I think it's the kind of thing that really if Ithillid was holding hard to the mechanics would show up after Strategic Planning is running. Ditto on all the questions we ask about "is there another phase of X? How expensive is the next phase of X? Is there rollover from Project X to Project Y?" etc.

Ithillid is nice to us and sometimes answers after we pester him enough but if we want reliable answers on these things clearly marked out instead of relying on QM pity that's what Strat Planning is supposed to unlock.
 
Are inhibitors really that good? They're not anti-mutators, so they only help with abatement. In terms of abatement, seems like we could abate normally and get paid for it, or inhibit and just have to pay for it.
 
[ ] Plan Mitigation, Income, Enterprise and Double 5a
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 2 dice 10 R 99%
-[] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
LCI 4/4 55R +15
-[] Chemical Precursor Plants 100/200 1 dice 15 R 31%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%
Agri 3/3 30R +15
-[] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R ??%
Tiberium 5/5 125R +35
-[] Mecca/Jeddah Planned City (Phase 1) 0/160 1 die 20 R 0%
-[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98% (6% for phase 4) (High Priority)
-[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital 3/3 +1 free 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 1/4 25R +30
-[] Vaccine Development Programs 59/150 1 die 25 R 55%
Military 5/5 +5 dice 130R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 159/210 2 dice 40 R 99%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 1 dice 20 R 0%
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30% (High Priority)
-[] Ablat Plating Deployment (Phase 3) 91/200 1 die 10 R 22% (Very High Priority)
-[] Titan Mark 3 Deployment 0/170 3 dice 30 R 76% (High Priority)
Bureau 3/3 +15
-[] Cooperative Focus 3 dice 97% for highest DC level
Free 6/6
5 mil, 1 orb

545/545
PS 55 -10

Alternate version of my plan for those that prefer 2 dice on reclamator fleet 5a
 
Are inhibitors really that good? They're not anti-mutators, so they only help with abatement. In terms of abatement, seems like we could abate normally and get paid for it, or inhibit and just have to pay for it.

Inhibitors are probably really good at generating abatement points, but they're also definitely going to be expensive to build and run. Their importance will probably grow more and more as traditional sonics stop working and we need the Scrin bullshit Tib magic to pick up the slack, but in the current state of the game at least I don't think it's the end of the world if they get delayed a turn or two.
 
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.

Thanks Derpmind, I probably wont reply too much to comments about my plan since I made it to make a point rather than to win. Politically, any plan with no Inhibitors isnt going to pass this turn.

Its just the math of getting 2 deployments out in 1 turn to unlock glaciers.
4 dice for Titans for 96% chance
3 dice on Ablat for 98% chance

So 0.96*0.98 = 94% chance.

3 dice for Titans changes that to,
0.98*0.76 = 74.5% chance.

Cutting 1 dice and dropping the chance by 20% doesnt work when one of the core objectives is double deployments in order to unlock glaciers next turn. As noted in the final minor note, cutting 1 ablat dice for the plan variant drops the chance to 84% which seems more alright for the core objective.
 
Last edited:
Unless I've been convinced to pick plans with Strategic Planning, I've rather strong feelings on if a given plan has one of those reform options.

(As in I want them)
 
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.
Jadankor's whole plan is slamming enough military dice together to one-turn that with 96% chance because it's obsessive about opening up Glacier mining for NEXT turn. A lower chance of completing deployments this turn is thus an unacceptable deviation from MAXIMUM GLACIER. Jad weeps for the loss of one logistics this turn, for it means that we can no longer Double Glacier Slam.

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.
Do not be such a doomsayer about the narrative text-the threat is not as huge as 'losing the entire project and all the progress we've put into it.' I am sure that NOD warlords would love to push us into the sea, but I doubt they have the actual capacity, especially if we invest a bit more. 80% odds aren't worth spending tens of billions of credits to ensure your worst nightmares don't come true.
 
[] Plan How to Plan Better
Because it bugs me, here's the percentages on this plan.

[] Plan How to Plan Better
Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 2), 3 dice (30 Resources) 78%
-[] Security Reviews (Infrastructure), 1 die
Heavy Industry (5 dice)
-[] Synchronized Cycle Fusion Plants, 1 die (20 Resources) 0%
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources) 70%
-[] Kure Machine Works, 3 dice (45 Resources) 68%
Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources) 86%
-[] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources) 0%
Agriculture (3 dice + 1 Free)
-[] Yellow Zone Purification Facilities, 3 dice (30 Resources) 0%
-[] Security Reviews (Agriculture)
Tiberium (5 dice)
-[] Chicago Planned City (Phase 3), 1 die (20 Resources) 0%
-[] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources) 0%
-[] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources) 63%
-[] Tiberium Inhibitor Development, 1 die (30 Resources) 91%
Orbital (3 dice)
-[] Gravitic Drive Development, 1 die (30 Resources) 71%
-[] GDSS Enterprise (Phase 3), 1 die (20 Resources) 0%
-[] Orbital Cleanup (Phase 3), 1 die (10 Resources) 85%
Services (4 dice)
-[] Vaccine Development Programs, 1 die (25 Resources) 55%
Military (5 dice + 4 Free)
-[] Reclamator Fleet YZ-5a, 2 dice (40 Resources) 99%
-[] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources) 80%
-[] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources) 59%
-[] Titan Mark 3 Deployment, 2 dice (20 Resources) 26%
Bureaucracy (3 dice + 1 Free)
-[] Security Reviews (Infrastructure), 1 die 71%
-[] Security Reviews (Agriculture), 1 die 71%
-[] Expand Strategic Planning Apparatus, 2 dice 86%
Total Cost: 545 Resources
 
Are inhibitors really that good? They're not anti-mutators, so they only help with abatement. In terms of abatement, seems like we could abate normally and get paid for it, or inhibit and just have to pay for it.
They are good, how good remains to be seen and how they stack up next to other options will remain unknown until we do the project.

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.
1 die is 80% which is not relying on good luck to finish.
 
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.
Because people have ignored it since the day the Military gave their ultimatum to Dr Granger, and I fully expect most voters will still think it's not safe to try to expand operations anywhere other than MARV fleets.

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?
A few dices won't really matter in the long run. Hell, with how the inhibitor tech and those planned cities might turn out, I even expect the Tiberium dice to be shifted to them in the future instead.

A good thing overall too, since the best time to get income for a plan has already passed, and enough Chicago phases, MARV fleets and those nice and safe Tiberium Vein Mines will probably make up the remaining Abatement needed for the plan. The rest can be left for Seo to pick up for high speed income gains with his starting phase.
 
Last edited:
Plan Uhhh, I don't have a name, but I want the Macrospinner to go BRRRR

[ ] Tidal Power Plants (Phase 2) 3 dice, 30 resources
[ ] Mecca/Jeddah Planned City (Phase 1) 1 die+2 Tiberium dice, 60 resources
[ ] Locked for Review

[ ] Synchronized Cycle Fusion Plants 2 dice, 40 resources
[ ] Kure Machine Works: 3 dice, 45 resources

[ ] Chemical Precursor Plants 1 die 15 R
[ ] Johannesburg Myomer Macrospinner (Phase 3) 5 die, 100 R

[ ] Perennial Aquaponics Bays (Phase 2) 2 dice 20 R
[ ] Locked for Review

[ ] Red Zone Containment Lines (Phase 3) 2 dice, 50R
[ ] Tiberium Inhibitor Development 1 die, 30 R

[ ] Gravitic Drive Development 1 die 30 R
[ ] GDSS Enterprise (Phase 3) 2 die 40 R

[ ] Vaccine Development Programs 1 die, 20 R

[ ] Reclamator Fleet YZ-5a 1 die, 20 R
[ ] Ablat Plating Deployment (Phase 3) 2 dice, 20 R
[ ] Titan Mark 3 Deployment 2 dice, 20 R

[ ] Security Reviews Infrastructure 2 dice
[ ] Security Reviews Agriculture 2 dice

I'm going to bed, you can gussy up this plan and vote for it if you like.
 
Are we really desperate for the Tidal Generation upgrade right now? I feel like we should be spending greater than 0 Infra dice on Mecca/Jeddah, instead of just a token Tib die. I feel like we should complete Phase 1 quickly to get our booted foot in that door.
 
Are we really desperate for the Tidal Generation upgrade right now? I feel like we should be spending greater than 0 Infra dice on Mecca/Jeddah, instead of just a token Tib die. I feel like we should complete Phase 1 quickly to get our booted foot in that door.
We need a lot of power for the rest of the year not to mention next year and tidal can help keep us positive and also at 10 R it is cheap making it easier to run all of our dice to move projects that matter forward. Next turn we should have an increased income enough to do a mix of tib and infra on planned cities instead of just tib.
 
Are we really desperate for the Tidal Generation upgrade right now? I feel like we should be spending greater than 0 Infra dice on Mecca/Jeddah, instead of just a token Tib die. I feel like we should complete Phase 1 quickly to get our booted foot in that door.

We kinda are yeah. We've currently got 9 power and it's going to evaporate basically instantly. 4 for Kure, 2 for chemical precursors, and 4 for a shipyard is already -10 right there. Then that's not even touching on what we need to run the next phase of Chicago or future shipyards or any of the smaller Military projects like Titans/shell plants/whatever else crops up.
 
Last edited:
[] Plan Mining The Lines
-[] Infrastructure 1/5 dice 10R
--[] Tidal Power Plants (Phase 2) 278/450 1 die 10R (1/2.5 median chance)
-[] Heavy Industry 5/5 dice 85R
--[] Synchronized Cycle Fusion Plants 8/350 2 dice 40R (2/5 median chance)
--[] Kure Machine Works 78/280 3 dice 45R 68%
-[] Light and Chemical Industry 3/4 dice 50R
--[] Chemical Precursor Plants 100/200 2 dice 30R 86%
--[] Johannesburg Myomer Macrospinner (Phase 3) 4/360 1 die 20R (1/5.5 median chance)
-[] Agriculture 0/3 dice 0R
-[] Tiberium 5/5 + 2 free dice 165R
--[] Chicago Planned City (Phase 3) 107/360 1 Tib die 20R (1/3 median chance)
--[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 1 die 20R (1/3 median chance)
--[] Red Zone Containment Lines (Phase 3) 8/180 5 dice 125R 100% (92% Phase 4, 9% Phase 5)
-[] Orbital Industry 3/3 dice 50R
--[] Gravitic Drive Development 0/60 1 die 30R 71%
--[] Orbital Cleanup (Phase 3) 44/90 2 dice 20R 100% (60% Phase 4)
-[] Services 2/4 dice 30R
--[] Game Development Studios 232/300 1 die 5R 78%
--[] Vaccine Development Programs 59/150 1 die 25R 55%
-[] Military 5/5 + 4 free dice 150R
--[] Super MARV Reclaimator Fleet (YZ-5a) 159/210 2 dice 40R 99%
--[] Ablat Plating Deployment (Phase 3) 91/200 2 dice 20R 80%
--[] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%
--[] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
-[] Bureaucracy 3/3 dice
--[] Expand Strategic Planning Apparatus 0/100 3 dice 99%

Total cost: 540/545R, 6/6 Free Dice

Plan that compromises somewhat to do 2 phases of RZ Containment Lines this turn. Does not go full meme plan, but does pour considerable resources into hammering that High Priority Tiberium project. Still does a lot of other important things, like getting the Capital Goods for Strategic Planning Apparatus, continues doing multiple Military projects, and does important development projects like Fusion and the Gravitic Drives going.
 
I didn't want to do this, but since many people don't seem to get the message from the update we just had on the YZ fleet's progress, here's what Ithillid said about it in the Discord.

 
My attempt to make a version of my plan that is more acceptable to voters.

[ ] Plan Fusion, Myomers, Inhibitors, Refugees, Income, Deployments, Vaccines, and Gravitic Drives
Infrastructure (4/5 dice, 40R)
-[ ] Tidal Power Plants (Phase 2), 4 dice (40 Resources)
Heavy Industry (5/5 dice, 75R)
-[ ] Synchronized Cycle Fusion Plants, 2 dice (40 Resources)
-[ ] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[ ] Kure Machine Works, 2 dice (30 Resources)
Light and Chemical Industry (4/4 dice, 70R)
-[ ] Chemical Precursor Plants, 1 die (15 Resources)
-[ ] Personal Pharmaceuticals Plants, 1 die (15 Resources)
-[ ] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (3/3 dice, 20R)
-[ ] Yellow Zone Purification Facilities, 2 dice (20 Resources)
-[ ] Security Reviews, 1 die
Tiberium (5/5 dice, 125R)
-[ ] Tiberium Inhibitor Development, 1 dice (30 Resources)
-[ ] Chicago Planned City (Phase 3), 1 dice (20 Resources)
-[ ] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources)
Orbital (3/3 dice, 60R)
-[ ] Gravitic Drive Development, 1 dice (30 Resources)
-[ ] GDSS Enterprise (Phase 3), 1 dice (1 Fusion) (20 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 dice (1 Fusion) (10 Resources)
Services (1/4 dice, 25R)
-[ ] Vaccine Development Programs, 1 die (25 Resources)
Military (11/5 dice, 130R)
-[ ] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
-[ ] Titan Mark 3 Deployment, 4 dice (40 Resources)
-[ ] Point Defence Refits, 5 dice (50 Resources)
Bureaucracy (2/3 dice)
-[ ] Security Reviews (Agriculture), 2 dice
545/545R, 6 free dice used

Infra, LCI, Agri are pretty much the same. Cut one Tidal dice for R and HI flips one fusion dice to BZ Microgeneration (70% chance to complete) to free up 15R to get shinies like vaccines and gravitic drives. The rest of the changes in Tiberium, Orbital and Services are pretty much shuffling around dice to accommodate vaccines and gravitic drives.

Military - The double deployments of Talons and Navy are 10R each die, so besides directly shoring up the 2 remaining weak points of the military, it also frees up R that goes elsewhere. I actually think Point Defense Refits arent that bad. They help the vast majority of GDI's navy that can do blue water operations. Hydrofoils have to stick much closer to the coastline and cant go as far out. The gov cruisers are still being built, so PD Refits strengthens the vast majority of the currently existing blue water navy. Is it as good as spamming out gov cruisers? Nope. Is it a decent compromise? I think so.

Essentially, this is a plan that tries to hit all the expensive new shinies and double deployments as core objectives.
 
Last edited:
but the hitherto unknown NOD commander has been smart, and manoeuvred as a set of forces-in-being, each allocated enough artillery that it must be kept far from the hub. While they have not yet gone in for the killing blow, it is clear that NOD smells weakness. After all, a large GDI position thousands of kilometers away from support and surrounded by people who are turning away from the Brotherhood is a target far too tempting. An attack has to be imminent, just as soon as the commander can be sure of victory.
Was this apparently too subtle for people?
 
Do not be such a doomsayer about the narrative text-the threat is not as huge as 'losing the entire project and all the progress we've put into it.' I am sure that NOD warlords would love to push us into the sea, but I doubt they have the actual capacity, especially if we invest a bit more. 80% odds aren't worth spending tens of billions of credits to ensure your worst nightmares don't come true.

Even if the hub remains standing, it will wreck the favela build around it. Forcing GDI back into the sea is only slightly better PR for Nod than being able to demonstrate how GDI can't and is not interested in protecting Yellow Zoners clinging to their walls for protection and succor.
 
I'm probably too late to get voted, but


[]Plan Draft Mecca, Shmecha
-[]Infrastructure 2/5 20R
--[] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%

-[]Heavy Industry 5/5 85R
--[] Synchronized Cycle Fusion Plants 8/350 2 dice 40R
--[] Kure Machine Works 78/280 3 dice 45R 68%

-[]Light & Chemical Industry 3/4 45R
--[] Chemical Precursor Plants 100/200 2 dice 30R 86%
--[] Personal Pharmaceuticals Plants 0/180 1 dice 15R

-[]Agriculture 2/3 20R
--[] Perennial Aquaponics Bays (phase 2) 123/350 2 dice 20R 2%

-[]Tiberium 5/5 + 2 140R
--[] Chicago Planned City (Phase 3) 107/360 1 Tib die 20R
--[] Mecca/Jeddah Planned City (Phase 1) 0/160 2 Tib dice 40R 73%
--[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98%
--[] Tiberium Inhibitor Development 0/60 1 die 30R 91%

-[]Orbital Industry 2/3 40R
--[] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%
--[] Gravitic Drive Development 0/60 1 die 30R 71%

-[]Services 2/4 30R
--[] Vaccine Development Programs 59/150 1 die 25R 55%
--[] Game Development Studios 232/300 1 die 5R 78%

-[]Military 5/5+3 130R
--[] Super MARV Reclaimator Fleet (YZ-5a) 159/210 2 dice 40R 99%
--[] Governor Class Cruiser Shipyards
---[]Durban 0/200 3 dice 60R 59%
--[] Titan Mark 3 Deployment 0/175 3 dice 30R 76%

-[]Bureacracy 3/3
--[]Cooperative Focus 3 dice 97%
545/545R, 5/6 Free Dice, 0/5 Fusion Dice.

Unapologetic full press on Mecca and RZ while underfunding the military.

Bad idea? Probably.
 
Was this apparently too subtle for people?
I mean...
I would recommend overspending on the Reclamator Fleet for YZ-5a while it is both possible and probable that only one dice is needed to finish it the tactical situation sounded a lot like they needed the Fleet up last turn, As the Nod commander could strike any moment now. So I'm thinking we don't just want to guarantee that it finishes but finishes as early as possible. A Nod attack on the hub right now even one that was not largely successful could still result in a humanitarian nightmare. Artillery shells landing in a favela sounds like a nightmare scenario and that's just regular artillery shells some of the nastier stuff Nod could lob at you could be even worse.

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.
These both got a small number of likes and some insightful so at least some people noticed it.
 
@Ithillid , did the Titan Mk 3 deployment cost change at all from us completing Phase 1+2 of the myomer macrospinner? Did I miss something? I thought the project cost would drop...

Tiberium - Do 1 phase of RZ Containment Lines (High Priority) for both income and RZ Mit, which we need since we already have 77 YZ Mit, but only 50 RZ Mit. Continue Chicago for abatement, and also because even the more moderate incomes plans will bump up against the income cap soon. Not doing inhibitors this turn because 30R is really hard to fit in without cutting dice somewhere (probably HI or LCI), but also because from Discord,
I assume you're planning to start Mecca after Chicago Phase 3 is done?

Services - Have completely slashed this department this turn, to activate expensive dice elsewhere, and keep going on important HI and LCI priorities. This is because currently, Services is the category that we can most afford to cut. We have already met the consumer goods plan goal (Arts grants ticking in the background), the PS options are nice, but we dont need PS now now, and these 2 turns look really lean R-wise.
We'll need Political Support before the end of the Plan, because we're realistically going to commit to both the Co-op and Unions options, and we don't want to be tooling around at 35-40 PS when it's time to make promises for the next Plan.

But that doesn't have to happen this quarter. And Mecca will help with that.

The most attractive option is the expensive 25R vaccine project, but even then it isn't labelled High Priority, as compared to Personal Pharmaceuticals. We not only need to consider dice efficiency, but also dice effectiveness. The Services dice are either helping in areas we dont need more of (consumer goods), or things that are nice to have, but not necessary immediately (PS options and vaccines). I could flip 2 fusion dice to BZ Microgeneration just so that I can say that I activated 3 more Services dice, but that would be cutting something strategically important, for something nice to have...
[grumbles]

Fair. :(

Military - 2 dice on YZ MARV to 100% save the refugees. 7 dice on 2 deployments (one Very High Priority, one High Priority) to finish the commitment to the military and unlock RZ mining/glaciers. This also auto-completes one phase of RZ Harvesting for income. I am aiming to surge income this turn, more on this below.
I would strongly prefer to put no more than three dice on the Titan Mk III project, but if we're trying to rush it so we can unlock a few things, I guess I understand. And to be fair, it lets us beeline point defense lasers next turn.

This plan has 1 less dice on Gov Cruisers than others because of budget reasons, and because I want to quickly unlock glaciers (via double deployments) to solve the income problems we are having. We already completed 1 shipyard ahead of schedule (40% chance we could have lost that dice roll) and it is producing ships. So 1 die less on Cruisers is not ideal, but I believe the tradeoffs are worth it.
I respect you saying so.

YZ MARV to save the refugees and also 15 RpT (100% chance to complete)
One Phase of RZ Containment (High Priority) for 10-15 RpT (100% chance to complete)
Finishing 2 deployments (one Very High Priority, the other High Priority) for 10-20 RpT (94% chance to complete, auto unlocks RZ Harvesting Phase 7)
One Phase of Orbital Cleanup for once off +25-30R (85% chance to complete)
Uhhh... how do we automatically get the 10-20 RpT from finishing the deployments? I'm confused.

Now that we have 2 more planned cities (all 20R and suck a lot of dice) and at least one of them we will want to start on soon (Mecca/Jeddah is abatement/PS combo), that estimate has actually proven conservative.
Fair enough- though planned cities are attractive for Tiberium dice, which reduces the suckage of dice (that +35 bonus means two Tiberium dice damn near do the work of three Infrastructure dice) and gives us an acceptably cheap-ish-ish option for activating Tiberium dice.

On the other hand, we can't use Tiberium dice both to mine and to build planned cities, and we kind of need both.

I dont actually expect to win as I dont have the thread's trust and goodwill that the major planmakers have built up, I have only recently joined the quest. I am putting this plan forward more to provide food for thought, and hopefully shift the needle a little bit towards considering stronger income options.
Hell, I think I'd vote for you, even if I have some wiggling grumbles about details.

Final minor note: A plan variant would be to cut 1 tidal dice and flip 1 Ablat dice to Gov Cruiser to get the desired 3 Cruiser dice. This would reduce the chance of double deployments finishing on the same turn to 84% though. I dont think that's great because we really need glaciers/income ASAP IMO. Our military is smart, they will auto-adjust their offensive/defensive posture depending on their capabilities, so if the shipyard comes out slower they will also take it slower. Income, on the other hand, is something only we can control.
Yeah, I agree. We need ground forces to cover mining expansions and we need mining expansions to do everything else. With that deployment benchmark in sight, this turn is a reasonable turn to 2-die a shipyard.

Who knows, maybe it'll complete anyway. :p
 
Back
Top