we have 5 projects that need to be completed by 2065.
they are,
Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
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

the planed city is what needs the most focus because i don't know if it has even been started.
 
[ ] Improved Hewlett-Gardener Refits (Phase 2)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Progress 65/210: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/300: 35 resources per die) (Converts remaining processing capacity)

I believe we finished Phase 2 of the IHG Refits last turn, not that it matters a whole lot as we'll be moving to the Xeno Refining as soon as we can.
 
Here's a plan idea I have-not *every* science thing, but 3 free dice+erewhon on Orbital and 1 free die+AA on Military and 2 free die on HI limit our abilities.

-[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
-[] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
-[] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%

-[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
-[] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R
-[] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%

-[] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 99%
-[] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%

-[] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5R 77%
-[] Tarberry Plantations (Phase 3+4) 3/130 2 dice 20R 91%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%

-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
-[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
-[] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
-[] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%

-[] SCOP Bay 0/295 2 dice 40R
-[] High Density Housing 0/295 2 dice 40R
-[] Assembler Bay 0/255 2 dice 40R 8%
-[] Spaceport Bay 0/295 2 dice 60R
-[] GDSS Shala (Phase 5) 868/975 1 die+Erewhon 20R 86%
-[] Experimental Crops Bay 0/255 1 die 20R

-[] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
-[] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
-[] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%

-[] Department of Refits -1 Mil die -30 RpT auto
-[] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
-[] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
-[] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
-[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
-[] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
-[] Governor-A Deployment (Refits) 0/350 1 die 20R
-[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
-[] Modular Rapid Assembly Prototype Factory 102/265 1 dice 20R

-[] Administrative Assistance 2 dice auto
-[] Transfer Funding to InOps
-[] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)
 
2064 Q1 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1515 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

-Post War Housing Refits Phase 2-3: 33/300 Progress ~4 dice median

Semi Required Projects:
-None

Infrastructure Total = 13 dice
40 Infrastructure dice for the rest of the Plan, 27 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. Additionally, we are going to need a several phases of 2CCF plants to support CCF replacement.

Required Projects:
-North Boston Chip Fabricator Phase 5: 406/1805 Progress ~17 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 4-7: 117/1080 Progress ~16 dice median
--Requires 4 Labor
--Provides 76 Energy
--Note: Total CCF Energy to be replaced is 152 Energy. We only need 40 Energy ready this plan for the shut downs on Q1 2064, Q1 2065, and Q4 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan with the knowledge that we don't strictly need more then 40 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 33 dice
40 Heavy Industry dice for the rest of the Plan, 7 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not explicitly require any additional projects. Bergen is not explicitly required, however narratively there are many indications implying the necessity of the 4th phase to increase our ability to produce the 2CCF for non-plan projects, including offsetting the CCF plants coming offline.

Required Projects:
-None

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 523/610 Progress ~1 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 1 dice
32 Light and Chemical Industry dice for the rest of the Plan, 31 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the Reforestation Projects, and the production of 1 Agriculture Consumer Good.

Required Projects:
-Reforestation Preparation Campaign Phase 1-2: 737/1595 Progress ~11 dice median

Semi Required Projects:
-Agricultural Consumer Goods: Must produce 1
--4 Provided by Shala (Phase 5)
--Total Produced: 4

Agricultural Total = 11 dice
48 Agricultural Dice for the rest of the Plan, 37 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, an additional 17 RZ Mitigation, 270 Income and 470 Processing. Also, the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: ~9 dice median
--Note: Dice split between Tiberium and Infrastructure.

-IHG Tiberium Processing Plants Stage 1-2: 0/300 Progress, ~3 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing
--Provides 1 STU (from moving HG processing to IHG)

-Coordinated Harvesting Phase 3: 93/175 Progress, ~3 dice median
--Provides 2 RZ Mitigation

Semi Required Projects:
-Tiberium Vein Mines Phase 11-13: 4/495 Progress ~6 dice median
--Requires 6 Capital Goods
--Provides ~90 RpT

-Deep Red Zone Glacier Mining Phase 4-5: 28/380 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/520 Progress ~5 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

Tiberium Total = 27 dice
56 Tiberium Dice for the rest of the Plan, 29 dice available, no free dice required.
Orbital Projects
Orbital currently requires the movement of 14850 people to Space.

Required Projects:
-GDSS Shala: 975/1005 Progress ~1 dice median
--Provides 400 Space Population
--Provides 8 Food
--Provides 4 Consumer Goods

-GDSS Columbia High Density Housing Bay: 0/295 ~3 dice median
--Provides 1200 Space Population

-Space Population Commitment of 14850
--13250 Space Population Commitment Remains post Shala and Columbia High Density Bay.
---Based on the average Bay efficiency of 350 Progress needed per 1000 Space Pop yields a conservative estimate of 4637.5 progress required. This implies 52 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing due to the Housing Bays, the Alloy Foundries, and has the potential to decrease further due to the development and implementation of specific Techs.

Orbital Total = 56 dice
56 Orbital Dice for the rest of the Plan, 0 available, no free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/275 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

Services Total = 2 dice
32 Services Dice for the rest of the Plan, 30 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 8 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Reclamator Hub Red Zone x1: 0/250 Progress ~3 dice
--Provides 1 Energy
--Provides 2 RZ Mitigation
--Provides 5 RpT
--Provides 1 STUs
-General Military Total = 9 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 196/215 Progress ~1 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
-Air Force Total = 1 dice

Space Force
-Space Force Total = 0 die

Ground Forces
-Ground Forces Zone Armor x4: 11/1140 Progress ~14 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 8 Labor

-Next Generation Armored Support Vehicles: 0/80 Progress ~ 1 die

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-Ground Forces Total = 16 dice

Navy
-Governor A Deployment: 0/350 Progress ~4 dice median
--Requires 2 Energy
--Requires 3 Capital Goods
--Provides 1 Labor
-Navy Total = 4 dice

Steel Talons
-At least 8 Steel Talon dice
-Steel Talons Total = 8 die

Military Total = 41 dice
56 Military dice for the rest of the Plan, 15 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 48 current, 5 in reserve
--40 Required by CCF Replacement (8 Q1 2064, 16 Q1 2065, 16 Q4 2065)
--8 Required by North Boston Chip Fabricator
--8 Required by IHG Processing Plants
--1 Required by Hospitals
--3 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--2 Required by Governor A Deployment
--76 Provided by ICCF
--40 Provided by DEA
--8 Provided by Bergen
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ MARVs
--Net: 102 Energy

-Logistics:‌ 32
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 38 Logistics

-Food:‌ 42
--8 Provided by GDSS Shala
--Net: 50 Food

-Capital Goods: 21
--10 Required by Civilian Market
--6 Required by Vein Mines
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--3 Required by Governor A Deployment
--16 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--Net: 44 Capital Goods

-Consumer Goods: 260 current, Must produce 20
--24 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--4 Provided by GDSS Shala
--Total Produced: 46
--Net: 306

-STU: 7
--3 Produced by new income
--1 Produced by RZ MARV
--1 Produced by IHG Plants
--Net: 12

-Labor: 28, -1 per turn
--2 Provided by CCF Plant Decommissioning (1 Q1 2065, 1 Q4 2065)
--1 Provided by Governor A Refit
--8 Required by Growth
--2 Required by North Boston Chip Fabricator
--4 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--Net: -6

-Tiberium Processing: Must produce 470
--900 Provided by IHG Tiberium Processing Plants
--Total Produced: 900

-Income RpT: Must produce 430
--160 Provided by Private Industry (current 20 RpT/T tax growth)
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--90 Provided by Vein Mines
--5 Provided by RZ MARVs
--Total Produced: 450

-RZ Mitigation: Must produce 17
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--2 Provided by Coordinated Abatement
--2 Provided by RZ MARVs
--Total Produced 17

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 40 Total, 13 Required, 27 Available
Heavy Industry: 40 Total, 33 Required, 7 Available
Light and Chemical Industry: 32 Total, 1 Required, 31 Available
Agriculture: 48 Total, 11 Required, 37 Available
Tiberium: 56 Total, 27 Required, 29 Available
Orbital: 56 Total, 56 Required, 0 Available
Services: 32 Total, 2 Required, 30 Available
Military: 56 Total, 41 Required, 15 Available
Free: 48 Total, 0 Required, 48 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-Governor A estimate replaced with actual figures
-Added Greying Population

General Thoughts:
-While not explicitly required the Xenotech Refining processes should be researched immediately and their product used for the Processing Cap Goal. They are too much of an advantage to leave on the table. However, we have no idea what their scale is until we research them and as such I've left the IHG plants in place until we research them.
-We need to fix the Labor Crunch

Any questions/comments are welcome
 
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Note, this is not word of God, just something where the games have it in a few spots and otherwise don't call direct attention until you go looking.
Eh, fair enough about my inaccuracies on the description. I honestly mostly called it WoG because that means 'QM has said this is canon' whereas just saying that 'GDI in the games uses incendiaries' is liable to have people going "No! They don't! You are wrong! And even if it looks like they are, this is an altered GDI so they don't here!". Even if that example is from 'Generic Internet Population' rather than this Quest's voters (at least most of the time said Pyro Hawk, looking at the Staff Post threadmarks) so I could hope it wouldn't be that bad. And I did ask that you verified that this was your canon interpretation once the information got brought up before posting it here, thus making it 'WoG reinforced Canon' or well, something along those lines.

And yeah, the moment you mention that it becomes extremely clear that GDI does use it, just looking at what the visuals of Grenadiers clearing out a garrisoned building looks like. Just never thought of it that way myself, always going 'must be smart cluster munitions or something'. Whereas instead it's more like Willy-Pete and Thermobarics...
 
Eh, fair enough about my inaccuracies on the description. I honestly mostly called it WoG because that means 'QM has said this is canon' whereas just saying that 'GDI in the games uses incendiaries' is liable to have people going "No! They don't! You are wrong! And even if it looks like they are, this is an altered GDI so they don't here!". Even if that example is from 'Generic Internet Population' rather than this Quest's voters (at least most of the time said Pyro Hawk, looking at the Staff Post threadmarks) so I could hope it wouldn't be that bad. And I did ask that you verified that this was your canon interpretation once the information got brought up before posting it here, thus making it 'WoG reinforced Canon' or well, something along those lines.

And yeah, the moment you mention that it becomes extremely clear that GDI does use it, just looking at what the visuals of Grenadiers clearing out a garrisoned building looks like. Just never thought of it that way myself, always going 'must be smart cluster munitions or something'. Whereas instead it's more like Willy-Pete and Thermobarics...
The problem I have with the seeming monofocus on Inferno Gel is that it's a mild-to-moderate upgrade to one type of munition which GDI uses occasionally.

Which makes it much less important than something less shiny but more useful, like the GDI-3, which is a wide-spread improvement to all infantry. Or the Governor-A refits, which provide significant survivability and firepower upgrades. Or plopping down a MARV hub in a red zone to nom STUs out of it.
 
One thing that has been WoG is that particle shields are not easy to refit into an existing vehicle design. More than any other tech, they need to be done in advance of our next gen designs.

Armor alloys should also be done in advance of them IMO, at least of the novahawk since changing airframe materials might require a totally different design.

Squid said that drone relay doesn't change anything about tanks if done in advance.
 
we have 5 projects that need to be completed by 2065.
they are,
Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
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

the planed city is what needs the most focus because i don't know if it has even been started.
There is also Talberries and spidercotton.
 
Prepare yourselves.

[] Plan Oops, All Wedge Issues
-[] Infrastructure 5/5 Field Dice 65 resources
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20 resources 89%
--[] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30 resources 78%
--[] Advanced Tunnel Borer Development 0/80 1 die 15 resources 68%
-[] Heavy Industry 5/5 Field Dice 100 resources
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/275 1 die 20 resources 0%
--[] North Boston Chip Fabricator (Phase 5) 406/1805 2 dice 30 resources 0%
--[] Second Generation Repulsorplate Factories 365/525 2 dice 50 resources 72%
-[] Light and Chemical Industry 4/4 Field Dice 80 resources
--[] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 60 resources 99%
--[] High Energy Capacitors Development 0/60 1 die 20 resources 90%
-[] Agriculture 6/6 Field Dice 75 resources
--[] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5 resources 77%
--[] Dairy Ranches (Phase 3) 98/180 1 die 20 resources 63%
--[] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30 resources 99% Phase 3, 2% Phase 4
--[] Tarberry Plantations (Phase 3) Progress 3/65 2 dice 20 resources 99% Phase 3, 91% Phase 4
-[] Tiberium 7/7 Field Dice 2/6 Free Dice 250 resources
--[] Xenotech Tiberium Refinery Development 0/180 2 dice 70 resources 72%
--[] Enhanced Harvest Tiberium Spikes (Platform) 145/180 1 die 20 resources 100%
--[] Coordinated Abatement Programs (Phase 3) 93/180 1 die 25 resources 73%
--[] Red Zone Containment Lines (Stage 6) 54/180 1 die 2 free dice 75 resources 100% Stage 6, 41% Stage 7
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 5 0/75 1 die 30 resources 80%
---[] Blue Zone 8 0/75 1 die 30 resources 80%
-[] Orbital 7/7 Field Dice 140 resources
--[] GDSS Shala (Phase 5) 868/975 2 dice 40 resources 99%
--[] GDSS Shala Bays (2 available)
---[] Species Restoration Bay (Stage 1) 5 dice 100 resources 100% Stage 1, 24% Stage 2
-[] Services 4/4 Field Dice 2/6 Free Dice 1/1 Admin Dice 1/1 Erewhon Dice 295 resources
--[] Primitive Prototype Portal Construction 279/400 1 die 100 resources 40%
--[] Cosmetic Biosculpting 184/345 1 die + 1 free die + 1 admin die 90 resources 88%
--[] Regional Hospital Expansions (Phase 2) 85/270 1 die + 1 free die + 1 Erewhon die 75 resources 76%
--[] Stasis Box Development 0/120 1 die 30 resources 36%
-[] Military 7/7 Field Dice 2/6 Free Dice 185 resources
--[] Department of Refits 1 die 30 resources/turn automatic
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20 resources 100%
--[] Modular Rapid Assembly Prototype Factory 102/265 1 die 20 resources 0%
--[] Island Class Assault Ship Deployment 70/135 1 die 25 resources 82%
--[] Stealth Disruptor Deployment 0/160: 1 die 15 resources 0%
--[] Advanced Articulation Systems 0/60 1 die 15 resources 92%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) 16/285 2 dice + 1 free die 60 resources 32%
-[] Bureaucracy 4/4 Field Dice 0 resources
--[] Predictive Modeling Management 1 die
--[] Administrative Assistance 2 dice
--[] Make Political Promises 1 die
---[] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
---[] Market Socialists: Release remaining capital goods promised to the civilian economy before 2065 Q1
---[] Reclamation: Affirm commitment to Reforestation Campaign Preparations
---[] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
---[] Free Market Party: Authorize at least one purchasing contract before 2066 Q1.
---[] Initiative First: Complete Biowarfare Countermeasures Development before 2066 Q1
---[] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
---[] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
-[] Free Dice 6/6
--[] 2 in Military
--[] 2 in Services
--[] 2 in Tiberium
-[] Resources 1190/1365


Yes I'll put half an additional plan in the plan, call InOps see if I care, I am SCIENCE man

The Great Inferno Gel Controversy: Following the tragic collapse of the Friends of Inferno Gel Working Group once I found out that my supporters were actually IF all along, I wish to address the discourse head-on.

I'm not turning on Inferno Gel because it's a particularly hideous weapon. War is ugly, and it cannot be made beautiful. I even noted myself some fully ethical uses for inferno gel. It'll be sorely missed if we ever have to fight swarm weapons or grey goo-type threats.

I'm banning inferno gel specifically because of the political dynamic between Initiative First and Open Hand, as a punishment for the former and a means of messing with their internal stability. Because I can just see, in my mind's eye, why these are the two requests they logged with us. Banning Inferno Gel was not on Open Hand's provisional list of desired projects at all. It's there because Initiative First has, in their typical scummy way, decided that they are really quite interested in using this weapon of all weapons.

They're politically trolling. They know we don't listen to them, so they ask for "hey, you know what would be funny, what if-" and now Open Hand is throwing their minor weight behind not letting burning their former compatriots alive turn into a political meme. And I'm just so disgusted with Initiative First that I'm interested in showing them publicly that we'll even listen to Open Hand before them.

But Then, You Ask, Why Are You Promising IF Biowarfare Countermeasures: I know the position of trying to split IF's camp has been controversial in the past, but I think we have a good opportunity here. They are the only party to issue two different requests, and I think it shows some instability on their part. By suddenly taking this largely benign request from the "I'm afraid of everything" wing while also publicly snubbing the "inferno gel funny" wing by giving an early and unexpected win to Open Hand, we can introduce a crack in the overall unity of IF.

I'm not saying we have to continue on with this strategy at an extended basis. Even the fear wing of IF is only a little better than the hate wing, all things considered. But if they want to troll they ought to get trolled right back. Inferno gel is an acceptable sacrifice, and we can reverse it if a great need arises.

Other Points of Interest:

- Stasis box might be our in for making liquid tib behave itself. Don't sleep on that one.
- Articulation helping ZOCOM is great news, but it will presumably apply to all zone armor, which we are employing en mass soon.
- This plan has even less capital goods usage than the reduced version of Friends of Inferno Gel and I might become the joker if it is criticized on that basis now
- With the addition of a third refit project we're officially losing progress on average if we continue to ignore the department of refits. This isn't just because I'm going to insist on using free dice on military for a while, though I am going to do that.
- I want to finish Dairy Ranches because I'm a completionist wreck of a human being because it will hit the agriculture plan goal and take that off our plate.
 
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Taking what I feel are the essential bits of new shinies, while also trying to leave some for later.
-Working on infrastructure to shore up borders, and getting new boring tech.
-More work on fusion, chips, while hopefully finishing Repulsorplates for impulse drives.
-Bergen, and capacitors. Easy choice for LCI.
-Spreading out Agriculture, finishing the first phase of reforestation, a bit more work on spider cotton, and looking at the new meat-based things there.
-Tib department had 4 projects pretty much locked in, and the remaining die went to start on a Deep Red mine, because we have an income Plan Goal.
-Heavy investment in Orbital- working on a couple Columbia bays to get them on the way, finishing Shala, and dumping enough dice into the Species Restoration Bays to have a chance of completing both.
-Sadly, Services didn't get free dice, but aside from portals and biosculpting, we have improved augmetics to help out the ocular labs, and phage engineering to push for the Healthcare promise.
-Military gets tech-heavy, with missiles and new armor/shields, Zocom gets something for better Zone Armor, Orca Wingmen finish with an AA die, and the Navy gets to stop wondering what we will do about Islands. Finally, pulling the trigger on the Refits department to push out Governor-A and ECM refits, as well as the refit projects that will come from new developments. (Hopefully doing platform developments next turn, to increase refits available.)
-Finally, making promises that I think we can keep, or to spite Initiative First.

[] Plan Confused Screaming
-[] Infrastructure 5 dice +27 85R
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
--[] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
-[] Heavy Industry 5 +2 free dice +34 135R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
--[] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R
--[] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
-[] Light and Chemical Industry 4 dice +29 110R
--[] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
--[] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
-[] Agriculture 6 dice +29 70R
--[] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
--[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
--[] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
-[] Tiberium 7 dice +39 185R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R
--[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
--[] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
--[] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
--[] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
-[] Orbital 7 dice + 4 free dice + Erewhon +34 240R
--[] Assembler Bay 0/255 2 dice 40R 8%
--[] Spaceport Bay 0/295 3 dice 60R 42%
--[] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
--[] Species Restoration Bay (Stage 1+2) 0/510 5 dice 100R 24%
-[] Services 4 dice +35 165R
--[] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
--[] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
--[] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
--[] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
-[] Military 7 + AA dice +31 120R
--[] Department of Refits -1 Mil die -30 RpT auto
--[] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
--[] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
--[] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 92%
--[] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
--[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
--[] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
-[] Bureaucracy 4 dice +29
--[] Administrative Assistance 2 dice auto (Orcas)
--[] Interdepartmental Favors
---[] Healthcare: Complete 1 of Phage Engineering Development, Civil Prosthetics Development and at least 1 phase of the resulting deployment before 2068 Q1 (+5 Political Support)
---[] Tiberium: Complete Xenotech Refining Development before 2066 Q1 (+5 Political Support)
--[] Make Political Promises 1 die auto
---[ ] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
---[ ] Militarists: Deploy two phases of GD-3 before 2066 Q1
---[ ] Reclamation: Affirm commitment to Reforestation Campaign Preparations
---[ ] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
---[ ] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
---[ ] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
---[ ] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)


1110/1335R
 
-[] Burrito 4/4 dice 60R
--[] Administrative Assistance (Military) 2 dice auto
--[] Transfer Funding to InOps 1 die auto
--[] Predictive Modeling Management 1 die auto
Huh, didn't realise we had a burrito department. How unexpectedly delicious


As for what I'll vote for, I think it's absolutely essential we start on the Novahawk ASAP. Either development this turn or i'm willing to wait 1 turn if we're doing the new scrin armour alloys for it. I also think it's essential to start the new refining but I'm not expecting much of an issue getting agreement on that one.

Oh, and I do not like inferno gel. I like it eveb less now IF is asking for it. If there are 2 plans I like and one has inferno gel but the other doesn't I'm going for the one without
 
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(1150+60)/1380 R budget
94+5+20+1-5-5 = 110 Political Support
6/6 Free dice (3 Heavy Industry, 2 Tiberium, 1+E Orbital)

[] Plan Attempting to Brace for Impact

-[] Infrastructure (5/5 Dice, +27 bonus, 75 R)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 (1 die, 20 R) (1/2 median)
--[] Advanced Tunnel Borer Development 0/80 (1 die, 15 R) (63% chance?)
--[] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
--[] Emergency CRP Installations (Phase 2) 31/70 (1 die, 10 R) (100% chance) (-5 PS)

-[] Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 150 R)
--[] 2nd Gen. CC Fusion Plants (Phase 4) 117/270 (2 dice, 40 R) (73% chance)
--[] Second Generation Repulsorplate Factories 365/525 (2 dice, 50 R) (72% chance)
--[] North Boston Chip Fabricator (Phase 5) 406/1805 (4 dice, 60 R) (4/16.5 median)

-[] Light Industry (4/4 Dice, +29 bonus, 110 R)
--[] Bergen Superconductor Foundry (Phase 4) 523/610 (3 dice, 90 R) (100% chance) (+5 PS)
--[] High Energy Capacitors Development 0/60 (1 die, 20 R) (75% chance)

-[] Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 1) 737/805 (2 dice, 10 R) (100% chance)
--[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 (2 dice, 20 R) (98% Phase 5, 5% Phase 6)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)

-[] Tiberium (7/7 dice + 2 Free dice, +39 bonus, 230 R)
--[] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25 R) (73% chance)
--[] Red Zone Containment Lines (Stage 6) 54/180 (1 die, 25 R) (29% chance)
--[] Enhanced Harvest Tiberium Spikes 145/180 (1 die, 20 R) (100% chance) (-5 PS)
--[] Tiberium Vein Mines (Stage 11) 4/165 (2 dice, 40 R) (78% chance)
--[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 (1 die, 20 R) (76% chance)
--[] Xenotech Tiberium Refinery Development 0/150 (2 dice, 70 R) (72% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 N. Europe) 0/75 (1 die, 30 R) (80% chance) (+1 PS)

-[] Orbital (7/7 Dice + 1 Free dice + EREWHON!!!, +34 bonus, 180 R)
--[] GDSS Shala (Phase 5) 868/975 (2 dice, 40 R) (99% chance) (+20 PS)
--[] Species Restoration Bay 0/255 (2+E dice, 60 R) (43% chance)
--[] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
--[] High Density Housing Bay 0/295 (1 die, 20 R) (1/3 median)

-[] Services (4/4 Dice, +35 bonus, 190 R, -5 PS)
--[] Primitive Prototype Portal Construction 279/400 (1 die, 100 R) (40% chance)
--[] Autodoc Systems Deployment 0/280 (2 dice, 60 R) (2/3 median) (-5 PS)
--[] Biowarfare Countermeasures Development (Tech) 0/40 (1 die, 15 R) (100% chance)

-[] Military (7/7 Dice + AA Die, +31 bonus, 155 R)
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 (AA die, 20 R) (97% chance)
--[] Stealth Disruptor Deployment 0/160 (2 dice, 30 R) (67% chance)
--[] Military Particle Beam Development 0/100 (1 die, 20 R) (52% chance)
--[] Island-Class Assault Ship Deployment 70/135 (1 die, 25 R) (82% chance)
--[] Advanced Articulation Systems 0/60 (1 die, 15 R) (92% chance)
--[] Initiative Laser Systems Deployment 0/185 (1 die, 25 R) (1/3 median)
--[] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)

-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Orca Wingman Drones
--[] Transfer Funding to InOps 1 die auto (-60 RpT)
--[] Predictive Modeling Management 1 die auto



So this is my plan. For Infrastructure, I want to get a phase each of fortress towns and railroads done before Karachi; offshore tiberium harvesting will be on my menu next quarter. Heavy Industry and Light Industry require no explanation.

For Tiberium, the silos are there to provide some more infrastructure hardening in case of nuclear attack soon, and I'm hoping we can deploy a phase of xenotech refineries before Karachi if we hurry. If not, we really do need to build a phase of IHG plants.

Orbital is conceptually straightforward- continue to work towards the plan goal while also getting one of the species restoration bays up and running. Hopefully the Spaceport Bay will help.

In Services, I want to finish certain projects, and the autodocs seem likely to matter in emergencies (such as a limited nuclear war with al-Isfahani). We've got a LOT of great stuff to look at, but apart from biowar preparations I'm mostly holding off for the moment.

Military has been turned inside out, I'm just trying to balance Plan commitments and what we want. The articulation improvements will hopefully apply to the Set 2 Zone Armor plants, which we really DO need to start soon; it's a 14-die Military commitment.

I'll be gone for most of the day, so I won't be able to talk this stuff up, and it's likely that by the time I can come back to the thread some plan will already have a commanding lead in the vote. I wish you all well. Have no time to read people's discussion, sorry!
 
So. Much. New cool stuff.
I want everything, and this yesterday. This said, we will need to prioritize.
So far I quite like @Derpmind 's plan, although I would have by far preferred only one die on Shala and Portal prototype, since we just have so many projects to go through and saving a die or two would be huge. I am also a bit unsure about Predictive Modelling this turn. But otherwise the plan is great.

@Ithillid one question:
[ ] Thunderbolt II Missile Development (Platform) (Munitions) (New)
Thunderbolt II missile has the "Munitions" tag, does it mean that the Munitions department will research it on its own, without our involvement?
 
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[] 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!
 
Holy crap!!!

So much new tech!

I thought there were timers until we got the new stuff?

Not that I'm unhappy about seeing them all but this throws everything into chaos.
 
Regarding the IF, I should note that 34 of them give us weak support. So there is some room to say we could split or "train" them with the Bioweapon Defense promise.
 
[ ] Xenotech Tiberium Refinery Development (Tech) (New)
While there are many mysteries of the Visitors' Tiberium refining capabilities, and most have not even seen the first steps towards solutions, a dark horse program started during the Third Tiberium War has borne fruit, even as it was running out of samples to test with. Although far from the efficiencies observed during the war, it is a substantial upgrade to GDI's ability to manufacture using Tiberium.
(Progress 0/180: 35 resources per die)

[ ] Liquid Tiberium Refining Development (Tech) (New)
While liquid Tiberium is distinctly unstable, this actually has some significant potential upsides - namely that it is much easier to break apart into molecules. The tricky part is doing that in a way that both produces something useful, and does not result in rapid unscheduled violent disassembly of the refineries due to runaway exothermic events.
(Progress 0/180: 20 resources per die)
These needs to be done ASAP. The liquid one especially if it can provide a better way to draw out and make use of the liquid Tiberium deposits deep below the earth, which otherwise are growing sources of danger that can only be avoided but not reduced.
 
@Ithillid you forgot the Infrastructure tab for the array in this turn's post. Plan for this turn:

- 2 Die on Yellow Zone Fortress Towns not that our military is slowly getting ready to start pushing again, a Die on Advanced Tunel Borrer Development for more construction tech and 2 Die on Offshore Tiberium Harvester Stations to get as much Ocean Tiberium Mitigation as we can because we will need it.

- 2 Die on Fusion Power to keep building up our surplus, 5 Dice and Erewhon on North Boston to keep that Phase 5 rolling and 2 Die on Repulsorplate Factories to get that done and get better Space options.

- 3 Dice on Bergen to get Phase 4 done and just keep on rolling into Phase 5 and 1 Die on High Energy Capacitors to see how much of a bonus to energy doubling our capacitors capacity nets us.

- 2 Die on Reforestation Preparation to get a Phase of it done, 1 Die on Strategic Food Stockpiles to get one Phase of that done in preparation for Karachi, 2 Die on Lab Meat Deployment to start rolling that out and 1 Die on Organ Farming because that is very useful for our population's healthcare as it expands who can get transplants and where.

- 1 Die on another Phase of Improved Tiberoum Containment Fasciliti9es because @Simon_Jester is right and wee will need them just in case Karachi goes pearshaped, 1 Die to finish off the Enchanced Tiberium Spikes and get our Spikes improved so they pull Tiberium up, 1 Die on Coordinated Abatement to get that done and our diplomatic relations improved with some warlords and 2 Die each on both Xenotech Tiberium Refinery and Liquid Tiberium Refinery because when we develop new tech side by side there are cross-pollination effects sometimes and two Tiberium Refining Technologies are guaranteed to have those.

- 2 Die on Shala to finish that off and 3 Dice each on both the Shala Species Restoration Bays to try and keep what we have of our biosphere left as soon as possible and on the Animal Husbandry Bay to get more data about how animals handle microgravity.

- 2 Die on portals because Bureaucracy is full of Actions to take this turn and I'm done slowrolling Portals or risking them not finishing next turn as well. @Derpmind is still right and we should get portals as soon as we can every time we can until we have the tech done. Also 2 Die on Drone Control Hub Development because we need that Automation and we needed it yesterday.

- 1 Die on Department of Refits because we now have 3 Refit Actions so might as well get started on those, 1 Die on Inferno Gel Development to burn PS and get a new Munitions project, no I don't care what the IF or the Open Hand say we should develop each and every tech we can cause we never know what we'll get from those, 1 Die on Orca Wingmen Deployment because it didn't Autocomplete, 2 Die on Stealth Disruptors because while they will be late for the start of Karachi we will still get a new military paradigm out of it, 1 Die on the Island Deployment because it will be enough to demonstrate our commitment to the project and 1 Die into Steel Talons' MRA Factories because that is the project we are currently doing and we should finish it before starting new tech with the Talons.

- For once since we lost Security Reviews as an Action to take there are only Bureaucracy Actions here: 2 Die on Transferring funds to InOps to finish off that action set as we can only take it 2 more times, 1 Die on PMM to stop getting NAT 1s that easily and 1 Die on a round of trade to see what that does and burn some more PS.

[ ] Plan Bracing for Impact 1.3:
-[ ] Infrastructure (5/5 Dice +27 bonus) Edit: 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) 93/250 20 RpD, 2 Die = 40 R 63% ADC 44
--[ ] Advanced Tunnel Borer Development (Tech) (New) 0/80 15 RpT, 1 Die = 15 R 68% DC 33
--[ ] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 20 RpD, 2 Die = 40 R 68% ADC 41
-[ ] Heavy Industry (5/5 Dice + 4 Free Dice + Erewhon +34 bonus) 180 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 20 RpD, 2 Die = 40 R 77% ADC 35
--[ ] North Boston Chip Fabricator (Phase 5) (updated) 406/1805 15 RpD, 5 Dice + Erewhon Die = 90 R 6/17 Median ADC N/A
--[ ] Second Generation Repulsorplate Factories 365/525 25 RpD, 2 Die = 50 R 72% ADC 39
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 110 Resources:
--[ ] Bergen Superconductor Foundry (Phase 4) 523/610/1750 30 RpD, 3 Dice = 90 R 100%/ 3/16 Median DC 1/ N/A
--[ ] High Energy Capacitors Development (Tech) (New) 0/60 20 RpD, 1 Die = 20 R 90% DC 11
-[ ] Agriculture (6/6 Dice +29 bonus) 60 Resources:
--[ ] Reforestation Campaign Preparations (Phase 1) 737/805 5 RpD, 2 Die = 10 R 100% ADC 1
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/170 10 RpD, 1 Die = 10 R 53% DC 48
--[ ] Laboratory Meat Deployment (Phase 1) 0/170 15 RpD, 2 Die = 30 R 54% ADC 49
--[ ] Organ Farming Programs (Tech) (New) (MS) 0/120 10 RpD, 1 Die = 10 R 30% DC 71
-[ ] Tiberium (7/7 Dice +39 bonus) 175 Resources 5 PS:
--[ ] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 20 RpD, 1 Die = 20 R 76% DC 25
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 135/180 20 RpD 5 PSD, 1 Die = 20 R 5 PS 100% DC 1
--[ ] Coordinated Abatement Programs (Phase 3) 93/175 25 RpD, 1 Die = 25 R 73% DC 28
--[ ] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 35 RpD, 2 Die = 70 R 72% ADC 39
--[ ] Liquid Tiberium Refining Development (Tech) (New) 0/180 20 RpD, 2 Die = 40 R 72% ADC 39
-[ ] Orbital (7/7 Dice +2 Free Die +34 bonus) 180 Resources:
--[ ] GDSS Shala (Phase 5) 868/985 20 RpD, 2 Die = 40 R 99% ADC 5
--[ ] Shala Animal Husbandry Bay 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41
--[ ] Shala Species Restoration Bay (Stage 1) 0/255 20 RpD, 4 Dice = 80 R 98% ADC 21
-[ ] Services (4/4 Dice +35 bonus) 240 Resources:
--[ ] Primitive Prototype Portal Construction 279/400 100 RpD, 2 Die = 200 R 99% ADC 8
--[ ] Drone Control Hub Development (New) (Tech) 0/180 20 RpD, 2 Die = 40 R 65% ADC 43
-[ ] Military (7/7 Dice +31 bonus) 135 Resources:
--[ ] Department of Refits -1 Military Die -30 RpT
--[ ] Inferno Gel Development (Tech) 0/40 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 196/215 20 RpD, 1 Die = 20 R 100% DC 1
--[ ] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
--[ ] Island-Class Assault Ship Deployment 70/135 25 RpD, 1 Die = 25 R 82% DC 19
--[ ] Modular Rapid Assembly Prototype Factory 102/265 20 RpD, 1 Die = 20 R 1/2 Median DC 100?
-[ ] Bureaucracy (4/4 Dice +29 bonus) 120 Resources -115 RpT -5 PS:
--[ ] Transfer Funding to InOps -60 RpT X2
--[ ] Predictive Modeling Management
--[ ] Trade Programs -5 PS per Action taken
---[ ] Sell Consumer Goods : +5 Resources per Turn, -10 Consumer Goods
-[ ] Total Cost: Edit: 95+180+110+60+175+180+240+135+120 = 1295/1365
 
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Regarding the IF, I should note that 34 of them give us weak support. So there is some room to say we could split or "train" them with the Bioweapon Defense promise.
Wait, what? *Checks* Huh, that's new. Looks like its the direct result of the election last turn, going from (0;‌ ‌0;‌ ‌20; ‌315)‌ ‌to (0; 34; 100; 200). That's...actually good to know, since it might means that the new generation of IF MPs are less extremist, or that the party had to moderate its rhetoric to gain votes, possibly due to the political landscape post-Regency War .
 
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