When it comes to munitions and refits it might be better to set up a 2 or more projects then activate the departments until they have cleared. With 2 projects we get a guaranteed 100 progress with no chance of crits, which is borderline but 3 projects with 150 progress is definitely worth it
 
Edit: Idea, how about spoilering each category? Infrastructure, Heavy Industry, etc? Would make it a lot easier to find what you need, currently there is a lot of scrolling and paying attention needed when you want to check an action or find a category.
It makes it easier in one way, harder in another, specifically because you can't Ctrl+f your way to the specific subset you are looking for.
 
Oof! Lots to take in, and as usual I miss almost the whole moratorium period. :(

Plan Completion Bonus: +4 to all dice.
Qatarite Deaths: -5 to Tiberium Dice.
Okay, that forces us to reconsider a lot of our plans involving tiberium. The main effects are that Infrastructure dice are almost as good as Tiberium dice, so there's no real mechanical advantage to doing something like "1 Infra 7 Tib" on a project like Karachi. On net Tiberium projects didn't get much harder, but we should probably still be planning on most of our Energy coming from fusion rather than expecting to get a lot of mileage from 'extra' ion power and liquid tiberium power projects built using Tib dice.

Resources: 710 + 245 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)
Effective spendable reserve is 855 R. @Lightwhispers was totally right and I was totally wrong and I'm glad of it.

Hm. Our indicators are pretty strong, none I'm worrying about.

[ ] Yellow Zone Fortress Towns (Phase 7) (Updated)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)
Hm. If we have Infrastructure dice to play with, we should do this... eventually. I know we're not doing it for IF. IF can go play hopscotch in a minefield, I don't mind, but at a bare minimum we should actually plant those minefields, eh? :D

The part where two phases are now listed makes me think Phase 8 is the last phase available in the immediate future.

[ ] Lesser Blue Zone Arcologies (Phase 1) (New)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)
Ohh, this is nice. I mean, it's objectively a less cost-effective way to produce housing than the old apartments, but the total lack of Logistics cost makes it so so worth it. I'm seriously considering building these instead of completing the last few apartment phases, just to save on Logistics, and we do have a bit more wiggle room in the budget than I'd planned for.

(Crazy like a fox, eh?) ;)

[ ] Postwar Housing Refits (Phase 1) (New)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
Ahh, about what I'd expected, though I'd dared to hope the ratio of exchange would be higher. This turns 15 Low Quality Housing into 9 High Quality Housing, which is... Well, about like turning phases of commieblocks into phases of duplexes, to go back to projects we had available back in the early 2050s. I was hoping to turn commieblock phases into apartment phases, loosely speaking, in which case we'd get numbers more like 16 to 12. Eh. I'm not complaining, just darn-ing.

We should do this, but after the refugee wave sputters out. Which it is starting to, happily! We've gone from -10 to -5 Housing per turn.

Also note that it's a 600-point project. Nontrivial, and a big extra commitment, especially when we may decide we need to do half or more of Karachi using Infrastructure dice because of competition in Tiberium. I'm kinda glad we didn't promise UYL we'd do it this Plan, even if I hope we do it.

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)
Again, I just want to emphasize that I think DAE is a bad deal. We need all the Heavy Industry dice we can get.

Hm. Pity there are no new cheap LCI projects. Ah well, my heart will go on.

Huh, that's funny. Where's the reforestation initiative project? Guess Treasury needs some time to figure out how it works, and the nerds are still working out the details. Well, we'll just plow ahead with making Consoom from Agriculture, then! :)

[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available)
Ahh, this is the better version of this project. Very nice. Average of 75 RpT per phase, two Red Zone mitigation.

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
For many in the Initiative, liquid tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/140: 20 resources per die) (-10 Political Support) (+10 Energy)
Yeah, I think we're going to need to hold back on this if we can possibly avoid it. I'd honestly rather build more actual fusion plants, even knowing they're flawed. I don't want to make our citizens terrified and miserable.

[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
This is nice, but we're not going to be able to put it on the docket any time soon.

[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 152/400: 20 resources per die) (5 point lunar discount, 5 point station discount)
Cost kicks up to 400 Progress, as I thought.

[ ] Gene Clinics (New)
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 0/120: 10 resources per die) (-1 Labor)
Ooooh, new cheap good Services project! This hopefully lets my plan activate its fifth Service die. :)

[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)

[ ] Kamisuwa Optical Laboratories (New)
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)

[ ] Ocular Implant Deployment (New)
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)
Oooh. Neuroplasticity is a real problem, yeah. And we have a lot of those blinded in the Regency War to think of, since Nod was using laser spam. Also, "not currently long waiting lists" does not mean "NO waiting lists."

I think our progression on Expensive Medical Stuff should be Ocular Implant Deployment -> Kamisuwa Optical Labs -> Regional Hospital Expansions. Though I'm comfortable putting one die on the hospital expansions alongside work on the ocular projects.

[ ] Missile Drop Pod Development (New)
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)
Ahhh, this is a nice project.

Ground Forces

[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
Let's take "Very High Priority" seriously, please!?

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Ooooh, does this mean we get rollover or partial rollover? Nice. Let's wait to see how it works before jumping to conclusions.

It also probably helps that like, three of the four remaining factories are in East Asia, clustered quite tightly. :p

[ ] Island-Class Assault Ship Deployment (New)
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods)
This is a reasonable project, and if I honestly thought we could get a wave done usefully before Karachi I would.

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
This what the Navy itself considers high priority.

[ ] Lobby for Legal Reforms
While the Treasury has vast and sweeping powers, the legislature also has a say, and many of their areas of influence overlap with economic and social affairs. Putting together coalitions and directly interfering with parliamentary affairs may rub some representatives the wrong way, but it can clear the way for Treasury operations.
(Initiates subvote)
Not sure what legal reforms we might want. The big one would be to change the way reallocation works to make things more stable (e.g. the legislature just swoops in and grabs -120 RpT from us every year, instead of taking a huge chunk of budget once every four years).

[ ] Recruitment Drives (New)
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)
If peak DC is 200, then I think we can do this with three dice in reasonable confidence. May want to hold out for four after I've looked at the numbers.

[ ] Focus Reallocation (New)
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy
I think we can put this off until Q2. We want dice to stay on Tiberium and Orbital, though we might prefer to move the fifth Services die to Heavy Industry.

It makes it easier in one way, harder in another, specifically because you can't Ctrl+f your way to the specific subset you are looking for.
I am definitely in favor of being able to Ctrl-F whatever part of the document I need to find.
 
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Actually, this is the moment to do a ton military development projects, as they're relatively cheap. We are not and should not consider ourselves beholden to immediately rolling them out.

If we do military development projects we should probably first do some fundamentals first, like weapons and sensor developments, so they can be integrated with the new platforms, but then we can do platforms and the Refits and Munitions departments so we do not have to pay as much attention to them.
I'm not sure we actually disagree?

My point is more that there's no reason to put Infantry Recon Drones (IRD) development ahead of anything else because we don't need to rush deployment. As a (platform), IRD development's only benefit is the availability of its deployment, and that's it. We already know we won't have the money to spare on that deployment q2, so we can instead be using the die this quarter to invest in a project that will see benefits from being done earlier - in the case of ferro-aluminum, we'd even save money while doing it.

Ergo, doing IRD q1 anyways would be an inefficiency in build order.
 
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You all might note that the MARV hub positions have been updated. I've updated the layout in the threadmark, but here is the map in isolation as well.
So RZ-1S is now more Benghazi rather than Tripoli. RZ-3S is now more north end of Suez Canal than Lebanon. YZ-16 is off from the Horn of Africa. YZ-1E is out of the RZ.

I'm amused YZ-7 still exists.

We have a RZ marv hub there
Anzio Glacier Mine is there. It's one of the earliest glacier mines, the very first one IIRC.

Fully shaded Avenger Tank
Looks nice!
 
Aaand Plan! Changes from the previous plan include adding 50 R worth of spending (20 of it preplanned, 30 of it because @Lightwhispers was 100% correct and I was wrong about the budget math).

This remains a plan focused around the following:

-Focus on low-cost projects where possible, but they're generally ones that align with long term goals and are important. Light Industry takes one for the team because its projects are, right now, comparatively nonessential and mostly expensive per die. I'm all for doing every one of them, but... not now, we're a little tight.

-Aggressive push into the Red Zones. Some people will be uncomfortable with how hard I want to punch tiberium. I understand, and yet I am loading up on my sonic-projecting brass knuckles anyway.

-Orbital AEVA, because we have a long space road ahead of us.

-Features Railgun Munitions, which we did not promise, because the actual military is putting it at "Very High Priority" right up there with power armor.

Some changes:

-I'm ditching work on Blue Zone Apartments in favor of Lesser Blue Zone Arcologies, which aren't such a Logistics hog. With the refugee wave starting to slow down, we have more wiggle room, so 'only' having a 2/3 chance of completing a +4 Housing project becomes an acceptable substitute for a 100% chance of completing a +6 Housing -3 Logistics project in my book.

-Security reviews are postponed to Q2 to be sure of getting best results on recruitment. Among other things, our internal auditors may be busy with the new hires! :)

BUDGET: 835/855 R

[] 2062Q1 Draft Plan Attempting To Invade The Tiberium.
-[] Infrastructure (5/5 Dice, +36 bonus, 60 R)
--[] Lesser Blue Zone Arcologies (Phase 1) 0/170 (2 dice, 30 R) (67% chance)
--[] Communal Housing Experiments (2 dice, 20 R) (87% chance)
--[] Green Architecture Risk Assessment and Testing 0/90 (1 die, 10 R) (67% chance)
-[] Heavy Industry (4/4 Dice, +33 bonus, 45 R)
--[] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
--[] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (26% chance)
-[] Light Industry (2/4 Dice, +28 bonus, 20 R)
--[] Isolinear Peripherals Development 0/160 (2 dice, 20 R) (70% chance)
-[] Agriculture (4/4 Dice, +28 bonus, 40 R)
--[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (4 dice, 40 R) (14% chance)
-[] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 375 R)
--[] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40 R) (62% chance)
--[] Red Zone Border Offensives (Stage 2+3+4) 101/750 (5 dice, 125 R) (Stage 2, 90% Stage 3)
--[] Deep RZ Glacier Mining (Stage 1+2+3) 0/765 (7 dice, 210 R) (Stage 1, 98% Stage 2, 11% Stage 3)
-[] Orbital (6/6 dice + EREWHON!!!, +30 bonus, 100 R)
--[] One die for AEVA deployment
--[] Station Bay 248/400 (1 die, 20 R) (1/2 median)
--[] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice, 20 R) (Stage 11, 58% chance Stage 12)
--[] Leopard II Factory 152/400 (3 dice, 60 R) (57% chance)
--[] This brings both Orbital actions quite close to completion. Barring extreme bad luck, we should be able to easily finish both projects in 2062Q2 and shift focus to an aggressive Columbia construction run.
-[] Services (5/5 Dice, +31 bonus, 85 R)
--[] Specialist Isolinear Programming Development 0/120 (1 die, 10 R) (32% chance)
--[] Orbital AEVA Deployment 0/200 (3 dice, 60 R) (88% chance)
--[] Gene Clinics (New) 0/120 (1 die, 10 R) (23% chance)
-[] Military (8/8 dice, +30 bonus, 110 R)
--[] Infantry Recon Support Drone Development 0/40 (1 die, 10 R) (100% chance)
--[] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
--[] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
--[] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
--[] Ground Forces Zone Armor (New Sevastopol) 0/180 (2 dice, 40 R) (47% chance)
--[] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (26% chance)
-[] Bureaucracy (4 Dice, +28 bonus)
--[] Recruitment Drives DC 200 0/200 (4 dice, 0 R) (98.97% chance)
 
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We need Transorbital fighter plane fast

I have NOT understood why it does what it does, but its SF related.
Transorbital fighters, from the text, are more or less combat craft designed for space and the very upper atmosphere where there's very little air. So minimal concession to atmospheric flight (little to no wings, minimal aerodynamic surfaces, etc). Basically think flying brick with fusion rocket or something as engines with as much weapons and protection as feasible shoved into them. They will never be launched from planet surface. They are strictly a space based combat craft that can potentially skim the upper atmosphere if necessary to intercept targets, but its home is in space, likely launched from military stations.
 
I'm not sure we actually disagree?

My point is more that there's no reason to put Infantry Recon Drones (IRD) development ahead of anything else because we don't need to rush deployment. As a (platform), IRD development's only benefit is the availability of its deployment, and that's it. We already know we won't have the money to spare on that deployment q2, so we can instead be using the die this quarter to invest in a project that will see benefits from being done earlier - in the case of ferro-aluminum, we'd even save money while doing it.
Personally I've decided to sigh and just accept it.

If people are unhappy about doing Ferro-Aluminum Armor Refits now, when we are at hopefully the absolute nadir of our income for a year or two into the past and hopefully for four years into the future, then they will always be unhappy about doing it, and will be thinking "why wasn't this project taken off the docket again?"

So I'm trying to clear some Plan commitments out of the way while I can, since Plan commitments actually do take up a lot of our time and dice anyway.

I'm amused YZ-7 still exists.
The designation still makes sense from a "inhibit tiberium" perspective even if not from a geopolitical perspective. YZ-7 is "the nasty parts of tiberium between the Red Zone and the fit-for-habitation region in eastern Australia." Adelaide is still not a bad place to put a MARV hub for that purpose. Though yeah, it does feel a little weird. :p

Lesser blue zone arcologies are low quality housing. We don't need more of that, in the moment.
Wait what.

Okay, just to be clear, I will NOT be posting that plan with them as low quality housing.

Crap.

And... yeah, it explicitly says "Housing" as opposed to "High Quality Housing," and these days there is a clear difference.

So yeah, we already have a quite sizeable Housing buffer in general, and there is arguably no pressing need to thicken it as long as we have reasonably attractive HQ Housing projects available.

[sighs, flips that back]
 
[X] Plan Go For The Veins
-[X]Infrastructure 5/5 70R
-[X] Blue Zone Apartment Complexes (Phase 9) 2 dice 20R 100%
(Progress 82/160: 10 resources per die) (-3 Logistics, +6 Housing)
-[X] Chicago Planned City (Phase 4) 1 Heavy Industry die 20R 100%
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[X] Communal Housing Experiments 2 dice 20R 87%
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)
-[X] Green Architecture Risk Assessment and Testing 1 die 10R 67%
(Progress 0/90: 10 resources per die)
-[X]Heavy Industry 4/4 35R
-[X] Advanced Alloys Development 1 die 15R 90%
(Progress 56/120: 15 resources per die)
-[X] Personal Electric Vehicle Plants 2 dice 20R 0%
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)
-[X] Chicago Planned City 1 die
-[X]Light and Chemical Industry 4/4 50R
-[X] Carbon Nanotube Foundry Expansions 1 die 20R 0%
(Progress 0/300: 20 resources per die) (+4 Capital Goods)
-[X] Isolinear Peripherals Development 3 dice 30R 99%
(Progress 0/160: 10 resources per die)
-[X]Agriculture 4/4 55R
-[X] Vertical Farming Projects (Stage 2) 3 dice 45R 95%
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Wadmalaw Kudzu Plantations (Phase 3) 1 die 10R 0%
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
-[X]Tiberium 7/7 280R
-[X] Tiberium Vein Mines (Stage 2) 7 dice + 7 free dice 280R 100%
( Stage 7 94% Stage 8 50%)
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
-[X]Orbital 6/6 120R
-[X] Station Bay 2 dice 40R 79%
(Progress 263/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[X] Orbital Cleanup (Stage 11) 1 die + 1 Erewhon die 20R 99%
(Stage 12 58%)
(Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
-[X] Leopard II Factory 3 dice 60R 57%
(Progress 152/400: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[X]Services 5/5 65R
-[X] Gene Clinics 2 dice 20R 91%
(Progress 0/120: 10 resources per die) (-1 Labor)
-[X] Regional Hospital Expansions (Phase 1) 1 die 25R 56%
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[X] Specialist Isolinear Programming Development 2 dice 20R 95%
(Progress 0/120: 10 resources per die)
-[X]Military 8/8 115R
-[X] Ferro Aluminum Armor Refits 1 die 5R 0%
(Progress 0/350: 5 resources per die)
-[X] Railgun Munitions Factories (Phase 1) 2 dice 20R 29%
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
-[X] Ground Forces Zone Armor (Set 1) (Updated)
--[X] New Sevastopol 3 dice 60R 94%
(Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
-[X] GD-3 Rifle Development 1 die 10R 100%
(Progress 0/30: 10 resources per die)
-[X] Buckler Shield Development (Tech) 1 die 20R 47%
(Progress 0/100: 20 resources per die)
-[X]Bureaucracy 4/4
(DC 50 + 1 operations die)
-[X] Recruitment Drives 4 dice
(100/120/140/160/180/200)
-[X]Free Dice 7/7
-[X] 7 in Tiberium
-[X]Resources Income 710/710 Reserve 80/145 Bank 100
 
Coming out the gate strong with completing Chicago 4 and maxing income as hard as possible. With average luck we should have a larger budget to play with next turn despite burning down our reserve, and should have regained basically all the income we lost during reallocation within 6-9 months. I don't think there's any particularly painful sacrifices that have to be made either, we still have a large enough budget to activate all the necessities in everything except LCI, and even that should only be a problem this turn. We might be able to go the entire FYP with only idling 2 dice this one turn, then never have to do it again.


[X] Plan Forging the Golden Spike
-[X]Infrastructure (5 dice) 50 Resources
--[X] Blue Zone Apartment Complexes (Phase 9+10), 2 dice (20R) 13%
--[X] Communal Housing Experiments, 2 dice (20R) 87%
--[X] Green Architecture Risk Assessment and Testing, 1 die (10R) 67%
-[X]Heavy Industry (4 dice) 55 Resources
--[X] Advanced Alloys Development, 1 die (15R) 90%
--[X] Personal Electric Vehicle Plants, 2 dice (20R) 0%
--[X] Chicago Planned City (Phase 4), 1 die (20R) 100%
-[X]Light and Chemical Industry (2 dice) 20 Resources
--[X] Isolinear Peripherals Development, 2 dice (20R) 70%
-[X]Agriculture (4 dice) 40 Resources
--[X] Wadmalaw Kudzu Plantations (Phase 3), 4 dice (40R) 14%
-[X]Tiberium (7 dice + 7 Free + Erewhon) 410 Resources
--[X] Intensification of Green Zone Harvesting (Stage 7), Erewhon die (15R) 94%
--[X] Red Zone Border Offensives (Stage 2+3), 5 dice (125R) 81%
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3), 9 dice (270R) 76%
-[X]Orbital (6 dice) 100 Resources
--[X] Station Bay, 2 dice (40R) 79%
--[X] Leopard II Factory, 3 dice (60R) 57%
--[X] 1 die locked for AEVA deployment
-[X]Services (5 dice) 80 Resources
--[X] AEVA Deployment (Orbital), 3 dice (60R) 88%
--[X] Gene Clinics, 1 die (10R) 23%
--[X] Specialist Isolinear Programming Development, 1 die (10R) 32%
-[X]Military (8 dice) 100 Resources
--[X] Ferro Aluminum Armor Refit, 2 dice (10R) 0%
--[X] Infantry Recon Support Drone Development, 1 die (10R) 100%
--[X] Railgun Munitions Factories (Phase 1), 2 dice (20R) 29%
--[X] Ground Forces Zone Armor (Set 1/Phase 3), 2 dice (40R) 47%
--[X] Modular Rapid Assembly System Prototypes, 1 die (20R) 26%
-[X]Bureaucracy (4 dice)
--[X] Recruitment Drives, 4 dice (99% vs. DC 200)
-[X] Total Cost: 855/855 Resources, 0 reserved (technically 100 but I'm just pretending that the bank's floor of 100 isn't available)
 
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This remains a plan focused around the following:

-Focus on low-cost projects where possible, but they're generally ones that align with long term goals and are important. Light Industry takes one for the team because its projects are, right now, comparatively nonessential and mostly expensive per die. I'm all for doing every one of them, but... not now, we're a little tight.

-Aggressive push into the Red Zones. Some people will be uncomfortable with how hard I want to punch tiberium. I understand, and yet I am loading up on my sonic-projecting brass knuckles anyway.

-Orbital AEVA, because we have a long space road ahead of us.

-Features Railgun Munitions, which we did not promise, because the actual military is putting it at "Very High Priority" right up there with power armor.

Some changes:

-Back to Blue Zone Apartments instead of Lesser Blue Zone Arcologies, due to housing quality considerations.

-Now banks 30 R. I could spend this on Civilian Ultralights, but choose not to, because it's very much a nonessential project and 30 R of rollover into Q2 would be nice to have.

BUDGET: 825/855 R

[X] Plan Attempting To Invade The Tiberium.
-[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
--[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 13% Phase 10)
--[X] Communal Housing Experiments (2 dice, 20 R) (87% chance)
--[X] Green Architecture Risk Assessment and Testing 0/90 (1 die, 10 R) (67% chance)
-[X] Heavy Industry (4/4 Dice, +33 bonus, 45 R)
--[X] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
--[X] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (26% chance)
-[X] Light Industry (2/4 Dice, +28 bonus, 20 R)
--[X] Isolinear Peripherals Development 0/160 (2 dice, 20 R) (70% chance)
-[X] Agriculture (4/4 Dice, +28 bonus, 40 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (4 dice, 40 R) (14% chance)
-[X] Tiberium (7 Dice + 7 Free Dice, +38 bonus, 375 R)
--[X] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40 R) (52% chance)
--[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 (5 dice, 125 R) (Stage 2, 81% Stage 3)
--[X] Deep RZ Tiberium Glacier Mining (Stage 1+2+3) 0/750 (7 dice, 210 R) (Stage 1, 96% Stage 2, 7% Stage 3)
-[X] Orbital (6/6 dice + EREWHON!!!, +30 bonus, 100 R)
--[X] One die for AEVA deployment
--[X] Station Bay 248/400 (1 die, 20 R) (1/2 median)
--[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice, 20 R) (Stage 11, 58% chance Stage 12)
--[X] Leopard II Factory 152/400 (3 dice, 60 R) (57% chance)
--[X] This brings both Orbital actions quite close to completion. Barring extreme bad luck, we should be able to easily finish both projects in 2062Q2 and shift focus to an aggressive Columbia construction run.
-[X] Services (5/5 Dice, +31 bonus, 85 R)
--[X] Orbital AEVA Deployment 0/200 (3 dice, 60 R) (88% chance)
--[X] Gene Clinics 0/120 (2 dice, 20 R) (88% chance)
-[X] Military (8/8 dice, +30 bonus, 110 R)
--[X] Infantry Recon Support Drone Development 0/40 (1 die, 10 R) (100% chance)
--[X] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
--[X] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
--[X] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
--[X] Ground Forces Zone Armor (New Sevastopol) 0/180 (2 dice, 40 R) (47% chance)
--[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (26% chance)
-[X] Bureaucracy (4 Dice, +28 bonus)
--[X] Recruitment Drives DC 200 0/200 (4 dice, 0 R) (98.97% chance)

EDIT:

Flipped the Specialist Isolinear Programming Development die to Gene Clinics to maximize chances of getting the more important of the two projects finished.



Approval vote:

[X] Plan Forging the Golden Spike
[X] Plan The Green Line v1.1:
 
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Not sure what legal reforms we might want. The big one would be to change the way reallocation works to make things more stable (e.g. the legislature just swoops in and grabs -120 RpT from us every year, instead of taking a huge chunk of budget once every four years).
I would second that, yeah. I'm not a fan of swinging from 4 R surplus per die to 4 R deficit per die every four years.

[X] Plan Forging the Golden Spike
[X] Plan Attempting To Invade The Tiberium.
 
-[]Light and Chemical Industry 4/4 50R
-[] Carbon Nanotube Foundry Expansions 1 die 20R 0%
(Progress 0/300: 20 resources per die) (+4 Capital Goods)
-[] Isolinear Peripherals Development 3 dice 30R 99%
(Progress 0/160: 10 resources per die)
I'm not sure it's even worth putting the third die on peripherals. You're effectively spending 10 R for a +25% chance of project completion. Also it would be nice to free up the money for other projects.

But then, I'm the guy who only activates 2/4 Light Industry dice.

Also, uh, since you're not actually using any Infrastructure dice on Chicago at all, why aren't you listing Chicago under your Heavy Industry budget... eh, not a big deal. No worries.

-[]Tiberium 7/7 280R
-[] Tiberium Vein Mines (Stage 2) 7 dice + 7 free dice 280R 100%
( Stage 7 94% Stage 8 50%)
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
Doing NO Red Zone operations certainly saves a lot of money! But... is it a good idea to not even do the one phase of super glacier mines available? It feels like you're leaving money on the table here, because a super glacier mine is (on average) 75 RpT, +2 Energy, and +2 Red Zone mitigation for 250 Progress, not much more than the cost of a vein mining phase except that it's 30 R/die instead of 20.

Even if I were doing an intense "drill baby drill" plan focused on vein mines, I'd shake loose about three dice for the glacier mine, maybe four to be safe.

-[]Services 5/5 65R
-[] Gene Clinics 2 dice 20R 91%
(Progress 0/120: 10 resources per die) (-1 Labor)
-[] Regional Hospital Expansions (Phase 1) 1 die 25R 56%
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[] Specialist Isolinear Programming Development 2 dice 20R 95%
(Progress 0/120: 10 resources per die)
Not doing the orbital AEVA option does save you some money here. It also means you get more done in Orbital this turn, though in the long run you sacrifice a little slice of extra potential progress later in the Plan because we won't have the AEVA as soon. Still, it's a thin slice.

-[]Military 8/8 115R
-[] Ferro Aluminum Armor Refits 1 die 5R 0%
--[] New Sevastopol 3 dice 60R 94%
Interesting. You're capitalizing on the new rollover system for power armor factories, while deliberately minmaxing and doing a Ferro-Aluminum Armor die so we can afford a third Zone Armor die.

-[]Tiberium (7 dice + 7 Free + Erewhon) 410 Resources
--[] Intensification of Green Zone Harvesting (Stage 7), Erewhon die (15R) 94%
--[] Red Zone Border Offensives (Stage 2+3), 5 dice (125R) 81%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3), 9 dice (270R) 76%
Damn. Your plan's actually incrementally more aggressive than mine about tiberium in general and Red Zones in particular. Damn.

[admires]

My one beef is that there's about a 15% chance your plan leads to completing Stage 3 of the super glacier mines... and then having that locked off because Stage 3 of the border offensives isn't ready to go. Then again, there's about a 60% chance (I'm rounding here) of actually getting the third super glacier mine if everything goes right.

If it was me, I might flip from five-and-nine to six-and-eight. Except that then the net chance of getting the third super glacier mine would only be about 38%, so... okay, actually you're probably doing this best.

Still, I was expecting to have the maximally aggressive tiberium plan in this round. I salute you, sir, and I will be approval voting this plan.

-[]Bureaucracy (4 dice)
--[] Recruitment Drives, 3 dice (84% vs. DC 200)
--[] Focus Reallocation, 1 die (automatic)
---[] Heavy Industry
---[] Tiberium
---[] Orbital
If it was me, I'd hold off on Focus Reallocation unless it's explicitly only available in Q1. Because our focuses are already Tiberium/Orbital/Services. Doing this refocus only actually moves one die.

I consider getting the recruitment drive optimally, maximally squared away to be worth waiting one turn to shift that die, especially when we have a full slate of attractive Services projects, including some that are cheap enough to roll out even right now. We're not going to be so hard up for Heavy Industry dice this Plan that we need to make that shift right this second, y'know?
 
Also, uh, since you're not actually using any Infrastructure dice on Chicago at all, why aren't you listing Chicago under your Heavy Industry budget... eh, not a big deal. No worries.
Because Chicago is listed in infrastructure in the turn post I prefer to put it there in my plans other then that no reason.

Even if I were doing an intense "drill baby drill" plan focused on vein mines, I'd shake loose about three dice for the glacier mine, maybe four to be safe.
Next turn I plan to go all in on Red Zone mining so until then I will indeed be going "drill baby drill" because while it may not be worth as much individually as the deep glaciers 6 stages of veins will be worth at least about 150RPT so that's more money for the RZs and we will finally learn what exactly is going on down there.
 
Again, I just want to emphasize that I think DAE is a bad deal. We need all the Heavy Industry dice we can get.
Hm. I'd like to see what the Improved CCF plants look like, but you may well be right. I do worry about some energy options in the future eating STUs, and getting a persistent +Energy boost would be helpful. We'll see.
Effective spendable reserve is 855 R. @Lightwhispers was totally right and I was totally wrong and I'm glad of it.
I will try to not be too smug about it. :p

And, my plan again. The idea is to punch Tib with both sonics and shovel, while also getting at least one more ZA factory for sure, and a decent chance of two.

Edit: put plan in strikethrough because I copied it later, and don't want to risk confusing the tallier.

[X] Plan Feed Zocom
-[X]Infrastructure 5 dice +36 5/5 50R
--[X] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
--[X] Communal Housing Experiments 0/150 2 dice 20R 87%
--[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
-[X]Heavy Industry 4 dice +33 4/4 55R
--[X] Advanced Alloys Development 56/120 1 die 15R 90%
--[X] Personal Electric Vehicle Plants 0/300 2 dice 20R
--[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
-[X]Light and Chemical Industry 4 dice +28 4/4 50R
--[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
--[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
-[X]Agriculture 4 dice +28 4/4 30R
--[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
--[X] 1 die for security review
-[X]Tiberium 7 dice +38 14/7 345R
--[X] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
--[X] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
--[-] Tiberium Harvesting Claw Deployment 363/380 0 dice autocompletes end of turn
-[X]Orbital 6 dice +30 6/6 110R
--[X] Station Bay 248/400 2 dice 40R 79%
--[X] Leopard II Factory 152/400 3 dice 60R 57%
--[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
-[X]Services 5 dice +31 2/5 85R
--[X] Gene Clinics (New) 0/120 1 die 10R 23%
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
--[X] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%
--[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
-[X]Military 8 dice +30 8/8 130R
--[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
--[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
--[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
--[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
-[X]Bureaucracy 4 dice +28 4+E 0R
--[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
--[X] Security Reviews: Agriculture DC50 0/50 1 die 94%

855/855R
 
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