- Location
- Mid-Atlantic
Okay. I...
1) Traded in the Orca refit for more work on anti-laser ablatives.
2) Grudgingly gave up work for the fusion prototype, because the Union yard is sucking up a lot of resources to heavy industry and because having the power plants done next turn would be really nice.
3) Grudgingly shifted a die off Chemical Precursors, since Bulk Plastics does strictly give us the +1 Capital Goods we need and is closer to a sure thing to complete anyway...
4) Grudgingly shifted the other die off too, and put it on a cheap consumer goods project of which we have many. Five dice on Yellow Zone industry seems excessive because it's not a phased project and might go over. I suppose at this point I might as well swap the free die out for somewhere else that has a 10R/die project, because I've given up the "through chemistry" part of the plan name...
[] Fire Up The Yellow Zones (WORK IN PROGRESS, ROUND 6)
4+1 of 5 Free Dice
5 of 5 Infrastructure Dice (75 R)
-Tidal Power (157/200) (2 dice, 20 R) (+4 Energy)
-Arcologies (396/450) (1 die, 15 R) (-2 Energy)
-Fiber Optics (105/240) (2 dice, 40 R)
5 of 5 Heavy Industry Dice (70 R)
-Blue Zone Power (345/550) (4 dice, 40 R) (+16 Energy)
-Union Yard (137/180) (1 die, 30 R)
3+4 of 3 Light Industry Dice (75 R)
-Yellow Zone Light Industry (173/400) (4 dice, 40 R)
-Bulk Plastics (126/200) (2 dice, 20 R) (+1 CapGoods)
-Furniture Plants (0/150) (1 die, 10 R)
3 of 3 Agriculture Dice (30 R)
-Perennials (106/350) (3 dice, 30 R)
4 of 5 Tiberium Dice (90 R)
-Chicago Planned City (41/80) (2 dice, 40 R) (possible -Energy)
-Red Zone Containment Lines (8/180) (2 dice, 50 R)
3 of 3 Orbital Dice
- Philadelphia II (Phase 2) (92/180) (2 fusion dice, 40 R)
- Orbital Cleanup (Phase 3) (1/90) (1 dice, 15 R)
4 of 4 Services Dice (20 R)
-Game Development Studios (0/300) (4 dice, 20 R)
5+1 of 5 Military Dice
-RZ-6 South Super MARV Fleet (136/210) (1 die, 20 R)
-Reclamator Hub Red Zone 7-North (Chicago area) (1 die, 20 R)
-Titan Mk III Development (0/40) (1 die, 10 R)
-Anti-Laser Ablative Production (0/???) (3 dice, 30 R)
--May reallocate dice from this if the ablative production is a cheap project.
3 of 3 Bureaucracy Dice
-Interdepartmental Communication Initiative (3 dice)
POWER BUDGETING
We start at +2 Energy. With this draft plan, we have nearly certain completion of Tidal (+4), and reasonably likely completion of Blue Zone Power (+16), and Fusion Prototype (+1).
We have probable completion of Arcologies (-2) and Chemical Precursors (-2). We have possible completion of Chicago Phase 2 (-??).
RESOURCE BUDGETING
Budget
75 for Infrastructure
70 for Heavy Industry
75 for Light Industry
30 for Agriculture
90 for Tiberium
55 for Orbital
20 for Services
80 for Military
Total: 490 resources.
(antilaser ablatives may cost 15/die, which would require some juggling)
1) Traded in the Orca refit for more work on anti-laser ablatives.
2) Grudgingly gave up work for the fusion prototype, because the Union yard is sucking up a lot of resources to heavy industry and because having the power plants done next turn would be really nice.
3) Grudgingly shifted a die off Chemical Precursors, since Bulk Plastics does strictly give us the +1 Capital Goods we need and is closer to a sure thing to complete anyway...
4) Grudgingly shifted the other die off too, and put it on a cheap consumer goods project of which we have many. Five dice on Yellow Zone industry seems excessive because it's not a phased project and might go over. I suppose at this point I might as well swap the free die out for somewhere else that has a 10R/die project, because I've given up the "through chemistry" part of the plan name...
[] Fire Up The Yellow Zones (WORK IN PROGRESS, ROUND 6)
4+1 of 5 Free Dice
5 of 5 Infrastructure Dice (75 R)
-Tidal Power (157/200) (2 dice, 20 R) (+4 Energy)
-Arcologies (396/450) (1 die, 15 R) (-2 Energy)
-Fiber Optics (105/240) (2 dice, 40 R)
5 of 5 Heavy Industry Dice (70 R)
-Blue Zone Power (345/550) (4 dice, 40 R) (+16 Energy)
-Union Yard (137/180) (1 die, 30 R)
3+4 of 3 Light Industry Dice (75 R)
-Yellow Zone Light Industry (173/400) (4 dice, 40 R)
-Bulk Plastics (126/200) (2 dice, 20 R) (+1 CapGoods)
-Furniture Plants (0/150) (1 die, 10 R)
3 of 3 Agriculture Dice (30 R)
-Perennials (106/350) (3 dice, 30 R)
4 of 5 Tiberium Dice (90 R)
-Chicago Planned City (41/80) (2 dice, 40 R) (possible -Energy)
-Red Zone Containment Lines (8/180) (2 dice, 50 R)
3 of 3 Orbital Dice
- Philadelphia II (Phase 2) (92/180) (2 fusion dice, 40 R)
- Orbital Cleanup (Phase 3) (1/90) (1 dice, 15 R)
4 of 4 Services Dice (20 R)
-Game Development Studios (0/300) (4 dice, 20 R)
5+1 of 5 Military Dice
-RZ-6 South Super MARV Fleet (136/210) (1 die, 20 R)
-Reclamator Hub Red Zone 7-North (Chicago area) (1 die, 20 R)
-Titan Mk III Development (0/40) (1 die, 10 R)
-Anti-Laser Ablative Production (0/???) (3 dice, 30 R)
--May reallocate dice from this if the ablative production is a cheap project.
3 of 3 Bureaucracy Dice
-Interdepartmental Communication Initiative (3 dice)
POWER BUDGETING
We start at +2 Energy. With this draft plan, we have nearly certain completion of Tidal (+4), and reasonably likely completion of Blue Zone Power (+16), and Fusion Prototype (+1).
We have probable completion of Arcologies (-2) and Chemical Precursors (-2). We have possible completion of Chicago Phase 2 (-??).
RESOURCE BUDGETING
Budget
75 for Infrastructure
70 for Heavy Industry
75 for Light Industry
30 for Agriculture
90 for Tiberium
55 for Orbital
20 for Services
80 for Military
Total: 490 resources.
(antilaser ablatives may cost 15/die, which would require some juggling)
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