Right now, I'm leaning towards:
-[]Infrastructure (6/6 Dice) 90 Resources
--[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20R) (70% chance)
--[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 (4 Dice, 40R) (97% chance)
--[] Suborbital Shuttle Service (Phase 1) 92/200 (1 Die, 30R) (42% chance)

-[] Heavy Industry (5/5 Dice, + 3 Free) 230 Resources
--[] Crystal Beam Industrial Laser Deployment 0/600 (6 Dice, 120R) (07% chance)
--[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100R) (08% chance)
--[] Division of Alternative Energy (1 Erewhon Die, 10R) AutoSuccess

-[] Light and Chemical Industry (5/5 Dice) 55 Resources
--[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15R) (100% chance)
--[] Civilian Drone Factories 104/380 (3 Dice, 30R) (24% chance)
--[] Civilian Support Expansion 0/250 (1 Die, 10R) (1/4 median)

-[] Agriculture (4/4 Dice, + 1 Free) 60 Resources
--[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 (3 Dice, 30R) (74% chance)
--[] Freeze Dried Food Plants 151/200 1 Die, 20R) (91% chance)
--[] Strategic Food Stockpile Construction (Phase 2) 38/150 (2 Dice, 20R) (89% chance)

-[] Tiberium (7/7 Dice, + 2 Free) 255 Resources
--[] Harvesting Tendril Deployment (Phase 1) 0/600 (8 Dice, 240R) (95% chance)
--[] Tiberium Harvesting Claws Development 0/80 (1 Die, 15R) (80% chance)

-[] Orbital Industry (6/6 Dice) 120 Resources
--[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60R) (3/15 median)
--[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 (2 Dice, 40R) (12% chance)
--[] Lunar Regolith Harvesting (Phase 2) 276/310 (1 Die, 20R) (100% chance)

-[] Services (5/5 Dice) 75 Resources
--[] Professional Sports Programs 0/250 (3 Dice, 30R) (49% chance)
--[] Hallucinogen Development 0/60 (1 Die, 15R) (88% chance)
--[] Scrin Research Institutions 0/400 (1 Die, 30R) (1/5 median)

-[] Military (8/8 Dice) 130 Resources
--[] Skywatch Telescope System 64/95 (1 Die, 10R) (100% chance)
--[] Railgun Munitions Development 38/60 (1 Die, 10R) (100% chance)
--[] Bogatyr Research Projects 0/120 (1 Die, 30R) (27% chance)
--[] Escort Carrier Shipyards (Dublin) 0/240 (2 Dice, 40R) (04% chance)
--[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20R) (73% chance)
--[] Mastodon Heavy Assault Walker Deployment 0/225 (2 Dice, 20R) (09% chance)

-[] Bureaucracy (4/4 Dice, + 1 Free)
--[] Conduct Economic Census DC 100/150/200/250, DC 250 (5 Dice) (96% chance)
1015/1020 Resources

I'd like to be able to trickle in the dice for the Crystal Beam Industrial Laser, rather than possibly having to overkill the project to get energy we will urgently need by next turn. The Division of Alternative Energy's guaranteed +3 energy/turn helps a lot with this.

Potential results:
+00-04 low quality Housing, -1 GZ Water
+06-12 high quality Housing
+00-04 Capital Goods
-00-09 Capital Goods
+04-10 Consumer Goods
+03-13 Energy
-01-19 Energy
+10-21 Food
-00-04 Food
+00-02 Food in Reserve
+00-01 Health
-00-01 Health
-01-04 Labor
+00-05 Logistics
-02-04 Logistics
+00-10 Political Support
-00-02 STU
+15-115 Resources per turn
-10-010 Resources per turn
 
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Okay, new plan! And this has something to be *ahem* excited about. :p

[] Plan Gives me Wood
Infrastructure 6 dice +34 6 dice 80R
-[] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 5 dice 50R 67%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice + 2 Free dice 170R
-[] Improved Continuous Cycle Fusion Development (New) 1 dice 20R 30%
-[] Crystal Beam Industrial Laser Deployment (New) 5 dice 100R .08%
-[] Isolinear Chip Foundry Anadyr 85/320 1 die 50R
Light and Chemical Industry 5 dice +24 5+1 dice 65R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agriculture 4 dice + 3 free dice 80R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74% (30% Phase 6)
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
Tiberium 7 dice + 1 Free Die +39 240R
-[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
Orbital Industry 6 dice +26 6 dice 120R
-[] GDSS Enterprise (Phase 5) 102/1535 2 dice 40R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 3 dice 60R 68%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5 dice +27 5 dice 145R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
Military 8 dice +26 8 dice 120R
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Bogatyr Research Projects 0/120 1 die 30R 27%
-[] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
-[] Mastodon Heavy Assault Walker Deployment 0/225 20R 2 dice 20R 9.5%
Bureaucracy 4 dice +19 4 dice + Erewhon
-[] Conduct Economic Census DC 100/150/200/250, DC 250 4+1 dice 92.5%

1020/1020R
 
It's heavily implied that Improved Continuous Cycle Fusion needs at least Bergen 3 to get real benefits from our superconductors, and other techs we can research (microfusion, Sparkle Shields) might also improve it. Doing this research too early will slow down it's effectiveness and lock in a lot of current methods for just a tiny improvement.

You're absolutely right about the lasers though.
Bergen 3 should be something we are knocking out this plan though possibly as early as Q2. If the resources work out and we don't get a new +food option in LCI I might push for 5 dice in bergen Q2-Q4 to try and get 3 and 4 rolled out before next plan. Opens up better power and we have a lot of power demand coming up, as well as giving us a bit of power and capgoods, and PS if we get phase 4 rolled out.

Edit- also how do sparkle shields improve it? I can see where microfusion gives us more experience with the underlying principals
 
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Alright, I've got my plan tweaked. Heavily focused on plan goals, naturally, I'd really like to frontload investment in our big remaining targets this turn. The only one I can't manage is lasers because we need to finish the current phase of fusion plants with our HI dice, but starting next turn the lasers are getting 4 dice if I have my way, we just need the fusion power right now to keep our heads above water with all the military industry still in the pipeline.

Infra continues to house refugees and deal with the aftermath of the Regency War, keeps working on shuttles to relieve BZ-18, I would've liked to find 2 dice for it but c'est la guerre.

HI is all plan targets, yes fusion plants aren't technically a target in and of themselves but they're basically a hard pre-req for the shipyards so I consider them basically a target. Lasers will start next turn once we have the power buffer from fusion phase 8, and phase 8 should be the last fusion we need this FYP I'm pretty sure.

LCI is mostly just cheap consumer production, because people are going to want their treats again now that we can't use the war as an excuse. Also a security review because we're up to 10 turns and that's about what I'd like to keep our target security review time at, we can push it to 12 turns in an emergency but IMO 12+ is too long, and this isn't an emergency. I have the spare Free dice, might as well review our most out of date sector with them.

Agriculture is also pure Plan targets, just digging stockpiles and growing food to put in them. Between freeze drying, fertilizers, and one phase of aquaponics we should have plenty of food income, I don't think we need to spam aquaponics anymore. Especially since they're starting to cost logistics, which is an indicator we need to save for the housing crisis instead. Finish off this phase of aquaponics, then shift gears to mechanization for our food production Q2-Q4 probably, but whatever we do in later turns we definitely only need the one aquaponics phase this turn which frees up dice to dig more stockpiles and look productive in front of Parliament.

Tib is rolling out the tendrils, and I swapped out GZ intensification for claw research. Always be researching income techs, I think claws are worth a free die so we can see what they'll cost to implement, hopefully we can have them done by the end of the year alongside tendrils so we go into 2062 with all our income boosters rolled out.

Orbital is all Plan targets, aiming for maximum dice efficiency on the rare metal mines due to how tight on Orbital dice we are.

Services is starting the sports program for an easy cheap PS source, also I think bringing back sports will help with intangible benefits like giving the Initiative a common pastime to bond over again. Sports in one form or another are a pretty universal human hobby for the refugees and BZ natives to bond over (or express their frustrations with each other in a harmless arena instead of hate crimes). And of course starting the Scrin gacha, we should have both the Scrin and Brotherhood gachas cleared by the end of the year no problem, but I want to start with the bigger one just to make sure we don't get screwed over by bad luck.

Military is also pretty much 100% Plan targets besides Skywatch. In particular I think we really need to start putting serious effort into the OSRCT stations again, they'll be eating probably 9-10 dice this year so we gotta start feeding it now to avoid rushing and wasting overkill in the back half of the year. Otherwise, again aiming for max dice efficiency on the shipyards because we're tight on dice, and getting the Mastsodons started. At least they're nice and cheap, I could get 2 dice out of the 20R I budgeted instead of the 1 I initially ballparked.



[] Plan Dawn of the Final Year
-[]Infrastructure (6 dice) 90 Resources
--[] Yellow Zone Fortress Towns (Phase 6): 220/300, 1 die (20R) 70%
--[] Blue Zone Apartment Complexes (Phase 3): 72/160, 4 dice (40R) 100%
--[] Suborbital Shuttle Service (Phase 1): 92/200, 1 die (30R) 42%
-[]Heavy Industry (5 dice) 160 Resources
--[] Continuous Cycle Fusion Plants (Phase 8): 67/300, 3 dice (60R) 65%
--[] Isolinear Chip Foundry Anadyr: 85/320, 2 dice (100R) 8%
-[]Light and Chemical Industry (5 dice + 1 Free) 55 Resources
--[] Chemical Fertilizer Plants (Phase 2): 276/300, 1 die (15R) 100%
--[] Civilian Drone Factories: 104/380, 3 dice (30R) 24%
--[] Artificial Wood Development: 0/60, 1 die (10R) 85%
–[] Security Reviews (LCI), unrolled
-[]Agriculture (4 dice + 1 Free) 60 Resources
--[] Blue Zone Aquaponics Bays (Phase 3): 75/140, 1 die (10R) 75%
--[] Freeze Dried Food Plants: 151/200, 1 die (20R) 91%
--[] Strategic Food Stockpile Construction (Phase 2): 38/150, 3 dice (30R) 99%
-[]Tiberium (7 dice + 2 Free) 255 Resources
--[] Harvesting Tendril Deployment (Phase 1): 0/600, 8 dice (240R) 95%
--[] Tiberium Harvesting Claws Development: 0/80, 1 die (15R) 80%
-[]Orbital (6 dice) 120 Resources
--[] GDSS Enterprise (Phase 5): 102/1535, 3 dice (60R) 0%
--[] Lunar Rare Metals Harvesting (Phase 1): 45/140, 2 dice (40R) 96%
--[] Lunar Regolith Harvesting (Phase 2): 276/310, 1 die (20R) 100%
-[]Services (5 dice) 110 Resources
--[] Professional Sports Programs: 0/250, 2 dice (20R) 2%
--[] Scrin Research Institutions: 0/400, 3 dice (90R) 0%
-[]Military (8 dice + 2 Free) 170 Resources
--[] Orbital Strike Regimental Combat Team Stations (Phase 3): 5/295, 3 dice (60R) 28%
--[] Skywatch Telescope System: 64/95, 1 die (10R) 100%
--[] Escort Carrier Shipyards (Nagoya): 171/240, 1 die (20R) 73%
--[] Shark Class Frigate Shipyards (Seattle): 0/300, 3 dice (60R) 14%
--[] Mastodon Heavy Assault Walker Deployment: 0/225, 2 dice (20R) 9%
-[]Bureaucracy (4 dice + 1 Free + Erewhon)
--[] Conduct Economic Census, 4 dice + 1 Erewhon die: 93% vs. DC 250, 99% vs. DC 200
–[] Security Reviews (LCI), 1 die: 85% vs. DC 50
-[]Total Cost: 1020/1020 Resources
 
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Military is also pretty much 100% Plan targets besides Skywatch. In particular I think we really need to start putting serious effort into the OSRCT stations again, they'll be eating probably 9-10 dice this year so we gotta start feeding it now to avoid rushing and wasting overkill in the back half of the year. Otherwise, again aiming for max dice efficiency on the shipyards because we're tight on dice, and getting the Mastsodons started. At least they're nice and cheap, I could get 2 dice out of the 20R I budgeted instead of the 1 I initially ballparked.
Just pointing out, Frigates may be important, but they are not a plan goal.
 
Just pointing out, Frigates may be important, but they are not a plan goal.

They're one of those soft targets IMO, we don't technically absolutely NEED to build them according to the politicians, but the Navy's our weakest major branch right now (ZOCOM and the Talons are special forces, not a major branch) and they're screaming for more hulls of any type in the water as fast as possible. Plus doing the frigate yard now vs. 9-12 months from now is a whole additional tranche of hulls in the water by Karachi time, so I think it's worth bumping up the queue to do now rather than pushing it back to the later half of the year.
 
[] Plan: Mines, space, and food

Infrastructure 6/6 70R

-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 dice 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 4 dice 40R 97%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) (New) 0/80 1 dice 10R 70%
Heavy Industry 8/5 220R
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
-[] Improved Continuous Cycle Fusion Development (New) 2 dice 40R 94%
Light & Chemical Industry 5/5 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 dice 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agriculture 5(4+admin)/4 50R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74%
-[] Freeze Dried Food Plants 151/200? 1 dice 20R 91%
-[] Extra Large Food Stockpiles 1 Admin dice auto
Tiberium 7/7 135R
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 6 dice 120R 99%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 dice 15R 100%
Orbital 7(6+Erewhon)/6 160R
-[] GDSS Enterprise (Phase 5) 102/1535 3+1 Erewhon dice 80R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 dice 20R 100%
Services 5/5 95R
-[] Professional Sports Programs 0/250 2 dice 20R 2%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] NOD Research Initiatives (New) 0/200 2 dice 60R 32%
Military 13(12+Admimdice)/8 235R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 6 dice 120R 99%
-[] Skywatch Telescope System: 64/95 1 dice, 10R 100%
-[] Railgun Munitions Development 38/60 1 AdminDice 10R 94%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 dice 20R 73%
-[] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
Bureaucracy 4/4
-[] Administrative Assistance 2 die auto

7/7 free dice
1/1 Erewhon dice

1020/1020R
 
Here is my first real plan, deprioritizing the war in exchange for massive Industrial efficiancy and keeping enough dice for the Gacha. My most important parts are the new Fusion Plants and the.Microfusion and the lasers for the plan goal.

I was originally going to put 3 Dice on Anadyr.but the Gacha Consumed the resources so I had to leave the light industry fallow for now to gain enough cash.

[] Plan Fires of Industry 1020/1020 R

Infrastructure 6/6 Dice 60 R

-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (2 Dice, 40 R) (Phase 6, median 104/300 on Phase 7)
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/160 (4 Dice, 20 R) (Phase 3, 100% chance of Phase 4, 20% Phase 5)
Heavy Industry 5/5 + 6 Free Dice: 260 R
[ ] Improved Continuous Cycle Fusion Development (2 Dice,40 R)(100 % Chance)
[ ] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) (2 Dice, 100 R)
[ ] Crystal Beam Industrial Laser Deployment (New) (Progress 0/600: 20 resources per die) (+6 Capital Goods, +10 Energy) ( 6 Dice, 120 R)
[ ] Microfusion Cell Development (Progress 0/60: 20 resources per die) (1 Dice, 20 R)
Light and Chemical Industry Plants 1/5 15R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
Agriculture 4/4 50 R
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (99% chance)
[ ] Blue Zone Aquaponics Bays (Phase 4) (3 Dice 30R) (100%,) 35%)
Tiberium 7 + 1 Free Dice 240R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital 6/6 120 R
Lunar Rare Metals Harvesting (Phase 1): 45/160 (1 Dice, 20 R)
Lunar Regolith Harvesting (Phase 2): 276/330 (1 Dice, 20 R)
-[] GDSS Enterprise (Phase 5) 102/1535 (4 Dice, 8 R)
Services 5/5 Dice 150 R
[ ] NOD Research Initiatives (New)
(Progress 0/200: 30 resources per die) (1d10-1 technologies) (3 Dice, 90 R)
[ ] Scrin Research Institutions (New) (Progress 0/400: 30 resources per die) (1d9-2 technologies) ( 2 Dice, 60 R)
Military 8/8 Dice 105 R
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (45%)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (54% chance)
[ ] Mastodon Heavy Assault Walker Deployment (New) (High Priority)
(Progress 0/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) (2 Dice, 20 R)
[ ] Universal Rocket Launch System Deployment (Phase 3) (3 Dice, 45 R, 75%)
Bureaucracy 4/4
-[] Conduct Economic Census DC 100/150/200/250 (4 Dice) (99% chance of DC 250)
 
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[X] Plan Loads of Spent Dosh

Infrastructure (6 dice) 90R
-[X] Blue Zone Apartment Complexes (Phase 3+4+5) (Progress 72/160: 10 resources per die) (-5 Logistics, +18 Housing) 4D
-[X] Yellow Zone Fortress Towns (Phase 6) (Progress 220/300: 20 resources per die) (+4 Housing)
-[X] Suborbital Shuttle Service (Phase 1) (Progress 92/200: 30 resources per die) (+3 Logistics)

Heavy Industry (5 dice, 2FD) 230R
-[X] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 3D
-[X] Improved Continuous Cycle Fusion Development (New) (Progress 0/120: 20 resources per die) 1FD
-[X] Continuous Cycle Fusion Plants (Phase 8) (Updated)(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor) 2D+1FD

Light and Chemical Industry (4 dice, 1FD) 65R
-[X] Chemical Fertilizer Plants (Phase 2) (Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) 1FD
-[X] Civilian Ultralight Factories (New) (Progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy) 2D
-[X] Civilian Support Expansion (Phase 1) (New) (Progress 0/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor) 2D

Agriculture (4 dice, ED) 55R
-[X] Blue Zone Aquaponics Bays (Phase 5) (Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics) 1D
-[X] Agriculture Mechanization Projects (Phase 1) (Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods) 3D
-[X] Extra Large Food Stockpiles (+8 Food in reserve, -16 Food) 1ED

Tiberium (7 dice, 1FD) 165R
-[X] Tiberium Vein Mines (Stage 2+3) (Progress 5/395?: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods) 5D
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (Progress 41/140: 20 resources per die) (-5 Political Support) (+8 Energy) 1D
-[X] Improved Hewlett Gardener Process Development (Tech) (New) (Progress 0/160: 20 resources per die) 1D
-[X] Tiberium Harvesting Claws Development (Tech) (New) (Progress 0/80: 15 resources per die) 1FD

Orbital (6 dice, 1FD) 150R
-[X] Lunar Rare Metals Harvesting (Phase 1) (Progress 45/265: 20 resources per die) (+10 Resources per turn) 3D
-[X] Lunar Regolith Harvesting (Phase 2) (Progress 276/310: 20 resources per die) (+15 Resources per turn) 1D
-[X] Lunar Heavy Metals Mines (Phase 4) (Progress 25/365: 20 resources per die) (+20 Resources per turn) 2D
-[X] Orbital Cleanup (Stage 11) (Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations) 1FD

Services (5 dice) 65R
-[X] Professional Sports Programs (Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) 4D
-[X] Human Genetic Engineering Programs (Tech) (Progress 0/120: 25 resources per die) (-5 Political Support) 1D

Military (8 dice, 3FD) 210R
-[X] Bogatyr Research Projects (New) (Progress 0/120: 30 resources per die) 1D
-[X] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 2D
-[X] Shark Class Frigate Shipyards (High Priority)
--[X] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods) 3D+1FD
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) (Progress 5/295: 20 resources per die) 2D
-[X] Mastodon Heavy Assault Walker Deployment (New) (High Priority) (Progress 0/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) 2FD

Bureaucracy (4 dice)
-[X] Conduct Civil Satisfaction Surveys (DC 90/120/150/180) 4D

90 + 230 + 65 + 55 + 165 + 140 + 65 + 210
1020/1020R

-1 Green Zone Water
-1 STU
+12 Energy (3 - 6 - 2 + 8 - 1 - + 16)
-6 Cap Goods (1 - 1 - 1 - 2 - 1)
+18 Consumer Goods (4 + 8 + 6)
+22 Housing (6 + 6 + 6 + 4)
-3 Logistics (+ 3 - 1 - 2 - 1 - 2)
-5 Labor (1 - 1 - 1 - 1 - 1)
-1 Health
+18 +? Food (plus the godamn freezers hopefully)
+25 Space RPT
= PS

Work in progress, some stuff may be changed, removed or added too through future revision.
 
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We need to get those tendrils and claws out before the end of this plan. Maximise the early harvesting rush of the next plan post income reallocation. Especially since it might make vein mining more worth it which takes a lot of the stress of our forces compared to more offensive harvesting.
 
Huh just noticed that green zones didn't increase. Is that an oversight or did the last yellow zone action not acquire enough land to allow for green zones to get another stage?


[ ] Intensification of Green Zone Harvesting (Stage 7)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
 
I do want to work on the Bogatyr this turn. I don't want to give the Remembrancers another shot at it.

I think they are recuperating right now, but I am concerned that they might attack again in Q2 or Q3.
 
I see a tech tree which ends in AI army.
Which sounds like amazing thing with no risk at all.
Well, given that we have given Erewhon full citizen rights from the get go and had huge discussions in setting and in thread about morality and implementation of AI deployment, I am less worried about that.

What we are aiming towards is a drone heavy army, something I fully agree with, especially since with further portal tech developments we should be able to fully control the drones over interstellar distances, making this tech quite unique and very potent.

Edit:
Agree with @Rakuhn that we really should tackle our "Bogatyr" involvement as soon as possible, we are on a timer with it and want to get involved early.

Edit 2:
The claws explicitly help vein mining so that's on hold for now.
With us soon possessing the gathering systems of Scrin and NOD, I wonder if we could combine it with our GDI systems to develop some unique combination of all three.
 
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The claws explicitly help vein mining so that's on hold for now.
No they explicitly help all our harvesting operations, just vein mines moreso. They're still worthwhile for both extracting more income and doing more thorough abatement on traditional harvesting fields even if they're extra useful in vein mines, just like tendrils really shine when applied to glacier mining but they're still applicable to all our other methods as well.
 
Huh just noticed that green zones didn't increase. Is that an oversight or did the last yellow zone action not acquire enough land to allow for green zones to get another stage?

The cap on how much Green Zone intensification we can do is how many phases of fortress towns we've constructed, not raw Green Zone area controlled. The rough order of operations for integrating Green Zones is 1) conquer the territory, 2) build fortress towns to establish more permanent garrisons, 3) intensify GZ harvesting around fortress towns. I expect more territory on the map will continue to flip Green as the dust settles on the war or we do Red Zone border offensives, but we can't move in and build up the more intense harvesting infrastructure until the basic transportation/communications/habitation infrastructure represented by the fortress towns project is in place.
 
No they explicitly help all our harvesting operations, just vein mines moreso. They're still worthwhile for both extracting more income and doing more thorough abatement on traditional harvesting fields even if they're extra useful in vein mines, just like tendrils really shine when applied to glacier mining but they're still applicable to all our other methods as well.
You misunderstood.

I meant vein mining was on hold till the claws are done, not that the claws were only useful for mining.

I want them right after tendrils.
 
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