3/18 median)
-[] Lunar Rare Metals Mines (Phase 1): 45/140 (2 Dice, 40 R) (96% chance, 12% chance Phase 2)
-[] Lunar Regolith Harvesting (Phase 2): 50/320 (1 Die, 20 R) (100% chance)

With potentially adding Erewhon to Enterprise or to Rare Metals to push those forward.

For Services, we clearly want to continue the die at a time investment in the Pinholes, especially since one die does give us a 1 in 4 chance of finishing it. This is where I think we are likely going to leave the most dice fallow. As I'm perfectly willing to drop all of the Services dice but one if that is what it takes to wrangle up the R.

For HI and Tiberium really depend on what the Ion Storm Collector Panel Deployment project looks like. How much Energy it will produce vs its cost. It may prove the thing needed to slow down the Fusion roll we've been on and that will dramatically change our HI and Tiberium allocations. I do think that we'd want two dice on GZ Intensification and Anadyr respectively, but the latter might prove to be unaffordable when combined with the Pinholes. So those two are very much up in the air.

For LCI, finishing Fertilizers with a die seems a no brainer, and the Civilian Drones are sufficiently cheep R wise that they might be a good place to save R for the Pinholes and Anadyr.

That leaves the military and there depends on many things, but we probably should shift the dice we had on the wingmen on to ORSCT. That is a big project and we should get started on finishing it. The rest is continuing the drumbeat of shipyards and slowly crossing off the minor military projects (Railgun Munitions, Mastodon, etc.)
 
Ground forces want the armour because it's goddamn power armour. ZOCOM wants the ground forces to get power armour so the ground forces can take over red zone guard duty and ZOCOM can start the tib heavy zone offensive actions.
I think you're missing a bit with ZOCOM.

I think ZOCOM wants Ground Force to have power armor FIRST so that they can stop being asked to deploy ZOCOM troops to places that are not Red Zones.

For example, we have Zone Troopers on fucking battleships standing guard so that Bintang can't just sic a giant squid on them and fuck them up too easily. ZOCOM has to be asking "wait, how did we wind up in charge of security details on battleships, we are ZONE Operations Command, not BOAT Operations Command!"

We have Zone Troopers in locations that are Yellow Zone sites, sites that Ground Force is perfectly capable of securing, but where some Ground Force general with too many stars on his shoulders to ignore said "oh yeah, and we need a company of superheavy infantry to help hold the line here, ZOCOM, whistle somebody up."

Those are the places where we will first see Ground Force power armor replacing ZOCOM power armor.

...

Ground Force taking over security duty in the actual Red Zones is going to come later, if at all. Because the thing is, just having the armor and being trained to use it isn't enough to make you a good Red Zone combat soldier. There is extensive additional training in the operation of other equipment, and familiarization with conditions that do not apply anywhere else on Earth, including conditions that will actively murder you if you are not extraordinarily careful.

I'm not sure to what extent ZOCOM actually is deep strike elite forces, versus to what extent they're just specialists in fighting in Red Zones who, by the nature of the job, have more firepower per soldier than would be tenable for the regular forces because it's logistically impossible to operate really big forces in a Red Zone and you need all the firepower per soldier that you can pack onto their equipment.

I was thinking about next turn's plan, and it really depends on a bunch of things:

For Infrastructure, it seems to me that something like:

Infrastructure 5/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6): 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 3): 28/160 (3 Dice, 30 R) (99% chance, 65% chance Phase 4)
-[] Suborbital Shuttle Service (Phase 1): 92/200 (1 Die, 30 R) (42% chance)

Is a good base line with the last die either going to lock in Fortresses, the last mandatory Apartments, or help with Tokyo. Then there is the Caloric Reclamation, we don't have hard details on that just yet, but it may prove important enough to warrant that last die.
I don't disagree, though I might dial back from three dice on apartments if the funding's available. Putting at least one of those three dice on Tokyo or caloric reclamation might be a better idea.

It would be a bad idea to put the last 'wiggle' die on apartments itself, because a 64% chance of Phase 4 already gets us over the requirement line in 2/3 of all cases. We might need a last die on apartments if we're already spending three, but it's unlikely, and I'd rather just finish the Phase 4 project in Q3 and if we roll really badly really consistently, Q4.

For Orbital:

Orbital 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5): 102/1535 (3 Dice, 60 R) (3/18 median)
-[] Lunar Rare Metals Mines (Phase 1): 45/140 (2 Dice, 40 R) (96% chance, 12% chance Phase 2)
-[] Lunar Regolith Harvesting (Phase 2): 50/320 (1 Die, 20 R) (100% chance)

With potentially adding Erewhon to Enterprise or to Rare Metals to push those forward.
I'd say to put Erewhon on Rare Metals. 12% isn't a high enough probability of finishing Phase 2 to give us any certainty, and Erewhon is pretty good at turning unlikely-to-finish projects into medium-likely without wasting the full power of our conventional dice on overkill.

For Services, we clearly want to continue the die at a time investment in the Pinholes, especially since one die does give us a 1 in 4 chance of finishing it. This is where I think we are likely going to leave the most dice fallow. As I'm perfectly willing to drop all of the Services dice but one if that is what it takes to wrangle up the R.
I'll say this.

I want two dice on Anadyr and this is probably our last chance to spend aggressively and effectively on tendril harvesters if we want the project to not kill off the rest of our discretionary budget as we struggle to get it done in time to benefit from its positive effects in time for our 2062Q1 income expansion program.

That's gonna take a lot of R.

I am willing to sacrifice this turn's portal research die to make all that happen, because we still have three more chances to roll a portal die before the end of the Plan, and we probably won't need more than two chances.

For HI and Tiberium really depend on what the Ion Storm Collector Panel Deployment project looks like.
I believe the figure cited was 50 Progress per +1 Energy for the refits, or something at around that ratio. If so, then it's pretty strictly inferior to dice spent on fusion power, all else being equal, and even if it means spending Free dice, concentrating on fusion power to get the job done while letting Tiberium department concentrate on just mining in peace will be more effective.

We'll want to retrofit the collectors in eventually, but not now. It may turn out to be a relatively cheap 10-15 R/die project that's ideal for turns in the next Plan when we want to continue using Tiberium dice effectively but lack the budget to do anything super-ambitious in the area.

How much Energy it will produce vs its cost. It may prove the thing needed to slow down the Fusion roll we've been on and that will dramatically change our HI and Tiberium allocations. I do think that we'd want two dice on GZ Intensification and Anadyr respectively, but the latter might prove to be unaffordable when combined with the Pinholes. So those two are very much up in the air.
I don't think we should sacrifice two-die Anadyr to roll another portal die. Remember that as of 2061Q1, Anadyr's breakdown is:

-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%, 3 dice 150R 64%, 4 dice 200R 96%

This is after the one die we spent on Anadyr in 2060Q4. Three more dice, however distributed, are probably enough to finish Anadyr, but nowhere near certainly enough.

We have four turns left.

If we want to be reasonably confident of avoiding either (1) spending a total six dice on Anadyr, which is painfully wasteful, just to be sure it actually completes, or (2) having to bite our nails and pray that the fifth die carries us through in 2061Q4 when we have no backup plan and will fail a Plan commitment if the project doesn't complete...

Well, in that case, we should probably make sure that, in the worst probable case scenario, we roll at least four Anadyr dice in 2061Q1, 'Q2, and 'Q3 combined. We don't want a super-expensive mandatory project where we have to invest extra dice because we've run out of time.

Now, that leaves us with three options:

Q1 one die, Q2 one die, Q3 two dice.
This is a bad idea, because it means we have about a 2/3 chance of ending up wasting the second Q3 die. We want to be slow-walking this project once we get to the point where it has a chance of completion, because if we roll an unexpected 90 on the dice, we don't want to have blown 50 R on a second die that turn.

Q1 one die, Q2 two dice, Q3 one die if necessary.
This is better, but still problematic. If we can't fund two Anadyr dice now, we have no assurance of being able to do it in 2061Q2, especially if Tiberium is kept busy doing things like ion storm collectors. Portal dice probably won't be off the budget in 2061Q2 unless we're quite lucky in Q1, and it borders on certainty that 30 R/die research gacha dice will be on the budget by Q2.

Q1 two dice, Q2 one die if necessary, Q3 one die if necessary.
This is best. This way, we position ourselves to slow-walk both Anadyr and portals to completion in Q2-Q4, never realistically needing more than one die per turn, thus leaving us budgetary room to do other things like shuttles, Bergen, tendril harvesters, and research gacha.

I strongly believe that we should have two Anadyr dice next turn (though no more than two), and consider this a high priority.
 
Unless the laser deployment project turns out to be really big, Heavy Industry dice are no longer so precious that we can't afford to use two of them this way. Or rather, Heavy Industry dice are no longer more precious than Infrastructure dice. We have 20 to go, we need about two more phases of fusion power to power war factories (8 dice) and also Anadyr (2-4 dice). Unless the industrial laser project is 8-10 dice (I'll be surprised if it is, since that translates as about 640-800 Progress), we can fit in multiple dice on Chicago over the course of the Plan, though timing might be tight in 2061Q4 if we refuse to use Free dice in Heavy Industry during 2061 for some perverse reason.

We definitely want most of the Chicago dice coming out of Infrastructure, of course, and on any turn that we do Chicago, if we are investing Free dice in Heavy Industry, we should bear in mind that it is more cost-effective to do Free dice in Infrastructure if the project in question is Chicago.

With that said, I'm strongly in favor of Chicago Phase 4 at some point in that timeframe, yes! :) Q2 if we can plausibly hope to manage it; something weird may come up.

With that said, that's part of why I want to do some work on Tokyo in 2061Q1. It's looking like Q1 will be our "tidy up loose ends" turn in Infrastructure, and Q2 is... not, but is rather going to be a "Chicago mainly" turn.

And if we don't push it forward at least a little right now, Tokyo harbor is otherwise going to be a loose end until very late 2061 or early 2062. That's a long time to ignore the damage, and it won't be a good look as we go into reallocation.

Plus, I want to NOT still have a -30 RpT drain on our budget from the reconstruction authority when we get to 2062Q1, but I don't think we can reasonably hope for that outcome if Tokyo still has bomb craters in it over a year after it was attacked. It'll take further time to wind that down.
Infra dice have the better bonus though and its not like there are not plenty of HI projects that would be useful to push forward, between the dev, Nuuk 4 and 5 and Tokyo 5 we have plenty of non plan HI projects to pursue. And Chi Phase 4 does wrap up the processing and cons good plan goals (assuming we do fert factory and drone factory in LCI). I could see a Q2 push with a die on Tokyo in Q2 though that really depends on how the budget works out.

Given the need for cap goods in zone armor and other projects that we should be trying next plan getting a head start on some of the longer phases of big cap good projects Q3 and Q4 seems like a good idea.

Now, it would be a pity if we were stuck rolling, say, four dice on apartments, one on fortresses, six on Chicago, and if that left us with nothing for anything but caloric reclamation. There are a few other projects we'd LIKE to do, such as:
That would be 1 dice open in Q1/Q2 and all of Q3 and Q4 so we still have plenty of dice for other projects this plan with the above.
 
I strongly believe that we should have two Anadyr dice next turn (though no more than two), and consider this a high priority.

I agree. My point was I'm willing to sacrifice the rest of Services (assuming there's no gatcha) in order to fund one die on Pinholes and 2 on Anadyr.

As for Energy my thought was with our current Energy reserve, and if ion storm collectors are decent, the next fusion phase may not be mandatory since ORSCT doesn't require Energy. Again it depends, but unless we are trying for more then three shipyards the next phase probably isn't mandatory.
 
More generally, talk to us a bit about the expected payoff. What do we get for doing this? Do you expect to complete two MARV fleets? Three? Which ones? Elaborate, since it's the memetic cornerstone of your entire plan.

Opportunity to gain a foothold in Australia while Bintang forces are limited after the Battle of Tokyo. And getting involved in profitable projects before the redistribution of the budget is pointless, so now is the best time for such adventures.

I think three dice might be overinvestment here, but I could be wrong.

Two dice give only 12% chance to complete two phases. Of course, I want to save dice, but the chance is senselessly small.

I'm pretty sure MARV hubs still cost 20 R/die as a Military project, so I think you're 20 R short here.

Eh, really.
 
So thoughts on Chicago q2 or q3? 1hi and 6 infra should push the stage through in one go and there is another stage so we don't lose rollover plus min use of HI dice. With other LCI projects it finishes cons good plan goals. It also covers our processing capacity increase. It is 140R but I think it is doable. Also pads our cap goods which is always useful
I did a review of ~all our options for the remaining Plan yesterday. (I'll post after the coming results post, as I want to see how the War is actually winding down, so that I don't have to review my review...)
My opinion for Infra is that we only really need the first stage of Suborbital Shuttles for the moment, which means we can afford basically everything we need in Infra with only a minimal Free dice investment for a housing splurge.
And I don't just mean Chicago 4, which is an easy way of getting our processing goal done. I mean Chicago 5.
Unless something comes up, I don't see any reason not to do it. HI dice should not be an issue either.
 
Infra dice have the better bonus though and its not like there are not plenty of HI projects that would be useful to push forward, between the dev, Nuuk 4 and 5 and Tokyo 5 we have plenty of non plan HI projects to pursue. And Chi Phase 4 does wrap up the processing and cons good plan goals (assuming we do fert factory and drone factory in LCI). I could see a Q2 push with a die on Tokyo in Q2 though that really depends on how the budget works out.

Given the need for cap goods in zone armor and other projects that we should be trying next plan getting a head start on some of the longer phases of big cap good projects Q3 and Q4 seems like a good idea.
To be clear, I'm a big fan of doing Chicago Phase 4 in a single turn surge, and Q2 sounds like as good a time as any.

As for Capital Goods, a weird part of me wants to try to work heavily on North Boston Phase 5 starting in 2062. It's a huge project, don't get me wrong, but we'll have good bonuses to chug through it relatively fast, and we really ought to finish it sooner or later. And there's no time better than "budget's still kinda tight" time to have a huge ocean of 15 R/die work in front of us.

Also, given that despite low rolls, Erewhon has turned out to be really helpful, that "may help AI research" appeals to me.

That would be 1 dice open in Q1/Q2 and all of Q3 and Q4 so we still have plenty of dice for other projects this plan with the above.
Look, people keep telling me to worry more about the crystal laser deployment in industry being a 600-point megaproject or something, when I think that's realistic. I want to mentally make allowances for the calorie reclamation program being big enough to actually require major dice investment and not just a side project.

I agree. My point was I'm willing to sacrifice the rest of Services (assuming there's no gatcha) in order to fund one die on Pinholes and 2 on Anadyr.

As for Energy my thought was with our current Energy reserve, and if ion storm collectors are decent, the next fusion phase may not be mandatory since ORSCT doesn't require Energy. Again it depends, but unless we are trying for more then three shipyards the next phase probably isn't mandatory.
I myself have drafted plans built around the idea of not treating the next fusion phase as mandatory this turn, though we will assuredly need it in 2061Q2, and we'll need at least one more phase after that I think.

But those plans were not built around the idea of ion storm power supplanting fusion power; they were built around the idea of just... not needing more than the +18 Energy we already have in reserve.

Opportunity to gain a foothold in Australia while Bintang forces are limited after the Battle of Tokyo. And getting involved in profitable projects before the redistribution of the budget is pointless, so now is the best time for such adventures.
I was thinking more in terms of numbers. Like, how much income, how much mitigation, how many hubs do you expect to finish, and importantly, which ones?

Two dice give only 12% chance to complete two phases. Of course, I want to save dice, but the chance is senselessly small.
My own plans use 2+E dice, which gives us a rather better chance of success without being overwhelming, and means we'll be 26 points farther along on Enterprise, which is the really important part. Finishing the moon mine is a foregone conclusion at this point; we need to make sure Enterprise is far enough along by the end of 2061Q3 that we don't have to feel like gamblers worrying over whether it'll complete in Q4.

I have no idea what you mean by this...?

I did a review of ~all our options for the remaining Plan yesterday. (I'll post after the coming results post, as I want to see how the War is actually winding down, so that I don't have to review my review...)
My opinion for Infra is that we only really need the first stage of Suborbital Shuttles for the moment, which means we can afford basically everything we need in Infra with only a minimal Free dice investment for a housing splurge.
And I don't just mean Chicago 4, which is an easy way of getting our processing goal done. I mean Chicago 5.
Unless something comes up, I don't see any reason not to do it. HI dice should not be an issue either.
If we prioritize finishing Chicago Phase 5 by the end of the Plan, it's gonna mean we don't get much else done in Infrastructure. We have a number of other projects I'd rather not ignore.

I'm okay with starting Phase 5 in 2061, but I don't want us busting our backs trying to make sure we finish it when it isn't even a Plan goal.

Among other things, because I'd like to see if I can use "finish Chicago" as a piece of leverage to make promises for next Plan.
 
As for Capital Goods, a weird part of me wants to try to work heavily on North Boston Phase 5 starting in 2062. It's a huge project, don't get me wrong, but we'll have good bonuses to chug through it relatively fast, and we really ought to finish it sooner or later. And there's no time better than "budget's still kinda tight" time to have a huge ocean of 15 R/die work in front of us.
Yeah I dont know which phase 4/phase 5 HI project we will start Q3/Q4 but I do feel like we will want to get one rolling then.
 
Yeah I dont know which phase 4/phase 5 HI project we will start Q3/Q4 but I do feel like we will want to get one rolling then.
Well, the need to finish off a couple more phases of fusion, plus Anadyr, will keep us busy for a while. And I'd really like to do Suzuka; it's been just sitting there for a while and we could use the hovertech. But yeah, I would welcome such a thing. And North Boston, in particular feels like major unfinished business for the quest. I'd like to finish it off as our first capstone industrial megaproject.
 
If we prioritize finishing Chicago Phase 5 by the end of the Plan, it's gonna mean we don't get much else done in Infrastructure. We have a number of other projects I'd rather not ignore.
My preliminary numbers (that I will double check) indicate that if we split Chicago between Infra and HI, and apply a modest amount of Free Dice, it won't be a problem. (20/2 for Chicago, 2 for Suborbital 1, 9 for the next phases of Fortress Towns and Rail, 3 for the remaining Apartments = 24, and we have 24 available.)
When we do have projects in Infrastructure that we don't want to ignore, that makes it quite clear that Free dice are worth using here. We'll have 28 Free dice available, so I see no issues with allocating 4 for the rest of the Plan.

This mainly works because my assessment of HI is that we don't actually need to go big. Suzuka and Chicago on top of Anadyr and Industrial Lasers is pretty decent.
 
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I recall there was discussion in the past about isolinear chips helping us help Erewhon. There was a lot of urgency about it at the time, but that seems to have faded. Are we no longer worried about Erewhon's stability/usefulness? Or have other projects just become more urgent?

Plans are consistently chipping dice into the project, I see, but no surge type plans like I expected. Is it just too expensive?
 
Well, the need to finish off a couple more phases of fusion, plus Anadyr, will keep us busy for a while. And I'd really like to do Suzuka; it's been just sitting there for a while and we could use the hovertech. But yeah, I would welcome such a thing. And North Boston, in particular feels like major unfinished business for the quest. I'd like to finish it off as our first capstone industrial megaproject.
I would like to hit most if not all the HI dev in the latter half of the coming year- opening up new and improved options to keep our industry growing while we also push out and finish actual production. Nuuk is bunches of cap goods so we might be able to roll out an advanced EVA or two at some point as well as offset the infra penalty from the arcology department, Boston is AI improvement. Both are useful. If we are looking at not finishing whichever we chose this plan than starting North Boston seems the better choice at 5R per die less we can continue next plan while doing our normal income recovery.
 
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