It's rather sane if you want to replace the fusion rocket shipyards and are trying to do so before the decay in our orbital shuttle infrastructure becomes a serious problem.
It's -1 Fusion die per turn, when we have 13 currently. So it won't be "too late" even four turns from now. We have plenty of time, even if the Impulse Drive project takes two turns.
 
-[] Heavy Industry 5 dice + 2 Free dice + AA, +34, 165R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 147/540 5 dice 80R 85%
--[] Aberdeen Isolinear Fabricator (Phase 2) 103/180 1+AA dice 60R 88%+
--[] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
I think the Free dice would be better spent elsewhere, personally. If it was me, I'd dial back fusion to two dice, put a second HI die on Aberdeen (where AA dice are much less effective, averaging only 51 Progress instead of 85), and shift the Free dice to Orbital or somewhere else.

We just don't need THAT many fusion reactors this turn.

-[] Light and Chemical Industry 4+1 Free dice +29 125R
--[] Civilian Exosuits 0/85 1 die 20R 69%
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 3 dice 90R
--[] Factory Automation Programs 229/280 1 die 15R 99%
Here, too, I have to question the need to rush on Bergen. We have all year to reach the entirely self-imposed 'deadline' to finish it.

-[] Orbital 9 dice, +34, 230R
--[] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%
--[] Assembler Bay 161/240 1 die 20R 89%
--[] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
I suppose there's an argument for Experimental Crops Bay when we're running out of stuff to even do in Agriculture, but I do think that if we're going to ignore rebuilding the fusion rocket shipyards, we really need to use an AA/E die to make sure we have a 100% chance of actually completing the impulse cargo ship design project this turn.

My only other concern is that this and other plans that do not work on MARV hubs set us up for an issue. We can't do Red Zone inhibitors without the MARV hubs, and Red Zone inhibitors seem like a really good idea when we're dealing with huge interconnected tangles of tiberium digging deep into the Earth.

It's -1 Fusion die per turn, when we have 13 currently.
I like being able to spend Free/AA/E dice on Orbital. More generally, the 'number go down' thing we see reflects an underlying mechanical reality that we are using up existing machines that we have no means of maintaining, repairing, or replacing. The longer we wait to either replace them with new ships or to rebuild the facilities where they are made and serviced, the greater the risk of accidents and complications involving the old ships.

Either we should work hard to complete the fusion shipyard reconstruction project fast, or we should work hard to get the impulse cargo shipyards online fast. I'm happy with either option and have written plans oriented around both.
 
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I think the Free dice would be better spent elsewhere, personally. If it was me, I'd dial back fusion to two dice, put a second HI die on Aberdeen (where AA dice are much less effective, averaging only 51 Progress instead of 85), and shift the Free dice to Orbital or somewhere else.

We just don't need THAT many fusion reactors this turn.

Here, too, I have to question the need to rush on Bergen. We have all year to reach the entirely self-imposed 'deadline' to finish it.

I suppose there's an argument for Experimental Crops Bay when we're running out of stuff to even do in Agriculture, but I do think that if we're going to ignore rebuilding the fusion rocket shipyards, we really need to use an AA/E die to make sure we have a 100% chance of actually completing the impulse cargo ship design project this turn.

My only other concern is that this and other plans that do NOT work on MARV hubs set us up for an issue. We can't do Red Zone inhibitors without the MARV hubs, and Red Zone inhibitors seem like a really good idea when we're dealing with huge interconnected tangles of tiberium digging deep into the Earth.

1. We have a vast number of Energy-intensive projects available and upcoming. I want a healthy buffer against any bad turns, either in power plant construction or overflow on energy-intensive projects like inhibs.

Aberdeen is almost certain to finish phase 2 on just one dice; the AA is just to potentially get some overflow. I might move it down to Impulse dev, as you say.

2. 3 dice is in no way a rush. It's the standard rate we've been plodding along at all Plan.

3. Addressed in 1.

4. I am, however, doing Red Zone containment lines, which addresses our plan goal more directly. I would like to start MARV operations next turn, where, assuming we go with my plan and get decent-to-good rolls, we will have only one phase of GFZA remaining for us to plug away at. We will then be able to safely afford more Mil dice on the problem.
 
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1. We have a vast number of Energy-intensive projects available and upcoming. I want a healthy buffer against any bad turns, either in power plant construction or overflow on energy-intensive projects like inhibs.
Understandable, I suppose. Personally, based on past discussions and math, I consider two fusion dice per turn to be 'okay' for keeping up a solid buffer and three fusion dice per turn to be 'good.' I'd say we are in no realistic danger of going into Energy negatives even if we need to spend prodigious amounts of Energy on ongoing projects. But that's me.

Aberdeen is almost certain to finish phase 2 on just one dice; the AA is just to potentially get some overflow. I might move it down to Impulse dev, as you say.
If you're planning to stop building Aberdeen at Phase 2, that checks out. My plan is based around wanting Aberdeen Phase 3 and wanting it reasonably soon.

2. 3 dice is in no way a rush. It's the standard rate we've been plodding along at all Plan.
Three dice on Bergen was typical for us when we had almost nothing else useful to do in Light Industry. We now have several reasonably attractive Light Industry projects that are alternatives. Personally, I'm happy to see them.

As to the Lines thing... I'm doing the Lines too. The problem with waiting until next turn to do MARV hubs is that we aren't assured of completing the hub in the turn we start it, and if we finish the hub in 2065Q3, we're left rushing to finish the inhibitor in Q4. Some frontloading of investment seems in order here.
 
1255/1825 R budget

6/6 Free dice
(3 Tiberium, 1+E Orbital, 2 Military)

103->100 Political Support
(-5 spikes, +2 inhibitors)

Energy Budget (Moderately Pessimistic)
+5(DAE) +1(Infra drones) +19(new fusion) +1(Lines) +2(HG plants) +3(Aldrin) +1(MARV) = +27
-16(old fusion) -2(Aberdeen) -4(robo-factories) -2(meat) -6(inhibitors) -1(hospital) -1(Novahawk) -4(GFZA) = -32
TOTAL: 37 -> 32

Labor Budget (Moderately Pessimistic)
+1(old fusion) +6(Infra drones) +4(robo-factories) +1(HG plants) = +12
-1(intrinsic) -2(Karachi) -1(hospital) -2(GFZA) = -6
TOTAL: 11 -> 17


[X] Plan Attempting to Fill Big Craters In Monrovia
-[X] Infrastructure (5/5 Dice, +27 bonus, 160 R)
--[X] Karachi Planned City (Phase 4) 178/390 (2 dice + 4 Tib, 120 R) (___)
---[X] All costs for the project are being accounted here, none in Tiberium
--[X] Postwar Housing Refits (Phase 2) 33/150 (1 die, 10 R) (14% chance)
--[X] Drone Logistical Integration 199/240 (1 die, 15 R) (100% chance)
--[X] Nuclear Infrastructure Rebuilding 0/200 (1 dice, 15 R) (1/2.5 median)
-[X] Heavy Industry (5/5 Dice, +34 bonus, 125 R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 (2 dice, 40 R) (99% chance)
--[X] Aberdeen Isolinear Fabricator (Phase 2) 108/180 (2 dice, 60 R) (100% chance)
--[X] Microfusion Cell Laboratories 80/150 (1 die, 25 R) (96% chance)
-[X] Light Industry (4/4 Dice, +29 bonus, 95 R)
--[X] Bergen Superconductor Foundry (Phase 5) 644/1140 (2 dice, 60 R) (2/6 median)
--[X] Factory Automation Programs 229/280 (1 die, 15 R) (99% chance)
--[X] Civilian Exosuits 0/85 (1 die, 20 R) (69% chance)
-[X] Agriculture (6/6 dice, +29 bonus, 90 R)
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 (4 dice, 60 R) (Phase 4, 47% chance Phase 5)
--[X] Laboratory Meat Deployment (Phase 2) 0/170 (2 dice, 30 R) (57% chance)
-[X] Tiberium (7/7 dice +3 Free Dice + AA, +39 bonus, 140 R)
--[X] Karachi Planned City (Phase 4) (4 dice, see Infrastructure)
--[X] Reclamator Hub RZ-1S Benghazi 0/250 (1 die, see Military)
--[X] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (99% chance)
--[X] Hewlett-Gardener Mothballing (Phase 1+2+3) 0/150 (1 die, 10 R) (Phase 1, 60% Phase 2, 1% Phase 3)
--[X] Tiberium Inhibitor Deployment (BZ-3 British Isles) 30/75 (1 die, 30 R) (100% chance) (+1 PS)
--[X] Tiberium Inhibitor Deployment (BZ-13 West Africa) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 (AA die, 20 R) (97% chance) (-5 PS)
-[X] Orbital (9/9 Dice + 1 Free dice + Erewhon + AA, +34 bonus, 350 R)
--[X] Fusion Shipyard Reconstruction 0/450 (5+AA dice, 180 R) (79% chance)
--[X] Assembler Bay 161/240 (1 die, 20 R) (89% chance)
--[X] Aldrin Planned City (Phase 2) 268/465 (4+E dice, 150 R) (Phase 2, 4/12 to Phase 3 plan target)
-[X] Services (4/4 dice, +35 bonus, 110 R)
--[X] Regional Hospital Expansions (Phase 2) 85/270 (2 dice, 50 R) (53% chance)
--[X] Wet AI Development 0/240 (2 dice, 60 R) (7% chance)
-[X] Military (6/6 Dice + 2 Free die, +31 bonus, 185 R)
--[X] Reclamator Hub RZ-1S Benghazi 0/250 (2 dice + 1 Tib, 60 R) (70% chance)
---[X] All costs for the project are being accounted here, none in Tiberium
--[X] NovaHawk Factory Refits (Phase 1) 30/150 (1 die, 25 R) (15% chance)
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 (3 dice, 60 R) (Phase 2, 2% Phase 3)
--[X] Governor-A Deployment 156/350 (1 die, 20 R) (38% chance of 260/350 autocomplete target)
--[X] Unmanned Support Ground Vehicle Deployment 0/240 (1 die, 20 R) (1/3 median)
-[X] Bureaucracy (4/4 Dice, +29 bonus)
--[X] Administrative Assistance (Fusion Shipyard Reconstruction)
--[X] Administrative Assistance (Enhanced Harvest Tiberium Spikes)

1235/1825 R budget

6/6 Free dice
(3 Tiberium, 1+E Orbital, 2 Military)

103->100 Political Support
(-5 spikes, +2 inhibitors)

Energy Budget (Moderately Pessimistic)
+5(DAE) +1(Infra drones) +19(new fusion) +1(Lines) +2(HG plants) +3(Aldrin) +1(MARV) = +27
-16(old fusion) -2(Aberdeen) -4(robo-factories) -2(meat) -6(inhibitors) -1(hospital) -1(Novahawk) -4(GFZA) = -32
TOTAL: 37 -> 32

Labor Budget (Moderately Pessimistic)
+1(old fusion) +6(Infra drones) +4(robo-factories) +1(HG plants) = +12
-1(intrinsic) -2(Karachi) -1(hospital) -2(GFZA) = -6
TOTAL: 11 -> 17

[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
-[X] Infrastructure (5/5 Dice, +27 bonus, 160 R)
--[X] Karachi Planned City (Phase 4) 178/390 (2 dice + 4 Tib, 120 R) (___)
---[X] All costs for the project are being accounted here, none in Tiberium
--[X] Postwar Housing Refits (Phase 2) 33/150 (1 die, 10 R) (14% chance)
--[X] Drone Logistical Integration 199/240 (1 die, 15 R) (100% chance)
--[X] Nuclear Infrastructure Rebuilding 0/200 (1 dice, 15 R) (1/2.5 median)
-[X] Heavy Industry (5/5 Dice, +34 bonus, 125 R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 (2 dice, 40 R) (99% chance)
--[X] Aberdeen Isolinear Fabricator (Phase 2) 108/180 (2 dice, 60 R) (100% chance)
--[X] Microfusion Cell Laboratories 80/150 (1 die, 25 R) (96% chance)
-[X] Light Industry (4/4 Dice, +29 bonus, 95 R)
--[X] Bergen Superconductor Foundry (Phase 5) 644/1140 (2 dice, 60 R) (2/6 median)
--[X] Factory Automation Programs 229/280 (1 die, 15 R) (99% chance)
--[X] Civilian Exosuits 0/85 (1 die, 20 R) (69% chance)
-[X] Agriculture (6/6 dice, +29 bonus, 90 R)
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 (4 dice, 60 R) (Phase 4, 47% chance Phase 5)
--[X] Laboratory Meat Deployment (Phase 2) 0/170 (2 dice, 30 R) (57% chance)
-[X] Tiberium (7/7 dice +3 Free Dice + AA, +39 bonus, 140 R)
--[X] Karachi Planned City (Phase 4) (4 dice, see Infrastructure)
--[X] Reclamator Hub RZ-1S Benghazi 0/250 (1 die, see Military)
--[X] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (99% chance)
--[X] Hewlett-Gardener Mothballing (Phase 1+2+3) 0/150 (1 die, 10 R) (Phase 1, 60% Phase 2, 1% Phase 3)
--[X] Tiberium Inhibitor Deployment (BZ-3 British Isles) 30/75 (1 die, 30 R) (100% chance) (+1 PS)
--[X] Tiberium Inhibitor Deployment (BZ-13 West Africa) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 (AA die, 20 R) (97% chance) (-5 PS)
-[X] Orbital (9/9 Dice + 1 Free dice + Erewhon + AA, +34 bonus, 330 R)
--[X] Impulse Drive Cargo Ship Development 0/80 (1+AA dice, 40 R) (100% chance)
--[X] Assembler Bay 161/240 (1 die, 20 R) (89% chance)
--[X] Lunar Homesteading (Phase 4+5) 42/440 (3 dice, 90 R) (Phase 4, ~1/3 median to Phase 5 plan target)
--[X] Aldrin Planned City (Phase 2) 268/465 (5+E dice, 180 R) (Phase 2, 5/12 to Phase 3 plan target)
-[X] Services (4/4 dice, +35 bonus, 110 R)
--[X] Regional Hospital Expansions (Phase 2) 85/270 (2 dice, 50 R) (53% chance)
--[X] Wet AI Development 0/240 (2 dice, 60 R) (7% chance)
-[X] Military (6/6 Dice + 2 Free die, +31 bonus, 185 R)
--[X] Reclamator Hub RZ-1S Benghazi 0/250 (2 dice + 1 Tib, 60 R) (70% chance)
---[X] All costs for the project are being accounted here, none in Tiberium
--[X] NovaHawk Factory Refits (Phase 1) 30/150 (1 die, 25 R) (15% chance)
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 (3 dice, 60 R) (Phase 2, 2% Phase 3)
--[X] Governor-A Deployment 156/350 (1 die, 20 R) (38% chance of 260/350 autocomplete target)
--[X] Unmanned Support Ground Vehicle Deployment 0/240 (1 die, 20 R) (1/3 median)
-[X] Bureaucracy (4/4 Dice, +29 bonus)
--[X] Administrative Assistance (Fusion Shipyard Reconstruction)
--[X] Administrative Assistance (Enhanced Harvest Tiberium Spikes)



So I have

[] Plan Attempting to Fill Big Craters In Monrovia
and
[] Plan Attempting to Fill Big Craters Everywhere But Monrovia

The former is the controversial "quickly rebuild the fusion shipyards" option, while the latter is the "100% sure to develop the impulse cargo lifter that replaces the fusion shipyards, spend more on lunar colonization" option.

At 10+E+AA dice on Orbital in general and 8+E on lunar colonization in particular, I feel like Attempting to Fill Big Craters Everywhere But Monrovia is a reasonably good 'space plan.' Whether the other version is good or not is a matter of opinion.

...

EDIT:

Approved because I like big supertanks and I cannot lie.

[X] Plan MARVy Road to Aldrin
 
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[X] Plan Tech dev and Plan goals 1205R
-[X] Infrastructure 5 dice, +27, 75R
--[X] Karachi Planned City (Phase 4) 178/390 1 dice + 4 Tib dice 120R 100%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 dice 10R 14%
--[X] Drone Logistical Integration 201/240 1 dice 15R 100%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
-[X] Heavy Industry 5 dice + 1 Free 115R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 1 dice 25R
-[X] Light and Chemical Industry 4 dice +29 105R
--[X] Bergen Superconductor Foundry (Phase 5) 483/1140 3 dice 90R
--[X] Factory Automation Programs 229/280 1 die 15R 99%
-[X] Agriculture 6 dice, +29, 90R
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 4 dice 60R 47%
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%
-[X] Tiberium 7+1 free+E dice +AA, +39, 215R
--[X] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 1 EE 20R
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] 3 dice + 1 AA dice to Karachi
-[X] Orbital 9 dice + 1AA, +34, 250R
--[X] Impulse Drive Cargo Ship Development 0/80 1 dice + AA 40R 100%
--[X] Assembler Bay 161/240 1 die + AA 40R 100%
--[X] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[X] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
-[X] Services 4 dice + 2 Free +35 165R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%,
--[X] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%
-[X] Military 6 dice + 2 Free , +31, 160R
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] NovaHawk Factory Refits (Refit) 30/300 1 dice 15R
--[X] Orbital Nuclear Caches 0/140 1 die 20R 3%
--[X] Ground Forces Zone Armor (Phase 2+3) 236/570 3 dice 60R 2%
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 dice 20R
--[X] Governor-A Deployment (Refits) 156/350 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Enhanced Harvest Tiberium Spikes Phase 2
--[X] Impulse Drive Cargo Ship Development

Energy
+5 DAE +1 Drone Logistical Integration +19 New fusion plants +1 Red Zone Containment Lines +3 Aldrin = Total +29
-16 plants offline -2 Aberdeen -4 Factory Automation -1 Regional Hospitals -2 Zone Armor = Total -25
37 -> 41
Labour
+1 fusion plants offline + 6 Drone Logistical Integration +4 Factory Automation = Total +11
-1 Net per turn -2 (Karachi) -1 Fusion Plants -1 Regional Hospitals -2 Zone Armor = Total -7
11 -> 15

Plan goals
income
vein mines +25-35 tib spikes +10
90-100 remaining

red zone abatement
containment line +3
7 remaining

space pop
Aldrin + 2200
7050 remaining

At least 1 phase of zone armor deployed. 30% chance of 2
Progress made on Housing refits, Regional Hospital Expansions and Governor-A refits

Also approval votes
[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan MARVy Road to Aldrin
 
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[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia

More emphasis on our space target is good as it leaves us more flexible in orbital in the remaining 3 turns. Also a good push on Tib issues, and clearing out plan goals/promises in general. Also a fan of pushing impulse dev so that we can see what option we want to pick moving forward
 
[X] Plan Rocky Road to Aldrin
-[X] Infrastructure 5 dice, +27, 115R
--[X] Karachi Planned City (Phase 4) 178/390 1 dice + 2 Tib dice 60R 100%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-[X] Heavy Industry 5 dice + 2 Free dice, +34, 165R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 147/540 4 dice 80R 18%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
-[X] Light and Chemical Industry 4 +29 95R
--[X] Civilian Exosuits 0/85 1 die 20R 69%
--[X] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 60R
--[X] Factory Automation Programs 229/280 1 die 15R 99%
-[X] Agriculture 6 dice, +29, 90R
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 4 dice 60R 47%
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%
-[X] Tiberium 7+2 free+E dice, +39, 175R
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] Hewlett-Gardener Mothballing (Phase 1+2+3) 0/150 2 dice 20R 94%
--[X] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 dice 30R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 Erewhon 20R 97%
–[X] 2 dice to Karachi
-[X] Orbital 9+AA dice, +34, 250R
--[X] Impulse Drive Cargo Ship Development 0/80 1+AA die 40R 88%+
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[X] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
-[X] Services 4 dice +35 105R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Stasis Box Development (Tech) (MS) 0/120 1 die 30R 27%
-[X] Military 6 dice + 2 Free + AA, +31, 175R
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] Orbital Nuclear Caches 0/140 1 die 20R 3%
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 4+AA dice 100R 59%+
--[X] Governor-A Deployment (Refits) 156/350 1 dice 20R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 0R
--[X] Administrative Assistance x2

Cost: 1155

Indicator effects and addressed Plan goals:
Karachi (Plan Goal): +6 Logistics, +4 Housing, -2 Labor
Postwar Housing Refits (Plan Goal): -5 Housing, +3 HQ Housing (if complete)
Nuclear Infrastructure Rebuilding: +4 Logistics (if complete)
Drone Logistical Integration: +6 Labor, -4 CG, +1 Energy

2nd Gen CCF: +38 Energy, -2 Labor
Aberdeen: +9 CG, -2 Energy
MFC Labs: -2 STU

Bergen: +Progress, No other indicator movement this turn
Factory Automation Programs: +4 Labor, -4 Energy
Civilian Exosuits: +1 Labor

Spider Cotton Plantations: +1-2 CG
Laboratory Meat Deployment: +6 ConGoods, -1 Food, -1 Energy

Red Zone Containment Lines (Plan Goal - RZ Abatement): +20-40 RpT, +3-6 RZ Abatement, +1-2 Energy
HG Mothballing: +6 Energy, +3 Labor, +3 Logistics
All BZ Inhibs: +4+ YZ Abatement, -6+ Energy, +2+ PS
EHTS: -5PS, +10RpT, +Underground Abatement

Impulse Drive Cargo Ship Development: no stat movement this turn
Assembler Bay: +1 CG, +5 ConGoods
Experimental Crops Bay: +Mad Science
Aldrin Planned City (Plan Goal): +1 CG, +3 Energy

Regional Hospital Expansions: +4 Health, -1 Energy, -1 Capital Goods, -1 Labor
Rage Engine Development: No stat movement this turn
Stasis Box Development: No stat movement this turn

Advanced Articulation Systems: no stat movement this turn
Orbital Nuclear Caches: no stat movement this turn
GFZA Phase 2+3 (Plan Goal): -8 Energy, -4 Capital Goods, -4 Labor
Gov-A (Plan Goal): no stat movement this turn
Unmanned Support Ground Vehicle Deployment: no stat movement this turn

Totals:
RpT: +30-50
Energy: +10-11 minimum
Labor: +4
Logistics: +9-13
Health: +4
Capital Goods: +9-10
Consumer Goods: +11
Space Pop: +1200
RZ Abatement: +3-6
YZ Abatement: +4+
 
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-[] Heavy Industry 5 dice + 1 Free 115R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[] Microfusion Cell Laboratories 80/150 1 dice 25R 96%
--[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 1 dice 25R
I'm sorry for not talking about this plan sooner, but I was a bit pressed for time. One thing I'd point out is that investing dice into Nuuk at a trickle isn't going to help us much; we'd need to throw about 10 dice at the project over the next year to complete Phase 4. Given that completing Aberdeen Phase 3 is almost certainly a higher priority, I recommend consolidating dice on Aberdeen this turn so we can work on Nuuk more freely in the future.

-[] Tiberium 7+1 free+E dice +AA, +39, 215R
--[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%
--[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 1 AA 20R
--[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[] 3 dice + 1 E dice to Karachi
Personally, right now I consider vein mines a less attractive option than inhibitors, but I can see the logic either way.

-[] Orbital 9 dice, +34, 230R
--[] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%
--[] Assembler Bay 161/240 1 die 20R 89%
--[] Experimental Crops Bay (Stage 1) 0/215 2 dice 40R 26%
--[] Aldrin Planned City (Phase 2) 268/465 5 dice 150R 100%
If we're not going to invest in rebuilding the fusion shipyards, we really need to be sure of getting the impulse ships online fast. I consider an AA/E die on the development project to be a priority if we're doing things this way. More important than putting an AA die on the power armor factory target, since we have several turns to get that and no other major mandatory Military objectives to interfere with completing it.

I also personally am not so sure Experimental Crops Bay is a good idea right now, since we've got a big smoking crater in our space launch infrastructure and a rather burdensome plan goal to complete.
 
[X] Plan It's a Marathon, not a Sprint
-Infra 125R
--[X] Karachi Planned City (Phase 4) 178/390 2 dice+2 dice 80R 100%
--[X] Drone Logistical Integration 201/240 1 Erewhon die 15R 84%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-HI 155 R 1 free die,
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 3 die 90R 100%
--[X] Microfusion Cell Laboratories 80/150 1 die 25R 96%
-LCI 125R 1 AA die
--[X] Bergen Superconductor Foundry (Phase 5) 644/1140 3 dice 90R
--[X] Factory Automation Programs 229/280 1 AA die 15R 65%
--[X] Civilian Exosuits 0/85 1 die 20R 69%
-Ag: 90R
--[X] Spider Cotton Plantations (Phase 4) 1/175 4 dice 60R 100%+ 47% of stage 5
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%
-Tib: 3 free dice, 240R
--[X] Xenotech Tiberium Processing Plants (Stage 3) 61/300 3 dice 120R 90%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Tiberium Inhibitor Deployment (Yellow Zone 10) 0/100 1 die 30R 60%
--[X] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 2 dice 40R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 1 die 20R 100%
-Orb: 1 free die, 250 R
--[X] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Lunar Homesteading (Phase 4) 42/220 1 dice 30R
--[X] Aldrin Planned City (Phase 2) 268/465 6 dice 180R 100%
-Serv: 100R
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%,
--[X] Stasis Box Development (Tech) (MS) 0/120 2 dice 60R 100%
--[X] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-Military: 2 free dice
--[X] NovaHawk Factory Refits (Refit) 30/300 1 die 25R
--[X] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 3 dice 60R 2%
--[X] Governor-A Deployment (Refits) 156/350 1 die 40R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 2 dice 40R 2%
-Bureau 4/4 dice -60R/turn
--[X]Administrative Assistance (2 dice)
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand off 10 Capital goods
--[X] Transfer Funds to the General Pool -60 R/turn

[X] Plan Titans of Industry
-Infra 125R
--[X] Karachi Planned City (Phase 4) 178/390 2 dice+2 dice 80R 100%
--[X] Drone Logistical Integration 201/240 1 Erewhon die 15R 84%
--[X] Nuclear Infrastructure Rebuilding (New) 0/200 2 dice 30R 17%
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
-HI 155 R 6 free die, 2 AA dice
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5+6) 147/540 4 dice 80R 18%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 3 die 90R 100%
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 4 dice+1 AA die 100R
--[X] Microfusion Cell Laboratories 80/150 1 AA die 25R 45%
-LCI 110R
--[X] Bergen Superconductor Foundry (Phase 5) 644/1140 3 dice 90R
--[X] Civilian Exosuits 0/85 1 die 20R 69%
-Ag: 90R
--[X] Spider Cotton Plantations (Phase 4) 1/175 4 dice 60R 100%+ 47% of stage 5
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%
-Tib: 140R
-[X] Hewlett-Gardener Mothballing Phase 1 0/150 2 dice 20R 94%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Tiberium Inhibitor Deployment (Yellow Zone 10) 0/100 1 die 30R 60%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 161/180 1 die 20R 100%
-Orb: 220 R
--[X] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Aldrin Planned City (Phase 2) 268/465 6 dice 180R 100%
-Serv: 100R
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%,
--[X] Stasis Box Development (Tech) (MS) 0/120 2 dice 60R 100%
--[X] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
-Military:
--[X] NovaHawk Factory Refits (Refit) 30/300 1 die 25R
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 3 dice 60R 2%
--[X] Governor-A Deployment (Refits) 156/350 1 die 40R
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R
-Bureau 4/4 dice -60R/turn
--[X]Administrative Assistance (4 dice) HI+HI


[X] Plan Rocky Road to Aldrin
 
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[X] Plan Finishing The Fight
-[X]Infrastructure (5 dice +27) 105R
--[X] Karachi Planned City (Phase 4) 178/390 3 + 1 AA die 80R 5.66/11 median for Phase 4+5 (See Tiberium)
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%

-[X] Heavy Industry (5 dice +34) 125R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 die 25R 96%

-[X] Light and Chemical Industry (4 dice +29) 95R
--[X] Civilian Exosuits 0/85 1 die 20R 69%
--[X] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 60R 2/6 median
--[X] Factory Automation Programs 229/280 1 die 15R 99%

-[X] Agriculture (6 dice +29) 90R
--[X] Spider Cotton Plantations (Phase 4+5) 1/360 4 dice 60R 47%
--[X] Laboratory Meat Deployment (Phase 2) 0/170 2 dice 30R 57%

-[X] Tiberium (7 dice +39) 4 Free + 1 AA 215R
--[X] Karachi Planned City (Phase 4) 178/390 2 dice 40R (See Infrastructure)
--[X] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-2) 0/75 1 die 30R 92%
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-3 British Isles) 30/75 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes Phase 2 161/180 1 die 20R 100%
--[X] Reclamator Hub Red Zone 1 South 1 die 20R (see Military)

-[X] Orbital (9 dice +34) 3 Free + 1 AA + Erewhon 400R
--[X] Impulse Drive Cargo Ship Development 0/80 1 die 20R 88%
--[X] Fusion Shipyard Reconstruction 0/450 4 die 120R 20% (assumes 60 Progress from Reconstruction without 1%)
--[X] Assembler Bay 161/240 1 die 20R 89%
--[X] Lunar Homesteading (Phase 4) 42/220 3 dice 90R 100%
--[X] Aldrin Planned City (Phase 2) 268/465 3 + 1 AA + Erewhon dice 150R 100%, 4.33/13 median for Phase 2+3

-[X] Services (4 dice + 35) 110R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[X] Wet AI Development (Tech) (MS) 0/240 2 dice 60R 7%

-[X] Military (6 dice +31) 1 Free 140R
--[X] Reclamator Hub Red Zone 1 South (Progress 0/250) 2 dice 40R (see Tiberium) 71%
--[X] Governor-A Deployment (Refits) 156/350 1 die 20R
--[X] Ground Forces Zone Armor (Set 2) (Phase 2+3) 236/570 3 dice 60R 2%
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R 1/3 median

-[X] Bureaucracy
--[X] Administrative Assistance 2 dice: Aldrin
--[X] Administrative Assistance 2 dice: Karachi

Total Budget: 105+125+95+90+215+400+110+140=1280R/(1450+375)

[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan Attempting to Fill Big Craters In Monrovia
 
[X] Plan Attempting to Fill Big Craters In Monrovia
[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
[X] Plan Titans of Industry
 
I'm sorry for not talking about this plan sooner, but I was a bit pressed for time. One thing I'd point out is that investing dice into Nuuk at a trickle isn't going to help us much; we'd need to throw about 10 dice at the project over the next year to complete Phase 4. Given that completing Aberdeen Phase 3 is almost certainly a higher priority, I recommend consolidating dice on Aberdeen this turn so we can work on Nuuk more freely in the future.

No worries about not getting to me sooner.

I don't think it makes a difference when we finish Aberdeen and Nuuk phase 4 so long as they are done before the plan ends. Its probably to late to get anything from them within in the next 4 turns and we don't urgently need cap goods so I'd rather keep plugging awaway at both of them instead of prioritising 1.

I'd love some red zone inhibitors but those need Marv hubs and my military section is busy with other things this turn. Vein means can be done with tib dice get and gets us closer to our income goals. The description also directly mentions getting started on tackling the undergroud tib and actually getting down there and looking at it might help us get some idea of what our underground abatement is.

we have no idea what our underground mitigation is right now. More inhibitors won't help finding that out but digging down to we can get a better look at the underground tib might.

AA dice on the impulse drive is fair. I've gone and moved one.
 
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