May I suggest moving some of these dice to Isolinear Fabricator, since you're doing Drone Control Hub? The description text outright states that making progress on isolinear development is helpful for drone swarms. Simply moving a free and AA die would give us a >90% chance of getting Phase 1 done without unduly slowing North Boston. Just because there are no listed benefits for getting it done doesn't mean that none exist. They could be gated behind Drone Control Hub.
North Boston is a plan goal so just pouring dice on to finish it, also this way there are fewer projects to write up overall so I was trying to consolidate as much as possible.

I don't think it's politically safe for us to leave that particular project undone indefinitely now that it's so close to completion. I know Labor is precious, but we can't be perfectly stern guardians of it. We're not the only people with control over what happens here.

The fact that we're at 19 Labor, -1/turn, with significant -Labor commitments over the course of the Plan is a problem. I'm not saying otherwise. But we've got to take steps to find some +Labor anyway, regardless, and it's not going to make a huge difference in the scheme of things whether we're at 0 Labor or -1 Labor, because -1 Labor doesn't mean "entire economic sectors get Thanos snapped out of existence" or anything like that.

The situation is not good, but we're working to mitigate it and we need to make sure we don't make weird choices that will have other interest groups within the government (or the general public) questioning our judgment because we're doing seemingly bizarre things like 90% finishing a huge factory complex and then not actually doing anything with it.
Except that we are already looking at -11 as of end of plan which is a pretty big problem and even with potential labor gains from projects we undertake each point of labor spent puts us further in the hole or means we cannot work on any pressing new projects that pop up that cost labor. There is also the temptation to say oh it is just 1 labor for this project, and then we do that for another project and another and end up in a big enough shortage for things to matter. As it is if we can do some of the potential +labor projects under services this turn we should hopefully be able to see any labor gains and if they are enough it is something we can put a die on in Q3 or Q4 when we have a better idea on what +labor we will actually get
 
1110/1250+130

[] Plan Goals and Labor
Infra 5/5 70R +27
-[] Blue Zone Arcologies (Stage 5) 29/450 4 dice 60R 5%
-[] TransAmerican Railroad (New) 0/120 1 die 10R 11%
Why is a mass arcology rollout our priority right now?

Tiberium 7/7+4 free 350R +39
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 39%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 4 dice 120R 46%
-[] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 3 dice 120R 34%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%
I'd like to push back against trying to slam out four phases of Red Zone projects in a single turn. If you're going to go hardcore into Tiberium projects right now, maybe we can do some more vein mining? That's still kind of got to be a part of our plans; I know it's got risks, but then hell, so does glacier mining.

Services 4/4 80R +35
-[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
-[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%

Military 7/7 135R +31
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 0/285 3 dice 60R 32%
-[] Governor-A Deployment (Refits) 66/350 3 dice 60R 27%
-[] Phased Plasma Weapons Development (Tech) (New) 0/80 1 die 15R 72%
I feel like this is an excessively blinkered focus on our military needs. Ground Force is already telling us rifles are important alongside the power armor factories, and the Governor-A is nice and all but just getting +1 Labor now rather than a few turns from now isn't going to be decisive enough to merit ignoring other military priorities like zrbite weapons.

Bureau 4/4 +29 0R
-[] Administrative Assistance 2 dice auto (North Boston)
-[] Administrative Assistance 2 dice auto (Organ Farming Programs)
With our Heavy Industry bonus being pretty strong, I'm not sure it's a good place to put AA dice. I'd rather put them in Services.

Projects generally come online the same turn, and are considered 'complete' even if they aren't for the purposes of plan turns. Military projects are special in that they have a 'ramp up' mechanic.
You're right, but I wrote that when I wasn't entirely clear on the fact that the xenotech refineries were already in the docket as a project we can take right away. So yeah, that's been fixed. Sorry.

A poor idea with our labor crunch

Current Labor: 19
Per turn: -1
Plan Costs-
Karachi -12
North Boston -2
Xenotech Tiberium Processing Plants -1
Regional Hospital Expansions -1
Ground Forces Zone Armor -8
Governor A Refit +1
Total: -23

So we are short 4 points of labor and are losing 1 point a quarter on top of that for an end of plan shortfall of 11 points, until we see how much we can get from projects any labor spending that is not a plan goal needs to be put aside.
Again, I just don't think we have the political luxury to press 'pause' on the factory for a year without the Talons raising a stink about our "bad management." I don't think trying to kick this can down the road indefinitely is feasible. We're just going to have to make the best of it.

Indeed, although I think it's worth mentioning that your given probability of success assumes that it's a 350 point project when it's actually only 250 points.
Coulda sworn I copied that straight from the numbers in the Orbital. Thanks for the heads-up. I'll try to remember to fix it later if I actually post a plan draft.

Except that we are already looking at -11 as of end of plan which is a pretty big problem and even with potential labor gains from projects we undertake each point of labor spent puts us further in the hole or means we cannot work on any pressing new projects that pop up that cost labor. There is also the temptation to say oh it is just 1 labor for this project, and then we do that for another project and another and end up in a big enough shortage for things to matter. As it is if we can do some of the potential +labor projects under services this turn we should hopefully be able to see any labor gains and if they are enough it is something we can put a die on in Q3 or Q4 when we have a better idea on what +labor we will actually get
I know, but this is one of the WORST projects to pass on, or to put off for any real length of time.

One, it's a military factory, and I'm pretty sure the hawkish voters don't really believe that the civilian economy has a strong claim on workforce that could be going to war industry.

Two, it's a military factory, and our relationship with the military is always a bit tricky because they want a lot and we struggle to deliver.

Three, it's a factory we spent a year or so building when we COULD in fact predict that this labor crunch was coming, so we look kind of foolish building something we can't staff or get operational.

Four, it's a factory for a branch of the military we've historically pissed off and irritated by ignoring them or stonewalling them repeatedly, so being weirdly unresponsive about finishing a project they want is going to go down particularly badly.
 
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-[] Burrito (4/4 Dice, +29 bonus)
--[] Administrative Assistance: Phage Engineering Development
--[] Administrative Assistance: UNALLOCATED, PENDING
Sadly, all out of burritos. Flour shortage.
Also, see next comment
Bureau 4/4 +29 0R
-[] Administrative Assistance 2 dice auto (North Boston)
-[] Administrative Assistance 2 dice auto (Organ Farming Programs)
Well, choosing to slow-walk a parliamentary demand is certainly A Choice.
It may not have unfortunate consequences.
North Boston is a plan goal so just pouring dice on to finish it, also this way there are fewer projects to write up overall so I was trying to consolidate as much as possible.
Also, North Boston is gating our next-gen AI projects, which may well help out with the Labor crunch.
 
Why is a mass arcology rollout our priority right now?
The idea is one phase of arcology into housing refits by providing enough HQ housing to move people out of the refit housing into HQ housing. And as housing refits is a plan goal I want to work towards that.

I'd like to push back against trying to slam out four phases of Red Zone projects in a single turn. If you're going to go hardcore into Tiberium projects right now, maybe we can do some more vein mining? That's still kind of got to be a part of our plans; I know it's got risks, but then hell, so does glacier mining.
Vein mining does not give RZ mit which we need for plan goals (and also in general pushing back tib) also given our income goal for the plan we will want more deep zone harvest spots open

I feel like this is an excessively blinkered focus on our military needs. Ground Force is already telling us rifles are important alongside the power armor factories, and the Governor-A is nice and all but just getting +1 Labor now rather than a few turns from now isn't going to be decisive enough to merit ignoring other military priorities like zrbite weapons.
I am not doing Governor-A for the labor this turn, I am doing it because it is a plan goal and this clears it off, and for the power armor factories we need 4 of them and most likely taking 3-4 dice a turn per factory so I don't want us to wait on getting those started least we have to rush it the final year. As it is next turn we would need 1 dice on governor if it does not finish with the 2-3 dice going to stuff like zrbite then (I do plan on 3 dice on ground armor a turn until we finish the 4 factories to clear that goal out). I figure next gen vehicle we can start q1 or q2 of next year as long as we take care of governor and power armor this year.

With our Heavy Industry bonus being pretty strong, I'm not sure it's a good place to put AA dice. I'd rather put them in Services.
I don't have a good target for them in Services, the two partially finished projects are possible labor gain unlocks so I want a normal die on those to make sure they finish and I am trying to reduce the number of projects in the plan to make it a bit easier on writeups.

I know, but this is one of the WORST projects to pass on, or to put off for any real length of time.

One, it's a military factory, and I'm pretty sure the hawkish voters don't really believe that the civilian economy has a strong claim on workforce that could be going to war industry.

Two, it's a military factory, and our relationship with the military is always a bit tricky because they want a lot and we struggle to deliver.

Three, it's a factory we spent a year or so building when we COULD in fact predict that this labor crunch was coming, so we look kind of foolish building something we can't staff or get operational.

Four, it's a factory for a branch of the military we've historically pissed off and irritated by ignoring them or stonewalling them repeatedly, so being weirdly unresponsive about finishing a project they want is going to go down particularly badly.
I am doing the Ground Armor factories in the plan however so that is 3 dice to a new factory and 3 dice on the governor-A is refitting a current factory so I am not skimping on factory construction and upgrades this turn. Also I dont plan on doing any MARV construction this year so that buys time for the project to be finished.

Well, choosing to slow-walk a parliamentary demand is certainly A Choice.
It may not have unfortunate consequences.
Main thing is I want to take the moderate level but that cuts our surplus consumer goods pretty close so 1 more turn with arcology, vert farm and our per turn to increase that before grabbing moderate next turn should hopefully be okay. I think we will have problems if we ignore it next turn given it is a new action this turn.
 
My meme plan will live this turn, especially since I've finally fixed my computer and know what the costs are.

As a reminder, the core of the meme.

[] Services 4 Dice 6 Free Dice 2 AA Die Erewhon 305R
-[] Autodoc Systems Deployment 0/280 3 dice 90R 43%
-[] Regional Hospital Expansions (Phase 2) 85/270 1 die 1 Erewhon 50R 5%
-[] Cosmetic Biosculpting 293/345 1 die 30R 98%
-[] Civil Sensory Augmentics Development 67/120 1 die 20R 90%
-[] Civil Prosthetics Development 79/120 1 die 20R 95%
-[] Phage Engineering Development (Tech) 0/40 1 AA die 15R 61%
-[] Biowarfare Countermeasures Development (Tech) 0/40 1 AA die 15R 61%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%
-[] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%

And a peak at my current military priorities. I can be swayed on these mostly, though I refuse to give up Advanced Articulation and Fast Twitch Myomers. Besides the obvious benefits to our Zone Armor, they could be incredibly useful in Prosthetic development, and I'm stacking that deck hard as I can.

[] Military 6/6 120
-[] Initiative Laser Systems Deployment (Phase 1) 0/185 2 dice 60R 43%
-[] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 99%
-[] NovaHawk Development 0/40 1 die 15R 100%
-[] Governor-A Deployment (Refits) 0/350 1 die 20R
-[] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%

Also, welcome back everyone!
 
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And we're back wooooo

@Ithillid are Offshore Tiberium Harvester Stations and Particle Shield Development supposed to be available? because they're in the array but not the turn actions.

[] Plan Burning Political Support
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 75R
--[] Blue Zone Arcologies (Stage 5) 29/450 1 die 15R 0%
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
--[] Japan-Korea Tunnel 0/350 2 dice 40R 0%
-[]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 155R
--[] North Boston Chip Fabricator (Phase 5) 750/1805 5 dice 75R 0%
--[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%
--[] Microfusion Cell Laboratories 0/150 2 dice 50R 94%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
-[]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 80R
--[] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 99%
--[] Strategic Food Stockpile Construction (Phase 5) 159/170 1 die 10R 100%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
--[] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%
-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 180R
--[] Xenotech Tiberium Processing Plants (Stage 1) 0/300 2 dice 80R 0%
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 2 dice 40R 100%
--[] Enhanced Harvest Tiberium Spikes 0/180 3 dice 60R 100%
-[]Orbital 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 1/1 190R
--[] GDSS Columbia Bays
---[] High Density Housing 0/295 3 dice 60R 42%
--[] GDSS Shala Bays
---[] Species Restoration Bay (stage 1) 206/255 1 die + Erewhon 40R 100%
--[] Lunar Homesteading (Phase 1) 3 dice 90R 71%
-[]Services 4/4 Free Dice: 1/6 Admin Dice: 1/2 AI Dice: 0/1 160R
--[] Autodoc Systems Deployment 0/280 2 dice + 1 admin die 90R 20%
--[] Cosmetic Biosculpting (Tech) 308/345 1 die 30R 100%
--[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
--[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[]Military 6/6 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 140R
--[] Stealth Field Generator Development (Tech) 0/60 1 die 15R 92%
--[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 92%
--[] Initiative Laser Systems Deployment (Phase 1) 1 admin die 25R 0%
--[] Military Particle Beam Development (Tech) 1 die 20R 52%
--[] Advanced Articulation Systems (Tech) 1 die 15R 99%
--[] NovaHawk Development (High Priority) (Platform) 0/40 1 die 15R 100%
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 92%
--[] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%
--[] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[] Administrative Assistance (Initiative Laser Systems Deployment) 2 dice
--[] Administrative Assistance (Autodoc Systems Deployment) 2 dice
-[]Free Dice 6/6
--[] 3 in Heavy Industry
--[] 1 in Services
--[] 2 in Military
-[]Resources Income 1100/1250 Reserve 0/130 Bank 100
 
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I'm not sure building arcologies is a good idea right now, though it's not a BAD idea; we essentially have Infrastructure dice to burn.

I do think we need to get on with the housing refits, at least gradually, and that E-CRP, which I remind everyone is not eaten normally and is for emergencies only is a good idea. Among other things, it's a disaster prep option and we may get nuked by al-Isfahani in the nearish future. Come to think of it, a die or two on food stockpiles in Agriculture, as you do, isn't a bad idea for the same reason...
The housing refits were notably controversial on phase 1, and I'd rather not eliminate net housing stock when we're potentially going to need to house entire cities' worth of refugees in the next 9-12 months and there's already sufficient high quality housing anyways. A few dice in arcologies per turn is intended to produce a little more wiggle room in housing Just In Case of refugee crises, as well as soften the political blow of further commieblock refits.

ECRP... does not appear to actually be listed in the turn, I just noticed. I'm not opposed to it, but it didn't make it into my plan since I wrote the first draft from the turn text instead of the array and the option just isn't there. @Ithillid another orphaned array project?

I don't think we should put four dice on the Deep Red glacier mines this turn. Completing two phases of the project is not necessarily a good thing; ZOCOM strain is a real concern.
Yeah that's fair, I think I'm going to swap out a couple of the mining dice for inhibitors on my next draft. The proverbial cobwebs need to be swept out of my brain too, I forgot ZOCOM was living life on the edge and it turns out we have more money than we can spend anyways so it's not like mines need to be prioritized.

I don't think we can spare three dice for the assembler bay unless there's a clear reason to expect it to benefit the homesteading. I want to be more confident that we can actually hit the space population target without a frantic last-minute dash, and that means investing more dice early. We have plenty of spacelift to loft stuff to Columbia in the short term, and if we turn out to have spare dice in 2065 we can finish the assembler bay then.
I want to get Columbia entirely "complete" since it's supposed to be our model city that influences the design of next generation of space colonies. I'm not so afraid of missing the space pop goal over the next 6 turns that we can't afford to complete Columbia now, and the extra consumer goods will actually be relevant again with the end of rationing.

I'd rather do phage engineering before biowar countermeasures since the former is obviously likely to augment the latter. Cosmetic Biosculpting seems like a lower priority than autodoc deployment, which we need for Political Support flare and because, well, possible nuclear war soon. We may need to shovel a LOT of burn victims into something that can keep them alive, FAST, a year from now.
I could swap out the cosmetic biosculpting for phage therapy, or even put Erewhon on biosculpting so we can get the full Services bonus guaranteeing phage therapy + bioweapons defense while still getting a coinflip on cosmetic mods.

I feel like we should prioritize zrbite guns over the Governor-A refits; the Labor crunch isn't THAT desperate that we need +1 Labor THIS MINUTE. I also think that three dice on the laser rollout may be overkill, though I don't feel strongly on that.
The lasers are in demand for pretty much every single branch so it's an easy way to keep everyone happy, and could actually roll out in time for Karachi/the ensuing campaign in at least limited numbers. So the 3 dice is because I want to just keep rolling straight into stage 2 and maybe even 3 next turn. Re: Zrbite vs. Governor refits, I'm falling back on completing the plan target first before going for optional bonuses, and the first tranche might still be ready before Karachi where the extra naval flexibility will be useful.
 
Governor As are vital imo as I'd be surprised if we didn't have another throwdown with bintang before the quest ends and the time to prepare for that is years before it
 
Have to step away for a few hours, so won't have a plan draft of my own to submit. But just two things I would like in a plan, that will hopefully help address the upcoming labor crunch:
  1. Putting some extra dice in Services for some of relevant projects. I think most people are going for the easy one-dice Augmentics/Prosthetics to begin rollout, but would anyone be open to at least one dice for Wet AI? It outright says that it is meant to address the graying population debuff, and since I doubt natural births will be able to correct the labor deficit in the short/medium term, this will probably required.
  2. Do the Hand Off Capital Goods to Market. We have -2 labor per turn from private industry, and this is meant to improve "efficiency of GDI's labor-hungry industries", so this might slightly lower the per turn loss. So use 2 Bureaucracy dice on a AA die, and the other two on this and the Realign Standard of Living.
 
....
Yeah that's fair, I think I'm going to swap out a couple of the mining dice for inhibitors on my next draft. The proverbial cobwebs need to be swept out of my brain too, I forgot ZOCOM was living life on the edge and it turns out we have more money than we can spend anyways so it's not like mines need to be prioritized.
...
Maybe EHTS? We have PS to burn, they help with underground abatement, and don't cost energy.


[ ] Enhanced Harvest Tiberium Spikes (New)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)
 
The idea is one phase of arcology into housing refits by providing enough HQ housing to move people out of the refit housing into HQ housing. And as housing refits is a plan goal I want to work towards that.
Alternatively, we could just leave it to the Department of Arcologies. Three turns of progress should be enough to make up the difference for both phases. Not a huge sacrifice, especially since we're already talking about slow playing it.
 
I think we want to do phase 2 of housing refits by next turn. It won't be fun kicking refugees out of housing post-Karachi. And during the invasion, we probably want to reserve infra dice for Karachi proper.
 
so. biggest piece of non-obvious tech i think we need to develop asap is

[ ] Drone Control Hub Development (Tech)

as it is the most likely to be able to help with our labor crunch.
 
Well, choosing to slow-walk a parliamentary demand is certainly A Choice.
It may not have unfortunate consequences.
I don't know what you're talking about here, by the way. Void's got 7+E+AA dice on North Boston, which is not at all a "slow-walk." In fact, it's heavy enough investment that it becomes overwhelmingly likely we can finish the job in a single turn afterwards. Given that we have twelve dice or more to go on North Boston, two turns to completion is about as good as we can reasonably ask for.

Also, it's not quite a parliamentary demand as such. We're expected to complete three of a list of industrial megaprojects by 2065Q4. Since the list includes Chicago and Reykjavik, we have one left. Since we made an unrelated promise to Erewhon complete North Boston, which covers "number three," the two promises have effectively collapsed into one. But Parliament, strictly speaking, doesn't care whether we finish the project in 2064 or '65, and we are already well along towards completion of the original promise (about half done on the last third of the promise) from their perspective.

Furthermore, Parliament would seem to be just about as happy if we finished Bergen.

The idea is one phase of arcology into housing refits by providing enough HQ housing to move people out of the refit housing into HQ housing. And as housing refits is a plan goal I want to work towards that.
I don't think that's a good "because it's a plan goal" argument.

First, because it's very indirect. You're talking about doing a 420-point project to lay groundwork for a 270-point project.

Second, because if the real problem is "we need enough High Quality Housing to put everyone in who can't get space in the newly refitted housing," then a simpler solution would be to just wait, because the Bureau of Arcologies will passively supply +1 High Quality Housing this turn, bringing us to +2 surplus, letting us do one phase of refits. Then we do the third and final pahse of refits two or three turns from now. Doing things your way doesn't really expedite the overall goal meaningfully, if we're monofocusing in on "doing the thing we promised to do, come what may."

Third, because I think we've seen that the public discontent at the housing refits isn't something we can entirely resolve just by building more arcologies. A big part of the problem is that the housing that needs refits was actually built in really good locations and that people have had over a decade to settle into it since the postwar period. They don't want to leave; they don't want their homes torn down and replaced, either by lower-density housing elsewhere

Not everyone actually cares much if they live in a tiny little flat or a luxury apartment in a big arcology, especially if the arcology site is in another city or just a long way from the urban center where their flat used to be.

We're not going to be able to get around this. The refits are not popular with the people whose homes are being torn down and rebuilt, because we've had our current housing mix long enough for people to be reasonably free to shuffle around and find places they're happy with.

The only way to make things better is to do it slowly, in which case it makes more sense to just prioritize other non-Housing projects for a while, and trickle dice into the housing refits. They'll get done. There's plenty of time. Rush-building a phase of arcologies isn't going to help much.

Vein mining does not give RZ mit which we need for plan goals (and also in general pushing back tib) also given our income goal for the plan we will want more deep zone harvest spots open
Even stipulating that you are right, pushing out four phases of Red Zone projects in a single turn is an extremely aggressive, even reckless, expansion of our Red Zone operations. Remember how much trouble and even serious loss of life ZOCOM was sustaining dealing with previous aggressive pushes into the Red Zones. We should dial things back to 1-2 projects per turn; that still gives us plenty of time to hit the plan goal. Especially if we even consider the (desirable for STUs) idea of doing several MARV hubs and Red Zone inhibitors, as many have discussed.

Now, if you oppose MARV hubs, that's at least self-consistent. Personally, I support them because we need the STUs. Especially if we're not planning on a mass changeover to Visitor-tech refinery processes.

Main thing is I want to take the moderate level but that cuts our surplus consumer goods pretty close so 1 more turn with arcology, vert farm and our per turn to increase that before grabbing moderate next turn should hopefully be okay. I think we will have problems if we ignore it next turn given it is a new action this turn.
Moderate changes gives us a pretty good margin of error for Consumer Goods; it's "Large" that brings us close to the edge (+27 Consumer Goods plus whatever completes this turn, and -2 Consumer Goods per turn). But honestly, we have a lot of ways to keep pouring more Consoom into the economy; Agriculture alone still has considerable potential, and there's plenty of other stuff we can do in the 2065 timeframe as other projects clear (for instance, Adaptive Clothing, and it seems unlikely that there won't be other Light Industry projects popping up if Consumer Goods demand is actually a problem from the planned economy's perspective.

I approve of picking the 'moderate' option (-200), but the 'large' option (-250) seems perfectly sustainable to me.

I think sometimes we get too afraid of decreasing indicators or low values. There's a sort of clerkish mindset, a "I can't let you have the last one, because then I'd be out of stock!" attitude. This is a point on which we can afford to be generous and very arguably we should try hard to do so.
 
1035/1250+130

[] Plan Goals and Labor
Infra 5/5+2 free 95R +27
-[] Blue Zone Arcologies (Stage 5) 29/450 5 dice 75R 37%
-[] TransAmerican Railroad (New) 0/120 2 dice 20R 96%
HI 5/5+3 free+AA+Erewhon 165R +34
-[] North Boston Chip Fabricator (Phase 5) 750/1805 6 dice+Erewhon 105R 0%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 2 dice 60R 100%
LCI 4/4 120R +29
-[] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
Agri 6/6+AA 50R +29
-[] Reforestation Campaign Preparations (Phase 2) 280/790 5 dice 25R 2%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%
-[] Organ Farming Programs (Tech) (MS) 81/120 1 AA die 10R 76%
Tiberium 7/7 200R +39
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 57%
-[] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 3 dice 120R 34%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 20R 70%
Orbital 7/7 170R +34
-[] High Density Housing 0/295 3 dice 60R 40%
-[] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
-[] Lunar Homesteading (Phase 1) 0/250 3 dice 90R 71%
Services 4/4 80R +35
-[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
-[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 72%
Military 7/7+1 free 140R +31
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 3 dice 60R 42%
-[] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
-[] Unmanned Support Ground Vehicle Deployment 0/240 3 dice 60R 72%
Bureau 4/4 +29 0R
-[] Administrative Assistance 2 dice auto (Organ Farming Programs)
-[] Hand Off Capital Goods to Market (10 cap goods) 1 die auto
-[] Realign Standard of Living (Moderate Adjustment) 1 die auto

Free 6/6
2 Infra, 3 HI
Erewhon 1/1
1 HI

Plan Goals
Provide 13 Consumer Goods points from the Treasury (+4 BZ Arcology 37%, +4 Vert Farming 1%)
Increase Income by 390 (57% for 60 to 90 Deep RZ, 70% for 10 Tiberium Spikes)
Increase Tiberium Processing limit by 470 (34% to finish)
Increase population in space by 14.45k (40% for 1.4k and 71% for 1k)
Provide 14 Points of Red Zone Abatement (57% for 2 points Deep RZ)
Spend at least one die on Steel Talons projects every turn (complied, 2 dice)

Projects
Complete Karachi Planned City by end of 2065 (plan to Start Q4)
Complete North Boston Phase 5 (7 dice assigned)
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories (42% for 1 phase)
Complete Reforestation Campaign Preparation Phase 2 (2% to finish)
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits (working on Arcology to cover residents of housing refits and any other housing influx needs)

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. (complied)
Spend no more than two free dice per turn on Military. (complied)
Hand off at least 10 more points of Capital Goods to market over the course of the plan. (Done this turn)

Revised the plan to go easier on RZ operations this turn, shifted 2 dice over to HI to do phase 1 Aberdeen Isolinear Fabricator to combo with the drone dev under services which hopefully is a labor boost. For steel talons 2 dice on unmanned support vehicle deployment and 2 on phase 1 GD-3 rollout, governor has been delayed to Q3 or Q4. Keeping the dice on ground armor factory so we dont have to try and rush those to get 4 out (plus GD-3 and ground armor are both high priority)

Services is fishing for +labor projects. Tib- Glacier helps 2 plan goals, Xenotech processing will finish a plan goal and the last 2 are -PS projects with spikes providing 10 income that helps a plan goal

Thoughts?
 
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Caution: Recalibration in process

Unfortunately, it looks like the array in the update got severely borked, so I had to do a full rebuild and replace.
Informational array is up to date, the array in the turnpost will be corrected when Ithillid has time.
Edit: and done.

Spoopy edit: I blame radioactive gremlins carrying contamination over from the Mechanist quest.
 
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I don't think that's a good "because it's a plan goal" argument.

First, because it's very indirect. You're talking about doing a 420-point project to lay groundwork for a 270-point project.
We have +1 HQ housing right now, with both refits we would need 3 more to cover everyone, so that could be a wait 3 turns for that to happen but then we will be in Karachi with the chance of a new refugee wave incoming so pushing Arcology this turn, then 1 housing refit Q3 and 1 Q4 means that we keep positive on the refits and have spare room for a refugee wave Q1/Q2. And housing refits is a plan goal I would like to get started on sooner than later but also dont want to put too many dice into (which makes it work with doing alongside Karachi)

Even stipulating that you are right, pushing out four phases of Red Zone projects in a single turn is an extremely aggressive
I have a revised plan based on going back and rereading some of the turns- tib is the major change with 2 free dice being removed and RZ going to 1 phase of glaciers, hopefully the railway in NA opens up new routes to attack the RZ that is less pressure on Zocom

Now, if you oppose MARV hubs, that's at least self-consistent. Personally, I support them because we need the STUs. Especially if we're not planning on a mass changeover to Visitor-tech refinery processes.
STU would be nice but I feel as we have some time more so since the new processing facility should help with some of that from my understanding. And it is more that right now we have enough demands on the military dice to consider MARVs this year, maybe next year with the plan goals closer to finish or to kick off the next plan with the MARV factory finishing next year. I am diving for some potential labor unlock projects so my hope is that this is more of a pause on the steel talon MARV then a full halt (because I do like MARVs overall just right now too many other demands for dice and labor to make the various projects worth it this quarter and likely this year for the marv hubs).

My ideal is finishing the drones, the augmentics and prosthetics dev and 1st phase of the Isolinear fabricator to reveal enough +Lab to put us in the positive in projects and then we can pick the steel talon MARV project back up (though I kind of want to do the unmanned deployment to get more goodies out into steel talon hands)
 
The housing refits were notably controversial on phase 1, and I'd rather not eliminate net housing stock when we're potentially going to need to house entire cities' worth of refugees in the next 9-12 months and there's already sufficient high quality housing anyways. A few dice in arcologies per turn is intended to produce a little more wiggle room in housing Just In Case of refugee crises, as well as soften the political blow of further commieblock refits.
Hm. Viewing it as insulation against a future refugee crisis I can get behind it. I think that with such a large "Low" Quality Housing buffer, it won't really be a problem. Someone who has to move because of a war isn't going to complain because they temporarily got a small apartment from the late 2050s in a fortress town where things are cramped because everything was built like a fucking bunker. But I understand what you're about here.

ECRP... does not appear to actually be listed in the turn, I just noticed. I'm not opposed to it, but it didn't make it into my plan since I wrote the first draft from the turn text instead of the array and the option just isn't there. @Ithillid another orphaned array project?
Oooh, shit, I just assumed it was still there. Yeah, that's a good point.

Yeah that's fair, I think I'm going to swap out a couple of the mining dice for inhibitors on my next draft. The proverbial cobwebs need to be swept out of my brain too, I forgot ZOCOM was living life on the edge and it turns out we have more money than we can spend anyways so it's not like mines need to be prioritized.
To be fair, the backlogs of mines we 'must' complete is so large that we really can't afford to entirely neglect +RpT projects. We're scheduled to provide +390 RpT in seven turns, including this one. Now, if we don't somehow crater the economy, just taxation growth (+20 RpT/turn as I understand it) covers 140 or so of that, but even +250 RpT means doing a lot of mining projects and at averaging at least one serious moneymaker like a glacier mine or a vein mine more or less each turn for the rest of the Plan.

I want to get Columbia entirely "complete" since it's supposed to be our model city that influences the design of next generation of space colonies. I'm not so afraid of missing the space pop goal over the next 6 turns that we can't afford to complete Columbia now, and the extra consumer goods will actually be relevant again with the end of rationing.
Personally, I feel like we can stand to have second-generation habitation (the lunar homesteads) that isn't optimal and then build the third generation and on based on a complete Columbia. But that's me.

The lasers are in demand for pretty much every single branch so it's an easy way to keep everyone happy, and could actually roll out in time for Karachi/the ensuing campaign in at least limited numbers. So the 3 dice is because I want to just keep rolling straight into stage 2 and maybe even 3 next turn. Re: Zrbite vs. Governor refits, I'm falling back on completing the plan target first before going for optional bonuses, and the first tranche might still be ready before Karachi where the extra naval flexibility will be useful.
Suffice to say that I think zrbite is urgent enough to really need it. Especially since our ambitions in the Red Zones haven't capped out.

Governor As are vital imo as I'd be surprised if we didn't have another throwdown with bintang before the quest ends and the time to prepare for that is years before it
I'm not saying it's not important but we're juggling a shitload of other stuff. For instance, Sharks with modern laser defenses are important too, and those are gated behind the Phase 1 laser refits.

Have to step away for a few hours, so won't have a plan draft of my own to submit. But just two things I would like in a plan, that will hopefully help address the upcoming labor crunch...

Do the Hand Off Capital Goods to Market. We have -2 labor per turn from private industry, and this is meant to improve "efficiency of GDI's labor-hungry industries", so this might slightly lower the per turn loss. So use 2 Bureaucracy dice on a AA die, and the other two on this and the Realign Standard of Living.
Wet AI is a big enough project that I don't think I want to tackle it this turn with everything else, but, uh...

Actually, he has a point. We're at +23 Capital Goods, +2/turn as it is, and we've got +35 coming in from North Boston in 2064Q4-2065Q1. I think we can afford to do the handoff. Does anyone disagree?
 
Alternatively, we could just leave it to the Department of Arcologies. Three turns of progress should be enough to make up the difference for both phases. Not a huge sacrifice, especially since we're already talking about slow playing it.
I think Cryo's argument about doing it to prepare for dislocation of population because of refugees is a good one. It's definitely going to be a good look if the representative experience of refugees from the Karachi campaign is "you got put up in a luxury apartment" instead of the Tib War III "you had to live under canvas for a year or three."

I think we want to do phase 2 of housing refits by next turn. It won't be fun kicking refugees out of housing post-Karachi. And during the invasion, we probably want to reserve infra dice for Karachi proper.
I'm, uh, not quite sure it all adds up that way. Also, Karachi is now roughly a 1500-point project. At 77 Progress per Infrastructure die and 89 Progress per Tiberium die, or even something close to that because assassinations can hurt our bonuses, we only need about 20 dice to finish the job. That sounds like a lot, but we're explicitly planning to do our investment in the project over 2-3 turns, from 2064Q4 to 2065Q2. We don't need every Infra/Tib die we can scrape loose for Karachi, just a bunch of them.

With Karachi kicking off I want to get started on the housing refits before then
I don't think that claiming the refits are a response to Karachi planning is a good idea. We have a ton of other housing to stick refugees in besides the "already scheduled for demolition in the near future" tenements built immediately after Tib War III, and the refits actually reduce housing stock overall. They make sense in context of the civilian economy and the desire to make housing 'nice,' but they're like the dairy ranches in a way. They're a result of GDI wanting to feel like it can have a peacetime economy again, not a move that's part of a coherent geopolitical/military/security strategy to house refugees.

so. biggest piece of non-obvious tech i think we need to develop asap is

[ ] Drone Control Hub Development (Tech)

as it is the most likely to be able to help with our labor crunch.
I'm not sure that's actually more important than a lot of our other tech options. More advanced EVAs are arguably a bigger deal. Prosthetics that re-able our many many war disabled, and importantly reduce the amount of labor involved in caring for those disabled, are a big deal too.

I don't think GDI actually has a lot of people doing manual labor anymore, so we're not going to be replacing really big swathes.

i agree that we should focus on getting the Housing Refits done. they should get 3 dice into them this turn.
This is a bad idea. It will make us unpopular for forcing like... I don't know, 10-20 million people out of their homes, 4-6 million of which aren't going to get to live on the same site again, on very short notice.

We need to move this project slowly. It's not like most of our other Plan goals; it's a case where completing it actually has significant numbers of winners and losers, rather than being a fairly straightforward 'win' for nearly everyone involved (except, perhaps, Nod)
 
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