Just going to remind people that you are over halfway through the plan, and will need political support for getting a good set of goals in the next FYP. With 25 points of support, you are going to have a hard time getting a plan with flexibility through the parliament.
 
[X] Plan: something something industry something farming
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 2) 1 die
(Progress 181/200: 15 Resources per die) (+++ Housing)
-[X] Rail Link Reconstruction (Phase 1) 1 die
(Progress 100/300: 20 Resources per die) (+++ Logistics)
-[X] Blue Zone Residential Construction (Phase 2) 2 dice
(Progress 31/200: 10 resources per die) (- Labor, ++++ Housing)

Heavy Industry (3 dice)
-[X] North Boston Chip Fabrication (Phase 1) 3 dice
(Progress 0/150: 15 resources per die) (- Labor)
-[X] Christchurch Tool Plant 2 free dice
(Progress 201/300: 15 resources per die) (+++ Capital Goods)

Light and Chemical Industry (3 dice)
-[X] Chemical Precursor Plants 1 die
(Progress 0/200: 15 resources per die) (++ Capital Goods, --- Energy)
-[X] Toy Plants 1 die
(Progress 0/100: 5 resources per die) (++ Consumer Goods)
-[X] Yellow Zone Workshops 1 die
(Progress 0/150: 5 resources per die) (+ Consumer Goods)

Agriculture (3 dice)
-[X] Blue Zone Aquaponics Bays 3 dice
(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)
-[X] Bamboo Paper Works 3 free dice
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

Tiberium (6 dice)
-[X] Intensification of Yellow Zone Harvesting (Phase 2) 1 die
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)
-[X] Tiberium Glacier Mining (Phase 3) 1 die
(Progress 136/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])
-[X] Experimental Tiberium Treatment Labs 1 die
(Progress 0/100: 20 resources per die)
-[X] Tiberium Environmental Impact Reporting 1 die
(Progress 0/80: 5 resources per die)

Orbital Industry (3 dice) (1 fusion lift die)
-[X] Expand Orbital Communications Network (Phase 1) 1 fusion die
(Progress 0/150: 15 resources per die)

Services (3 dice)
-[X] Primary Schooling 2 dice
(Progress 194/300: 5 Resources per die) (---- Labor) (5 Political Support)

Military (3 dice)
-[X] Remote Weapons System Development Predator 1 die
(Progress 0/40: 10 Resources Per die)
-[X] Field Artillery Development 1 die
(Progress 0/40: 10 resources per die)

Bureaucracy (3 dice)
-[X] Security Reviews (Services) 2 dice + 1 Services die
-[X] Reallocate Resources to other departments 1 die
(Reduces resources per turn by 15 per die allocated) (+10 political support per die)

Anyone have any input?
 
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Just going to remind people that you are over halfway through the plan, and will need political support for getting a good set of goals in the next FYP. With 25 points of support, you are going to have a hard time getting a plan with flexibility through the parliament.
Are we going to unlock more options that give PS? By my count the non repeatable projects there are 4 that give 5 PS each and all of them seem like stuff we want to get done (this includes schools which is close to finishing as is)
 
[X] Plan Tools, Chips, Food and Tiberium

Although I'd rip 2 dice off North Boston Chip Fabrication, 1 dice off Christchurch Tool Plant and 1 dice off Blue Zone Aquaponics to put 4 dice on Bamboo Paper Works.
I don't think that rushing chips (while certainly useful) is going to solve the Capitol Good crash, and the new Public Schooling can use any possible excess paper.

I'd also drop Rail Link Construction and Blue Zone Perimeter Outposts to use those resources to switch Yellow Zone Workshops to Chemical Precursor Plants.
We need lots of Capitol Goods production now.

That leave 10 R spare. Which I guess I'd use to boost Tiberium Environmental Impact Reporting. Maybe not 2 more dice though.
 
Maybe one or two. Up to four if you are looking at phased projects.
Huh looks like 6 5 PS options (2 of which are orbital that I missed) are those orbitals part of the phased projects?

In addition to school which should finish this turn we have 2 more service (+21 to dice roll) with + and ++ consumer goods and 5 and 10 R. So those are easy to finish before the plan completes and are likely up soon.

C-35 is likely delayed due to the need for pushing HI into capital goods.

Orbital we should start working on once we have the resources Shala for agri is an easy early pick and a new Philly, 2 dice each gives a decent shot at finishing, 3 dice to be sure.
 
[X] Plan Agri Crisis
[X] Plan Tools, Chips, Food and Tiberium

I'm approval voting the plan that at least tries to keep people well fed. As important as PS is, that's even more important... not that 3 dice is even likely to be enough.
 
Oh nice! I think we can fit the orbital projects in soon... hmm might do the agri one first because we can always use more food. Of note this is turn 10 of 20 and with our increasing income we can actually pursue these PS projects.
Turn ten of sixteen. Four year plans, not Five. That is why I was reminding you now.

Edit: Just to do a bit of the math, at the beginning of the plan, GDI had a total quarterly income of about 500 resources. Right now, it totals about 700. If we had reallocation this turn, you would drop to 175 resources a turn, assuming you kept the same level of investment. Most plans close on 800 this turn, so you would have 200 per turn, with the same percentage.
 
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Turn ten of sixteen. Four year plans, not Five. That is why I was reminding you now.
Ah, a bit fewer turns but with the increased income from glacier mining this turn and not having to take glacier mining moving forward should be enough to get those PS projects through. Though that does mean I am likely to want to kick start those orbital no later than Q4 of this year.
 
[X] Plan Share the Wealth

[X] Plan Share the Wealth and the Fish (Conservative)
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 2), 1 die (15 Resources)
-[X] Blue Zone Residential Construction (Phase 2), 2 dice (20 Resources)
Heavy Industry (3 dice + 4 Free)
-[X] North Boston Chip Fabrication (Phase 1), 4 dice (60 Resources)
-[X] Christchurch Tool Plant, 3 dice (45 Resources)
Light and Chemical Industry (3 dice)
-[X] Toy Plants, 2 dice (10 Resources)
Agriculture (3 dice)
-[X] Blue Zone Aquaponics Bays, 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Intensification of Yellow Zone Harvesting (Phase 2), 1 die (15 Resources)
-[X] Tiberium Glacier Mining (Phase 3), 2 dice (60 Resources)
-[X] Tiberium Environmental Impact Reporting, 1 die (5 Resources)
Orbital Industry (3 dice) (1 fusion lift die)
-[X] Expand Orbital Communications Network (Phase 1), 1 fusion die (10 Resources)
Services (3 dice)
-[X] Primary Schooling, 2 dice (10 Resources)
-[X] Security Reviews (Services), 1 die (not rolled)
Military (3 dice)
-[X] Railgun Refits, 2 dice (30 Resources)
-[X] Field Artillery Development, 1 die (10 Resources)
Bureaucracy (3 dice + 1 Free)
-[X] Security Reviews (Services), 2 dice
-[X] Reallocate Resources to other departments, 2 dice (not rolled)
Total cost: 320 Resources, 5 remaining

[X] Plan Share the Wealth and the Fish (Radical)
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 2), 1 die (15 Resources)
-[X] Blue Zone Residential Construction (Phase 2), 2 dice (20 Resources)
Heavy Industry (3 dice + 4 Free)
-[X] North Boston Chip Fabrication (Phase 1), 3 dice (45 Resources)
-[X] Christchurch Tool Plant, 3 dice (45 Resources)
Light and Chemical Industry (3 dice)
-[X] Chemical Precursor Plants, 1 die (15 Resources)
-[X] Toy Plants, 2 dice (10 Resources)
Agriculture (3 dice)
-[X] Blue Zone Aquaponics Bays, 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Intensification of Yellow Zone Harvesting (Phase 2), 1 die (15 Resources)
-[X] Tiberium Glacier Mining (Phase 3), 2 dice (60 Resources)
-[X] Tiberium Environmental Impact Reporting, 1 die (5 Resources)
Orbital Industry (3 dice) (1 fusion lift die)
-[X] Expand Orbital Communications Network (Phase 1), 1 fusion die (10 Resources)
Services (3 dice)
-[X] Primary Schooling, 2 dice (10 Resources)
-[X] Security Reviews (Services), 1 die (not rolled)
Military (3 dice)
-[X] Railgun Refits, 2 dice (30 Resources)
-[X] Field Artillery Development, 1 die (10 Resources)
Bureaucracy (3 dice + 2 Free)
-[X] Security Reviews (Services), 2 dice
-[X] Reallocate Resources to other departments, 3 dice (not rolled)
Total cost: 320 Resources, 5 remaining
 
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Ok it's revisionism time comrades. I'll swap the bamboo dice to food-focused aquaponics, with 3 dice on Christchurch that's an immediate source of capital goods basically guaranteed so the crisis will get at least somewhat less pressing even without the bamboo. Some more direct food production sounds good to try and avoid any political consequences from negative food. Dropping the Tiberium labs for a second glacier mining die to guarantee another stage makes sense. Another die has to come off Blue Zone housing to fund that but c'est la guerre, I could cut the satellite network instead but I imagined how Carter would feel if even the smallest and cheapest of his programs got cut yet again. If you'd rather I cut the satellite die and break Carter's heart to restore the Housing die please @ me about it.



Now here comes the crazy part. With the glacier mining guaranteed to finish for at minimum +40 (and up to +60) and the intensification of the Yellow Zone harvesting coming in at a 96% chance with an omake (of which we have plenty, thanks for the spreadsheet @Ithillid) for a minimum of +5 and up to +10, I want to go nuts and add another die of budget redistribution for an extra +10 PS while the exchange rate is favorable. The worst case possible on a 4% chance is we come out net neutral on budget and get +30 PS which is a shockingly large amount. There's a 96% chance that we see a net gain in budget next turn, somewhere between +5 and +25.

The big downside is a die has to come off the Boston plant to go into Bureaucracy instead. The funding gets transferred to activating a die on the chemical plants, so it's still being spent on progress towards a capital goods source, and the Boston plant isn't likely to begin producing with 3 or 4 dice either way so the deficit on progress there can be made up in later turns. I personally think the radical version is the better plan but I'm not going to sink the whole plan revision over it so I'm splitting it into both a conservative and radical version and voting for both.
 
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Ugh, I don't really like this plan, but all the ones I actually like aren't getting any traction.

[X] Plan Share the Wealth
[X] Plan Share the Wealth and the Fish (Conservative)
[X] Plan Delay The Collapse
 
Keep in mind those orbital stations? They are 30 R per dice so in order to keep going with all of our ground projects we need a good sized income increase. Part of the problems we have now are due to having to ignore entire sections for multiple turns due to our very limited resources. Not saying we would be in a great situation but for example aquaponics would have been done since agri was lying idle for several turns, some consumer goods and cap goods would have been done since we have left HI and LC dice idle. Infra would have better housing, power and logistics.

Getting to the point we can run all the categories with at least 2/3 dice (even if we have to go for some cheaper projects) is going to be important in preventing future fires or reducing the fires before they pop up.
 
Ah, a bit fewer turns but with the increased income from glacier mining this turn and not having to take glacier mining moving forward should be enough to get those PS projects through. Though that does mean I am likely to want to kick start those orbital no later than Q4 of this year.
Loosing 15 resources per turn sucks. It's 1 die per turn, basically. But I don't think ~6 dice over the next six turns is going to give us +10 PS. It'll give us +5 PS at most. I think it's worth switching the 1 extra bureaucracy die in your plan to do one measure of Reallocate Resources; we need a healthy amount of PS for the next Plan if nothing else.
-[] Chemical Precursor Plants, 1 die (15 Resources)
Missing the X on this line.

[X] Plan Agri Crisis
[X] Plan Tools, Chips, Food and Tiberium
[X] Plan Share the Wealth and the Fish (Conservative)
[X] Plan Share the Wealth and the Fish (Radical)

Turns out I'm a single issue voter this turn. Huh.
 
Loosing 15 resources per turn sucks. It's 1 die per turn, basically. But I don't think ~6 dice over the next six turns is going to give us +10 PS. It'll give us +5 PS at most. I think it's worth switching the 1 extra bureaucracy die in your plan to do one measure of Reallocate Resources; we need a healthy amount of PS for the next Plan if nothing else.
For the orbital unless we can reduce cost from 30 per dice not likely, only around a 29% chance, for craft shops and publishing house the 15 R per turn is enough to finish both which give +10 PS and we would have resources left over. And that is not including the additional benefits of bringing more projects online. As is though services I see both Craft and Publishing finishing as they are cheap projects so we can run services at 3 dice moving forward and chew through those in a turn/turn and half on each (keep in mind we have a +21 improving to +23 for the final 4 turns for service category)

Edit- though let me rerun those calcs with the fusion lift dice as that drops the price to 20 R for 1 dice
Okay that boosts the chance for orbital payoff to 67.11% with 10 R left over
 
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[X] Plan Reach Towards Heaven For Politics
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 2) 1 die
(Progress 181/200: 15 Resources per die) (+++ Housing)
-[X] Blue Zone Residential Construction (Phase 2) 2 dice
(Progress 31/200: 10 resources per die) (- Labor, ++++ Housing)

Heavy Industry (3 dice)
-[X] North Boston Chip Fabrication (Phase 1) 3 dice
(Progress 0/150: 15 resources per die) (- Labor)
-[X] Christchurch Tool Plant 2 free dice
(Progress 201/300: 15 resources per die) (+++ Capital Goods)

Light and Chemical Industry (3 dice)
-[X] Chemical Precursor Plants 2 dice
(Progress 0/200: 15 resources per die) (++ Capital Goods, --- Energy)

Agriculture (3 dice)
-[X] Blue Zone Aquaponics Bays 3 dice
(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)
-[X] Bamboo Paper Works 3 free dice
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)

Tiberium (6 dice)
-[X] Intensification of Yellow Zone Harvesting (Phase 2) 1 die
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)
-[X] Tiberium Glacier Mining (Phase 3) 1 die
(Progress 136/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])
-[X] Experimental Tiberium Treatment Labs 1 die
(Progress 0/100: 20 resources per die)
-[X] Tiberium Environmental Impact Reporting 1 die
(Progress 0/80: 5 resources per die)

Orbital Industry (3 dice) (1 fusion lift die)
-[X] GDSS Shala (Phase 1) 1 die + 1 fusion die
(Progress 0/100: 30 resources per die) (5 PS for completion)

Services (3 dice)
-[X] Primary Schooling 2 dice
(Progress 194/300: 5 Resources per die) (---- Labor) (5 Political Support)

Military (3 dice)

Bureaucracy (3 dice)
-[X] Security Reviews (Services) 2 dice + 1 Services die
-[X] Reallocate Resources to other departments 1 die
(Reduces resources per turn by 15 per die allocated) (+10 political support per die)

Here's a plan for some orbital based political support gain

Anyone have any input?
 
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