Food is positive and health is neutral so there is 0 reason to spend our limited dice and resources on them outside of light spending in agricultural more so when you are doing so at the expense of housing which we have a critical shortage this goes further since both the service and infra housing actions also give small health boosts. Logistics is also much less of an issue then housing so no reason to finish phase 1 rail until housing is in a more manageable situation
 
We have 6 dice avaliable for Tiberium this turn, not 4. And you don't indicate that you use one of the free dice for the Rail Link Reconstruction.
D'oh and D'oh.
....those two dice should go into glacier mining then.

Food is positive and health is neutral so there is 0 reason to spend our limited dice and resources on them outside of light spending in agricultural more so when you are doing so at the expense of housing which we have a critical shortage this goes further since both the service and infra housing actions also give small health boosts. Logistics is also much less of an issue then housing so no reason to finish phase 1 rail until housing is in a more manageable situation
The agricultural action can't be used to improve housing; using it to help expand genetic diversity.

Saying it's at the expense of housing seems odd, unless I've missed another thing.
 
[]Plan The SetUp
Heavy Industry 3/3+1 40R
-[ ] Aggregate Plants 3+1 Dice 40R
Light and Chemical Industry 3/3 45R
-[ ] Sonic Fencing Manufactory 3 Dice 45 R
Tiberium 6/6+1 190R
-[ ] Yellow Zone Tiberium Harvesting (Phase 2) 2 Dice 40R
-[ ] Tiberium Glacier Mining (Phase 1) 4+1 Dice 150R
Orbital Industry 2/3 20R
-[ ] Fusion Heavy Lift Experiments 2 Dice 20R
Services 3/3 15R
-[ ] Yellow Zone Refugee Camps (Phase 2) 3 Dice 15R
Military 3/3 30R
-[ ] AP Ammunition Plants 1 Die 10R
-[ ] Remote Weapons System Development Predator 1 Die 10R
-[ ] Super MARV Development 1 Die 10R
Bureaucracy (3 dice) 3/3
-[ ] Recruitment Drives 3 Dice

340/480

The main thing I want to have finished is Aggregate Plans before we attempt any type of large reconstruction project. Our resources are better spent on Tiberium before that. Investing in Blue Zone Abadement is not advisable, because the other stages are easier to reach atm. Fusion Lift because at some point we should start reconstructing the Phila and Recruitment Drive for primary schooling that relatively inexpensive per Die but needs a huge amount of points to finish. This plan is basically a setup for a large investment in Blue Zone Reconstruction, Phila 2 and Primary Schooling next or next next turn (sorry dont know the english equivalent to "übernächster")
 
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[ ] Plan orbital teams and Glacier Mining
Infra 4/4 30 R +4
-[ ] Blue Zone Reconstruction (Phase 1) 145/400 3 dice 30 R
-[ ] Security Review
HI 3/3 30 R +4
-[ ] Aggregate Plants 0/200 3 dice 30 R
LC Ind 3/3 40 R +4
-[ ] Sonic Fencing Manufactory 83/200 2 dice 30 R
-[ ] Lithium Battery Plants 0/200 1 dice 10 R
Agri 2/3 20 R +4
-[ ] Pharmaceuticals greenhouses. 0/100 2 dice 20 R
Tiberium 6/6 + 2 free 220 R +9
-[ ] Yellow Zone Tiberium Harvesting (Phase 2) 0/100 2 dice 40 R
-[ ] Tiberium Glacier Mining (Phase 1) 129/200 4 dice +2 free dice 100 R
Orb 1/3 10 R +4
-[ ] Fusion Heavy Lift Experiments 1 dice 10 R
Services 3/3 15 R +14
-[ ] Yellow Zone Refugee Camps (Phase 2) 103/600 3 dice 15 R
Military 3/3 50 R -1
-[ ] Orbital Strike Combat Teams 0/150 2 dice 40R
-[ ] AP Ammunition Plants 0/60 1 dice 10 R
Bureau 3/3
-[] Security revieuw Infra 3 Bureau+ 1 infra dice
Free 2/2 - 2 on tiberium

415/480

I think there is time to work on the military so only one dice on the ammo plants and starting the orbital teams both can complete on high rolls but we can spend one more dice next turn if they do not.
A single + won't solve any problems so starting work on the Lithium Battery Plants and the Aggregate plants to reduce cost in the following turns
Work on the housing shortage is done by way of refugee camps in the yellow zone and reconstruction in the blue zones.
6 dice on Tiberium glaciers will get us one phase guaranteed and good odd on completing two phases.


I will be asleep when the vote opens feel free to copy/modify this plan it when the vote opens.
 
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D'oh and D'oh.
....those two dice should go into glacier mining then.


The agricultural action can't be used to improve housing; using it to help expand genetic diversity.

Saying it's at the expense of housing seems odd, unless I've missed another thing.
Rails over Blue Zone housing is a case of spending limited dice that could be on housing on a non housing project, logistics is a much lower shortage (and blue zone housing does help slightly with that). Also integrated biodome is spending 30 R when we need to save fund to continue critical actions (such as housing, tiberium and military next turn) and our income even with increases is not enough to do that, there is a reason i went with the 2 dice 20 R project for agri and that was because I need to save funds to continue dealing with the areas bleeding the most next turn.

Same way Tiberium Health services is a luxury that takes up dice that can go towards housing and 20 R which is still a lot for us right now combined with health not facing a crisis unlike other sectors. And your new spending only leaves 30 R leftover for next turn +175 income plus 5-10 and 40-60. That is no where near enough to keep Tiberium, Military and Housing projects going in full. Also Blue Zone abatement is worth 5 points of mitigation to the yellow zone 1 point so ignoring that project really hurts us when it comes to slowing the spread of tiberium
 
I think people ignore importance of logistics. Our food distribution, for example, is noted to be inefficient, which can easely mean that some people are starving because we can't deliver food to them.
 
I'm not sure investing all our dice into Glacier Mining is a good idea. We have no idea how expensive Phase 2 is going to be yet. It could be affordable, but it could also be very expensive and not something worth investing 2 dice into anytime soon.
 
I think people ignore importance of logistics. Our food distribution, for example, is noted to be inefficient, which can easely mean that some people are starving because we can't deliver food to them.
Housing is a bigger issue, we are way behind on that as can be seen below so we have lots of people suffering from exposure. Food on the other hand is at + and logisitcs is less of an issue than housing (and blue zone housing phase 1 does reduce that slightly. This is not ignoring logistics, this is dealing with critical issues as best we can (like how we already did a major logistics project to get it from a really bad to a more manageable bad, housing however is still at a really bad)

Housing: Critical Shortages (------)
Energy: Severe Shortages (---)
Logistics: Significant shortages (---)


I'm not sure investing all our dice into Glacier Mining is a good idea. We have no idea how expensive Phase 2 is going to be yet. It could be affordable, but it could also be very expensive and not something worth investing 2 dice into anytime soon.
It also does not help out with mitigation, the reason for Glacier Mining is income and only income. The reason for the Blue/Yellow/Red is some income but also reducing and then stopping the spread of tiberium.
 
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I m expecting the next glacier mining phase to have the same cost/progress needed red zones cover 50% of the world finding a second glacier mining site should not be hard.
I also think the greenhouses can help with the food situation as with more spare food it gets easier to fill cargo ships when production is higher.
 
[] Plan Infrastructure + Housing Prep
Infra 4/4 80 R +4
-[] Rail Link Reconstruction (Phase 1) 4 dice 80 R 29.92%
HI 3/3 30 R +4
-[] Aggregate Plants 0/200 3 dice 30 R 24.55%
LC Ind 3/3 45 R +4
-[] Sonic Fencing Manufactory 83/200 3 dice 45 R 81.79%
Agri 0/3 0 R +4
Tiberium 6/6 + 2 free 180 R +9
-[] Blue Zone Tiberium Abatement (Phase 3) 141/400 2 dice + 2 free 80 R 38.5%
-[] Yellow Zone Tiberium Harvesting (Phase 2) 0/100 2 dice 40 R 67.6%
-[] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60 R 86.74%
Orb 1/3 10 R +4
-[] Fusion Heavy Lift Experiments 1 dice 10 R 25%
Services 3/3 15 R +14
-[] Yellow Zone Refugee Camps (Phase 2) 103/600 3 dice 15 R 0%
Military 2/3 25 R -1
-[] Super MARV Development 0/40 1 die 15 R 60%
-[] AP Ammunition Plants 0/60 1 die 10 R 40%

385/480 R

For those who are concerned about how our infrastructure impacts our ability to rebuild everything else. Given the importance of Tiberium this turn, we can't spare the extra dice to get better chances of completing Rail Link Reconstruction and Aggregate Plants, but we can make a decent preparation now to finish them next turn. Meanwhile I also focus on getting Sonic Fencing finished ASAP, give us our best chances of ROI on our Tiberium investments, and work toward solving the housing crisis with Yellow Zone Refugee Camps. I also get us started Fusion Lifts so we can eventually do orbital stuff and give the military a couple of cheap improvements to tide them over.
 
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I m expecting the next glacier mining phase to have the same cost/progress needed red zones cover 50% of the world finding a second glacier mining site should not be hard.
I also think the greenhouses can help with the food situation as with more spare food it gets easier to fill cargo ships when production is higher.
The next few phases of Glacier mining are roughly the same as the current one.
 
[X] Plan Triage and Savings
Infra 4/4 40 R +4
-[X] Blue Zone Reconstruction (Phase 1) 145/400 4 dice 40 R
HI 3/3 30 R +4
-[X] Aggregate Plants 0/200 1 dice 10 R
-[X] Blue Zone Power Grid Reconstruction (Phase 2) 6/300 2 dice 20 R
LC Ind 3/3 40 R +4
-[X] Sonic Fencing Manufactory 83/200 2 dice 30 R
-[X] Solar Tarp Systems 126/150 1 dice 10 R
Agri 2/3 20 R +4
-[X] Pharmaceuticals greenhouses. 0/100 2 dice 20 R
Tiberium 6/6 + 2 free 180 R +9
-[X] Blue Zone Tiberium Abatement (Phase 3) 141/400 2 dice + 2 free 80 R
-[X] Yellow Zone Tiberium Harvesting (Phase 2) 0/100 2 dice 40 R
-[X] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60 R
Orb 1/3 10 R +4
-[X] Fusion Heavy Lift Experiments 1 dice 10 R
Services 3/3 15 R +14
-[X] Yellow Zone Refugee Camps (Phase 2) 103/600 3 dice 15 R
Military 3/3 35 R -1
-[X] Super MARV Development 0/40 1 dice 15 R
-[X] AP Ammunition Plants 0/60 2 dice 20 R
Bureau 3/3 0 R +4
-[X] Recruitment Drives 3 dice
Free 2/2 - 2 on tiberium

370/480

Priorities are housing and tiberium mitigation+income with military build up at a slightly lower priority. After that is saving enough resources to allow those critical priorities to continue next turn. I am not using all the dice to keep those resources as is even if every tiberium project finishes and gets max income that only brings us to 255, this turn we had 305 in reserve from the last resource issuance so if we do not save some resources we will have to make cuts next turn. As such the areas that need the least immediate investment (Food, Health and Orbital) are where I make cuts first.

The follow up in Q2 (285+new income) for this is a bunch of dice on Blue/Yellow/Red tiberium harvesting depending on what finishes and what opens up. Infra and HI is likely to stay the same, LC finish Sonic Fencing if it does not this turn and rest the other dice to save resources, rest agri dice to save resources, rest orbital dice to save resources, service is more housing (5 resources per dice and critical priority make it an easy choice) use all 3 military dice as well. If we spend more than between Tiberium, Housing and Military expenditures we are going to have some shortfalls.

Right now Tiberium Spread and lack of housing are the primary threats to our people. To that end going all in on tiberium containment and housing projects. Of the housing project blue zone phase 1 should finish before refugee phase 2 at which point we should be able to pivot to a different infra project (as blue zone phase 2 would finish after refugee phase 2). I do not expect those two to put us to neutral but it should reduce it to no longer being our worst shortage. Blue Zone Abatement meanwhile gives 5 points of mitigation compared to 1 from yellow zone so pursuing both to try and reduce tiberium growth this turn by 6 points.

edit- added recruitment drive based on clarification from QM that it opens up a follow up vote so political consequences are something we would chose based on who we pick in the follow up
 
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The next few phases of Glacier mining are roughly the same as the current one.
Even still, I'd argue that we need to work on both resource income and abatement. One of the major reasons we got the emergency reserve for 0 PS is that we need abatement desperately. So focusing on glaicers and leaving Blue Zone Tiberium Abatement alone for too long isn't going to look good politically. (Also, Glaciers are expensive.)

[] Plan Triage and Savings

[X] Plan Infrastructure + Housing Prep
Infra 4/4 80 R +4
-[X] Rail Link Reconstruction (Phase 1) 4 dice 80 R 29.92%
HI 3/3 30 R +4
-[X] Aggregate Plants 0/200 3 dice 30 R 24.55%
LC Ind 3/3 45 R +4
-[X] Sonic Fencing Manufactory 83/200 3 dice 45 R 81.79%
Agri 0/3 0 R +4
Tiberium 6/6 + 2 free 180 R +9
-[X] Blue Zone Tiberium Abatement (Phase 3) 141/400 2 dice + 2 free 80 R 38.5%
-[X] Yellow Zone Tiberium Harvesting (Phase 2) 0/100 2 dice 40 R 67.6%
-[X] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60 R 86.74%
Orb 1/3 10 R +4
-[X] Fusion Heavy Lift Experiments 1 dice 10 R 25%
Services 3/3 15 R +14
-[X] Yellow Zone Refugee Camps (Phase 2) 103/600 3 dice 15 R 0%
Military 2/3 25 R -1
-[X] Super MARV Development 0/40 1 die 15 R 60%
-[X] AP Ammunition Plants 0/60 1 die 10 R 40%
Bureau 3/3 0 R +4
-[X] Recruitment Drives 3 dice 92.69% (All 3 DC.)

385/480 R
 
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[X]Plan The Setup
Heavy Industry 3/3+1 40R
-[X] Aggregate Plants 3+1 Dice 40R
Light and Chemical Industry 3/3 45R
-[X] Sonic Fencing Manufactory 3 Dice 45 R
Tiberium 6/6+1 190R
-[X] Yellow Zone Tiberium Harvesting (Phase 2) 2 Dice 40R
-[X] Tiberium Glacier Mining (Phase 1) 4+1 Dice 150R
Orbital Industry 2/3 20R
-[X] Fusion Heavy Lift Experiments 2 Dice 20R
Services 3/3 15R
-[X] Yellow Zone Refugee Camps (Phase 2) 3 Dice 15R
Military 3/3 30R
-[X] AP Ammunition Plants 1 Die 10R
-[X] Remote Weapons System Development Predator 1 Die 10R
-[X] Super MARV Development 1 Die 10R
Bureaucracy (3 dice) 3/3
-[X] Recruitment Drives 3 Dice

340/480
 
Maybe instead of going for AP ammunition we should go for Remote Weapon Refit? 40 to complete instead of 60, and it buffs one of our major military advantages against its greatest weakness.
 
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