New:
-Chicago Planned City (Phase 1)
-Karachi Planned City (Phase 1)
-Automated Civilian Shipyards
-MARVs
-Super MARVs

Changed:
-Kure Machine Works -20 progress needed
-Red Zone Tiberium Harvesting +13 progress (Saarland completion?)

Infrastructure 5 dice +12
-[] Blue Zone Arcologies (Phase 1) 0/450 5 dice 75R 3%, 6 dice 90R 20%, 7 dice 105R 52%, 8 dice 120R 79%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40R 60%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 2+3) 70/400? 4 dice 80R 14%, 5 dice 100R 49%, 6 dice 120R 80%, 7 dice 140R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Integrated Cargo System 0/800 10 dice 150R 4%, 11 dice 165R 16%, 12 dice 180R 37%, 13 dice 195R 60%, 14 dice 210R 80%, 15 dice 125R 91%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 17%, 2 dice 30R 75%, 3 dice 45R 97%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 24%, 4 dice 80R 67%, 5 dice 100R 91%
-[] Chicago Planned City (Phase 1) 0/80 1 die 20R 48%, 2 dice 40R 92%
-[] Karachi Planned City (Phase 1) 0/80 1 die 20R 20R 48%, 2 dice 40R 92%
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Phase 1) 18/500 6 dice 60R 15%, 7 dice 70R 46%, 8 dice 80R 76%, 9 dice 90R 92%
-[] Fusion Power Prototype 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Blue Zone Microgeneration Program (Phase 1) 38/60 1 die 5R 100%
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 2 dice 10R 26%, 3 dice 15R 77%, 4 dice 20R 96%
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 3%, 15 dice 225R 11%, 16 dice 240R 27%, 17 dice 255R 48%, 18 dice 270R 68%, 19 dice 285R 84%, 20 dice 300R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6% (Note: Completion here requires an omake bonus), 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/325 4 dice 60R 21%, 5 dice 75R 61%, 6 dice 80R 88%, 7 dice 95R 98%
-[] Kure Machine Works 0/280 3 dice 45R 9%, 4 dice 60R 48%, 5 dice 75R 83%, 6 dice 90R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Union Class Construction Yard 0/180 2 dice 40R 22%, 3 dice 60R 73%, 4 dice 80R 95%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Personal Electric Appliances Factories 0/180 2 dice 20R 18%, 3 dice 30R 60%, 4 dice 40R 92%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 14%, 6 dice 60R 45%, 7 dice 70R 75%, 8 dice 80R 92%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Civil Clothing Factories 150/200 1 die 10R 78%, 2 dice 20R 99%
-[] Edinburgh Electric Motor Plant 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
Agriculture 3 dice +12
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 14%, 6 dice 90R 45%, 7 dice 105R 75%, 8 dice 120R 92%
-[] State Operated Breweries 0/125 1 die 10R 3% (Note: Omake required), 2 dice 20R 64%, 3 dice 30R 94%
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 3) 15/80 1 die 10R 63%, 2 dice 20R 97%
-[] Yellow Zone Aquaponics Bays (phase 3+4) 15/160? 2 dice 20R 46%, 3 dice 30R 87%, 4 dice 40R 98%
-[] Vertical Farming projects 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 80R 98%
-[] Organic textiles farms 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
Tiberium 5 dice +30
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 33%, 5 dice 75R 79%, 6 dice 90R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Phase 7) 35/130 1 die 25R 51%, 2 dice 50R 98%
-[] Red Zone Tiberium Harvesting (Phase 7+8) 35/260? 2 dice 50R 13%, 3 dice 75R 73%, 4 dice 100R 98%
-[] Red Zone Containment Lines (Phase 1) 0/180 2 dice 50R 47%, 3 dice 75R 94%
-[] Red Zone Containment Lines (Phase 1+2) 0/360? 3 dice 75R 2%, 4 dice 100R 35%, 5 dice 125R 81%, 6 dice 150R 98%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 72%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Phase 8+9) 29/360 3 dice 90R 7%, 4 dice 120R 54%, 5 dice 150R 91%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 26%, 2 dice 40R 91%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 29%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Tiberium Processing Plants (Phase 1+2) 0/400? 4 dice 120R 15%, 5 dice 150R 61%, 6 dice 180R 92%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R+ 28%, 2 dice 40R+ 82%, 3 dice 60R+ 98%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 3 dice 60R+ 2%, 4 dice 80R+ 28%, 5 dice 100R+ 66%, 6 dice 120R+ 90%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/400 4 dice 80R+ 13%, 5 dice 100R+ 48%, 6 dice 120R+ 79%, 7 dice 140R+ 94%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R+ 7% (Note: Completion here requires an omake bonus), 2 dice 20R+ 68%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 1) 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Orbital Shuttle Bays 0/70 1 die 20R+ 58%, 2 dice 40R+ 96%
-[] Near Body Survey Probes 0/50 1 die 10R+ 78%, 2 dice 20R+ 99%
-[] Inner System Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Outer System Survey Probes 0/300 3 dice 30R+ 2%, 4 dice 40R+ 28%, 5 dice 50R+ 66%, 6 dice 60R+ 90%
Services 4 dice +27
-[] Scrin Research Institutions 0/400 4 dice 120R 10%, 5 dice 150R 52%, 6 dice 180R 87%, 7 dice 210R 98%
-[] NOD Research Initiatives 0/150 2 dice 60R 68%, 3 dice 90R 98%
-[] Childcare and Preschool programs 0/230 2 dice 10R 8%, 3 dice 15R 63%, 4 dice 20R 96%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Virtual Reality Arcades 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Multi Use Stadium Program 0/100 1 die 10R 43%, 2 dice 20R 96%
Military 5 dice +12
-[] Wartime Factory Refits 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 7%, 3 dice 90R 50%, 4 dice 120R 85%, 5 dice 150R 97%
-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 30R 79%, 3 dice 45R 98%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 62%, 2 dice 40R 97%
-[] MARVs 0/160 2 dice 40R 32%, 3 dice 60R 80%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 45%, 4 dice 80R 82%, 5 dice 97%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Zone Suit Factories 0/60 1 die 15R 68%, 2 dice 30R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 58%, 2 dice 30R 96%
-[] Harbinger Gunship Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Orca Refit Package Development 0/40 1 die 15R 88%, 2 dice 30R 99%
Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 3 dice 90R 34%, 4 dice 120R 75%, 5 dice 150R 94%
-[] High Orbit Ion Cannons 0/75 1 die 30R 53%, 2 dice 60R 94%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Shell Plants (Phase 2) 31/300 3 dice 30R 10%, 4 dice 40R 48%, 5 dice 50R 81%, 6 dice 60R 96%
-[] Railgun Munitions Development 0/60 1 die 10R 68%, 2 dice 20R 98%
-[] Ablat Plating Development 0/70 1 die 10R 58%, 2 dice 20R 96%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Hydrofoil Shipyards 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Point Defense Refits 15/250 3 dice 30R 27%, 4 dice 40R 70% 5 dice 50R 92%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%, 3 dice 30R 89%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Havoc Scout Mech Development 0/40 1 die 10R 88%, 2 dice 20R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Last Security Review
Infrastructure 1 turn ago 2054 Q2
Agriculture 1 turn ago 2054 Q2
Bureaucracy 1 turn ago 2054 Q2
Military 3 turns ago 2053 Q2
Tiberium 5 turns ago 2053 Q1
Light/Chem 7 turns ago 2052 Q4
Services 8 turns ago 2052 Q3
Heavy Ind 9 turns ago 2052 Q2
Orbital 15 turns ago 2050 Q3
 
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Yellow Zone abatement is only not an emergency in the most theoretical statistical of senses, in practical terms we've lost 20% of the planet's Blue Zone area since Turn 1 of the game and it just keeps getting worse. Sure, we had a run of bad rolls recently, but even if Tib starting rolling a 1 every single turn between now and whenever it starts to mutate and overcome our abatement we still wouldn't even push the borders back out to where we started the game much less build up a buffer. We've been fighting a steady but distinctly retreating holding action, we can't afford to just sit on our laurels now that it's theoretically over 50 we need to push twice as hard to build up a buffer zone once abatement stops working and we have to figure out something else. Even pouring all our resources into YZ abatement I don't see us getting that much buffer, resting on our laurels right now will get us zero buffer and the day Tib starts to mutate it'll go right back to overrunning our core industrial base.
I would say that the bigger issue is the growth of the RZ which has never decreased in size, right now we have 62 on YZ mit and 37 on RZ mit. I am not saying never do YZ mit but that right now we would be better served on focusing on RZ mit- that is the zone we want to stop growing and it also provides more income which we need to use all of our dice each turn. And we can live with an increase in YZ size given all the work we are putting into it, we can not live with an ever increasing RZ.
 
[X] Plan Steady Progress
Resources: 30+70+50+30+75+20+50+95=420/420
Free Dice: 5/5

Infrastructure (5 dice) 2/5 30R
-[X] Blue Zone Arcologies (Phase 1)(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) 2x 30R
Heavy Industry (5 dice) 8/5+3 70R
-[X] Fusion Power Prototype(Progress 0/200: 20 Resources per Die) (+ Energy) 1x 20R
-[X] Blue Zone Microgeneration Program (Phase 1)(Progress 38/60: 5 resources per die) 1x 5R
-[X] Yellow Zone Power Grid Extension (Phase 2)(Progress 101/275: 5 resources per die) (++ Energy) 3x 15R
-[X] Heavy Rolling Stock Plants(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) 3x 30R
Light and Chemical Industry (3 dice) 4/3+1 50R
-[X] Chemical Precursor Plants(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy) 2x 30R
-[X] Blue Zone Light Industrial Sectors(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor) 1x 10R
-[X] Civil Clothing Factories(Progress 150/200: 10 resources per die) (+++ Consumer Goods, - Energy) 1x 10R
Agriculture (3 dice) 3/3 30R
-[X] Yellow Zone Aquaponics Bays (phase 3)(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water) 1x 10R
-[X] Organic textiles farms(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed. 2x 20R
Tiberium (5 dice) 5/5 75R
-[X] Blue Zone Perimeter Fencing (Phase 2) (Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation) 5x 75
Orbital (3 dice) (2 Fusion Dice) 2/3 1/2 20R
-[X] Orbital Shuttle Bays(Progress 0/70: 30 resources per die) (10 point discount to all space actions) 1x 1Fx 20R
-[X] Security Reviews 1x
Services (4 dice) 4/4 50R
-[X] NOD Research Initiatives(Progress 0/150 : 30 resources per die) 1x 30R
-[X] Childcare and Preschool programs(Progress 0/230: 5 Resources per die) (--- Labor) 2x 10R
-[X] Virtual Reality Arcades(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy) 1x 10R
Military (5 dice) 6/5+1 95R
-[X] Reclamator Fleet RZ-1 North
--[X] Super MARVs(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT) 3x 60R
-[X] Apollo Fighter Factories
--[X] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1x 15R
-[X] Hydrofoil Shipyards
--[X] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor) 2x 20R
Bureaucracy (3 dice) 3/3
-[X] Security Reviews (Orbital) (DC 60 + 1 operations die) 3x
 
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[X] Plan Food Focused
Infrastructure (3 dice)
-[X] Blue Zone Duplex Row Housing (Phase 2), 3 die (30 Resources) (72.76%)

Heavy Industry (4 dice)
-[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources) (94%)
-[X] Yellow Zone Power Grid Extension (Phase 2), 3 die (15 Resources) (66.85%)

Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources) (0%)
-[X] Civil Clothing Factories, 1 die (10 Resources) (63%)

Agriculture (3 dice) + 4 Free Dice
-[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources) (48%)
-[X] Organic Textiles Farms, 2 dice (20 Resources) (72.25%)
-[X] Vertical Farming projects, 4 dice (60 Resources) (50.33%)

Tiberium (5 dice) + 1 Free Dice
-[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources) (88.75%)
-[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources) (82.89%)

Orbital (2 dice)
-[X] Orbital Shuttle Bays, 1 fusion die (20 Resources) (43%)
-[X] Security Review (Orbital), 1 die

Services (4 dice)
-[X] Educational MultiMedia Initiatives, 4 dice (20 Resources) (56.96%)

Military (5 dice)
-[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources) (33.85%)
-[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources) (72.25%)

Bureaucracy (3 dice)
-[X] Security Review (Orbital), 3 dice

Total Cost: 420 Resources


This plan is very similar to Crazycryodude's initial abatement plan, but with less dice in Tiberium and more dice in Agriculture. Specifically, I've put four 4 dice into the Vertical Farming project, which if completed this turn will net us a lot of Food and Consumer Goods, which are both something we rather badly need to start increasing. The other plan's Tiberium Free Dice were taken from fencing, so this plan will net us the same amount of RpT gain as the other.

Dice were also switched to Multimedia Initiatives. Partially because it costs less, and partially because all four Service dice on this one project gives it a decent chance of completing on this turn, or at the very least getting close enough to complete that we can finish it off next turn with a dice or two. I also put dice into Duplex Housing, so we can finally finish off the refugee camps and have everyone in houses. Finally, there was no room left for Rolling Stock in this plan, so instead I placed the few extra resources into the Yellow Zone power grid.
 
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I will be frank the Yellow Zones have more space than the Blue Zones and we need the Blue Zones to continue our industrial progress. Without further commitment to space or orbital cities we can't be sure of the viability of human existence yet. The Yellow Zones turning to Red can wait a bit we already are trying to deploy MARVs right now but keeping the Blue Zones or increasing is increasingly an important part of our job and parliament won't like it that more of the center of global civilization is losing more ground.
 
Reclamator Hubs only require 105 progress to complete, not 125.
I would say that the bigger issue is the growth of the RZ which has never decreased in size, right now we have 62 on YZ mit and 37 on RZ mit. I am not saying never do YZ mit but that right now we would be better served on focusing on RZ mit- that is the zone we want to stop growing and it also provides more income which we need to use all of our dice each turn. And we can live with an increase in YZ size given all the work we are putting into it, we can not live with an ever increasing RZ.
I agree abatement is important, but I think we should keep focusing on raw income for another quarter or two; all-in on RZ harvesting this turn, then getting the maximum amount of glacier mines next turn. It's not like we won't get abatement that way as well, but the greater increase in available resources would make it much easier for us to handle the various other issues we're faced with.
We can then shift to more abasement-focused Tib options afterwards.
 
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S-MARVs are so much better than MARVs it's not even a contest. For the cost of 80% of an average extra die, we get +1 mitigation, +10 RpT, and a 50% increase in firepower. I'd buy that for a dollar 20R!

Maybe it's not what we'd use if we build a Reclaimator Hub in Blue Zones, but I doubt that.
@Derpmind
Probability Array headers still has Services at 3 dice rather than 4, and Military at 3 rather than 5.
:o What? Seriously?!? I genuinely didn't realize we've had 4 Service dice since last turn. *is confused*
More likely a math error, but lets call it Saarland Completion.
Given the description change, I guessed it was intentional. But there's no harm in changing it back to 22/130.
Reclamator Hubs only require 105 progress to complete, not 125.
I swear I had that done in the last version. Thanks for spotting that, fixing now.
 
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Analysis of plans based on actions that have a 50%+ to finish this turn.

Crazycryodude- Plan AAAAAHHHHHbatement
+7 Cons Good
+1 Food
-7 Energy
-2 Water
-3 Labor
4 YZ Mit
1 RZ Mit
+15-30 Income
10 progress reduction to all orbital
Developmentalists - Expand Local Public Media Ops
Duqm Hydrofoil production
Missing the cut or no listed effect: Super Marv (45%) 3 RZ mit +25 RpT, Micro power gen (finishes, no effect until phase 2), Rolling Stock Plant +2 Logistics +2 Cap Good -4 Energy 23%, BZ fencing +4 YZ mit 33%, 1 security review, opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit)

Folklore- Plan slight logistical focus
+4 Housing
+5 Cons Goods
+1 Food
-9 Energy
-2 Water
-8 Labor
4 YZ Mit
1 RZ Mit
+15-30 Income
10 progress reduction to all orbital
Childcare and Preschool
Toronto Apollo production
Duqm Hydrofoil production
Missing the cut or no listed effect: Rail Link +2 Logistics 32% Micro power gen (finishes, no effect until phase 2), Rolling Stock Plant +2 Logistics +2 Cap Good -4 Energy 23%, Perennial Aquaponics +4 food 8%, Near Body Survey Probes ,Shell Plants 10%, 1 security review, opens up intensification of YZ harvesting (1 dice at 15 R for +5 to 10 RpT and 1 YZ mit)

Void Stalker- Plan Housing, Red Zone and Consumer Goods
+4 Housing
+3 Cap Good
+9 Cons Good
+1 Food
-12 Energy
-2 Water
-2 Labor
+2 Logistics
3 RZ Mit
+20-35 Income
10 progress reduction to all orbital
Duqm Hydrofoil production
Missing the cut or no listed effect: Organic textiles farms +2 Cons Good -1 Labor 28%, Super Marv (45%) 3 RZ mit +25 RpT, opens up intensification of YZ harvesting (1 dice at 15 R for +5 to 10 RpT and 1 YZ mit), opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit), 3 Security Reviews

Aerrow Shadow- Plan Steady Progress
+7 Cons Good
+1 Food
-9 Energy
-2 Water
-5 Labor
4 YZ Mit
10 progress reduction to all orbital
Toronto Apollo production
Duqm Hydrofoil production
Missing the cut or no listed effect: Micro power gen (finishes, no effect until phase 2), Rolling Stock Plant +2 Logistics +2 Cap Good -4 Energy 23%, Chemical Precursor Plants +2 Cap Good -4 Energy 29%, Super Marv (45%) 3 RZ mit +25 RpT, 1 Security Review

Unstorpable Plan Food Focus
+4 Housing
+11 Cons Good
+5 Food
-7 Energy
-2 Logistics
-3 Labor
4 YZ Mit
1 RZ Mit
+15-30 Income
10 progress reduction to all orbital
Copenhagen Hydrofoil production
Missing the cut or no listed effect: Micro power gen (finishes, no effect until phase 2), opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit), Super Marv (45%) 3 RZ mit +25 RpT, 1 Security Review
 
[X] Plan Housing, Red Zone and Consumer Goods
Infra 2/5 40R +12
-[X] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40 R
HI 5/5 +1 free 50R +15 (-2 for 2 years due to graduates)
-[X] Blue Zone Power Production Campaigns (Phase 2) 18/500 2 dice 20 R
-[X] Heavy Rolling Stock Plants 0/250 4 dice 40 R
LC 3/3 +1 free 40R +12
-[X] Civil Clothing Factories 150/200 1 dice 10 R
-[X] Edinburgh Electric Motor Plant 0/125 2 dice 30 R
Agri 3/3 30R +12
-[X] Yellow Zone Aquaponics Bays (phase 3) 15/80 2 dice 20 R
-[X] Organic textiles farms 0/100 1 dice 10 R
Tiberium 5/5 125R +30 (-2 for 2 years due to graduates)
-[X] Red Zone Tiberium Harvesting (Phase 7) 35/130 2 dice 50 R
-[X] Red Zone Containment Lines (Phase 1) 0/180 3 dice 75 R
Orbital 2/3 20R +12
-[X] Orbital Shuttle Bays, 0/70 1 fusion die 20 R
Services 4/4 20R +27
-[X] Educational MultiMedia Initiatives 0/300 3 dice 15 R
-[X] Multi Use Stadium Program 0/100 1 dice 20 R
Military 5/5 80R +12
-[X] Reclamator Fleet RZ-1 North (Super MARVs) 0/210 3 dice 60 R
-[X] Hydrofoil Shipyards (Duqm) 0/100 2 dice 20 R
Bureau 3/3 +3 free +12
-[X] Security Review (Orbital) 2 dice +1 orbital
-[X] Security Review (Tiberium) 2 dice +1 LC
-[X] Security Review (Servicesl) 2 dice +1 service
Free 5/5

420/420 R


Knocking off three more security review before our increased income means free dice are on other projects, this plan has the highest income potential and RZ mitigation of those proposed. It also nets us 3 cap goods for use in the two light industrial zones which provide 16 consumer goods between them as well as being 2nd highest in consumer good production with a low chance of tying for first, and the organic textile farm will not conflict with LC dice in light industrial Q4 and Q1. All the while bringing online hydrofoil production and the shuttle bays to make future orbital projects easier.

It also puts everyone into actual homes, no more refugee camps and unlocks both glacier mining and yz intensification for tib actions next turn. Crucially it gets rolling stock factory done this turn to get us to +4 logistics letting us do a rail network next turn to cover the 5 logistics cost of glacier mining and with 2 dice into BZ power gen lets us get a large chunk of power next turn before we run out (light industry zones, cap good and mil factories use a lot of energy).

Basically- reduce Red Zone growth, increase income, add a bunch of consumer goods this turn and let us do the two major consumer good projects while also setting us up for more mitigation and income increases next turn. This plan should make the hawks happy (hydrofoils, fortress town, super marvs), developmentalists (consumer good projects this turn and the 2 light industries over the next two turns giving them a big win to point at) and the YZ list (fortress towns means no more refugee camps and 2 dice on YZ aquaponics puts us a good chunk into phase 4, not to mention additional RZ mitigation to show we actually are serious about improving the YZ). And to top it off the GDI production of consumer goods in blue and yellow zones should nicely undercut the free market party, more so when we get the 2 light industrial zones online and with the expected food production increases in both zones as well.

Edit- Multi Use Stadium has a higher % to pass at 1 dice than initally thought (43%) so shifted to the dice (and added a 2nd) to Multimedia Initiative for a low chance (16%) to pass
 
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Wait a minute why are the plans thinking the Indian Ocean is important where most of our government and Blue Zone territories are in the North Atlantic. I believe defending Europe and the North Atlantic is more important because that is where some of our more importants parts are.
 
[] Plan Unsure of a Name
-[] Infrastructure ( 3 / 5 dice) [ 60 Resources]
[ ] Chicago Planned City (Phase 1) (0/80) (20 Resources)
---[] 1 dice
-[ ] Yellow Zone Fortress Towns (Phase 2) (70/200) (40 Resources)
--[]2 dice
-[] Heavy Industry ( 3 / 5 dice) [ 30 Resources]
--[] Heavy Rolling Stock Plants (0/250) (30 Resources)
---[] 3 dice
-[]Light and Chemical Industry (3 / 3 dice) [40 Resources]
--[] Civil Clothing Factories (150/200) (10 Resources)
---[]1 dice
--[ ] Edinburgh Electric Motor Plant (0/125) (30 Resources)
---[]2 dice
-[] Agriculture ( / 3 dice) [ 45 Resources]
--[] Vertical Farming projects ( 0/250) (45 Resources)
---[]3 dice
-[] Tiberium ( 5/ 5 dice + 2 free dice) [ 110 Resources]
--[ ] Yellow Zone Tiberium Harvesting (Phase 4) (49/300) (60 Resources)
---[] 3 dice
-[] Red Zone Tiberium Harvesting (Phase 7) (35/130) (50 Resources)
--[] 2 dice
-[] Red Zone Containment Lines (Phase 1) (0/180) (50 Resources)
--[]2 dice
-[]Orbital (1/3 dice) [30 resources]
--[] Orbital Shuttle Bays (0/70) (30 resources)
---[]1 dice
-[] Services ( / 4 dice) [ 25 Resources]
--[] Childcare and Preschool Programs (0/250) (15 Resources]
---[]3 dice
--[]Multi use Stadium Program (0/100) (10 resources)
---[]1 dice
-[] Military ( 5/ 5 dice + 3 free dice) [140 Resources]
--[]Reclaimator Fleet RZ-1 North
---[]Super MARVs (0/210) (60 Resources)
----[] 3 dice
--[]Reclaimator Hub Red Zone 6 South (0/105) (40 Resources)
---[] 2 dice
--[]Reclaimator Hub Blue Zone 1 (39/105) (20 Resources)
---[] 1 dice
--[]Hydrofoil Shipyards - Busan-Ulsan Combined Port (0/100) (20 Resources)
---[]2 dice
-[]Bureaucracy (3 dice)
--[]Security Reviews
---[]Orbital
----[]3 dice

Starting Resources: 420
Expenditure: 420
Remaining: 0

* Yellow Zone Fortress Towns to provide Housing for people still stuck in the refugee camps
* Chicago will provide improved Tiberium abatement once it's up and running, so we can get a gradual start on it.
* Heavy Rolling Stock Plants produces Capital Goods as well as Logistics
* High chance of completing Civilian Clothing Factories and Edinburgh Electric Motor Plant for a cheap cost, giving us another point of Capital Goods as well as a fair amount of Consumer Goods
* Vertical Farming to produce more Consumer Goods and more Food (which can be used for more Consumer Goods through Ranching Domes and State Operated Breweries)
* Yellow Zone Tiberium Harvesting gives some more Resources as well as some more BZ Abatement
* Red Zone Tiberium Harvesting gives some more Resources, a little bit of RZ Abatement, and opens up for another Phase of Tiberium Glacier Mining next turn
* Red Zone Containment Lines provide more Resources and some more RZ Abatement
* Orbital Shuttle Bays make all our Orbital projects cheaper
* Childcare and Preschool Programs in one of our goals, and will lead to improvements in our Labour pool eventually, and is pretty cheap
* multi Use Stadiums will give even more Consumer goods
* Build Super MARVs to maximise our Resource gathering and Abatement in our new Red Zone Reclamation Hub
* Build a new Red Zone Reclamation Hub in a Red Zone and complete the partial one we've already started in a Blue Zone, so we can build Super MARTVs for them next quarter
* Build one of the Hydrofoil Shipyards to start combating the NOD pirates mentioned this turn.
 
Wait a minute why are the plans thinking the Indian Ocean is important where most of our government and Blue Zone territories are in the North Atlantic. I believe defending Europe and the North Atlantic is more important because that is where some of our more importants parts are.
I intend to do Karachi Planned city soon because that is a big logistics boost in addition to allowing us to process more tiberium, and the blue zones in that region are reliant upon naval transport. Also I plan on doing a 2nd hydrofoil plant next turn likely Copenhagen. And we should have more fighter coverage in the Atlantic region so this is shoring up an area where we are weaker.
 
Okay, so I have two plans-one I cooked up at the end of last plan to maximize consumer goods (we need a lot more of those than 20 to get out of this hole, 30 before the election would be nice) but the other one is kinda...memey.

[ ]Plan Chi-Town and Abatement goes something like this:


-[ ] Chicago Planned City (Phase 1) 2 infra dice+2 Tiberium Dice (80R)

-[ ] Blue Zone Microgeneration Program (Phase 1) 1 die 5R
-[ ] Yellow Zone Power Grid Extension (Phase 2) 4 dice, 20R

-[ ] Yellow Zone Light Industrial Sectors 2 die 20R
-[ ] Civil Clothing Factories 1 die 10R

-[ ] Yellow Zone Aquaponics Bays (phase 3) 1 die 10R
-[ ] Organic textiles farms 2 dice 20R

-[ ]Blue Zone Perimeter Fencing (Phase 2) 3+1 dice 45R
-[ ] Yellow Zone Tiberium Harvesting (Phase 4) 4 dice 80R

-[ ] Orbital Cleanup (Phase 1) 1 Fdice, 10R

-[ ] Childcare and Preschool programs 2 dice 10R
-[ ] Educational MultiMedia Initiatives 2 dice 10R

-[ ] Reclamator Fleet RZ-1 North
--[ ] Super MARVs 3 dice 60R
-[] Hydrofoil Shipyard (Copenhagen), 2 dice 20 R

-[] Security Review (Orbital), 3 dice

It's all about trying to get two phases of Chicago done, on the theory that Chicago being a multi-stage project that unlocks *seven more projects for red zone abatement might actually be important to get into. It also does eight dice into Yellow Zone Abatement. So you know, more abatement is betterer. And it has a 5 resource cushion for next turn.

My plan from Last Turn is this one:

[ ] Plan Consumption Expansions and Preparations

-[ ] Fiber-Optic Expansion 3 dice, 60R

-[ ] Blue Zone Microgeneration Program (Phase 1) 1 die 5R
-[ ] Heavy Rolling Stock Plants 4 dice 40R

-[ ] Personal Pharmaceuticals Plants 2 dice 30R
-[ ] Civil Clothing Factories 1 die 10 R
-[ ] Edinburgh Electric Motor Plant 2 die 30R

-[ ] Yellow Zone Aquaponics Bays (phase 3) 1 die 10R
-[ ] Organic textiles farms 2 dice 20 R
-[ ] Agricultural Processing Plants (Phase 1) 2 die 20R

-[ ]Blue Zone Perimeter Fencing (Phase 2) 5 dice 75 R

-[ ] Orbital Cleanup (Phase 1) 2 Fdice, 20 R

-[ ] Childcare and Preschool programs 1 die, 5R
-[ ] Educational MultiMedia Initiatives 1 die, 5R
-[ ] Multi Use Stadium Program 1 die, 10R

-[ ] Reclamator Fleet RZ-1 North
--[ ] Super MARVs 3 dice, 60R
-[ ] Hydrofoil Shipyard Copenhagen 1 die, 10R
-[ ] Point Defense Refits 1 die, 10R

-[] Security Review (Orbital), 3 dice


This one uses Fusion dice to clean up space, puts 5 dice on perimeter fencing for abatement, and works on Seven Projects that will have Consumer Goods output, though it finishes relatively few of them. Edinburgh and Heavy Rolling Stock combine to give enough consumer goods to do the Light Industrial zones, and Copenhagen is held off for one turn due to power concerns and to continue the PD refits. Once our capital ships can shrug off bombs and missiles, they can deploy more aggressively on near-shore missions or operate in confined waters like the China Sea or Mediterranean.
 
Ok moratorium's up here's my plans in official form


[X] Plan AAAAAHHHHHbatement
Heavy Industry (5 dice)
-[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
-[X] Heavy Rolling Stock Plants, 3 dice (30 Resources)
Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[X] Civil Clothing Factories, 1 die (10 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
-[X] Organic Textiles Farms, 2 dice (20 Resources)
Tiberium (5 dice + 5 Free)
-[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
-[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources)
Orbital (3 dice)
-[X] Orbital Shuttle Bays, 1 fusion die (20 Resources)
-[X] Security Review (Orbital), 1 die
Services (4 dice)
-[X] Educational MultiMedia Initiatives, 2 dice (10 Resources)
-[X] Expand Local Public Media Operations, 2 dice (20 Resources)
Military (5 dice)
-[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources)
-[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources)
Bureaucracy
-[X] Security Review (Orbital), 3 dice
Total Cost 420 Resources


[X] Plan Fusion AAAAAHHHHHbatement
Heavy Industry (5 dice)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
-[X] Heavy Rolling Stock Plants, 3 dice (30 Resources)
Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[X] Civil Clothing Factories, 1 die (10 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
-[X] Organic Textiles Farms, 2 dice (20 Resources)
Tiberium (5 dice + 5 Free)
-[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
-[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources)
Orbital (3 dice)
-[X] Orbital Cleanup (Phase 1), 1 fusion die (10 Resources)
-[X] Security Review (Orbital), 1 die
Services (4 dice)
-[X] Educational MultiMedia Initiatives, 3 dice (15 Resources)
-[X] Multi Use Stadium Program, 1 die (10 Resources)
Military (5 dice)
-[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources)
-[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources)
Bureaucracy
-[X] Security Review (Orbital), 3 dice
Total Cost 420 Resources
 
[X] Plan Power and Industry
Heavy Industry 4 dice + 3 free
-[X] Blue Zone Power Production Campaigns (Phase 2) 4 Dice 40R
-[X] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%
LCI 3 dice+ 1 free for the security review
-[X] Civil Clothing Factories, 1 die (10 Resources)
-[X] Edinburgh Electric Motor Plant 0/125 2 dice 30R 64%
Agriculture 3 dice
-[X] Yellow Zone Aquaponics Bays (Phase 3), 2 die 20R
-[X] Organic textiles farms, 1 dice 10R 28%
Tiberium 5
-[X] Yellow Zone Tiberium Harvesting (Phase 4), 3 dice 60R 54%
-[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice 50 R 95%, 13% of 2 phases
Orbital 3 dice
-[X] Orbital Shuttle Bays, 1 die 20R 58%
-[X] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R 7%
Services 4 dice
-[X] Childcare and Preschool programs 0/230 3 dice 15R 63%
-[X] Multi Use Stadium Program 0/100 1 die 10R 43%
Military 5 dice + 1 free
-[X] Super MARVs 0/210 3 dice 60R 45%
-[X] Advanced Myomer Works 0/125 2 dice 20R 55%
-[X] Hydrofoil Shipyards(copenhagen) 0/100 1 die 10R 28%
Bureaucracy (3 dice )
-[X] Security Reviews(LCI), 3 dice

My current plan once again spreading dice on projects that do not overflow, starting work on the next power stage as the factories take us down to 2 energy
If all projects finish:
+3 logistics
+3 capital goods
+11 consumer goods
+1 food
-16 energy
+4 yellow zone abatement
+4 red zone abatement
Logistics will be high enough that we can do another tiberium glacier mine next turn.
Electric Motor Plant might help with the Personal Vehicle Factories I plan to build next turn for another +8 consumer goods
Orbital Shuttle Bay will reduce all orbital projects by 10 and as Enterprise stage 3 is 4x it will reduce its cost by 40 progress.

[X] Plan Housing, Red Zone and Consumer Goods
[X] Plan Derpmind's Terrible No Good Compromise Plan
 
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I intend to do Karachi Planned city soon because that is a big logistics boost in addition to allowing us to process more tiberium, and the blue zones in that region are reliant upon naval transport. Also I plan on doing a 2nd hydrofoil plant next turn likely Copenhagen. And we should have more fighter coverage in the Atlantic region so this is shoring up an area where we are weaker.
The center of our government is in the British Isles so having Nod attack London by sea is already a dangerous thing. Besides Chicago works more for abatement purposes and other good things against Tiberium.
[X] Plan AAAAAHHHHHbatement
[X] Plan Fusion AAAAAHHHHHbatement
 
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[X] Plan Food Focused
[X] Plan Power and Industry
[X] Plan Steady Progress
[X] Plan Housing, Red Zone and Consumer Goods
 
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