[ ] Nuuk Heavy Robotics Foundry (phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
Very important, since it concentrates on producing the Capital goods that are still insufficient for fulfilling the plan's promises, and directly supports this:
[ ] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
since I expect people continue to ignore options such as the following:
[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation) (High Priority)
despite the high priority marking.

Then again, this plan is at it's second half already, so perhaps it's best to minimize increasing income with the cheapest and fastest options before the next plan anyways, since the start up phase of the next one would need to gain income quickly again after redistribution of income.
[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)
This is probably highest concern for Tiberium dice, since it can potentially slow down growth at all the heaviest growth spots, and keep the blue zones from turning green from the subterranean Tiberium veins.
 
Last edited:
I'm not gonna vote for any plan that overspends on the Reclamator fleet when our budget is tighter than a Georgian woman's corset. We're talking about billions of credits here, serious money, not just pocket change.
 
-[] Security Reviews (Infrastructure), 1 die
-[] Security Reviews (Agriculture), 1 die
I would prefer you merge the two die here on one of these or the other. While 1 dice has a decent chance of success(in uncovering any corruption/infiltration which is hidden in the background), two gives us a high level of confidence in the audit.
EDIT:
I'm not gonna vote for any plan that overspends on the Reclamator fleet
What level of probability of completion are you willing to aim for? I want at least 80% or higher given how tenuous the position is and how bad the situation can turn out(even a nearly failed attack will leave major repercussions, humanitarian, influence, and support wise).
 
Last edited:
Now, you'll notice I said that first plan I posted was my responsible sane voter plan.

This one is not, but to be perfectly honest I kinda like it more, maybe I've just hyped myself up for the meme. ZOCOM says they're on High confidence, Red Zone Containment Lines have been tagged as High Priority, I think someone's asking for a fight and I'll be damned if we won't give it to them. It's not even that insane of a plan IMO, I'm going to unironically approval vote for it alongside my first plan.

Sure it has to cut a lot more fat than my first plan, but I don't think there's anything truly deeply critical that got cut, and hey I even had some spare change left over to get video games! Still makes the same amount of progress on core industrial sectors as my original, but has a much higher expected income increase and gets us hella Red mitigation to leave us sitting pretty comfortable when mutation starts to bite. It's really not that bad, it might be a little singleminded but hey ZOCOM asked for it and we all know they're by far the Treasury's favorite child.

If you don't like idle dice, just scroll past this post, but otherwise BEHOLD: THE RED ZONE CONTAINMENT MEMEPLAN!


[] Plan Ok Prove It
Infrastructure (5 dice)
-All idle lol
Heavy Industry (5 dice)
-[] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources)
-[] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (3 dice)
-All idle lol
-[] Security Reviews (Agriculture)
Tiberium (5 dice + 4 Free)
-[] Red Zone Containment Lines (Phase 3), 9 dice (225 Resources)
Orbital (3 dice)
-[] Gravitic Drive Development, 1 die (30 Resources)
Services (4 dice)
-[] Game Development Studios, 1 die (5 Resources)
-[] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice + 2 Free)
-[] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
-[] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
-[] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
 
Last edited:
Array updated, both here and in the threadmark. Please inform me of any errors you see.
Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Arcologies (Phase 2) 3/600 7 dice 105R 5%, 8 dice 120R 24%, 9 dice 135R 54%, 10 dice 150R 79%, 11 dice 165R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 26%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Phase 3) 0/170 2 dice 30R 29%, 3 dice 45R 79%, 4 dice 60R 97%
-[] Rail Link Reconstruction (Phase 3) 40/300 3 dice 45R 18%, 4 dice 60R 62%, 5 dice 75R 90%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 40%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 8%, 11 dice 165R 25%, 12 dice 180R 51%, 13 dice 195R 74%, 14 dice 210R 89%, 15 dice 125R 96%
-[] Chicago Planned City (Phase 3) 107/360 2 Tib dice 40R 22%, 3 Tib dice 60R 66%, 4 Tib dice 80R 92%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 69%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 9%, 3 Tib dice 60R 69%, 4 Tib dice 80R 97%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Colombo Planned City (Phase 1) 0/100 1 die 20R 31%, 2 dice 40R 86%, 3 dice 60R 99%
-[] Colombo Planned City (Phase 1+2) 0/300 3 dice 60R 4%, 4 dice 80R 35%, 5 dice 100R 74%, 6 dice 120R 93%
--Note: Can use Military or Infrastructure dice, 1st die must be Military.
-[] Mecca/Jeddah Planned City (Phase 1) 0/160 2 Tib dice 40R 73%, 3 Tib dice 60R 99%
-[] Mecca/Jeddah Planned City (Phase 1+2) 0/480 5 Tib dice 100R 29%, 6 Tib dice 120R 75%, 7 Tib dice 140R 96%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Civilian Air Travel 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Housing Enterprise Investment Grants 1 die auto
Heavy Industry 5 dice +20
-[] Blue Zone Power Production Campaigns (Phase 3) 20/550 6 dice 60R 10%, 7 dice 70R 40%, 8 dice 80R 72%, 9 dice 90R 92%
-[] Synchronized Cycle Fusion Plants 8/350 4 dice 80R 23%, 5 dice 100R 65%, 6 dice 120R 91%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%, 2 dice 10R 99%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 3 dice 15R 16%, 4 dice 20R 62%, 5 dice 25R 91%
-[] Personal Vehicle Factories 0/250 3 dice 30R 33%, 4 dice 40R 79%, 5 dice 50R 97%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 13 dice 195R 2%, 14 dice 210R 11%, 15 dice 225R 29%, 16 dice 240R 53%, 17 dice 255R 74%, 18 dice 270R 89%, 19 dice 285R 96%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 11% (Req. omake), 2 dice 30R 77%, 3 dice 45R 98%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 9%, 5 dice 75R 46%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 5% 11 dice 165R 19%, 12 dice 180R 45%, 13 dice 195R 71%, 14 dice 210R 88%, 15 dice 225R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 47%, 3 dice 60R 90%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480? 5 dice 100R 4%, 6 dice 120R 28%, 7 dice 140R 65%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Kure Machine Works 78/280 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%, 6 dice 150R 20%, 7 dice 175R 55%, 8 dice 200R 83%, 9 dice 225R 96%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 100R 97%
Light and Chemical Industry 4 dice +15
-[] Chemical Precursor Plants 100/200 1 die 15R 31%, 2 dice 30R 86%, 3 dice 45R 99%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 11%, 5 dice 50R 46%, 6 dice 60R 79%, 7 dice 70R 95%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22%, 3 dice 45R 73%, 4 dice 60R 95%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Furniture Factories 0/150 2 dice 20R 47%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Superconductor Foundries 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Johannesburg Myomer Macrospinner (Phase 3) 4/360 4 dice 80R 9%, 5 dice 100R 42%, 6 dice 120R 77%, 7 dice 140R 94%
-[] Light Industrial Enterprise Grants 1 die auto
Agriculture 3 dice +15
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 19%, 6 dice 90R 55%, 7 dice 105R 83%, 8 dice 120R 96%
-[] Perennial Aquaponics Bays (phase 2) 123/350 2 dice 20R 2%, 3 dice 30R 39%, 4 dice 40R 80%, 5 dice 50R 96%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 5%, 8 dice 80R 24%, 9 dice 90R 52%, 10 dice 100R 78%, 11 dice 110R 92%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 15% (Req. omake), 2 dice 20R 76%, 3 dice 30R 97%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 24%, 5 dice 50R 64%, 6 dice 60R 89%, 7 dice 70R 98%
-[] Vertical Farming projects (Phase 2) 65/240 2 dice 30R 25%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Ranching Domes 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Entari Deployment 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Spider Cotton Development 0/40 1 die 20R 91%
-[] Wadmalaw Kudzu 0/40 1 die 20R 91%
Tiberium 5 dice +35
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 2 dice 10R 39%, 3 dice 15R 93%
-[] Tiberium Prospecting Expeditions (Repeating Phase x2) 2/400 4 dice 20R 25%, 5 dice 25R 75%, 6 dice 30R 99%
-[] Tiberium Vein Mines (Phase 1) 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 6%, 3 dice 60R 65%, 4 dice 80R 97%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 63/100 1 die 15R 100%
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 21%, 2 dice 50R 91%
-[-] Red Zone Tiberium Harvesting (Phase 8+9) 0/260? 2 dice 50R 4%, 3 dice 75R 59%, 4 dice 100R 95%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 63%, 3 dice 75R 98%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 6%, 4 dice 100R 53%, 5 dice 125R 92%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 79%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Phase 8+9) 29/360? 3 dice 90R 13%, 4 dice 120R 67%, 5 dice 150R 96%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 37%, 3 dice 90R 92%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital Industry 3 dice +15
-[] Gravitic Drive Development 0/60 1 die 30R 71%, 2 dice 60R 99%
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 4%, 9 dice 180R+ 18%, 10 dice 200R+ 43%, 11 dice 220R+ 70%, 12 dice 240R+ 87%, 13 dice 260R+ 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 46%, 2 dice 40R+ 93%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 20%, 4 dice 80R+ 65%, 5 dice 100R+ 91%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 6%, 8 dice 160R+ 25%, 9 dice 180R+ 54%, 10 dice 200R+ 79%, 11 dice 220R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%, 3 dice 60R+ 57%, 4 dice 80R+ 90%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9% (Req. omake), 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%, 2 dice 20R+ 100%
-[] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%, 3 dice 30R+ 93%
-[] Skywatch Telescope System 0/150 2 dice 20R+ 47%, 3 dice 30R+ 89%, 4 dice 40R+ 99%

-[] Inner System Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[-] Asteroid Belt Survey Probes 16/90 1 die 15R 57%, 2 dice 30R 96%
-[] Outer System Survey Probes 0/290 3 dice 45R 6%, 4 dice 60R 42%, 5 dice 75R 79%, 6 dice 90R 95%

-[-] Lunar Rare Metals Harvesting 0/175 2 die 40R+ 26%, 3 dice 60R+ 76%, 4 dice 80R+ 96%
-[-] Lunar Regolith Harvesting (Phase 1) 0/350 4 dice 80R+ 11%, 5 dice 100R+ 46%, 6 dice 120R+ 79%, 7 dice 140R+ 95%
Services 4 dice +30
-[] Virtual Reality Arcades 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Fashion development houses 89/225 1 die 10R 10% (Req. omake), 2 dice 20R 82%, 3 dice 30R 99%
-[] Game Development Studios 232/300 1 die 5R 78%, 2 dice 10R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 4%, 3 dice 30R 55%, 4 dice 40R 93%
-[] Vaccine Development Programs 59/150 1 die 25R 55%, 2 dice 50R 99%
-[] Domestic Animal Programs 0/200 2 dice 20R 30%, 3 dice 30R 87%, 4 dice 40R 99%
Military 5 dice +15
-[] Wartime Factory Refits 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Stealth Disruptor System Development 0/40 1 die 25R 91%
-[] High Efficiency Heat System Development 0/40 1 die 15R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 40R+ 11%, 3 dice 60R+ 60%, 4 dice 80R+ 91%
--Note: Can use Fusion dice.

-[] Reclaimator Hubs 0/105 1 die 20R 26%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 65%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 46%, 2 dice 40R 93%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 77%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%
-[] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%, 2 dice 40R 99%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%
-[] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 91%

Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 91%
-[] Wingman Drone Development 0/40 1 die 15R 91%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 91%
-[] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%

Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 40R+ 2%, 3 dice 60R+ 40%, 4 dice 80R+ 81%, 5 dice 100R+ 97%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 56%, 2 dice 40R+ 96%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 91%

Ground Forces
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%, 4 dice 40R 73%, 5 dice 50R 94%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 91%
-[] Tube Artillery Development 0/40 1 die 15R 91%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 5%, 4 dice 40R 37%, 5 dice 50R 76%, 6 dice 60R 94%
-[] Railgun Munitions Development 0/60 1 die 10R 71%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Phase 3) 91/200 1 die 10R 22%, 2 dice 20R 80%, 3 dice 30R 98%
-[] Bulldog ARV Development 0/40 1 die 15R 91%
-[] Guardian Mark 2 Development 0/40 1 die 15R 91%
-[] Armadillo HAPC Development 0/40 1 die 15R 91%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%

Navy
-[] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Escort Carrier Development 0/40 1 die 15R 91%
-[] Hydrofoil Shipyards 0/100 1 die 10R 31%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Point Defense Refits 15/250 3 dice 30R 33%, 4 dice 40R 76% 5 dice 50R 95%

Steel Talons
-[] Titan Mark 3 Deployment 0/175 2 dice 20R 26%, 3 dice 30R 76%, 4 dice 40R 96%
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[-] Laser Point Defense Systems Development 0/40 1 die 15R 91%
Bureaucracy 3 dice +15
-[] Security Reviews: DC60 1 die 71%, 2 dice 99%
-[] Expand Union Support DC 90/120/150/180, DC 180 2 dice 22%, 3 dice 73%, 4 dice 95%, 5 dice 99%
-[] Cooperative Focus DC 80/100/120, DC 120 1 die 11% (Req. omake), 2 dice 73%, 3 dice 97%, 4 dice 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 31%, 2 dice 86%, 3 dice 99%
Extras
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 63%, 3 dice 75R 98%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 6%, 4 dice 100R 53%, 5 dice 125R 92%
-[] Red Zone Containment Lines (Phase 3+4+5) 8/540 5 dice 125R 9%, 6 dice 150R 48%, 7 dice 175R 86%, 8 dice 200R 98%
-[] Red Zone Containment Lines (Phase 3+4+5+6) 8/720 7 dice 175R 10%, 8 dice 200R 44%, 9 dice 225R 80%, 10 dice 250R 96%
-[] Red Zone Containment Lines (Phase 3+4+5+6+7) 8/900 9 dice 225R 11%, 10 dice 250R 41%, 11 dice 275R 75%, 12 dice 300R 93%
Last Security Review
Military 1 turn ago 2056 Q1
Light/Chem 4 turn ago 2055 Q2
Heavy Ind 5 turns ago 2055 Q1
Tiberium 7 turns ago 2054 Q4
Orbital 7 turns ago 2054 Q3
Services 7 turns ago 2054 Q3
Infrastructure 8 turn ago 2054 Q2
Agriculture 8 turn ago 2054 Q2
Bureaucracy 8 turn ago 2054 Q2
 
Seeing all those idle dice hurts, 5 infra, 2 agri, 2 orbital and 2 service.... also not doing the ihibitor right away seems like it drops any plans value.

I did warn you about the idle dice :stickouttongue2: . The inhibitors are definitely high priority but even if we researched them this turn, to be perfectly honest I don't think we're going to have the electricity needed to deploy them on any really useful scale until we're through the next stage of fusion power anyways so delaying by one turn isn't that much of a setback. It is admittedly the meme plan, and my more serious plan does the inhibitors, but particularly since the inhibitors are getting cut in favor of 450% more anti-Red efforts I think it's an acceptable tradeoff.

If I was cutting inhibitors for something else then yeah it wouldn't be a great idea but cutting them in favor of that last die we need to have a good chance at another phase of RZ containment is worth it, 3 points and 10-15 income for an extra turn is pretty sweet. Especially since like I said I'm not sure how many inhibitors we'll be able to afford to build this year regardless of when we research them.
 
Forgot to include this in the original turn but this is the expected demand from other people this quarter.

Expected Demand
Labor (-2)
Logistics (-1) ‌
 
In the next turn or so can we kick some resources loose and finish deploying the Hydrofoils? I don't think it's an immediate issue but it'd be nice to fully roll that class out. Then move on to other ship classes.

No, it would eventually mutate and end up spreading tiberium as well, because Tiberium is magic space rocks.

Makes me wonder what veinhole mutated from actually.
 
Any reason we're not using some of the dice we have an excess of do do Unions or Co-ops?
We're low-ish on political support, and we never know when we might need to spend large amounts of it. Plus if we can get the Strategic Planning Apparatus up this turn, it'll be greatly helpful in making Numbers Go Up for, like, many projects all over. Both these are only temporary setbacks, of course.
 
since I expect people continue to ignore options such as the following:
[Red Zone Containment Lines]
despite the high priority marking.

Why would you expect people to continue ignoring it? ZOCOM's confidence is on High, they're probably the ones asking to get let off the leash and marking it High Priority. We should 100% get stuck back in with RZ containment, people didn't want to do it in previous turns since we didn't want to feed ZOCOM into a meatgrinder and get a bunch of underequipped dudes killed for it. Well, now they're not only ready but actively asking to go on the offensive, of course we send them in.
 
Any reason we're not using some of the dice we have an excess of do do Unions or Co-ops?
I am? I have co-op in my plan. So does @F0lkL0re

since I expect people continue to ignore options such as the following:
despite the high priority marking.
Several of us have been talking about grabbing that before the results for Q1. There is a meme plan based around shoving all the dice at it and 2 of the other 4 proposed plans have 3 dice and a 3rd plan has 2 dice on it? Where did you get the idea we were ignoring it?
 
Last edited:
Now, you'll notice I said that first plan I posted was my responsible sane voter plan.
Your "responsible sane voter plan" is actually a variation on your meme plan. And it doesn't do much worth deactivating so many dice for, unlike the meme plan which has a clear and impactful goal it makes those sacrifices for. For shame, sir! Take pride in your meme plans!
 
I would prefer you merge the two die here on one of these or the other. While 1 dice has a decent chance of success(in uncovering any corruption/infiltration which is hidden in the background), two gives us a high level of confidence in the audit.

1 die has a 70% chance of success after you factor in our +15 roll bonus with a +15 omake if necessary and I'd rather take a 70% shot at two sectors than a 99% shot at one sector tbh, in this specific situation at least. I've got Infra and Ag dice to burn, they're both due for a security check, I'm willing to roll the dice. There's a 91% chance we get at least one of them and a 50% chance that we get both, I'll take that over a 99% chance to get one and a 0% chance to get both.
 
Last edited:
You sunnavabitch. I'm in. But realistically- I think there's a lot of value to this beyond pure income. Pushing into RZ7 (which this likely will) gets us more space to develop Chicago and secure the all important glacier mines, and it could reach into RZ8 if the Reclamator Hub down there really does become the lynchpin of our South American efforts. That would give the irritating NOD commander down there bigger fish to fry, and makes Stalh start screaming at him asking what did he do to get tens of thousands of heavy infantry jumping on his lawn.
 
Wow, that is a lot of planned cities we now have available.
And we finally have a multi-phase project dedicated to giving Capital Goods. Which is going to be needed given that we now also have to supply multiple phases worth of Zone Armor factories. Probably more effective than building Phase 4 Boston. A bit of a surprise it's being set up in Greenland though.
Agriculture has a high priority marker now and of course it's for a fast growing tea substitute.
5 dice for military just doesn't seem like enough with all these proposed upgrades.
 
-[ ] Titan Mark 3 Deployment, 4 dice (40 Resources)
4 dice is overkill. The problem with deploying the Wolverines was that we'd have run into trouble if the refit hadn't finished in two quarters. Not one. We can take it slow for the first quarter without any problems; going down to 3 dice (or even 2 dice) is better since we'll still have a good 76% chance to finish on 3 dice this turn, and if not we can easily make up the difference next turn. We don't need to overspend to get it done in one quarter.
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 2 dice 10 R 0%
It's been confirmed in the Discord that after we finish the Fusion Power chain, YZ Power Grid Extension will be changed to include buildiing Fusion power plants in the YZs as well as in the BZs. So seeing as we're close to doing exactly that, and that this project only gives 3 Energy currently, I don't think a die here is warranted.
-[] Chemical Precursor Plants 115/200 1 dice 15 R 46%
Because of the degredation from leaving this project unfinished for multiple years, we lost 15 progress on it. So it's at 100/200 and 1 dice only has a 31% chance of completion.
(15 progress lost to degradation)

-[ ] Reclamator Fleet YZ-5a
--[ ] Super MARVs 1 die 20R 80%
-[] Reclamator Fleet YZ-5a (Super MARV) 159/210 1 dice 20 R 77%
Given how NOD is going to attack this reclamator hub, I feel extremely unsafe only spending 1 die on it. Failure is not an option here, since if it doesn't complete the NOD attack on our completely isolated hub could see it completely destroyed, along with all the refugees living near it. Only spending 1 dice here instead of 2 is completely neglectful and is asking for us to lose the entire project and all the progress we've put into it. (Not to mention the political blowback.) I refuse to vote for any plan that doesn't invest 2 dice into YZ-5a's MARV fleet. It's as blatant a problem area as we've ever gotten. Do not ignore the narrative text, or rely on good luck to ward away such an obvious problem.
 
It's been confirmed in the Discord that after we finish the Fusion Power chain, YZ Power Grid Extension will be changed to include buildiing Fusion power plants in the YZs as well as in the BZs. So seeing as we're close to doing exactly that, and that this project only gives 3 Energy currently, I don't think a die here is warranted.
That is information that should be included in the turn summary, darn I had dice on that since it was so cheap
 
Back
Top