As I mentioned earlier, I think, the repulsorplate factories are too big a project to be readily finished in one turn, and we arguably shouldn't try given that it'd be a rush job. But split between two turns at 3-4 dice each, it becomes at least plausible to slide in some North Boston dice around them.
I hadn't actually thought about it... but, yeah, that makes perfect sense.

My main disagreement was waiting until Boston was done before doing repulsorplates.

But a mix of both in the beginning...

Yeah. I don't have a problem with that. I'd give it a vote.
 
Next gen mechs are next plan I am sure, as is MRAP and USGV are def plate fillers for now.

Boston I'd rather do a measured approach over just trying to blitz out the whole thing in just 2 quarters, so 6 Dice max I say is best, as it leaves free dice for CCF2 and other fields if they need it.

Repulsors, Alloys and Aberdeen are def something we should wait on while Boston and CCF2 catch up,

Shala doesn't have to go all in either, just do either 4 dice, and put 1 one Columbia and 2 on Hospital Bay or 4 on Shala, AAD Columbia, and push through Hospital Bay so we can clear the way for more bays to get dice

In Tib I think when we unfustercluck the resource eater that is Portals we start doing the IHG a phase and a half a time or even 2 phases, so we can switch to making whole new refineries quicker especially since by than we should have both the Logi and an Energy supply capable of handling a slight dip.
 
I'm a bit concerned about eight dice on North Boston and seven dice on Shala, but there are reasons to approach the problem that way.
Regarding Boston, I'm not concerned. The main reason we've seen to avoid crash-investment has been hazardous environments (Red Zone ops, early-stage space construction), but Boston is as close as we get to safe ground. The fail-state isn't 'everyone dies horribly.'

Shala, you might have a point on. I will counter that this is working on a developed platform rather than trying to whack out three phases from the starting line though, and I'm not making a serious effort even at clearing half of the current phase. This is less like rushing the foundation.
 
The main reason we've seen to avoid crash-investment has been hazardous environments (Red Zone ops, early-stage space construction), but Boston is as close as we get to safe ground.
It's more that crash investment causes unpleasant consequences.

We crashed Columbia for a bit and the results said things like really rough construction, lots of unpleasant areas, people moving in being displeased with how it looked and felt.

I think it's just a general rule to avoid crashing things if possible. It will get done faster but people won't be happy about it.
 
It's more that crash investment causes unpleasant consequences.

We crashed Columbia for a bit and the results said things like really rough construction, lots of unpleasant areas, people moving in being displeased with how it looked and felt.

I think it's just a general rule to avoid crashing things if possible. It will get done faster but people won't be happy about it.
Again, this is Boston, in a Blue Zone, and we're working on a microchip factory complex, and it's not even heavy machinery. This is an industrial zone, not a residence, and it's not at risk of explosively venting itself if someone misses a weld.

Fewer items also means there's less that Ithillid has to write to get the update out.
 
Again, this is Boston, in a Blue Zone, and we're working on a microchip factory complex, and it's not even heavy machinery. This is an industrial zone, not a residence, and it's not at risk of explosively venting itself if someone misses a weld.
Why would that matter? It's completely possible for some shoddy construction to collapse or stacks of stuff to fall on someone. But that's not the point.

There's is no "safe" project to crash build. No matter the project, putting too many dice for too long into it will cause something bad to happen. At least narratively.
 
Mathpost for my own planning purposes:

Blue Zone Arcologies (Stage 4) 1+89+29+77+81 = 277/465?
Postwar Housing Refits (Phase 1) 114+57+27 = 198/165 (Phase 2) 33/150? -5 H +3 HQH
Suborbital Shuttle Service (Phase 2) 159+61+27 = 247/220 (Phase 3) 27/150? +5 Log
Second Generation Continuous Cycle Fusion Plants (Phase 2) (Updated) 263+59+58+68 = 448/305 (Phase 3) 143/290? +19 E -1 Lab
U-Series Alloy Foundries (Phase 5) 136+34+79+16+53+65+170 = 553/485 (Phase 6) 68/450? -4 E -1 STU 5% Discount on Many Projects
Reykjavik Myomer Macrospinner (Phase 5) 883+8+67+98+72 = 1128/1100 +8 CapG +4 E Reduces cost of mech and zone armor projects
Adaptive Clothing Development 0+32+29 = 61/60

Agriculture Mechanization Projects (Phase 2) 83+45+17+58 = 203/225? Maybe Autocompletes
Reforestation Campaign Preparations (Phase 1) 252+18+19+7+45+116 = 457/785?

Tiberium Vein Mines (Stage 9) 22+1+95+78 = 196/160 (Stage 10) 36/145? NAT 1 Tiberium Worker's Song (Placeholder) +30? RpD +1? YZ Mit -2 CapG
Tiberium Inhibitor Deployment Blue Zone 4 (Southeast Arabia) 52+43+39 = 134/85 -3 E +2 YZ Mit +1 PS
Tiberium Inhibitor Deployment Blue Zone 9 (East Australia) 59+10+39 = 108/85 -3 E +2 YZ Mit +1 PS
Red Zone Border Offensives (Stage 5) 158+48+39 = 245/210 +20 RpT +3 RZ Mit +2 E
Coordinated Abatement Programs (Phase 1) 82+67+51+78 = 278/190 (Phase 2) 88/185? +2 RZ Mit
Tiberium Field Refinery Development (Tech) (New) 0+87+39 = 126/80

GDSS Columbia (Phase 5) (Updated) 643+92+5+99+102 = 941/1025?
GDSS Shala (Phase 4) 486+82+28+35+100+136 = 667/520 (Phase 5) 147/975? NAT 100 +0.3k Permanent Residents +4 F +2 ConG +15 PS +2 Shala Bay
GDSS Columbia Hospital Bay 0+18+23+65+68 = 174/315
Life Support Processor Development (New) 0+83+34 = 117/80
University Program Updates 137+62+32 = 231/250 Maybe Autocompletes
Cosmetic Biosculpting 0+52+32 = 84/350
Library Enhancement Programs 0+94+20+32 = 146/180

Primitive Prototype Portal Construction (New) 0+28+32 = 60/400
Edit 2: Anti-radiation Munitions Deployment (Munitions) 100+50 = 150/260?
Strategic Area Defense Networks (Phase 4) 125+76+59+67+93 = 420/365 -2 E -1 STU
Infantry Recon Support Drone Deployment 0+88+95+62 = 245/160 -1 E

Edit 2: Ultralight Glide Munitions Deployment (Munitions) 100+50 = 150/170 I don't know if this one completes this turn.
Edit 2: Railgun Munitions Factories (Phase 3) (Munitions) 50+50 = 100/160?
Shark-Class Frigate Shipyards (High Priority) Seattle 0+77+40+31 = 148/230?

Unmanned Support Ground Vehicle Development (Tech) 0+61+36 = 97/80


And you are always welcome here. So 30 on Yellow Zone Expansion and 79 on Red Zone Expansions.

Resources: 1165+15+30?+20 = 1230? + 60+1165-1190 = 35 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 77+1+1+15 = 94
SCIENCE Meter: 4/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
24.95-0.3+0.37 = 25.02 (+0.7) Blue Zone
0.05+0.0? = 0.05? (+0.0?) Cyan Zone
23.03-0.79+0.86-0.7? = 23.03? (+0.00?) Yellow Zone (100+1?+2+2 = 105? points of mitigation)
51.97+0.79-0.86-0.0? = 51.90? (-0.07?) Red Zone (81+3+2 = 86 points of mitigation)


Current Economic Issues:
Housing: +73+1-5+3 = +72 (13-1-3 = 9 population in low quality housing) (+1 high-quality housing per turn)
Energy: +20+4-3+19-4+4-3-3+2-2-1 = +33 (+5 in reserve)(+4 per turn from sub-departments)
Logistics: +21+5 = 26? (-2? from military activity)
Food: +24 +4 = +28 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q1 2063, +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +17+2+8-2 = +25 (+2 per turn from Distributed Industrial Authority) (+279+25 = +304 in reserve)
STUs: +7-1-1 Edit: +1 = 6
Consumer Goods: +226+5+3+1+2 = +237 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn)
Labor: +29+3+2-3-1-1 = +29 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from private industry) (-1 per turn from other government) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2710+30?+20 = 2760?/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +120+15 = 135 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +7-1-1 Edit:+1 = +6 per turn
Production: +29 Edit: +1 = +30 per turn
Consumption: -22-1-1 = 24 per turn
17+1 = 18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-11-1 = -12 Other (7+1 = 8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
5+1 = 6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Defenses (+1 Strategic Area Defense Networks)

Projected Fusion Power Plant Decommissioning
-3 Energy Q3 2063
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068

Plan Goals
Provide 33-2 = 31 Consumer Goods points from the Treasury
Provide 3-2 = 1 Consumer Goods from Agriculture
Increase Income by 550-15-30?-20 = 485?
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k-0.3k = 16.85k
Provide 25-3-2 = 20 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld

Projects

Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Complete at least 2 Blue Zone Inhibitors 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 4 Ground Forces Zone Armor factories
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld
Activate Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

+2 Shalla Bay we can now build.

Edit:

you are missing the forgotten help. reduces the targets to 95 and 85.

Ah right in that case:

900/85 = 10.60
1860/95 = 19.58

10.60 + 19.58 = 30.18

Edit 2: I forgot to do the math for the various Munitions projects.
 
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h god imagine if it had, I would not envy Ithillid having to write the contradiction but it certainly would be interesting to read.
Simple really. The scenario I see for that is that it wasn't the mine you were working on that exploded... it was a completely different one. The reason it exploded was as a distraction in the major NOD intelligence black op that made the reforestration project roll so bad this turn. They literally have declared war on trees for stupid reasons. This is found out when a mysterious message shows up in the head of the treasury's in box.

The picture is a photograph meme of a NOD meeting where everyone is standing and cheering wildly. In the background half shrouded in shadows, Kane sits slumped in his chair doing a double facepalm. The caption, "Such is an auspicious beginning to the new war on the true greatest foe of all mankind! Vile! Evil!! TREEEEEEEESSSS!!!"
 
Hmm...

Was there a mistake in the probability array?

Agriculture Mechanization Projects (Phase 2) 83/230 (2 dice, 30 R) (74% chance)

With a 74% chance we would have needed to roll a average of above 26 to pass right?

We averaged 31 and

Agriculture Mechanization Projects (Phase 2) 83+58+62=203/230

Or am I completely misunderstanding this and getting my math wrong?

No. We needed a total roll of 74 or above for the project to pass, and only rolled 62. 230 (target) - 83 (current progress) - 29*2 (agriculture dice bonus) - 15 (omake bonus) = 74. And the chance for 2d100 to roll 74 or higher is 73.72%.

Ah cool. Thanks very much.

So... agriculture did bad this round. Ah well.

@bigking321 you're talking Average Dice Checks that I use in my planning instead of Chance. I just leave the Chance in because most people look only at the Chance.

The ADC for Agriculture Mechanization Projects (Phase 2) 83/230 at two dice is (230-(83+2*29+15))/2 = (230-156)/2 = 37 which is higher than the 31 we rolled.

Hmm...

Definitely need to burn some political points next turn. Anything over 100 ps goes away correct?

Yes, though as @MrRageQuit points out we 'only' have 94 PS. However, we are only a die on average away from Columbia finishing, plus the libraries being only a die away as well. So burning some off next turn wouldn't go amiss. On the other hand, that is election time, and last minute unpopular moves may cause unintended consequences.

We don't immediately start losing our Political Support if we raise it above a 100 so we can wait a turn for the elections to pass.
 
Good news and bad news.

We've discovered a frequency that causes underground tiberium to shatter temporarily making harvesting and clearing it much easier.

What's the bad news?

Someone was tuning their radio directly above a Tiberium mine.
 
That would be pretty easy. New technologies and methods have improved x y and z. However, these gains have been marred by the destruction of a major tiberium mine and the need to solve those problems.
I imagine this means we're dealing with the destruction of a major tiberium mine but without any new technologies and methods learned as mitigating factors.
 
Military (7 dice, +31 bonus) 135R
-[] Orca Wingmen Drone Deployment (Phase 2) (High Priority) (Progress 56/230) (-1 Labor, -3 Energy, -1 Capital Goods) 2 dice, 40R
-[] Island-Class Assault Ship Deployment (Progress 0/145) (-2 Labor, -1 Capital Goods) 1 die, R25
-[] Shark-Class Frigate Shipyards (High Priority) (Progress 148/240) (-6 Energy, -2 Capital Goods) (1 die, 20R)
-[] Stealth Disruptor Deployment (Progress 0/160) (-1 Capital Goods, -2 Energy) (2 dice, 30R)
-[] Modular Rapid Assembly Prototype Factory (Progress 0/280) (-2 Energy, -1 Labor, -1 Capital Goods) (1 dice, 20R)

This is what I have in mind for a reasonable military spending plan next turn. The MRAP factory became the Talons need their die, and because I want to see if they can somehow fit the new refinery into that monster they've built. Stealth Disrupters, because those have been consistently popular, and will hopefully be useful for Karachi and anti Nod work in general. A die each for the Sharks and Islands. Neither is likely to finish, but keep in mind both will cost less progress. Not a lot less, but every bit helps. And to end at the beginning, Orca Wingmen Drones. Do something for the Air Force as it's been awhile, and knock out their last plan goal.

I'd also like to bring up how large some of the progress counters for the military are getting. Lasers and Zerbite are 680. G3s are 3 phases at 295, GFZA factories are 6 phases at 325. And we might have refits for MRAVs to get the field refining tech in, and even if they don't they're still 270 a pop. Considering they now produce STUs, in addition to securing GDI territory and producing resources, these are very strong in both military and economic power. Those costs will go down a bit for all of these with Alloys 5 done, but all the same military projects are getting big. While not something we should do right now, we need to start looking at getting an AEVA for the military. Tiberium as well, but as the situation stands I think we can do more with our Military funding.

I'm also tempted to advocate for Agriculture getting one, but that's probably just the low rolls this turn bringing back memories of the Freeze Dried Food plants.
 
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Military (7 dice, +31 bonus) 135R
-[] Orca Wingmen Drone Deployment (Phase 2) (High Priority) (Progress 56/230) (-1 Labor, -3 Energy, -1 Capital Goods) 2 dice, 40R
-[] Island-Class Assault Ship Deployment (Progress 0/145) (-2 Labor, -1 Capital Goods) 1 die, R25
-[] Shark-Class Frigate Shipyards (High Priority) (Progress 148/240) (-6 Energy, -2 Capital Goods) (1 die, 20R)
-[] Stealth Disruptor Deployment (Progress 0/160) (-1 Capital Goods, -2 Energy) (2 dice, 30R)
-[] Modular Rapid Assembly Prototype Factory (Progress 0/280) (-2 Energy, -1 Labor, -1 Capital Goods) (1 dice, 20R)
This doesn't look bad, but I hesitate to agree to it without checking the numbers a bit more closely than I have time and bandwidth for right this minute. I'm not really thrilled by the idea of putting one die on the Island deployment, because there's effectively no chance of that completing the project, but if it lets us spread the rest of our dice across other projects on my to-do list (and all remaining four of the five on that list are here) with acceptable chances of success everywhere else, I'd say it's worth it.

That then clears the way for 2064Q1 Military spending to include a MARV hub project, and also for us to start looking at the last remaining Military project commitments, particularly the big Set 2 power armor factories.

I'd also like to bring up how large some of the progress counters for the military are getting. Lasers and Zerbite are 680. G3s are 3 phases at 295, GFZA factories are 6 phases at 325. And we might have refits for MRAVs to get the field refining tech in, and even if they don't they're still 270 a pop. Considering they now produce STUs, in addition to securing GDI territory and producing resources, these are very strong in both military and economic power. Those costs will go down a bit for all of these with Alloys 5 done, but all the same military projects are getting big. While not something we should do right now, we need to start looking at getting an AEVA for the military. Tiberium as well, but as the situation stands I think we can do more with our Military funding.
Given that we're seriously contemplating North Boston soon, it might be a good idea to hold off on AEVAs to see if they improve materially after we complete the capstone.

Next gen mechs are next plan I am sure, as is MRAP and USGV are def plate fillers for now.
Given that historically we've zig-zagged all over the landscape filling out every research project on the docket rather than even touch the MRAP factory, I suspect the Talons will deliberately hold off on suggesting any more research projects until they get us to actually fund any production lines they need.

Boston I'd rather do a measured approach over just trying to blitz out the whole thing in just 2 quarters, so 6 Dice max I say is best, as it leaves free dice for CCF2 and other fields if they need it.
Though there's some justification for heavy Free dice on industry and trying to run three projects concurrently instead of two. Repulsorplates are important enough that making them wait well over a year while we trickle, say, four dice a turn into North Boston might not be the best choice, and with only Shala being a big must-do project in Orbital, we're in a position where for the next turn or two our profitable options for investing Orbital dice in must-do projects are a bit bottlenecked.

Because if we're moving at medium speed on Shala then it's going to be a couple of turns before the second-generation habitat station is even an option for us, no matter what we do.

Seems decent. Finish off those projects while the divisions work out what the future needs are.
If you mean the armed forces branches, I think most of them know- the big uncertainties for them are what STU and repulsorplate supplies will look like, which impacts the design choices made by most of the branches.
 
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Unless there are teams of rare Forgotten psychics dedicating themselves to refining STUs at every single Tib refinery across GDI... we don't. What we probably have is a future research project to try to replicate their ability to 'seed' refining Tib with STUs.
Nope. It's instant and universal per the design.

Now, ithillid may change his mind, but that's how it was initially conceived.
 
Is this from the Discord? Just a free, instant, world-wide buff to STUs? When the refit project is so massively big and expensive?
It was described in Discord as a very well-paying job with pretty absolute job security, so the Deltas who are willing to work with GDI are probably quite happy to spend their day mentally yelling at rocks.
So, yeah.
It's a payoff for us having been so generous to the Forgotten.
 
Well, I have to say, none of this was clear from the in-thread description. I shouldn't have to ask for direct discord information for something as big as this.
 
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