I think it might be worth dropping the Chicago die (it's not like the place won't be garrisoned anyway), reallocating the Free die to something else, and using the resources thus liberated to do any of a number of things (another die on the macrospinner, a die on Entari deployment, two dice on Tidal Power to make sure we don't blow out our Energy reserves...)
As the person who pushed for 2 deployments this turn, ill just chip in here to say that putting at least 1 die on Chicago this turn is actually kinda non-negotiable for plans that attempt to do glaciers next turn. This is simply to account for the possibility that it is very possible to break the income cap next turn.

- 15 from YZ MARV
- 20-30 from 2 RZ Containment
- 10-20 from RZ Harvesting
- 40-60 from Glaciers
- 25 from RZ MARV (coin flip on 52% chance)
Total Possible: 40 + 70-110 RpT
Currently 105 away from income cap.

The Hewlett Gardner being researched, ironically actually made it more difficult this turn because it added +40 progress needed for Phase 3 Chicago in exchange for +20 income cap. Previously I think it was 80% chance to complete Phase 3 with 3 dice, now its 66%. So putting at least 1 die into it this turn is actually pretty important to see where the progress is next turn and adjust accordingly. Rather than do the MARV coinflip and having to sweat over trying to cram in a bunch of chicago dice in one turn, or rolling the dice on MARV but Chicago not completing.

Now that ive had a chance to look more closely at @Derpmind 's plan, Im very very impressed. I thought I had already spent a lot of time optimizing mine. The sheer moxie of slicing most of Infra (because the power isnt needed now now), all of Agri (we are going to easily meet the food plan goal), Enterprise 3 (because its not like moon mining is cheap), 1 LCI die (because Personal Pharm not needed now now), and half of Services.

If I had to offer a minor optimization to Derpmind, you might as well cut the 5R Game Studios dice and hold it in reserve in case the income rolls screw us over this turn, and the 5R ends up being needed elsewhere. I dont think all of Services is getting activated next turn anyway, so worst case it goes back into Game Studios next turn. Might also be half a tidal die. This also nicely brings the idle dice to the nice round number of 10 idle dice, lol.

I'm also very interested in finding out where you are going with the YZ Harvesting.

All that being said,
[X] Plan Mining The Lines
 
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[X] Plan Mitigation, Income, Enterprise
[X] Plan Superconductors and containment lines
[X] Plan: DEPLOY (with both Power and Mecca)
[X] Plan How to Plan Better
 
Inspired by Derpmind's plan, ive made updates to mine. Now with Scrin Drives and Strategic Planning! Also, since the plan name was way too long anyway, and my plan has 94% chance to unlock glaciers, and other glacier plans have 60% chance to unlock glaciers, it seems appropriate to call it,

[X] Plan Glaciers Ahoy!
Infrastructure (5/5 dice, 50R)
-[X] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
Heavy Industry (5/5 dice, 85R)
-[X] Synchronized Cycle Fusion Plants, 2 dice (40 Resources)
-[X] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4/4 dice, 70R)
-[X] Chemical Precursor Plants, 2 dice (30 Resources)
-[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (2/3 dice, 20R)
-[X] Yellow Zone Purification Facilities, 2 dice (20 Resources)
Tiberium (5/5 dice, 115R)
-[X] Chicago Planned City (Phase 3), 2 dice (40 Resources)
-[X] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources)
Orbital (3/3 dice, 50R)
-[X] Orbital Cleanup (Phase 3), 2 dice (2 Fusion) (20 Resources)
-[X] Gravitic Drive Development, 1 dice (30 Resources)
Services (0/4 dice, 0R)
Military (11/5 dice, 150R)
-[X] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
-[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
-[X] Titan Mark 3 Deployment, 4 dice (40 Resources)
-[X] Ablat Plating Deployment (Phase 3), 3 dice (30 Resources)
Bureaucracy (3/3 dice)
-[X] Expand Strategic Planning Apparatus, 3 dice
540/545R, 6 free dice used

Consolidate dice onto Kure and Precursors to get the big Strat Planning this turn. Cut Enterprise to get Scrin Drives, 100% chance of +25-30R and 60% chance of another +25-30R on top next turn. Keep dice on Agri to help the YZ. Keep dice on Tidal to prevent an Energy problem, my plan has 56% chance of completing Kure, Precursors and Titans all on the same turn for -8 Energy, and we have +9 now. Pretty chuffed with it, if I do say so myself.

Edit, still voting for [X] Plan Mining The Lines
 
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@Ithillid - at this time does the overflow from double dice on the yellow zone maev go anyway?

If the answers no, would completing the RZ North America South hub change this given its a lot closer.
 
I'd prefer if we got the Scrin tech abatement development out of the way so we can at least get an idea of how effective and costly it will be, even if we don't jump on deployment straight away.
I get the reasoning, but we can only afford to activate so many Resource-heavy research dice at 30 points per. What are you willing to sacrifice to satisfy your curiosity about how effective that abatement tech will be? A Governor shipyard? A vaccine program? A die of progress on Red Zone containment? Something's gotta give.

As the person who pushed for 2 deployments this turn, ill just chip in here to say that putting at least 1 die on Chicago this turn is actually kinda non-negotiable for plans that attempt to do glaciers next turn. This is simply to account for the possibility that it is very possible to break the income cap next turn.
A fair point. My own plan wasn't designed with that in mind.

Not least because I think of glacier mining as the kind of thing you do early in a Plan, given how the effects on our budget work...

But @Derpmind 's plan seems to have been thus designed.

Enterprise 3 (because its not like moon mining is cheap),
Although notably, moon mining has two huge advantages (asteroid mining may turn out to be easier, and Scrin drives will help greatly with that).

1) It doesn't push our tiberium cap- this is not such a big deal as long as we have time to prepare, but it's a factor.

2) It's out of Nod's striking range. This means that we don't have to invest nearly so many military resources to make it defensible, which would be much more welcome if we were getting access to it a few years ago, but is still useful.
 
I get the reasoning, but we can only afford to activate so many Resource-heavy research dice at 30 points per. What are you willing to sacrifice to satisfy your curiosity about how effective that abatement tech will be? A Governor shipyard? A vaccine program? A die of progress on Red Zone containment? Something's gotta give.
Fair. I guess getting it right out the gate once we switch to our successor will go a hell of a long way to get support. Rolling out advanced abatement tech will be a great public and political support coup.
 
Adhoc vote count started by Marty7928 on Aug 2, 2021 at 4:19 PM, finished with 173 posts and 65 votes.

  • [X] Plan Mining The Lines
    -[X] Infrastructure 1/5 dice 10R
    --[X] Tidal Power Plants (Phase 2) 278/450 1 die 10R (1/2.5 median chance)
    -[X] Heavy Industry 5/5 dice 85R
    --[X] Synchronized Cycle Fusion Plants 8/350 2 dice 40R (2/5 median chance)
    --[X] Kure Machine Works 78/280 3 dice 45R 68%
    -[X] Light and Chemical Industry 3/4 dice 50R
    --[X] Chemical Precursor Plants 100/200 2 dice 30R 86%
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 4/360 1 die 20R (1/5.5 median chance)
    -[X] Agriculture 0/3 dice 0R
    -[X] Tiberium 5/5 + 2 free dice 165R
    --[X] Chicago Planned City (Phase 3) 107/360 1 Tib die 20R (1/3 median chance)
    --[X] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 1 die 20R (1/3 median chance)
    --[X] Red Zone Containment Lines (Phase 3) 8/180 5 dice 125R 100% (92% Phase 4, 9% Phase 5)
    -[X] Orbital Industry 3/3 dice 50R
    --[X] Gravitic Drive Development 0/60 1 die 30R 71%
    --[X] Orbital Cleanup (Phase 3) 44/90 2 dice 20R 100% (60% Phase 4)
    -[X] Services 2/4 dice 30R
    --[X] Game Development Studios 232/300 1 die 5R 78%
    --[X] Vaccine Development Programs 59/150 1 die 25R 55%
    -[X] Military 5/5 + 4 free dice 150R
    --[X] Super MARV Reclaimator Fleet (YZ-5a) 159/210 2 dice 40R 99%
    --[X] Ablat Plating Deployment (Phase 3) 91/200 2 dice 20R 80%
    --[X] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%
    --[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
    -[X] Bureaucracy 3/3 dice
    --[X] Expand Strategic Planning Apparatus 0/100 3 dice 99%
    [X] Plan Ok Prove It
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
    -[X] Kure Machine Works, 3 dice (45 Resources)
    -[X] Chemical Precursor Plants, 2 dice (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
    -[X] Security Reviews (Agriculture)
    -[X] Red Zone Containment Lines (Phase 3), 9 dice (225 Resources)
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] Game Development Studios, 1 die (5 Resources)
    -[X] Vaccine Development Programs, 1 die (25 Resources)
    -[X] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
    -[X] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
    -[X] Security Reviews (Agriculture), 1 die
    -[X] Expand Strategic Planning Apparatus, 2 dice
    [X] Plan Mitigation, Income, Enterprise
    -[X] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
    -[X] Blue Zone Microgeneration Program (Phase 2) 54/120 2 dice 10 R 99%
    -[X] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
    -[X] Chemical Precursor Plants 100/200 1 dice 15 R 31%
    -[X] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
    -[X] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%
    -[X] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R 39%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 die 20 R 0%
    -[X] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98% (6% for phase 4) (High Priority)
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
    -[X] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
    -[X] Vaccine Development Programs 59/150 1 die 25 R 55%
    -[X] Reclamator Fleet YZ-5a (Super MARV) 159/210 2 dice 40 R 99%
    -[X] Reclamator Fleet RZ-7N (Super MARV) 0/210 1 dice 20 R 0%
    -[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30% (High Priority)
    -[X] Ablat Plating Deployment (Phase 3) 91/200 1 die 10 R 22% (Very High Priority)
    -[X] Titan Mark 3 Deployment 0/170 3 dice 30 R 76% (High Priority)
    -[X] Cooperative Focus 3 dice 97% for highest DC level
    [X] Plan Superconductors and containment lines
    -[X] infra 5/5 40R
    --[X] Tidal Power Plants (Phase 2) 4 dice 40R 97%
    -[X] HI 45R 5/5
    --[X] Kure Machine Works 78/280 3 dice 45R 68%
    --[X] Yellow Zone Power Grid Extension (Phase 3) 71/350 1 dice 5R
    --[X] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%
    -[X]LCI 90R 4/4
    --[X] Superconductor Foundries 0/200 2 dice 60R 11%
    --[X] Chemical Precursor Plants 100/200 1 die 15R 31%
    -[X] Agri 30R 1/3
    --[X] Perennial Aquaponics Bays (phase 2) 123/350 1 die 10R
    -[X] Tib 120R 5/5
    --[X] Red Zone Containment Lines (Phase 3+4) 8/360 4 dice 100R 53%
    --[X] Tiberium Inhibitor Development 0/60 1 die 30R
    -[X] orbital 60R 3/3
    --[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R+ 57%
    -[X] Services 30R 2/4
    --[X] Vaccine Development Programs 59/150 1 die 25R 55%
    --[X] Game Development Studios 232/300 1 die 5R 78%
    -[X] Mil 5+6/11 145R
    --[X] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%
    --[X] Governor Class Cruiser Shipyards
    ---[X] Hampton Roads 0/200 2 dice 40R 11%
    --[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
    --[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%
    --[X] Ablat Plating Deployment (Phase 3) 91/200 2 dice 20R 88%
    -[X]Bureaucracy
    --[X] Expand Strategic Planning Apparatus 0/100 3 dice 99%
    [X] Plan Max income Titan edition
    -[X] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
    -[X] Kure Machine Works, 3 dice (45 Resources)
    -[X] Chemical Precursor Plants, 2 dice (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
    -[X] Security Reviews (Agriculture)
    -[X] Red Zone Containment Lines (Phase 3+4+5) 8/540 7 dice 175R 86%
    -[X] Gravitic Drive Development 0/60 1 die 30R 71%
    -[X] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%
    -[X] Game Development Studios, 1 die (5 Resources)
    -[X] Vaccine Development Programs, 1 die (25 Resources)
    -[X] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
    -[X] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
    -[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
    -[X] Security Reviews (Agriculture), 1 die
    -[X] Expand Strategic Planning Apparatus, 2 dice
    [X] Plan: DEPLOY (with both Power and Mecca)
    -[X] Tidal Power Plants (Phase 2) 278/450 4 dice 40R 97%
    -[X] Security Review (Infrastructure), 1 die
    -[X] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%
    -[X] Kure Machine Works 78/280 4 dice 60R 95%
    -[X] Chemical Precursor Plants 100/200 2 dice 30R 86%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 4/360 2 dice 40R 0%
    -[X] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R 39%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 2 Tib dice 40R 73%
    -[X] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98%
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%
    -[X] Skywatch Telescope System 0/150 2 dice 20R+ 47%
    -[X] Game Development Studios 232/300 1 die 5R 78%
    -[X] Vaccine Development Programs 59/150 1 die 25 R 55%
    -[X] Super MARV Reclaimator Fleet (YZ-5a) 159/210 2 dice 40R 99%
    -[X] Governor Class Cruiser Shipyards (Durban) 0/200 3 dice 60R 59%
    -[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
    -[X] Security Review: (Infrastructure) DC60 2 dice 99%
    -[X] Cooperative Focus 3 dice 97% for highest DC level
    [X] Plan Ok Prove It, With Battlemechs and Cleanup and Pilgrimage
    [X] Plan How to Plan Better
    -[X] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
    -[X] Security Reviews (Infrastructure), 1 die
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
    -[X] Kure Machine Works, 3 dice (45 Resources)
    -[X] Chemical Precursor Plants, 2 dice (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
    -[X] Yellow Zone Purification Facilities, 3 dice (30 Resources)
    -[X] Security Reviews (Agriculture)
    -[X] Chicago Planned City (Phase 3), 1 die (20 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
    -[X] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
    -[X] Tiberium Inhibitor Development, 1 die (30 Resources)
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] GDSS Enterprise (Phase 3), 1 die (20 Resources)
    -[X] Orbital Cleanup (Phase 3), 1 die (10 Resources)
    -[X] Vaccine Development Programs, 1 die (25 Resources)
    -[X] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
    -[X] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
    -[X] Titan Mark 3 Deployment, 2 dice (20 Resources)
    -[X] Security Reviews (Agriculture), 1 die
    -[X] Expand Strategic Planning Apparatus, 2 dice
    [X] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments
    -[X] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
    -[X] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
    -[X] Kure Machine Works, 2 dice (30 Resources)
    -[X] Chemical Precursor Plants, 1 die (15 Resources)
    -[X] Personal Pharmaceuticals Plants, 1 die (15 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
    -[X] Yellow Zone Purification Facilities, 2 dice (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Chicago Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources)
    -[X] GDSS Enterprise (Phase 3), 2 dice (2 Fusion) (40 Resources)
    -[X] Orbital Cleanup (Phase 3), 1 dice (1 Fusion) (10 Resources)
    -[X] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
    -[X] Titan Mark 3 Deployment, 4 dice (40 Resources)
    -[X] Ablat Plating Deployment (Phase 3), 3 dice (30 Resources)
    -[X] Security Reviews (Agriculture), 2 dice
    [X] Plan Glaciers Ahoy!
    -[X] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
    -[X] Synchronized Cycle Fusion Plants, 2 dice (40 Resources)
    -[X] Kure Machine Works, 3 dice (45 Resources)
    -[X] Chemical Precursor Plants, 2 dice (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
    -[X] Yellow Zone Purification Facilities, 2 dice (20 Resources)
    -[X] Chicago Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources)
    -[X] Orbital Cleanup (Phase 3), 2 dice (2 Fusion) (20 Resources)
    -[X] Gravitic Drive Development, 1 dice (30 Resources)
    -[X] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
    -[X] Titan Mark 3 Deployment, 4 dice (40 Resources)
    -[X] Ablat Plating Deployment (Phase 3), 3 dice (30 Resources)
    -[X] Expand Strategic Planning Apparatus, 3 dice
    [X] Plan Mitigation, Income and Enterprise
 
Fair. I guess getting it right out the gate once we switch to our successor will go a hell of a long way to get support. Rolling out advanced abatement tech will be a great public and political support coup.
I mean, it could be literally next turn that we roll out the new tech.

Just not this turn.

Note, there is a lot of basic infrastructure built into the costs for the moon mines.
Yeah, that figures.

Does that mean that our planners (someone must be drawing up the blueprints for this stuff) expect to be able to get better return on investment from expanding the mines in subsequent phases?

That is to say, that they project that subsequent phases are likely to have lower Progress cost, lower R/die cost, higher RpT return on investment, or some combination of the above?

Or would they predict something more "second verse, same as the first" in terms of those metrics?
 
Does that mean that our planners (someone must be drawing up the blueprints for this stuff) expect to be able to get better return on investment from expanding the mines in subsequent phases?

That is to say, that they project that subsequent phases are likely to have lower Progress cost, lower R/die cost, higher RpT return on investment, or some combination of the above?

Or would they predict something more "second verse, same as the first" in terms of those metrics?
Some of both, depending on what you are doing. Future phases of, say, Lunar Regolith are likely to be cheaper, while other metrics are more difficult to say.
 
I'm going to go with the rest of the thread, I think that getting the Scrin abatement out ASAP is much more important than either red zone containment lines and deployments (ships/titans/ablat) since the inhibitor prevents mutation and it seems like the longer anti-mutation is active the more effective it will be.

We certainly could complete it before mutation, but I'd like to get it done even earlier to have it take effect earlier. It wouldn't be as important if we were pursuing an alternative victory like space evacuation, but we've chosen to all-in on reclaiming the land by fighting Tiberium. This is probably more important than one phase of red zone containment's resources and abatement. Even more important a deployment for titans or a shipyard. Inhibitors have a world wide affect.

I won't vote for anything that doesn't do inhibitors this turn. I hope more people do that same.


EDIT: See post immediately below by this one by QM.
 
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Also, actually inhibiting tiberium mutation on a global scale probably won't be done just with a research project.

We're basically talking about building our own "Screw You I'm Building My Own TCN With Blackjack And Hookers" system,* so it's not gonna be cheap.
________________________

*Legally Required Disclaimer:

Neither blackjack nor hookers is effective at controlling tiberium. Bootleg pirated TCN technology crudely improvised by taking Scrin industrial mining equipment, patching the bullet holes, and plugging it in upside down may or may not actually succeed in establishing full control over tiberium. Please consult your doctor if you experience side effects such as tiberium glaciers. Your doctor can be distinguished by being a bald, nigh-immortal man. If your doctor is kind of an asshole, please report any complaints to the Galactic Green Rocks Planetary Medical Association headquarters on Gamma Herculis XII.
 
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[] Plan Mining The Lines
[] Plan Ok Prove It

[] Plan Glaciers Ahoy!

I don't like leaving all our Services dice idle; certainly we don't need 5 dice on Tidal Power for it to complete, or to do YZ Purification yet. But this is otherwise a good plan for getting our income up using Glacier Mines next turn.
If I had to offer a minor optimization to Derpmind, you might as well cut the 5R Game Studios dice and hold it in reserve in case the income rolls screw us over this turn, and the 5R ends up being needed elsewhere. I dont think all of Services is getting activated next turn anyway, so worst case it goes back into Game Studios next turn. Might also be half a tidal die. This also nicely brings the idle dice to the nice round number of 10 idle dice, lol.
If I did cut the Game Studios, I'd use that and the loose 5R to activate a second die on Tidal Power. Since that makes meeting our Energy demands easier next turn (as Fusion might not get done then.) I have Game Studios active since Services are our second-highest dice bonus and it'll be our one +Consumer Goods project done next turn under my plan, but I can see the merits of doing this switch. What does everyone think?
 
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