[] Plan: Yo Dawg I Heard You Like Space (and Plants)
-[] Infrastructure 5/5 (1 for security review) 90R
--[] Communal Blue Zone Arcologies 328/380? 1 die 15R 100%
--[] Suborbital Shuttle Service (Phase 2) 22/240? 3 dice 75R 87%
--[] 1 die allocated for Security Review
-[] Heavy Industry 5/5 75R
--[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
--[] North Boston Chip Fabricator (Phase 5) 36/2280? 3 dice 45R
--[] Personal Electric Vehicle Plants 175/285? 1 die 10R 39%
-[] Light & Chemical Industry 5/5 90R
--[] Artificial Wood Furniture Plants 33/95? 1 die 10R 77%
--[] Carbon Nanotube Foundry Expansions 0/285 4 dice 80R 66%
-[] Agriculture 6/6 100R
--[] Dairy Ranches (Phase 1) 0/200 1 die 20R
--[] Poulticeplant Plantations (Phase 1) 0/170 2 dice 30R 52% (presumed)
--[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 52%
--[] Tarberry Development 0/40 1 die 20R 100%
-[] Tiberium 7/7 (1 for security review) 120R
--[] Tiberium Vein Mines (Stage 4+5+6) 65/510? 6 dice 120R 92%
--[] 1 die allocated for Security Review
-[] Orbital 7/7 + 7 + Erewhon 300R
--[] GDSS Columbia (Phase 4+5) 138/1585? 14 dice + Erewhon 300R
-[] Services 5/5 (1 for security review) 90R
--[] Kamisuwa Optical Laboratories 79/240? 2 dice 40R 98%
--[] Regional Hospital Expansions (Phase 1) 213/570? 2 dice 50R
--[] 1 die allocated for Security Review
-[] Military 8/8 170R
--[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 147/340? 3 dice 60R 89%
--[] Infernium Laser Refits 0/450 1 die 30R
--[] Orca Wingmen Drone Deployment (Phase 1) 0/260? 3 dice 60R 48%
--[] Buckler Shield Development 0/100 1 die 20R 51%
-[] Bureaucracy 4/4
--[] Security Reviews (Tiberium) DC50 0/50 2 dice 100%
--[] Security Reviews (Services) DC50 0/50 1 die 94%
--[] Security Reviews (Infrastructure) DC50 0/50 1 die 94%

Free Dice 7/7
1035/1110 + 25

All ahead on space development. Choo choo motherfucker.
 
The first Columbia bay is now available. So I'm looking forward to seeing what those are going to be. As well as the ensuing arguments.
I will start by disagreeing with everyone about what we should do. Or rather, I agree with what we should do, but I don't like how everyone has come to their respective positions.
I will then cast aspersions on peoples' character due to their pet choices and/or preferred flavours of ice-cream, because I don't like how they are so wrong.

On a more/less serious note. I have no idea whether we should consider Bay slots now, or just finish the Colombia. I guess it would depend on whether the design feels okay without added amenities, or not.
 
We need at least the base 5 phases of Columbia done to unlock the next stage of space colonization. Let's finish that first, then we can talk about bays, once we're able to assess the situation.
 
I'd like a spread of housing options for the bays, in the spirit of "how best to prioritize hab station options as we go." Cause I bet we could get a luxury hab station quicker if we build a more luxurious/resort bay, or 'commie block' type hab stations if we build a bay more in line with that, etc. With luck, we end up with space equivalents to BZ Apartments and BZ Arcologies (at which point we just pump out a bunch of the apartment type stations until QM bops us on the head regarding it).

Though I bet people wouldn't have an issue with commie block stations if it means not being on a planet with tiberium.
 
Alright doing my own mathpost and reposting my planpost for this turn before doing a planpost for the next turn to the Intro to Highlander Animated Series:

Blue Zone Apartment Complexes (Phase 10) 87+78+36 = 201/160 +6 QHous -3 Log
Communal Blue Zone Arcologies (New) 0+67+43+56+18+144 = 328/400
U-Series Alloy Foundries (Phase 1) (New) 0+94+80+97+60+47+62+45+231 = 716/600 (Phase 2) 116/600 -4 E -2 STU 5% Discount on many Projects
Personal Electric Vehicle Plants 112+30+33 = 175/300
Civilian Ultralight Factories 0+71+91+13+69 = 244/190 +8 ConG -1 E
Artificial Wood Furniture Plants (New) 0+10+23 = 33/100
Home Robotics Development (New) 0+42+28 = 70/60
Wadmalaw Kudzu Plantations (Phase 3) 315+40+9+66 = 430/450 Urge for caffeine may cause this one to autocomplete next turn.
Blue Zone Aquaponics Bays (Phase 5) 18+15+69+56 = 158/140 (Phase 6) 18/140 +6 F -1 Lab -1 Log
Poulticeplant Development 0+31+38 = 69/50
Tiberium Vein Mines (Stage 2) (Updated) 5+51+7+9+63+40+47+228 = 450/195 (Stage 3) 255/Edit 3: 190 (Stage 4) 65/185 +30RpT +30 RpT +2 YZ Mit -2 CapG
Improved Hewlett Gardener Process Development 0+84+3+86 = 173/160
GDSS Columbia (Phase 1) (Updated) 0+47+37+24+92+59+20+68+266 = 613/65 (Phase 2) 548/135 (Phase 3) 413/275 (Phase 4) 138/555 +5 PS +7 PS +.25 K Residents +1 Columbia Bay +8 PS +.5 K Residents
GDSS Shala (Phase 1) (Updated) 0+17+60+38 = 115/65 (Phase 2) 50/135 +5 PS

Orbital Cleanup (Stage 11) 32+21+75+66 = 194/85 (Stage 12) 109/85 +15 R +10 R +Orbital Power Stations +5 PS -20 Progress for Earth Orbit Satellites
Gene Clinics 94+13+31 = 138/120 -1 Lab
Ocular Implant Deployment 0+34+100+62 = 196/200 Completes with? a +5 Non-canon Omake +1? Lab? -1? Heal
Kamisuwa Optical Laboratories 0+4+13+62 = 79/250
Railgun Munitions Factories (Phase 1) 142+8+79+60 = 289/200 (Phase 2) 89/200 -1 Lab -1 E
Stealth Disruptor Development (Tech) 0+11+35 = 46/40
Ground Forces Zone Armor (Set 1) (Phase 3) New Sevastopol 147+53+75+60 = 335/180 (Phase 4) Tokyo 155/180 -2 Lab -2 E -1 CapG
GD-3 Rifle Development 0+75+35 = 110/30
Modular Rapid Assembly System Prototypes (Tech) 56+80+35 = 171/125
Agriculture Security Review 55+86+56 = 197 DC 50 PASS
Military Security Review 24+28 = 52 DC 50 PASS
Focus Reallocation -1 Service Die +1 Heavy Industry Die


Resources: 1050+30+30+15? = 1125? + Edit 2: 100+15+10 = 125 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political Support: 45+5+7+8+5+5 = 75
SCIENCE Meter: 3-1 = 2/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
Edit: 23.57-0.55+0.94 = 23.96 (+0.39) Blue Zone
Edit: 0.04? (+0.00?) Cyan Zone
Edit: 0.66+0.55-0.94 = 0.27 (-0.39) Green Zone
Edit: 22.46-0.15+0.80 = 23.11 (+0.65) Yellow Zone (92+2 = 94 points of mitigation)
Edit: 53.27+0.15-0.80 = 52.62 (-0.65) Red Zone (80 points of mitigation)

Housing: +51+1+6 = +58 (30-1-6 = 23 population in low quality housing) (+1 high-quality housing per turn)
Energy: +43-4-1-1-2 = +35 (+4 in reserve)
Logistics: +14-3-1 = +10 (-2 from military activity)
Food: +14-3+6 = +17 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14-1 = +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +21+2-2-1 = +20 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +11-2+1 = 10
Consumer Goods: +101-5+3+3+2+8 = +112 (-5 from demand spike) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +8 per turn)
Labor: +45+4+2-1-1-1-1+1?-1-2 = +45? (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2475+30+30 = 2535/3350)‌ ‌
Taxation Per Turn: +45+15? = 60?
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

Provide 112-3-2-8 = 99? Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 860-30-30-15? = 785?
Increase Tiberium Processing limit by 920
Increase population in space by 20k-.25-.5 = 19.25k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

Wait did @Darkandus make those tib growth rolls yet? And have other rolls been made? Cause I can't find them.

Edit: @Darkandus is here.
Edit 2: Forgot to add in the Resources gained from Orbital Cleanup.
Edit 3: There is no longer any doubt that every stage of Vein Mines decreases by 5 until Stage 8. Take a look at the newest probability array posted in the last main threadmark if you don't believe me:

-[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 2 dice 40R 52%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 3 dice 60R 2%, 4 dice 80R 43%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Tiberium Vein Mines (Stage 2+3+4?) 5/570 5 dice 100R 5%, 6 dice 120R 40%, 7 dice 140R 82%, 8 dice 160R 97%
-[] Tiberium Vein Mines (Stage 2+3+4+5?) 5/750 7 dice 140R 8%, 8 dice 160R 40%, 9 dice 180R 78%, 10 dice 200R 96%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6?) 5/925 9 dice 180R 11%, 10 dice 200R 42%, 11 dice 220R 76%, 12 dice 240R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7?) 5/1095 10 dice 200R 2%, 11 dice 220R 15%, 12 dice 240R 45%, 13 dice 260R 77%, 14 dice 280R 94%
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8?) 5/1260 12 dice 240R 4%, 13 dice 260R 20%, 14 dice 280R 50%, 15 dice 300R 78%, 16 dice 320R 94%

[ ] Plan The Green Line v2.3:
-[ ] Infrastructure (5/5 Dice +36 bonus) 80 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 20 RpD, 2 Die = 40 R 33% DC 60
--[ ] Blue Zone Apartment Complexes (Phase 10) 87/160 10 RpD, 1 Die = 10 R 79% DC 22
--[ ] Urban Metros (Phase 4) 0/150 15 RpD, 2 Die = 30 R 81% ADC 32
-[ ] Heavy Industry (6/6 Dice +33 bonus) 140 Resources:
--[ ] U Series Alloy Foundries (Phase 1) (New) 0/600 40 RpD, 2 Die = 80 R 2/8 Median ADC N/A
--[ ] Improved Continuous Cycle Fusion Development (Tech) 0/120 20 RpD, 2 Die = 40 R 33% DC 72
--[ ] Personal Electric Vehicle Plants 112/300 10 RpD, 2 Die = 20 R 45% ADC 54
-[ ] Light and Chemical Industry (5/5 Dice +23 bonus) 90 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 20 RpD, 4 Dice = 80 R 4/17 Median ADC N/A
--[ ] Artificial Wood Furniture Plants (New) 0/100 10 RpD, 1 Die = 10 R 39% DC 62
-[ ] Agriculture (6/6 Dice +28 bonus) 65 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 26/250 15 RpD, 3 Dice = 45 R 70% ADC 42
--[ ] Wadmalaw Kudzu Plantations (Phase 3) 315/450 10 RpD, 2 Die = 20 R 86% ADC 27
--[ ] Security Review Agriculture 1 Die
-[ ] Tiberium (7/7 Dice + 2 Free Dice +38 bonus) 175 Resources:
--[ ] Tiberium Vein Mines (Stage 2+3+4?) 5/195/385/570 20 RpD, 6 Dice = 120 R 100%/99%/40% ADC 1/23/54
--[ ] Intensification of Green Zone Harvesting (Stage 8) 4/100 15 RpD, 1 Die = 15 R 58% DC 43
--[ ] Improved Hewlett Gardener Process Development (Tech) 0/160 20 RpD, 2 Die = 40 R 83% ADC 30
-[ ] Orbital (7/7 Dice + 3 Free Dice + Erewhon Die +33 bonus) 200 Resources:
--[ ] GDSS Columbia (Phase 1) 0/65/200/475/1030 20 RpD, 8 Dice + Erewhon Die = 180 R 100%/100%/100%/1% ADC 1/1/18/80
--[ ] Orbital Cleanup (Stage 11) 32/85/170 10 RpD, 2 Die = 20 R 100%/81% ADC 1/36
-[ ] Services (4/4 Dice +31 bonus) 85 Resources:
--[ ] Gene Clinics 94/120 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Ocular Implant Deployment 0/200 25 RpD, 3 Dice = 75 R 88% ADC 31
-[ ] Military (8/8 Dice + 2 Free Dice +30 bonus) 180 Resources:
--[ ] Zrbite Sonic Weapons Development (Tech) 0/60 20 RpD, 1 Die = 20 R
--[ ] Railgun Munitions Factories (Phase 1) (Very High Priority) 142/200 10 RpD, 1 Die = 10 R 88% DC 13
--[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) 147/180/360 20 RpD, 2 Die = 40 R 100%/20% ADC 1/68
--[ ] GD-3 Rifle Development (Platform) 0/30 10 RpD 100% DC 1
--[ ] Shark-Class Frigate Shipyards (High Priority) 0/300 20 RpD, 4 Dice = 80 R 73% ADC 42
--[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority) 56/125 20 RpD, 1 Die = 20 R 77% DC 24
-[ ] Bureaucracy (4/4 Dice +28 bonus) 60 Resources:
--[ ] Security Review Agriculture 2 Die
--[ ] Transfer Funding to InOps (New) 60 RpT
--[ ] Focus Reallocation
---[ ] Heavy Industry
---[ ] Tiberium
---[ ] Orbital
-[ ] Total Cost: 80+140+90+65+175+200+85+180+60 = 1075/1150

- In Infrastructure I put the Dice onto Urban Metros Phase 4 and Blue Zone Apartment Complexes to get the new general city sectors over and done with in Infrastructure. Also 2 Die onto Yellow Zone Fortresses because there are only two Phases left. The plan is called The Green Line people I want the border between GDI and NOD fully fortified and the Fortresses get us +4 Housing so we can take in more refugees.

- In Heavy Industry I'm going to start deploying Advanced Alloys while trying to finish off Personal Electrical Vehicle Plants. Also preparing to do DAE by first researching Improved Fusion Power Plants with two Die because some people want to be sure it is done this turn. Let's see what our Fusion will look like before suring new materials and isolinear chips.

- In L&C Industry I'm going after the Reykjavik capstone and the wooden furniture. Because Reykjavik should be done by the end of the year and wooden furniture is a gimme in terms of Consumer Goods.

- Agriculture is completing Mechanization with 3 Dice because having enough food and the bonus from mechanisation is enough to add a Die and go from around 10% to 70%, completing Wadmalaw Kudzu and of course that Security Review which is overdue.

- Tiberium is about doing Vein Mines, Green Zone Intensification, again the plan is called The Green Line, and researching the improved Hewlett Gardener Process for more STU gain.

- Orbital is about surging into existence of Colombia. Since we are waiting for Advanced Alloys to do Shala we can surge this one further than before and at the same time finish off Orbital Cleanup because those 2 Die make no difference for completing Phase 4 of Columbia this turn.

- Services just finshes off the Gene Clinics and then does the Occular Implant Deployment with 3 Dice because after reading all the arguments about having sight vs heavy headgear I've come down on the side of give them the choice as flawed as it is and give it as soon as possible.

- Military is about starting to get ZOCOM some relief, while at the same time preparing for Karachi, which isn't going to last only one turn so having those extra frigates as soon as possible will be useful and doing our plan goals alongside developing GD-3 alongside Zrbite Sonices to see if there is synergy there.

- Security Reviews in Agriculture, which I'm uneasy about using a single Die on since we have an allegedly ex-NOD mad scientist now in there, giving In-Ops their money sooner because they can do more good with it soonre and switching a Die from Services to Heavy Industry.
 
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Sense everyone seems to be wondering about what that 5% discount is good for I thought I produce a post to help with that. First off this first U-series factory cost you 7 dice and 280 resource to build. You save a dice (and thus resources) around 1000 point projects by my math for things like Chicago and Karachi. Meaning its way to expensive to spam these at this point. Between Chicago, All of Karachi, the Northern Boston Chip Factory, and both stages of Nuuk Heavy robotics and you save 5 dice and 105 resources on average. At least by my math and it'd take one hell of a botch on my part to get this all that wrong.

So Beef up the budget heavily before building another one. Remember U-series cost 600 build points and 600 is 5% of 12,000 build points. So get flush with resources before continuing these things in bulk.

Anyway, these are the average dice rolls with normal catagory bonus:

=Infrastructure: 50+36=86=
86/172/258/344/430__516/602/688/774/860__946/1032= Base Roll (12 dice to reach 1000)

=Heavy Industry: 50+33=83=
=Orbital: 50+33=83=
83/166/249/332/415__498/581/664/747/830__913/999/1082= Base Roll (13 dice to reach 1000)

=Light + Chem Industry: 50+23=73=
73/146/219/292/365__438/511/584/657/730__803/876/949/1022= Base Roll (14 dice to reach 1000)

=Agriculture: 50+28=78
78/156/234/312/390__468/546/624/702/780__858/936/1014 (13 dice to reach 1000)

=Tiberium: 50+38=88=
88/176/264/352/440__528/616/704/792/880__968/1056= Base Roll (12 dice to reach 1000)

=Services: 50+31=81=
81/162/243/324/405__486/567/648/729/810__891/972/1053= Base Roll (13 dice to reach 1000)

=Military: 50+30=80=
80/160/240/320/400__480/560/640/720/800__880/960/1040= Base Roll (12 dice to reach 1000)

Bonus Not Applicable to Bueaucracy dice:
That established, what thresholds can the 5% discount actually save you dice and thus resources on:
100/200/300/400/500__600/700/800/900/1000=Base Build Cost
95/190/285/380/475__570/665/760/855/950= 5% Discounted price

Tiberium has the highest bonus and its 9 dice to reach 800 base instead of ten for this threshold. LC hits its first threshold at 4 instead of 5 dice to reach its first threshold for 400 base. The rest are going to be somewhere between those two.

Yes , the threshold change for less round build costs, but you can math those out yourself pretty easy with the spoiler chart for specifics.
 
Last edited:
Back Up Math Post

Blue Zone Apartment Complexes (Phase 10) 87 + 36 * 1 + 78 = 201/160
Communal Blue Zone Arcologies 0 + 36 * 4 + 184 = 328/400
U Series Alloy Foundries (Phase 1) 0 + 33 * 7 + 485 = 716/600, 116/600 Phase 2
Personal Electric Vehicle Plants 112 + 33 * 1 + 50 = 195/300

Civilian Ultralight Factories 0 + 23 * 3 + 175 = 244/190
Artificial Wood Furniture Plants 0 + 23 * 1 + 10 = 33/100
Home Robotics Development 0 + (23 + 5) * 1 + 42 = 70/60
Wadmalaw Kudzu Plantations (Phase 3) 315 + (28 + 5) * 2 + 49 = 430/450
Blue Zone Aquaponics Bays (Phase 5) 18 + 28 * 2 + 84 = 158/140, 18/140 Phase 6
Poulticeplant Development 0 + (28 + 5 + 5) * 1 + 31 = 69/50
Tiberium Vein Mines (Stage 2) 5 + 38 * 6 + 217 = 450/195, 255/190 Stage 3
, 65/185 Stage 4
Improved Hewlett Gardener Process Development 0 + 38 * 2 + 87 = 163/160
GDSS Columbia (Phase 1) 0 + (33 + 5) * 7 + 347 = 613/65, 548/135 Phase 2, 413/275 Phase 3
, 138/555 Phase 4
GDSS Shala (Phase 1) 0 + (33 + 5) * 1 + 77 = 115/65, 50/135 Phase 2
Orbital Cleanup (Stage 11) 32 + 33 * 2 + 96 = 194/85, 109/85 Stage 12
Gene Clinics 94 + 31 * 1 + 13 = 138/120

Ocular Implant Deployment 0 + 31 * 2 + 134 = 196/200 (Nat 100)
Kamisuwa Optical Laboratories 0 + 31 * 2 + 17 = 79/250
Railgun Munitions Factories (Phase 1) 142 + 30 * 2 + 87 = 289/200, 89/200 Phase 2
Stealth Disruptor Development 0 + (30 + 5) * 1 + 11 = 46/40
Ground Forces Zone Armor (Set 1) (Phase 3) 147 + 30 * 2 + 128 = 335/180
, 155/180 Phase 4
GD-3 Rifle Development 0 + (30 + 5) * 1 + 75 = 110/30
Modular Rapid Assembly System Prototypes 56 + 30 * 1 + 80 = 166/125
Agriculture Security Review 0 + 28 * 2 + 141 = 197/50
Military Security Review 0 + 28 * 1 + 24 = 52/50


YZ Mitigation: 92 + 2 (Vein Mines) = 94
Housing: 51 + 1 (BoA) + 6 (Apartments) = 58
Low Quality Housing: 30 - 1 (BoA) - 6 (Apartments) = 23
Energy: 43 - 4 (Alloy Foundries) - 1 (Ultralights) - 1 (Railguns) - 2 (GFZA) = 35
Energy Reserve: 4 + 0 = 4
Logistics: 14 - 3 (Apartments) - 1 (Aquaponics) = 10
Food: 14 - 3 (Refugees) + 6 (Aquaponics) = 17
Health: 14 - 1 (Oculat Implants) = 13
Capital Goods: 21 + 2 (DIA) - 2 (Vein Mines) - 1 (GFZA) = 20
Capital Goods Reserve: 188 + 20 (Cap Goods) = 208
STUs: 11 - 2 (Alloy Foundries) + 1 (Income) = 10
Consumer Goods: 101 + 8 (Net Growth) + 8 (Ultralights) = 117
Labor: 45 + 4 (Net Growth) - 1 (Aquaponics) - 1 (Gene Clinics) + 1 (Ocular Implants) - 1 (Railguns) - 2 (GFZA) = 45
Income: 1050 + 60 (Vein Mines) = 1110
Reserve: 0 + 0 (Holdover) + 25 (Orbital Clean Up) = 25
Tiberium‌ ‌Processing‌ ‌Capacity‌ 2475 + 60 (Vein Mines) = 2535/3350
Space Pop: 0 + .75 (Columbia) = 0.75
Political Support: 45 + 20 (Columbia) + 5 (Shala) + 5 (Orbital Clean Up) = 75
 
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You mean in your mutation rolls? Hey can someone check when @HousePet is supposed to roll mutation next?
forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

Which is fine. The Navy asked for W, X, Y and Z at the start of the current Plan. We delivered W and X. But when the Navy hints that they are going to revise Y and Z, I don't see why we would want to suddenly jump at locking in a capability that was thought of as needed 5 years ago. Because the...

Next roll is in Q4.
 
Sense everyone seems to be wondering about what that 5% discount is good for I thought I produce a post to help with that. First off this first U-series factory cost you 7 dice and 280 resource to build. You save a dice (and thus resources) around 1000 point projects by my math for things like Chicago and Karachi. Meaning its way to expensive to spam these at this point. Between Chicago, All of Karachi, the Northern Boston Chip Factory, and both stages of Nuuk Heavy robotics and you save 5 dice and 105 resources on average. At least by my math and it'd take one hell of a botch on my part to get this all that wrong.

So Beef up the budget heavily before building another one. Remember U-series cost 600 build points and 600 is 5% of 12,000 build points. So get flush with resources before continuing these things in bulk.

Anyway, these are the average dice rolls with normal catagory bonus:

=Infrastructure: 50+36=86=
86/172/258/344/430__516/602/688/774/860__946/1032= Base Roll (12 dice to reach 1000)

=Heavy Industry: 50+33=83=
=Orbital: 50+33=83=
83/166/249/332/415__498/581/664/747/830__913/999/1082= Base Roll (13 dice to reach 1000)

=Light + Chem Industry: 50+23=73=
73/146/219/292/365__438/511/584/657/730__803/876/949/1022= Base Roll (14 dice to reach 1000)

=Agriculture: 50+28=78
78/156/234/312/390__468/546/624/702/780__858/936/1014 (13 dice to reach 1000)

=Tiberium: 50+38=88=
88/176/264/352/440__528/616/704/792/880__968/1056= Base Roll (12 dice to reach 1000)

=Services: 50+31=81=
81/162/243/324/405__486/567/648/729/810__891/972/1053= Base Roll (13 dice to reach 1000)

=Military: 50+30=80=
80/160/240/320/400__480/560/640/720/800__880/960/1040= Base Roll (12 dice to reach 1000)

Bonus Not Applicable to Bueaucracy dice:
That established, what thresholds can the 5% discount actually save you dice and thus resources on:
100/200/300/400/500__600/700/800/900/1000=Base Build Cost
95/190/285/380/475__570/665/760/855/950= 5% Discounted price

Tiberium has the highest bonus and its 9 dice to reach 800 base instead of ten for this threshold. LC hits its first threshold at 4 instead of 5 dice to reach its first threshold for 400 base. The rest are going to be somewhere between those two.

Yes , the threshold change for less round build costs, but you can math those out yourself pretty easy with the spoiler chart for specifics.
This is extremely flawed math.
How about an alternative approach?

A Foundry takes about 6.5 dice to complete on average.
The five discount stages cost us 32,5 dice.
25% discount saves us 1 die in 4 on projects they apply to. Since the main thing we do is building things, I expect that about 40 of our 59 dice per turn will be getting this discount, meaning around 10 dice per turn. This means fully deployed foundries return the dice invested in them in 3 turns, afterwards we get pure profit, this makes something around 80+ more dice over this FYP.

Now let's take a look at resources. At 40 points per die Foundries are expensive. Let's say the dice they save us cost 20 resources each, extremely conservative estimate. This means that while costing us 1300 resources, over the course of the rest of this current FYP they are going to save us at least 1600 points of resources, paying for itself and giving us 300 resources in pure profit.

Do notice that both were extremely conservative estimates. My expectations are actually around 100 dice with average cost of 25 res/die, since our projects are getting more expensive. This would result in 900 resources saved just this FYP.

Lets take a look at next FYP. The discount will effectively give us 160 more dice and save us 3200 resources over the course of the plan, both are, again, very conservative estimates in my opinion.
 
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@tenchifew
When you have 40 out of 59 dice per turn, is that an estimate of the number of projects that would receive a 25% reduction, or does that also account for the number of projects where we won't be saving dice on them because they are too small?

Although, we can assess exactly how many projects are affected once we see the next plan vote. So we don't really need to go in a lot of depth with speculation...
 
@tenchifew
When you have 40 out of 59 dice per turn, is that an estimate of the number of projects that would receive a 25% reduction, or does that also account for the number of projects where we won't be saving dice on them because they are too small?

Although, we can assess exactly how many projects are affected once we see the next plan vote. So we don't really need to go in a lot of depth with speculation...
Sometimes you won't save any dice, sometimes the 25% reduction means you save 1 dice out of 2, it depends on the rolls.
On average, a 25% reduction will mean 25% fewer dice used when given a large enough sample size
 
Alright doing my own mathpost and reposting my planpost for this turn before doing a planpost for the next turn to the Intro to Highlander Animated Series:

Blue Zone Apartment Complexes (Phase 10) 87+78+36 = 201/160 +6 QHous -3 Log
Communal Blue Zone Arcologies (New) 0+67+43+56+18+144 = 328/400
U-Series Alloy Foundries (Phase 1) (New) 0+94+80+97+60+47+62+45+231 = 716/600 (Phase 2) 116/600 -4 E -2 STU 5% Discount on many Projects
Personal Electric Vehicle Plants 112+30+33 = 175/300
Civilian Ultralight Factories 0+71+91+13+69 = 244/190 +8 ConG -1 E
Artificial Wood Furniture Plants (New) 0+10+23 = 33/100
Home Robotics Development (New) 0+42+28 = 70/60
Wadmalaw Kudzu Plantations (Phase 3) 315+40+9+66 = 430/450 Urge for caffeine may cause this one to autocomplete next turn.
Blue Zone Aquaponics Bays (Phase 5) 18+15+69+56 = 158/140 (Phase 6) 18/140 +6 F -1 Lab -1 Log
Poulticeplant Development 0+31+38 = 69/50
Tiberium Vein Mines (Stage 2) (Updated) 5+51+7+9+63+40+47+228 = 450/195 (Stage 3) 255/Edit 3: 190 (Stage 4) 65/185 +30RpT +30 RpT +2 YZ Mit -2 CapG
Improved Hewlett Gardener Process Development 0+84+3+86 = 173/160
GDSS Columbia (Phase 1) (Updated) 0+47+37+24+92+59+20+68+266 = 613/65 (Phase 2) 548/135 (Phase 3) 413/275 (Phase 4) 138/555 +5 PS +7 PS +.25 K Residents +1 Columbia Bay +8 PS +.5 K Residents
GDSS Shala (Phase 1) (Updated) 0+17+60+38 = 115/65 (Phase 2) 50/135 +5 PS

Orbital Cleanup (Stage 11) 32+21+75+66 = 194/85 (Stage 12) 109/85 +15 R +10 R +Orbital Power Stations +5 PS -20 Progress for Earth Orbit Satellites
Gene Clinics 94+13+31 = 138/120 -1 Lab
Ocular Implant Deployment 0+34+100+62 = 196/200 Completes with? a +5 Non-canon Omake +1? Lab? -1? Heal
Kamisuwa Optical Laboratories 0+4+13+62 = 79/250
Railgun Munitions Factories (Phase 1) 142+8+79+60 = 289/200 (Phase 2) 89/200 -1 Lab -1 E
Stealth Disruptor Development (Tech) 0+11+35 = 46/40
Ground Forces Zone Armor (Set 1) (Phase 3) New Sevastopol 147+53+75+60 = 335/180 (Phase 4) Tokyo 155/180 -2 Lab -2 E -1 CapG
GD-3 Rifle Development 0+75+35 = 110/30
Modular Rapid Assembly System Prototypes (Tech) 56+80+35 = 171/125
Agriculture Security Review 55+86+56 = 197 DC 50 PASS
Military Security Review 24+28 = 52 DC 50 PASS
Focus Reallocation -1 Service Die +1 Heavy Industry Die


Resources: 1050+30+30+15? = 1125? + Edit 2: 100+15+10 = 125 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political Support: 45+5+7+8+5+5 = 75
SCIENCE Meter: 3-1 = 2/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
Edit: 23.57-0.55+0.94 = 23.96 (+0.39) Blue Zone
Edit: 0.04? (+0.00?) Cyan Zone
Edit: 0.66+0.55-0.94 = 0.27 (-0.39) Green Zone
Edit: 22.46-0.15+0.80 = 23.11 (+0.65) Yellow Zone (92+2 = 94 points of mitigation)
Edit: 53.27+0.15-0.80 = 52.62 (-0.65) Red Zone (80 points of mitigation)

Housing: +51+1+6 = +58 (30-1-6 = 23 population in low quality housing) (+1 high-quality housing per turn)
Energy: +43-4-1-1-2 = +35 (+4 in reserve)
Logistics: +14-3-1 = +10 (-2 from military activity)
Food: +14-3+6 = +17 (+24 backed reserve, +5 unbacked reserve) (-3 per turn from increasing population)
(Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +14-1 = +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +21+2-2-1 = +20 (+2 per turn from Distributed Industrial Authority) (+188 in reserve)
STUs: +11-2+1 = 10
Consumer Goods: +101-5+3+3+2+8 = +112 (-5 from demand spike) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +8 per turn)
Labor: +45+4+2-1-1-1-1+1?-1-2 = +45? (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2475+30+30 = 2535/3350)‌ ‌
Taxation Per Turn: +45+15? = 60?
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

Provide 112-3-2-8 = 99? Consumer Goods points from the Treasury
Provide 40 Consumer Goods from Agriculture
Increase Income by 860-30-30-15? = 785?
Increase Tiberium Processing limit by 920
Increase population in space by 20k-.25-.5 = 19.25k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

Wait did @Darkandus make those tib growth rolls yet? And have other rolls been made? Cause I can't find them.

Edit: @Darkandus is here.
Edit 2: Forgot to add in the Resources gained from Orbital Cleanup.
Edit 3: There is no longer any doubt that every stage of Vein Mines decreases by 5 until Stage 8. Take a look at the newest probability array posted in the last main threadmark if you don't believe me:



[ ] Plan The Green Line v2.3:
-[ ] Infrastructure (5/5 Dice +36 bonus) 80 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 20 RpD, 2 Die = 40 R 33% DC 60
--[ ] Blue Zone Apartment Complexes (Phase 10) 87/160 10 RpD, 1 Die = 10 R 79% DC 22
--[ ] Urban Metros (Phase 4) 0/150 15 RpD, 2 Die = 30 R 81% ADC 32
-[ ] Heavy Industry (6/6 Dice +33 bonus) 140 Resources:
--[ ] U Series Alloy Foundries (Phase 1) (New) 0/600 40 RpD, 2 Die = 80 R 2/8 Median ADC N/A
--[ ] Improved Continuous Cycle Fusion Development (Tech) 0/120 20 RpD, 2 Die = 40 R 33% DC 72
--[ ] Personal Electric Vehicle Plants 112/300 10 RpD, 2 Die = 20 R 45% ADC 54
-[ ] Light and Chemical Industry (5/5 Dice +23 bonus) 90 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 20 RpD, 4 Dice = 80 R 4/17 Median ADC N/A
--[ ] Artificial Wood Furniture Plants (New) 0/100 10 RpD, 1 Die = 10 R 39% DC 62
-[ ] Agriculture (6/6 Dice +28 bonus) 65 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 26/250 15 RpD, 3 Dice = 45 R 70% ADC 42
--[ ] Wadmalaw Kudzu Plantations (Phase 3) 315/450 10 RpD, 2 Die = 20 R 86% ADC 27
--[ ] Security Review Agriculture 1 Die
-[ ] Tiberium (7/7 Dice + 2 Free Dice +38 bonus) 175 Resources:
--[ ] Tiberium Vein Mines (Stage 2+3+4?) 5/195/385/570 20 RpD, 6 Dice = 120 R 100%/99%/40% ADC 1/23/54
--[ ] Intensification of Green Zone Harvesting (Stage 8) 4/100 15 RpD, 1 Die = 15 R 58% DC 43
--[ ] Improved Hewlett Gardener Process Development (Tech) 0/160 20 RpD, 2 Die = 40 R 83% ADC 30
-[ ] Orbital (7/7 Dice + 3 Free Dice + Erewhon Die +33 bonus) 200 Resources:
--[ ] GDSS Columbia (Phase 1) 0/65/200/475/1030 20 RpD, 8 Dice + Erewhon Die = 180 R 100%/100%/100%/1% ADC 1/1/18/80
--[ ] Orbital Cleanup (Stage 11) 32/85/170 10 RpD, 2 Die = 20 R 100%/81% ADC 1/36
-[ ] Services (4/4 Dice +31 bonus) 85 Resources:
--[ ] Gene Clinics 94/120 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Ocular Implant Deployment 0/200 25 RpD, 3 Dice = 75 R 88% ADC 31
-[ ] Military (8/8 Dice + 2 Free Dice +30 bonus) 180 Resources:
--[ ] Zrbite Sonic Weapons Development (Tech) 0/60 20 RpD, 1 Die = 20 R
--[ ] Railgun Munitions Factories (Phase 1) (Very High Priority) 142/200 10 RpD, 1 Die = 10 R 88% DC 13
--[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) 147/180/360 20 RpD, 2 Die = 40 R 100%/20% ADC 1/68
--[ ] GD-3 Rifle Development (Platform) 0/30 10 RpD 100% DC 1
--[ ] Shark-Class Frigate Shipyards (High Priority) 0/300 20 RpD, 4 Dice = 80 R 73% ADC 42
--[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority) 56/125 20 RpD, 1 Die = 20 R 77% DC 24
-[ ] Bureaucracy (4/4 Dice +28 bonus) 60 Resources:
--[ ] Security Review Agriculture 2 Die
--[ ] Transfer Funding to InOps (New) 60 RpT
--[ ] Focus Reallocation
---[ ] Heavy Industry
---[ ] Tiberium
---[ ] Orbital
-[ ] Total Cost: 80+140+90+65+175+200+85+180+60 = 1075/1150

- In Infrastructure I put the Dice onto Urban Metros Phase 4 and Blue Zone Apartment Complexes to get the new general city sectors over and done with in Infrastructure. Also 2 Die onto Yellow Zone Fortresses because there are only two Phases left. The plan is called The Green Line people I want the border between GDI and NOD fully fortified and the Fortresses get us +4 Housing so we can take in more refugees.

- In Heavy Industry I'm going to start deploying Advanced Alloys while trying to finish off Personal Electrical Vehicle Plants. Also preparing to do DAE by first researching Improved Fusion Power Plants with two Die because some people want to be sure it is done this turn. Let's see what our Fusion will look like before suring new materials and isolinear chips.

- In L&C Industry I'm going after the Reykjavik capstone and the wooden furniture. Because Reykjavik should be done by the end of the year and wooden furniture is a gimme in terms of Consumer Goods.

- Agriculture is completing Mechanization with 3 Dice because having enough food and the bonus from mechanisation is enough to add a Die and go from around 10% to 70%, completing Wadmalaw Kudzu and of course that Security Review which is overdue.

- Tiberium is about doing Vein Mines, Green Zone Intensification, again the plan is called The Green Line, and researching the improved Hewlett Gardener Process for more STU gain.

- Orbital is about surging into existence of Colombia. Since we are waiting for Advanced Alloys to do Shala we can surge this one further than before and at the same time finish off Orbital Cleanup because those 2 Die make no difference for completing Phase 4 of Columbia this turn.

- Services just finshes off the Gene Clinics and then does the Occular Implant Deployment with 3 Dice because after reading all the arguments about having sight vs heavy headgear I've come down on the side of give them the choice as flawed as it is and give it as soon as possible.

- Military is about starting to get ZOCOM some relief, while at the same time preparing for Karachi, which isn't going to last only one turn so having those extra frigates as soon as possible will be useful and doing our plan goals alongside developing GD-3 alongside Zrbite Sonices to see if there is synergy there.

- Security Reviews in Agriculture, which I'm uneasy about using a single Die on since we have an allegedly ex-NOD mad scientist now in there, giving In-Ops their money sooner because they can do more good with it soonre and switching a Die from Services to Heavy Industry.

Quoting my mathpost for my own purposes and here is next turn's preliminary plan from me:

[ ] Plan The Green Line v3.0:
-[ ] Infrastructure (5/5 Dice +36 bonus) 85 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 20 RpD, 2 Die = 40 R 33% DC 60
--[ ] Communal Blue Zone Arcologies 328/400 15 RpD, 1 Die = 15 R 80% DC 21
--[ ] Urban Metros (Phase 4) 0/150 15 RpD, 2 Die = 30 R 81% ADC 32
-[ ] Heavy Industry (6/6 Dice +33 bonus) 140 Resources:
--[ ] U Series Alloy Foundries (Phase 2) 116/600 40 RpD, 2 Die = 80 R 2/6 Median ADC N/A
--[ ] Improved Continuous Cycle Fusion Development (Tech) 0/120 20 RpD, 2 Die = 40 R 33% DC 72
--[ ] Personal Electric Vehicle Plants 175/300 10 RpD, 2 Die = 20 R 45% ADC 54
-[ ] Light and Chemical Industry (5/5 Dice +23 bonus) 50 Resources:
--[ ] Artificial Wood Furniture Plants 33/100 10 RpD, 1 Die = 10 R 72% DC 29
--[ ] Home Robotics Deployment (New) 0/??? 10 RpD, 4 Dice = 40 R ???% ?DC ???
-[ ] Agriculture (6/6 Dice +28 bonus) 105 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 26/250 15 RpD, 3 Dice = 45 R 70% ADC 42
--[ ] Wadmalaw Kudzu Plantations (Phase 3) 430/450 Autocompletes?
--[ ] Spider Cotton Plantations (Phase 1) 0/170/350 20 RpD, 3 Dice = 60 R 97%/5% ADC 24/84
-[ ] Tiberium (7/7 Dice + 2 Free Dice +38 bonus) 155 Resources:
--[ ] Tiberium Vein Mines (Stage 4+5+6+7?) 65/185/365/540/610 20 RpD, 6 Dice = 120 R 100%/100%/84%/51% ADC 1/10/39/51
--[ ] Intensification of Green Zone Harvesting (Stage 8) 4/100 15 RpD, 1 Die = 15 R 58% DC 43
--[ ] Tiberium Processing Refits (Phase 5) (Updated) 6?/100? 20 RpD, 1 Die = 20 R ADC
--[ ] Security Review Tiberium
-[ ] Orbital (7/7 Dice + 3 Free Dice + Erewhon Die +33 bonus) 220 Resources:
--[ ] GDSS Columbia (Phase 4) 138/555 20 RpD, 7 Dice = 140 R 99% ADC 27
--[ ] GDSS Shala (Phase 2) 50/135/410 20 RpD, 3 Dice + Erewhon = 80 R 100%/22% ADC 1/62
-[ ] Services (4/4 Dice +31 bonus) 90 Resources:
--[ ] Regional Hospital Expansions (Phase 1) 213/300/600 25 RpD, 2 Die = 50 R 99%/ 2/5 Median ADC 5/ N/A
--[ ] Kamisuwa Optical Laboratories 79/250 20 RpD, 2 Die = 40 R 57% ADC 47
-[ ] Military (8/8 Dice + 2 Free Dice +30 bonus) 200 Resources:
--[ ] Zrbite Sonic Weapons Development (Tech) 0/60 20 RpD, 1 Die = 20 R 91% DC 10
--[ ] Orbital Nuclear Caches (Updated) 0/160 20 RpD, 2 Die = 40 R 65% ADC
--[ ] Ground Forces Zone Armor (Set 1) (Phase 4) (Updated) (Very High Priority) 155/180/360/540 20 RpD, 5 Dice = 100 R 100%/99%/69% ADC 1/8/44
--[ ] GD-3 Rifle Deployment 0/??? 10? RpD, 1 Die = 10 R
--[ ] Medium Tactical Plasma Weapon Deployment 0/80 30 RpD, 1 Die = 30 R 66% DC 35
-[ ] Bureaucracy (4/4 Dice +28 bonus) 90 Resources:
--[ ] Security Review Tiberium 2 Die
--[ ] Transfer Funding to InOps 60 RpT
--[ ] Expand Grant Programs
---[ ] 30 resources in grants.
-[ ] Total Cost: 85+140+50+105+155+220+90+200+90 = 1135/1150

- In Infrastructure I put the Dice onto Urban Metros Phase 4 and Communal Blue Zone Arcologies to get the new general city sectors over and done with in Infrastructure while also making high quality Housing. Also 2 Die onto Yellow Zone Fortresses because there are only two Phases left. The plan is called The Green Line people I want the border between GDI and NOD fully fortified and the Fortresses get us +4 Housing so we can take in more refugees. If the U Series Alloys turn out to be as much as some people are hypeing them up to be I'll drop the Yellow Zone Fortressess for ECRP (Phase 2), since we have PS to burn, and a Security Review in Infrastructure.

- In Heavy Industry I'm going to continue deploying Advanced Alloys while trying to finish off Personal Electrical Vehicle Plants. Also preparing to do DAE by first researching Improved Fusion Power Plants with two Die because some people want to be sure it is done this turn. If the U Series Alloys turn out to be as much as some people are hypeing them up to be we will need 7 Dice on that action to get it into 90% range and I'll adjust my plans accordingly for that fact.

- In L&C Industry I'm going for completing Artificial Wood Production and Home Robotics Deployment cause I'm expeciting that one to be long on progress.

- Agriculture is completing Mechanization with 3 Dice because having enough food and the bonus from mechanisation is enough to add a Die and go from around 10% to 70%, completing Wadmalaw Kudzu and doing Spider Cotton finaly since my current plan calls for the completion of the first round of Zone Armor this turn. If the U Series Alloys turn out to be as much as some people are hypeing them up to be I'll drop both Mechanization and Spider Cotton for cheaper stuff if needed.

- Tiberium is about doing Vein Mines, Green Zone Intensification, again the plan is called The Green Line, deploying the improved Hewlett Gardener Process for more STU gain and doing a Security Review because with both Military and Agriculture done it's Tiberium and Infrastructure that haven't been examined in 10 Turns now.

- Orbital is about completing Phase 4 of Colombia and at least Phase 2 of Shalla and maybe Phase 3 as well.

- Services goes for both Regional Hospital Expansions and trying to complete Kamisawa Optical Laboratories this turn. If the U Series Alloys turn out to be as much as some people are hypeing them up to be I'll switch to doing AEVA this turn in Services to save some Resources.

- Military is about geting ZOCOM some relief, doing Mad Science and slow-rolling Medium Plasma Weapons because we voted for a plan that requires that be done this year.

- Security Reviews in Tiberium with two Dice to make sure it is clean and both Funding Transfer to InOps and Expanding of Grant Programs so I can isolate some 90 Resources in case the U Series Alloys turn out to be all that. If the U Series Alloys turn out to not be as much as some people are hypeing them up to be I'm switching to Infrastructure Security Reviews all the same and putting that 90 Resources to use elsewhere, probably.
 
Sometimes you won't save any dice, sometimes the 25% reduction means you save 1 dice out of 2, it depends on the rolls.
On average, a 25% reduction will mean 25% fewer dice used when given a large enough sample size
No it won't, because projects are finite and dice are discrete, so truncation effects get in the way.

To approach 25% fewer dice used you'd not only need an arbitrarily large sample size, but also projects with arbitrarily large progress costs.
 
@tenchifew
When you have 40 out of 59 dice per turn, is that an estimate of the number of projects that would receive a 25% reduction, or does that also account for the number of projects where we won't be saving dice on them because they are too small?

Although, we can assess exactly how many projects are affected once we see the next plan vote. So we don't really need to go in a lot of depth with speculation...
No it won't, because projects are finite and dice are discrete, so truncation effects get in the way.

To approach 25% fewer dice used you'd not only need an arbitrarily large sample size, but also projects with arbitrarily large progress costs.
This works both ways, though.

Let's say we have a small project, around 100 points.
Currently we more often than not need 2 dice to finish it.
With a 25% discount it is a 75 points project, we would basically always only need one die to finish it.
And suddenly this 25% discount turns into 50% discount. The same about a 3 dice project finishing with two dice - suddenly we had a 33% discount instead of a 25% one.

Basically, statistics are a thing and we do have a lot of projects, so yes, if the project costs go down 25% we will, on average, need 25% less dice.
 
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We'll only get an 25% reduction if we creep all projects forward at minimum possible chance of completion, as in take up to half a year longer to complete everything.
It would also require that projects that only require ~50 progress to complete never appear again. Because we cannot reduce a project to less than 1 die.

For large projects, there is no question about the full 25% discount applying.
For smaller project, it is far from clear cut. We'll get a between 0% and 25% saving in dice.
The scenario for a 50% effective discount looks plausible at first glance, but what happens is that a project that is a bit more than 100 progress needed changes from usually needing 2 dice, to still using needing 2 dice. So the 0% discount there is going to cancel out the potential 50% one.
It is an infinite progression, but most of our projects are leaning towards being at the lower end of the spectrum, which starts at 0% effective discount.

Which isn't really a problem. This thing is for a discount for big projects. Not getting a clear effect on small projects isn't a problem, as it isn't supposed to help there. (Predictive Modelling does that.)
 
We'll only get an 25% reduction if we creep all projects forward at minimum possible chance of completion, as in take up to half a year longer to complete everything.
It would also require that projects that only require ~50 progress to complete never appear again. Because we cannot reduce a project to less than 1 die.

For large projects, there is no question about the full 25% discount applying.
For smaller project, it is far from clear cut. We'll get a between 0% and 25% saving in dice.
The scenario for a 50% effective discount looks plausible at first glance, but what happens is that a project that is a bit more than 100 progress needed changes from usually needing 2 dice, to still using needing 2 dice. So the 0% discount there is going to cancel out the potential 50% one.
It is an infinite progression, but most of our projects are leaning towards being at the lower end of the spectrum, which starts at 0% effective discount.

Which isn't really a problem. This thing is for a discount for big projects. Not getting a clear effect on small projects isn't a problem, as it isn't supposed to help there. (Predictive Modelling does that.)
This is flat out wrong.

Small projects will get 0 to 50% discounts, as pointed out above, while large projects will consistently get the 25% discounts.

And the part about only creeping projects forward being able to get the full 25% discount, this is completely wrong as well.
We would have the exact same situation we have now - if we decide to invest the minimum possible now we save some dice, if we dash forward we sometimes overspend.

With a 25% discount if we decide to invest the minimum possible we will save some dice, if we dash forward we will sometimes overspend.

But, since the projects will cost 25% less we will still save 25% dice on average regardless if we dash or walk, compared to the same dashing or walking on projects that would be 25% more expensive.
 
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