[] Draft Plan Chippin' In
-[] Infrastructure (5/5 Dice, +27 bonus, 95R)
--[] Advanced Tunnel Borer Development (0/80) 1 die 15R 68%
--[] Offshore Tiberium Harvester Stations (Phase 4) (0/150) 2 dice 40R 68%
--[] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
-[] Heavy Industry (5/5 Dice + 3 FD, +34 bonus, 150R)
--[] North Boston Chip Fabricator (Phase 5) (406/1805) 4 dice 60R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
--[] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
-[] Light Industry (4/4 Dice, +24 bonus, 110R)
--[] Bergen Superconductor Foundry (Phase 4) (523/610) 3 dice 90R 100%
--[] High Energy Capacitors Development (0/60) 1 die 20R 90%
-[] Agriculture (6/6 Dice, +29 bonus, 40R)
--[] Reforestation Campaign Preparations (Phase 1) (737/805) 4 dice 20R 100%
--[] Strategic Food Stockpile Construction (Phase 5) (78/170) 1 dice 10R 53%
--[] Organ Farming Programs (0/120) 1 dice 10R 30%
-[] Tiberium (7 Dice, +39 bonus, 210R)
--[] Enhanced Harvest Tiberium Spikes (145/180) 1 dice 20R 100% -5PS
--[] Coordinated Abatement Programs (Phase 3) (93/175) 1 dice 25R 72%
--[] Xenotech Tiberium Refinery Development (0/180) 3 dice 105R 100%
--[] Forgotten Experimentation (0/260) 2 dice 60R 10%
-[] Orbital (7/7 dice + 2 FD + Erewhon, +34 bonus, 180R)
--[] Spaceport Bay (0/295) 4 dice 80R 91%
--[] Species Restoration Bay (Stage 1) (0/255) 3+E dice 60R 71%+
--[] GDSS Shala (868/975) 2 dice 40R 99%
-[] Services (4/4 Dice, +32 bonus, 170R)
--[] Primitive Prototype Portal Construction (279/400) 1 dice 100R 40%
--[] Cosmetic Biosculpting (184/345) 1 dice 30R 5%
--[] Civil Sensory Augmentics Development (0/120) 1 dice 20R 36%
--[] Civil Prosthetics Development (0/120) 1 dice 20R 36%
-[] Military (7/7 dice + 1FD + AA, +31 bonus, 175 R)
--[] Binary Propellant Exploration (0/60) 1 dice 10R 92%
--[] Advanced Armor Composites (0/80) 1 dice 15R 72%
--[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
--[] Orca Wingmen Drone Deployment (Phase 2) (196/215) AA die 20R 97%
--[] Particle Shield Development (0/120) 1 die 25R 36%
--[] Governor-A Deployment (Refits) (0/350) 2 dice 40R
--[] Island-Class Assault Ship Deployment (70/135) 1 dice 25R 82%
--[] Modular Rapid Assembly Prototype Factory (102/265) 1 die 20R
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Predictive Modeling Management (-10 Capital Goods)
--[] Transfer Funding to InOps (-60R)
--[] Administrative Assistance (Military)
Total cost: 1230R
Now, for my reasoning behind this plan:
-[] Infrastructure (5/5 Dice, +27 bonus, 95R)
--[] Advanced Tunnel Borer Development (0/80) 1 die 15R 68%
--[] Offshore Tiberium Harvester Stations (Phase 4) (0/150) 2 dice 40R 68%
--[] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
Here I want to take care of the new Tunnel Borer development. Last one got us Infra bonuses on Nuuk. These may too, and may also help with making Moon colonies. Offshore Tib Platforms I want because they are a non-Tib way of making more money. Lastly, the YZ Fortress Towns will help us if Krukov gets feisty over us invading Karachi.
-[] Heavy Industry (5/5 Dice + 3 FD, +34 bonus, 150R)
--[] North Boston Chip Fabricator (Phase 5) (406/1805) 4 dice 75R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
--[] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
Here, we keep making headway on North Boston, finish the Repulsorplate Factories (hopefully), and keep up on Fusion investments. This plan originally had us start Aberdeen, but I'd rather have enough dice to devote to it to get us to Phase 2 immediately so we can get a shot of Cap Goods.
-[] Light Industry (4/4 Dice, +24 bonus, 110R)
--[] Bergen Superconductor Foundry (Phase 4) (523/610) 3 dice 90R 100%
--[] High Energy Capacitors Development (0/60) 1 die 20R 90%
Bergen Phase 4 completes, 5 starts, and we work on new capacitors for our railguns and electronics.
-[] Agriculture (6/6 Dice, +29 bonus, 40R)
--[] Reforestation Campaign Preparations (Phase 1) (737/805) 4 dice 20R 100%
--[] Strategic Food Stockpile Construction (Phase 5) (78/170) 1 dice 10R 53%
--[] Organ Farming Programs (0/120) 1 dice 10R 30%
We continue the reforestation prep, stockpile more food for Karachi, and poke at Organ Farming as another non-Services way of upping our Health indicator – which also, now that I think about it, helps with Karachi, as soldiers may be in need of new organs if they get wounded badly enough.
-[] Tiberium (7 Dice, +39 bonus, 210R)
--[] Enhanced Harvest Tiberium Spikes (145/180) 1 dice 20R 100% -5PS
--[] Coordinated Abatement Programs (Phase 3) (93/175) 1 dice 25R 72%
--[] Xenotech Tiberium Refinery Development (0/180) 3 dice 105R 100%
--[] Forgotten Experimentation (0/260) 2 dice 60R 10%
The fun part. Here we toss another dice at Tib Spikes to finish them, finish the Coordinated Abatement off (for now at least), run (not walk) for MSR, and do some of the Forgotten Experimentation we've had on the docket to see what falls out of that. This is another reason why I did the Offshore Tib Harvesting in Infra.
-[] Orbital (7/7 dice + 2 FD + Erewhon, +34 bonus, 180R)
--[] Spaceport Bay (0/295) 4 dice 80R 91%
--[] Species Restoration Bay (Stage 1) (0/255) 3 + E dice 80R 71%+
--[] GDSS Shala (868/975) 2 dice 40R 99%
This is a tightly-focused plan in Orb. I want Shala done, the Spaceport Bay knocked out, and work at least done on the Species Restoration Bays. In my estimation, they are quite time sensitive and deserve to be focused on. This should set us up nicely for Lunar options next quarter.
-[] Services (4/4 Dice, +32 bonus, 170R)
--[] Primitive Prototype Portal Construction (279/400) 1 dice 100R 40%
--[] Cosmetic Biosculpting (184/345) 1 dice 30R 5%
--[] Civil Sensory Augmentics Development (0/120) 1 dice 20R 36%
--[] Civil Prosthetics Development (0/120) 1 dice 20R 36%
In Services we keep plugging away at the Portals, toss a dice at Biosculpting to see if we can get it done on the cheap, and do both of our new Augmentics developments in order to better our Health indicator (and quite possibly our Labor indicator as well). It was a bit hard to choose which projects to go after, here! So many things worth our time…
-[] Military (7/7 dice + 1FD + AA, +31 bonus, 175 R)
--[] Binary Propellant Exploration (0/60) 1 dice 10R 92%
--[] Advanced Armor Composites (0/80) 1 dice 15R 72%
--[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
--[] Orca Wingmen Drone Deployment (Phase 2) (196/215) AA die 20R 97%
--[] Particle Shield Development (0/120) 1 die 25R 36%
--[] Governor-A Deployment (Refits) (0/350) 2 dice 40R
--[] Island-Class Assault Ship Deployment (70/135) 1 dice 25R 82%
--[] Modular Rapid Assembly Prototype Factory (102/265) 1 die 20R
In Military I hope to do a lot of things. We've got a lot of relatively cheap dev projects we can do, and I'm aiming to get everything in place for a mass-platform-dev quarter next turn. As you can see, I think it's safe enough to do the Armored Support Vehicle development, as they are less reliant on having the most cutting edge armor and weapons (though it'd be nice). This lets us get a feel for what the next-gen tanks are going to look like as far as deployment, too – are we refitting existing factories primarily, or building new ones from the word go?
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Predictive Modeling Management (-10 Capital Goods)
--[] Transfer Funding to InOps (-60R)
--[] Administrative Assistance (Military)
And in Bureaucracy, we're doing PMM, an InOps transfer, and an AA dice for the Wingmen. I'm tired of getting pasted by Nat 1s, personally, and InOps needs money.
Lemme hear your thoughts!