I'm gonna call this plan Tendrils and Portals with light power investment.

Infrastructure 6 dice 130R +34
-[] Blue Zone Apartment Complexes (Phase 6?) 0/160? 2 dice 20R 72%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Chicago Planned City (Phase 4) 3/550 3 Infra dice+1HI die 80R

Heavy Industry 5 dice+2 free die 150R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%
-[] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 2%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%

Light and Chemical Industry 5 dice 55R +24
-[] 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%

Agriculture 4 dice+3 free dice+erewhon 70R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74% (Phase 4 100%)
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 4 dice 40R 65%
-[] Extra Large Food Stockpiles 1 erewhon die auto

Tiberium 7 dice+1 free die 240R +39
-[] Harvesting Tendril Deployment (Phase 2) 74/750 8 dice 240R 75%

Orbital Industry 6 dice+ 1 free die 140R +26
-[] GDSS Enterprise (Phase 5) 348/1535 6 dice 120R
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%

Services 5 dice 165R +27
-[] Professional Sports Programs 102/250 2 dice 20R 70%
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[] NOD Research Initiatives 0/200 1 die 30R

Military 8 dice 155R +26
-[] ASAT Defense System (Phase 4) 36/220 1 die 20R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 1 die 15R
-[] Escort Carrier Shipyards Newark 0/240 2 dice 40R 4%

-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 4 dice 98%
 
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Ok, I started making a plan, but completely lost patience for it. So basically, I'll be voting for plans that take options to spin off sub-departments.
 
[]Plan Saving for Later
Infrastructure 6 dice +34 5/5 70R
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 4 dice 40R 71%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Bureau of Arcologies 1 Infra die -15R auto
Heavy Industry 5 dice +29 5/5 +1 145R
-[] Advanced Alloys Development 0/120 1 die 15R 30%
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 2 dice 40R 100%
-[] Crystal Beam Industrial Laser Deployment 51/600 2 dice 40R
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
Light and Chemical Industry 5 dice +24 5/5 65R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%
-[] Carbon Nanotube Foundry Expansions 0/300 1 die 20R
Agriculture 4 dice +24 4/4 +5 +Erewhon 80R
-[] Strategic Food Stockpile Construction (Phase 3+4+5) (Updated) 85/575 8 dice 80R 93%
-[] Extra Large Food Stockpiles 1 die auto (Erewhon)
-Free die for Security Review
Tiberium 7 dice +39 7/7 210R
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 5 dice 150R
Orbital Industry 6 dice +26 6/6 120R
-[] GDSS Enterprise (Phase 5) 348/1535 5 dice 100R
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
Services 5 dice +27 5/5 180R
-[] Professional Sports Programs 102/250 2 dice 20R 70%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[] NOD Research Initiatives 0/200 2 dice 60R 32%
Military 8 dice +26 8/8 +1 150R
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%
-[] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
-Free Die for Security Review
Bureaucracy 4 dice +19
-[] Security Reviews:Agriculture DC50 2 dice 100%
-[] Security Reviews:Military DC50 2 dice 100%

Resources:‌ ‌1020/(1130-15) = 95 R left over

Saving for either Banks or Reallocation. And dumping lots into Agriculture to deal with that plan goal. Also, getting a head start on the Arcologies department, since it is now pretty clearly Worth It.
 
[ ] Bogatyr Research Projects (Updated)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 0/110: 30 resources per die) (Expires Q1 2062)
People, we really should try and find one die to throw at it if we want the Treasury to actually have a chance to actively participate and influence results.
Not only do we have a deadline here, this project is evolving, and the earlier we get on board here the better.
 
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What's the actual math of losing free dice vs continual expansion anyway? I imagine its has to be somewhat close just to be considered. I'm a little leery giving up 2 dice and 30 rp for +2 resources a turn but that just might be lazy greed on my part.
 
Will Bogatyr research lead us to developing C&C4's Kodiak battleship?
Probably, and possibly this Steel Talon project:

[ ] Modular Rapid Assembly System Prototypes (Tech)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)
 
[ ] Department of Distributed Manufactures (New)
...Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)
Based on the text description, I feel that this should also consume labor per turn.

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Isolinear Chip Foundry Anadyr
Deploy Crystal Beam Industrial Laser
[ ] Railgun Munitions Factories (Phase 1) (New)
Thankfully, making Railgun Munitions Factories are not part of the promises/goals we need to carry out.
 
[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)


It may be a while before we get it but I have been waiting for this option since Zrbite was mentioned!
 
I think this is a pretty good balancing act between keeping up on our industrial/food stockpiling targets while also putting solid effort into consumer production (including starting ranching domes) and high quality housing. It does come at the cost of having to reduce the Military sector to a "mere" 8 dice but it's not like any are going idle, and we should still be fine on all our targets this year. With the war over I think we can afford to slightly relax military spending in favor of surging investment into neglected civilian sectors.

[] Plan Roses Too
-[]Infrastructure (6 dice) 95 Resources
--[] Yellow Zone Fortress Towns (Phase 6), 1 die (20R) 70%
--[] Blue Zone Apartment Complexes (Phase 6), 3 dice (30R) 99%
--[] Suborbital Shuttle Service (Phase 1), 1 die (30R) 100%
--[] Bureau of Arcologies, 1 die (15R)
-[]Heavy Industry (5 dice + 2 Free) 170 Resources
--[] Continuous Cycle Fusion Plants (Phase 8), 1 die (20R) 88%
--[] Crystal Beam Industrial Laser Deployment, 5 dice (100R) 2%
--[] Isolinear Chip Foundry Anadyr, 1 die (50R) 83%
-[]Light and Chemical Industry (5 dice) 80 Resources
--[] Chemical Fertilizer Plants (Phase 2), 1 die (15R) 100%
--[] Bergen Superconductor Foundry (Phase 3), 1 die (30R) 0%
--[] Civilian Drone Factories, 2 dice (20R) 0%
--[] Department of Consumer Industrial Development, 1 die (15R)
-[]Agriculture (4 dice + 4 Free + Erewhon) 115 Resources
--[] Agriculture Mechanization Projects (Phase 2), 3 dice (45R) 61%
--[] Ranching Domes, 2 dice (40R) 0%
--[] Strategic Food Stockpile Construction (Phase 3), 3 dice (30R) 100%
--[] Extra Large Food Stockpiles, Erewhon die
-[]Tiberium (7 dice) 175 Resources
--[] Intensification of Green Zone Harvesting (Stage 7), 1 die (15R) 100%
--[] Tiberium Inhibitor Deployment (RZ-7), 1 die (30R) 35%
--[] Harvesting Tendril Deployment (Phase 2), 3 dice (90R) 0%
--[] Improved Hewlett Gardener Process Development, 2 dice (40R) 85%
-[]Orbital (6 dice + 1 Free) 140 Resources
--[] GDSS Enterprise (Phase 5), 6 dice (120R) 0%
--[] Lunar Rare Metals Harvesting (Phase 2), 1 die (20R) 38%
-[]Services (5 dice) 180 Resources
--[] Professional Sports Programs, 2 dice (20R) 70%
--[] Pinhole Portal Early Primitive Prototype Construction, 1 die (100R) 24%
--[] NOD Research Initiatives, 2 dice (60R) 32%
-[]Military (8 dice) 160 Resources
--[] OSRCT Stations (Phase 3), 4 dice (80R) 81%
--[] Bogatyr Research Projects, 1 die (30R) 37%
--[] Escort Carrier Shipyards (Newark), 2 dice (40R) 4%
--[] Mastodon Heavy Assault Walker Deployment, 1 die (10R) 30%
-[] Bureaucracy (4 dice)
--[] Conduct Civil Satisfaction Surveys, 3 dice 92%/80% vs. DC 150/180
--[] Interdepartmental Favors, 1 die
-[]Total Cost: 1115/1130 Resources, +15 Resources reserved
 
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This seems like a great deal and helps solve our perpetual scramble to get enough cap goods.

[ ] Distributed Heavy Industrial Authority (New)
While the Initiative's recent massive heavy industrial production plants offer significant efficiency in terms of resources invested, they also take a long time to construct and are a significant strategic vulnerability. While a more dispersed manufacturing base will be more expensive to set up, it will also be significantly harder to knock out significant sections of key industries.
(+2 Capital Goods per turn, -30 Resources per turn, -1 Heavy Industry Dice)

Edit: also will help massively with cap goods needed for vein mines
 
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Okay, here's the current draft of my plan. I've talked about it before, but key features:

1) This plan actually doesn't quite spend our whole budget. I'm hoping to save a little up for 2062Q1 after reapportionment. Overall goal is to at least TRY to have a reasonable shot at each and every Plan target completing in 2061Q3, though realistically we'd have to get pretty lucky for that to happen; some will probably have to be worked on in Q4, though hopefully we can avoid any real nail-biter photo finishes.

2) I've changed up the Tiberium sector. Goal is now a gradual slow-roll of Tendrils Phase 2 (timed to finish in 2062Q1 to give us an RpT infusion) and Harvesting Claws (timed so we can finish it in 2061Q4 and have it in time for an anticipated vein mining surge in 2062Q1). The reason for this is because I am deliberately avoiding necessitating a big push into the Red Zones to restore our income after reallocation. That means we need good income sources handy, and Tendrils Phase 2 is very good for that, and vein mining will be too. The RZ-7 North American inhibitor is still there, as is research into the improved Hewlett-Gardener process for increasing STUs on future refits.

3) Easy finishing of a fusion phase in Heavy Industry, combined with extensive investment into Crystal Beam Lasers and hopeful completion of Anadyr. Two dice on Bergen, completion of the fertilizer plants to increase food availability in support of ELFS (Extra Large Food Storage), and two dice to continue progress on the interrupted Civilian Drone Factories.

4) Agriculture is dominated by the predictable completion of the freeze-drying plants, ELFS, and the granary expansions. Combined, these put us quite close to hitting the Stored Food target; with or without Emergency Caloric Reprocessing Plants we can hit it, though E-CRP is important if we want to have wiggle room for luxury food production in late 2061.

5) Orbital and Services are fairly self-explanatory. Military priorities are a heavy investment in OSRCT to give us hope of finishing the Plan commitment in 2061Q3, while also making progress on all other remaining military goals.

6) Remaining plan goals that will have to be started or pushed heavily in 2061Q3 even if we're lucky: OSRCT Phase 4, Tiberium Processing Plants Phase 2 or Chicago Phase 4 plus refinery refits, ASAT Phase 4. All these can be handled with a relatively modest number of dice.




1110/1130 Resources
7/7 Free dice

ENERGY PLANNING (pessimistic)
+5 (baseline) -4 (Anadyr) +16 (fusion) -1 (fertilizer) -1 (freeze drying) -1 (mechanization) -3 (Mastodons) -2 (URLS) -5 (New York)
->
+4 Energy (but with all power-hungry military Plan requirements finished, and only the frigate yard remaining)

FOOD PLANNING (pessimistic)
+26 (baseline) +4 (fertilizer) +6 (freeze drying) -12 (ELFS) -6 (Phase 3+4 granaries) -5 (refugees are hungry)
->
+13 Food (with mechanization on the way for +12 more next turn, and/or easy +6 from Aquaponics, in Q3)
(optimistically, could easily be +25 food if Phase 2 mechanization completes, which is more likely than not)

STORED FOOD PLANNING (target: 28 Stored Food)
+12 (baseline) +8 (ELFS) +2 (Phase 3 granaries)
->
22 Stored Food (or 24 if Phase 4 completes)



[] Plan Attempting To Be Done By October
Infrastructure (+34) 6/6 Dice 90 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (4 Dice, 40 R) (Phase 6, 71% chance Phase 7)
Heavy Industry (+29) 5/5 Dice + 1 Free Die + 1 AA Die 170 R
-[] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99.4% chance of Phase 8)
-[] Crystal Beam Industrial Laser Deployment 51/600 (4 Dice, 80 R) (4/7 median)
Light and Chemical Industry (+24) 5/5 Dice 95 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (2 Dice, 60 R) (2/5 median)
-[] Civilian Drone Factories 104/380 (2 Dice, 20 R) (2/3.5 median)
Agriculture (+24) 4/4 Dice + 2 Free Dice + EREWHON!!! 75 R
-[] Agriculture Mechanization Projects (Phase 2) 26/250 (3 Dice, 45 R) (61% chance)
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 (3 Dice, 30 R) (Phase 3, 16% chance of Phase 4)
-[] Extra Large Food Stockpiles (E, 0 R) (autosuccess)
-[] Freeze Dried Food Plants 181/200 (0 Dice, 0 R) (autocompletion)
Tiberium (+39) 7/7 Dice 160 R
-[] Tiberium Harvesting Claw Deployment 0/380 (2 Dice, 30 R) (2/4.5 median)
-[] RZ-7 Tiberium Inhibitor (North America) 0/120 (1 Die, 30 R) (35% chance)
-[] Harvesting Tendril Deployment (Phase 2) 74/750 (2 Dice, 30 R) (2/7.5 median)
-[] Improved Hewlett Gardener Process Development 0/160 (2 Dice, 40 R) (85% chance)
Orbital (+26) 6/6 + 2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/14.5 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (38% chance of Phase 2)
Services (+27) 5/5 Dice 180 R
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (46% chance)
Military (+26) 8/8 Dice + 2 Free Dice 180 R
-[] Mastodon Heavy Assault Walker Deployment 113/225 (1 Die, 10 R) (30% chance)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[] Escort Carrier Shipyards (Newark) 0/240 (3 Dice, 60 R) (54% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (4 Dice, 80 R) (81% chance) (4/9 to Plan goal)
Bureaucracy 3/4
-[] Administrative Assistance- Fusion Power (2 Dice)
-[] Interdepartmental Favor (1 Die)

I remain open to suggestions.
 
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I actually like your plan, Simon, but not putting one die on Bogatyr is a mistake in my opinion, especially since 3 dice on escort carrier shipyard is potentially one die too much, since it has 4% probability to finish on two dice and we do have enough time to add dice in consequent turns.

Edit:
I am also not quite sure what the intention of "Interdepartmental Favor" is, especially since it leaves one Bureaucracy die idle. Would it not be better to use them to add an AA die somewhere?
 
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1) This plan actually doesn't quite spend our whole budget. I'm hoping to save a little up for 2062Q1 after reapportionment. Overall goal is to at least TRY to have a reasonable shot at each and every Plan target completing in 2061Q3, though realistically we'd have to get pretty lucky for that to happen; some will probably have to be worked on in Q4, though hopefully we can avoid any real nail-biter photo finishes.
Its kind of funny how many plans end up with extra R this turn without making a point of doing so, makes me fairly confident we can roll over even more Q3 and Q4 since Anadyr should finish and reduce our R per die and portals should finish Q3 lowering that average even more.
 
This seems like a great deal and helps solve our perpetual scramble to get enough cap goods.
All the new automated capgoods/congoods departments are pretty decent deals, but I think the cap goods ones specifically need to wait a few more turns while we clear out some other high priority cap goods projects with those dice. The HI/LCI cap goods departments are both good consistent sources of cap goods that we want running end of this year/start of next, but getting the lasers done in HI and Bergen 3 done in LCI are where the dice should go first IMO. Once those specific cap goods projects we want are done, then activate the general passive cap goods projects.
 
There's already a pretty significant draw on our Bureaucracy dice.
Yes, that's the point. If the situation doesn't merit using a Bureaucracy die, it's probably not important enough to merit taking locked dice off an industrial megaproject, because the megaprojects themselves are pretty darn important. That's not something you should normally have to do. I'd also say that ramping projects up should be free, but ramping down is what takes very literal bureaucratic effort to navigate.

@Ithillid, while we're on the subject of system changes, would it be possible to make a few changes to the four-year plan system to make it more flexible, such as replacing the total axing of our budget every four years with smaller annual drawdowns, or introducing plan goals such as "complete x worth of High Priority military projects"?
It does occur to me that annual or biennial drawdowns would start to make more sense and provide more stability... But it also occurs to me that the eventual goal might be for us to use Interdepartmental Favors to trade off RpT for Political Support during the Plan so that we can afford to make reallocation less painful. For instance, we might be able to swing a "35% of GDI budget" setting for, say, -30 PS... if we had 30 PS to throw around, which we usually don't because we only buy up so much.

Also, did you see my idea for refining the Ion Storm Collectors into anti-energy armor, as a supplement or replacement for Ablat?
I suspect they'd be too unwieldy and delicate, and the enemy could just blow the collectors off an armored fighting vehicle by hosing it down from long range with machine gun fire or shrapnel. Nod hasn't forgotten how to build conventional guns, and driving around with big antennas sticking off your tank sounds unwise. Plus, Nod's favorite form of energy weapon is lasers, and ion storm collectors do not excel at absorbing optical wavelengths as I understand it.

Would 'locking in' a number dice allow @Ithillid to effectively pre roll them? That is to say, roll multiple turns worth of dice because those dice are locked in, and even if dice were added in or removed he wouldn't need to change the numbers.
Slightly problematic, because dice penalties and bonuses can vary unpredictably. Also, rolling extra dice in a turn costs effectively zero additional time; what costs time is writing blurbs and description. Stuff ticking over in the background doesn't need any of that unless the QM gets a brainwave and feels like doing it.

I think I'll hold off on the departments this turn.
I think that's a good choice. Right now we need the dice. Spinning off departments is probably something we should do later, either in 2061Q4 so that the contributions from the departments are "priced in" to the targets set for us in reapportionment (e.g. so we get asked to build 1-2 phases of arcologies instead of 3-4), or when and as we have the money.

[] Plan Hello Civilian Are You Having A Satisfactory Day?
-[]Infrastructure 6/6 80R
-[] Blue Zone Apartment Complexes (Phase 6) 5 dice 50R 100%
(Phase 7 97% Phase 8 26%)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
-[] Suborbital Shuttle Service (Phase 1) 1 die 30R 100%
(Progress 156/200: 30 resources per die) (+3 Logistics)
I feel like if possible we should finish the current phase of fortress towns. Right now there are no fixed defenses near the current border. I think that setting up such fortifications would if anything help lower tensions post-Steel Vanguard, because it's a signal of "here we have parked and here we intend to stay." I also think it might lower the logistical strain from raiding and military supply, by letting Ground Forces hold the newly captured territory in a way that doesn't require quite so many soldiers stationed so far forward.

-[]Heavy Industry 5/5 170R
-[] Continuous Cycle Fusion Plants (Phase 8 ) 2 dice 40R 100%
(Progress 243/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[] Crystal Beam Industrial Laser Deployment 3 dice + 1 free die 80R 0%
(Progress 51/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[] Isolinear Chip Foundry Anadyr 1 free die 50R 83%
(Progress 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
A reasonable approach. I accomplish the same goal with 1+AA dice on fusion, which gives a 99.4% chance of success as I recall (good enough for me). But this is reasonable.

-[]Agriculture 4/4 85R
-[] Agriculture Mechanization Projects (Phase 2) 3 dice 45R 61%
(Progress 25/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
-[] Vertical Farming Projects (Stage 2) 1 die + 1 free die 30R 40%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Strategic Food Stockpile Construction (Phase 3) 1 free die 10R 50%
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
-[] Extra Large Food Stockpiles 1 Erewhon die auto
(+8 Food in reserve, -16 Food)
Personally I'd put the Vertical Farming dice on the storehouses. Expanding the storehouses is also popular, after all... And one of those things is a Plan commitment while the other isn't. Mind you, I have every intention of doing Ranching Domes and Vertical Farming in Q3 and Q4, aided by putting some E-CRP into storage to cheaply get the Stored Food requirement done so we can concentrate on yummies in the areas where people will actually eat the food.

-[]Tiberium 7/7 185R
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Tiberium Processing Plants (Stage 2) 2 dice 60R 63%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[] Harvesting Tendril Deployment (Phase 2) 3 dice 90R 0%
(Progress 74/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
I have somewhat different priorites. Partly because the North American Red Zone inhibitor is a pet project. Partly because I think it's worth trying to make progress on the claw harvesting deployment for reasons discussed in my plan draft post. But this is a reasonable lineup.

-[]Orbital 6/6 140R
-[] GDSS Enterprise (Phase 5) 6 dice 120R 0%
(Progress 348/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[] Lunar Rare Metals Harvesting (Phase 2) 1 free die 20R 28%
(Progress 11/125: 20 resources per die) (+5 Resources per turn)
While I favor two Free dice on Orbital and seven dice on Enterprise, I guess the extra Free die for fusion power has to come from somewhere.

-[]Services 5/5 180R
-[] Professional Sports Programs 2 dice 20R 70%
(Progress 102/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)
-[] Pinhole Portal Early Primitive Prototype Construction (Tech) 1 die 100R 24%
(Progress 56/180: 100 resources per die)
-[] NOD Research Initiatives 2 dice 60R 32%
(Progress 0/200: 30 resources per die) (1d10-1 technologies)
One thing I've noted myself is that we have a wealth of promising new +Health options coming out. In particular, Regional Hospital Expansions and Ocular Implants. I'm gonna be keeping an eye out for opportunities to roll that out as soon as practical, especially the optical implants.

We almost certainly have a LOT of flash-blinded veterans (and civilians) from all the lasers Nod throws around, far more blind people than would be normal in a real life war. And while a lot of amputees with mediocre prosthetics can at least do certain kinds of desk jobs and service jobs, being blind is a really serious handicap for workforce participation. That's our next big +Labor trickle right there.

This isn't me disagreeing with your priorities, just observing and thinking about the future.

-[]Military 8/8 180R
-[] Universal Rocket Launch System Deployment (Phase 3) 3 dice 30R 81%
(Progress 0/200: 15 resources per die) (-2 Energy)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 4 dice 80R 81%
(Progress 5/295: 20 resources per die)
-[] Bogatyr Research Projects 1 die 30R 32%
(Progress 0/120: 30 resources per die) (Expires Q1 2062)
-[] Escort Carrier Shipyards
--[] Newark 1 free die 20R 0%
(Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 1 free die 10R 30%
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
Uh. If it was me, I'd take at least one die off URLS and shift it to Newark. We're gonna need to get Newark done in a timely manner and if we don't push it with 2-3 dice in this quarter, we have very little margin for error in completing the Newark yard before the end of the Plan.

-[]Bureaucracy 4/4
-[] Conduct Civil Satisfaction Surveys 4 dice 98%
(DC 90/120/150/180)
Ahh, I was wondering what your plan was here. I was figuring on waiting until Q3 for this.

[nods respectfully]

All in all, I'm mostly comfy with this plan, though the lack of Newark dice makes me nervous.

I actually like your plan, Simon, but not putting one die on Bogatyr is a mistake in my opinion, especially since 3 dice on escort carrier shipyard is potentially one die too much, since it has 4% probability to finish on two dice and we do have enough time to add dice in consequent turns.
Likewise, we have time to roll two Bogatyr dice simultaneously in Q3 or Q4, or one in each. Resources will be easier to come by (since we will hopefully not have to commit to Anadyr dice and/or portal dice in Q3 and Q4).

Remember, this is plan Attempting To Be Done By October, or at least hoping to be done by then. We cannot in good faith hope to be done with the Newark yard in Q3 if we only invest two dice now; there are too many ways we might be forced to choose between overinvesting Military dice and spinning the project out into Q4 because of bad luck. Three dice on Newark is my attempt to partially insulate us against bad luck in that area while still keeping Military dice free for other things.

Edit:
I am also not quite sure what the intention of "Interdepartmental Favor" is, especially since otleaves one Bureaucracy die idle. Would it not be better to use them to add an AA die somewhere?
Debateable. I'm really hoping to bargain for Political Support for use in reallocation to set reasonable targets for ourselves, and I don't have a LOT of places where an AA die would do a lot of good. The most likely point for one would be the Mastodon production line, and that's where it was before the favors option.

Also, I admit I'm just plain curious about what Favors does and looks like.
 
All the new automated capgoods/congoods departments are pretty decent deals, but I think the cap goods ones specifically need to wait a few more turns while we clear out some other high priority cap goods projects with those dice. The HI/LCI cap goods departments are both good consistent sources of cap goods that we want running end of this year/start of next, but getting the lasers done in HI and Bergen 3 done in LCI are where the dice should go first IMO. Once those specific cap goods projects we want are done, then activate the general passive cap goods projects.
I think we can squeeze in the HI Q3 unless dice rolls go poorly on lasers this turn, though that does require us to put a decent amount of effort on lasers this turn. But yeah once we can get those up and running it will be nice, the HI basically offsets 1 mil factory/shipyard a turn
 
Its kind of funny how many plans end up with extra R this turn without making a point of doing so, makes me fairly confident we can roll over even more Q3 and Q4 since Anadyr should finish and reduce our R per die and portals should finish Q3 lowering that average even more.
Though the new Service options are hungry boys, and may eat up some of that surplus.

I think we can squeeze in the HI Q3 unless dice rolls go poorly on lasers this turn, though that does require us to put a decent amount of effort on lasers this turn. But yeah once we can get those up and running it will be nice, the HI basically offsets 1 mil factory/shipyard a turn
I'm deeply ambivalent about doing that at that time. I want to reserve some Heavy Industry dice for Suzuka or research projects, some of which we've been putting off for years, or which have the potential to be transformational on other projects (e.g. Advanced Alloys may directly benefit next-generation fusion research)
 
Debateable. I'm really hoping to bargain for Political Support for use in reallocation to set reasonable targets for ourselves, and I don't have a LOT of places where an AA die would do a lot of good. The most likely point for one would be the Mastodon production line, and that's where it was before the favors option.
Pulling one die from carrier shipyards to Bogatyr while adding one AA die to the shipyards, thus giving them a fair chance to finish this turn while not pushing back Bogatyr would be a very relevant option in my opinion.

Besides the Bogatyr project is evolving. I am reasonably certain that joining early would be far preferable to waiting.
 
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