With 5 dice Christchurch Tool Plant has a good chance to complete and leave 2 dice to restore power to the yellow zones making their lives a lot better just before the election.
The election is this turn. If you want restoring power to the yellow zones to be done for the election, it has to happen now instead of next turn.
1. Election this turn, which I will be revealing with the update, so if there are any of the politically motivated programs you want to do, now is your time to do it.
 
The election is this turn. If you want restoring power to the yellow zones to be done for the election, it has to happen now instead of next turn.
With 2 dice for an 80 points project at 1D100+6 per dice the odds of it completing are 77.89%, those are odds I am willing to take.
The odds might be a better then that as when it gets close to the result a omake can take it all the way there.
 
With 2 dice for an 80 points project at 1D100+6 per dice the odds of it completing are 77.89%, those are odds I am willing to take.
The odds might be a better then that as when it gets close to the result a omake can take it all the way there.
Sorry, when I read your plan I somehow completely missed that you were doing the power grid extension.
 
[X] Plan Yellow Zone and Expansion
Infra 4/6 55 R +6
-[] Yellow Zone Reconstruction (Phase 2) 0/200 3 dice 45 R
-[] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +4 Free 90 R +6
-[] Manchester Chip Foundry 122/150 1 dice 15 R
-[] Christchurch Tool Plant 0/300 5 dice 75 R
LC Ind 0/3 0 R +6
Agri 1/3 10 R +6
-[] Blue Zone Aquaponics Bays 0/200 1 dice 10 R
Tiberium 4/6 90 R +26
-[] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[] Primary Schooling 25/300 3 dice 15 R
Military 3/3 50 R +1
-[] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[] Zone Suit Factories (Christchurch) 0/75 2 dice 30 R
Bureau 3/3+1 Free 0 R +6
-[] Security Review (HI) 2 dice 60 DC
-[] Close Military Procurement Holes 2 dice ?? DC
Free 5/5

310/310

Right so dropped a dice from Chip Foundry to move to bureau because closing NOD acquistion of military gear is important as is also sweeping HI to make sure that HI stays sabotage free and that we do not feed NOD from there.
Tiberium- Red Zone for mitigation and income plus unlocking the next glacier for some badly needed income, perimeter to finish that bit of mitigation off.
Going with Tool Plant based on discussions. For the resources I had leftover after tiberium, HI, military and monuments I put some into Yellow Zone recon because housing is = with refugee housing (which is decaying and something we need to move people out of) this also helps counter NOD propo and hopefully boost GDI standing in the Yellow Zones. 3 dice in schooling to progress that further and the last dice into aquaponics to chip away at a food project, we are at + overall and I want to make sure it remains + or higher.
 
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I think the Moratorum's over.

[X] Plan Politics and Crisis Management
Infra 1/6 10 R +6
-[X] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +4 Free 70 R +6
-[X] Manchester Chip Foundry 122/150 1 dice 15 R
-[X] Christchurch Tool Plant 3 dice 45 R
-[X] Yellow Zone Power Grid Extension 2 dice 10 R
LC Ind 3/3 45 R +6
-[X] Chemical Precursor Plants 3 dice 45 R
Agri 1/3 10 R +6
-[X] Blue Zone Aquaponics Bays 1 die 10 R
Tiberium 6/6 120 R +26
-[X] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[X] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
-[X] Intensification of Yellow Zone Harvesting (Phase 1) 2 dice 30 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[X] Schooling 3 Dice 15 R
Military 3/3 40 R +1
-[X] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[X] Zone Suit Factories (Christchurch) 0/75 2 dice 30 R
Bureau 3/3 +1 Free 0 R +6
-[X] Security Review (HI) 2 dice 60 DC
-[X] Close Military Procurement Holes 2 dice ?? DC
Free 5/5

0 Resources Remaining

EDIT: Thank you for pointing out the extra 10 resources on ASAT. They are now going into Aquaponics as suggested.

DOUBLE EDIT: Y'know what, I'm fine with this plan winning too, I'm not that attached to Chemical Plants.
[X] Plan Welcome Back Yellow V2
 
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[X] Plan Welcome Back Yellow V2
[X] Plan Politics and Crisis Management
 
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[X]Plan steady progress
-[X]Infra 1/6 10R +6
--[X]Monument Restoration Program 75/100 1 die 10R 82%
-[X]HI 3/3 +5 free 100R +6
--[X]Manchester Chip Foundry 122/150 1 die 15R 78%
--[X]Christchurch Tool Plant 0/300 5 dice 75R
--[X]Yellow Zone Power Grid Extension (Phase 1) 2 dice 10R
-[X]LC Ind 0/3 0R +6
-[X]Agri 1/3 10R +6
--[X]Blue Zone Aquaponics Bays 0/200 1 die 10R 0%
-[X]Tiberium 6/6 125R +26
--[X]Blue Zone Perimeter Fencing (Stage 1) 369/400 1 die 15R 96%
--[X]Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75R 94.8%
--[X]Experimental Tiberium Treatment Labs 0/100 1 dice 20R
--[X]Intensification of Yellow Zone Harvesting (Phase 1) 15R 26%
-[X]Orbital 0/3 0R +6
-[X]Services 3/3 15R +21
--[X]Primary Schooling 25/300 3 dice 15R 12.2%
-[X]Military 3/3 50R +1
--[X]ASAT Defense System (Phase 1) 5/50 1 die 10R 57%
--[X]Reclaimator Hub Blue Zone 1 39/125 2 dice 50R
-[X]Bureau 3/3 0R +6
--[X]Close Military Procurement Holes(3 Bureau Dice)
 
[X] Plan Politics and Crisis Management

I'll try to think of a plan variant later; the Power Grid project giving Yellow Zone residents access to voting was a surprise. Not sure what the best use of the freed up resources would be, but I guess since apparently fixing up our Capital Goods shortage helps with completing other projects that makes Chemical Precursor Plants a decent choice.
 
[X] Plan Politics and Crisis Management

I'll try to think of a plan variant later; the Power Grid project giving Yellow Zone residents access to voting was a surprise. Not sure what the best use of the freed up resources would be, but I guess since apparently fixing up our Capital Goods shortage helps with completing other projects that makes Chemical Precursor Plants a decent choice.
Yeah, was going to do Yellow Zone Reconstruction Phase 2 but then I went, "wait, we're pulling dice off Christchurch, might as well do something to make up for that"
 
Plan Politics and Crisis Management has 1 dice but 20R as the cost for ASAT one way to spend that 10R is by starting Aquaponics Bays
The other is swapping a Zone Suit Factories dice to Reclaimator Hub as we are low on capital goods so the factory will need time to complete anyway so we might as well try and see if we can get it for one dice and if that fails we can spend a second one next turn.

[] Plan Politics and Crisis Management /w Reclaimator Hub
Infra 1/6 10 R +6
-[]Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +4 Free 70 R +6
-[]Manchester Chip Foundry 122/150 1 dice 15 R
-[]Christchurch Tool Plant 3 dice 45 R
-[]Yellow Zone Power Grid Extension 2 dice 10 R
LC Ind 3/3 45 R +6
-[]Chemical Precursor Plants 3 dice 45 R
Agri 0/3 0 R +6
Tiberium 6/6 120 R +26
-[]Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[]Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
-[]Intensification of Yellow Zone Harvesting (Phase 1) 2 dice 30 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[]Schooling 3 Dice 15 R
Military 3/3 50 R +1
-[]ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[]Zone Suit Factories (Christchurch) 0/75 1 dice 15 R
-[]Reclaimator Hub Blue Zone 1 39/125 1 dice 25R
Bureau 3/3 +1 Free 0 R +6
-[]Security Review (HI) 2 dice 60 DC
-[]Close Military Procurement Holes 2 dice ?? DC
Free 5/5
 
Probably too late, but I want to suggest a bit more of a focus on Yellow Zone this turn.
This is Plan Politics and Crisis Management, but I've dropped the Chemical Precursor Plants and one die from Red Zone Tiberium Harvesting to drop 4 dice on Yellow Zone Reconstruction.

[X] Plan Welcome Back Yellow
Infra 5/6 70 R +6
-[X] Yellow Zone Reconstruction (Phase 2) 0/200 4 dice 60 R
-[X] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +4 Free 70 R +6
-[X] Manchester Chip Foundry 122/150 1 dice 15 R
-[X] Christchurch Tool Plant 3 dice 45 R
-[X] Yellow Zone Power Grid Extension 2 dice 10 R
LC Ind 0/3 0 R +6
Agri 2/3 20 R +6
-[X] Blue Zone Aquaponics Bays 2 die 20 R
Tiberium 5/6 95 R +26
-[X] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[X] Red Zone Tiberium Harvesting (Phase 2) 2/150 2 dice 50 R
-[X] Intensification of Yellow Zone Harvesting (Phase 1) 2 dice 30 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[X] Schooling 3 Dice 15 R
Military 3/3 40 R +1
-[X] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[X] Zone Suit Factories (Christchurch) 0/75 2 dice 30 R
Bureau 3/3 +1 Free 0 R +6
-[X] Security Review (HI) 2 dice 60 DC
-[X] Close Military Procurement Holes 2 dice ?? DC
Free 5/5

0 Resources Remaining
 
[X] Plan Politics and Crisis Management

I like the plan. Especially since we include the yellow zones and mine more Tiberium there. But I would also like to remind you that we may also tackle "Integrated Biodome Experiments" or the new "Novel Crops Experimental Laboratories". Since our main goal is to restore the planet. When we have the Res :)
 
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