[ ] Plan Artillery, Suits and Chips
-[ ] Blue Zone Perimeter Redoubts (Phase 3) 45/200 1 dice 20 R
-[ ] Blue Zone Perimeter Outposts (Phase 3) 0/150 3 dice 60 R
I think your dice distribution here should be changed to 2 dice on both Redoubts and Outposts. Currently this setup gives Redoubts a 0% completion chance and Outposts a 97% completion chance. Switching a die from Outposts to Redoubts gives them a 63% and 67% completion chance respectively.
[] Draft Space Marines
-[] Orbital Strike Regimental Combat Team Development, 2 dice (30 Resources)
[] Plan Military, Boston, and Politics
--[] OSRCT 2 Dice, 30R, 84.04%
Really the only things I don't like about this plan are the 1 die on OSRCT and the lack of a food stockpile refill, and the second one is not really a dealbreaker and mainly just me going "we should activate more dice." OSRCT is though, because it's one of the requirements to keep our job and we don't know how much the second phase costs to complete.
I think we should only put one die on the OSCRT. One die still has a good 42% completion chance, and it frees up 15R and the Free Die for use elsewhere. (Such as doing another Tiberium project in Draft Space Marines, for example.) We have five turns to complete the project and don't gain anything from overcompletion of the Development phase; if we had less time I'd be all for two dice there but right now it seems unnecessary.
 
Was working on a plan of my own and got one that was almost identical to Plan Tiberium and Industry so i am going to support that one as it spends a lot on tiberium and 4 dice on schooling. The last matters as we have a doctor and army officer shortage completing the secondary schools this turn allows us to do the followup in the next as they will provide graduates faster than most suspect as some of the former students from when they closed due to the war will return to complete their education.
 
Why does this eat labour? If anything it should grant labour as parents can work more; for example, in the current COVID crisis a big point is "if schools are closed parents cannot work".
It eats labor as an immediate cost, and will over time begin to give more labor than it costs. But that second pile is not something that is reliable or immediate.
 
[] Plan Military, Boston, and Politics
I don't like doing Medium stockpiles without putting some dice into increasing agricultural production, since that would wipe out our surplus while more mouths to feed are likely showing up.
I also kinda feel like pushing for Philly, since it likely will have some benefits in terms of politics and administration. So, adapting your plan:

[] Plan Philly, for a change
-[] Infra
--[] Rails, 2 Dice, 40R, 61.76%
--[] Run of River, 1 Die, 10R, 20.0%
-[] HI
--[] Boston, 5 Dice, 75R, 0.92%
-[] Agri
--[] Refill Food Stockpiles
---[] Small
-[] Orbital
--[] Philadelphia II , 1 Fusion, 1 Orbital (2 dice total), 50R, 74.44%
-[] Tiberium
--[] BZ Redoubts, 2 Die, 40R, 48.51%
--[] BZ Outposts, 2 Dice, 40R, 66.79%
--[] RZ Harvesting, 1 Die, 25R, 100%
-[] Services
--[] Secondary Schooling, 3 Dice, 15R, 8.53%
-[] Military
--[] Field Artillery Rollout, 4 Dice, 40R, 88.75%
-[] Bureaucracy
--[] Forgotten Outreach, 5 Dice, 0R, ???%
0 Resources Left
0 Free Die Left

And then the meme Artillery plan:
[] Plan MAXIMUM CANNONS
-[] Infra
--[] Rails, 2 Dice, 40R, 61.76%
--[] Run of River, 1 Die, 10R, 20.0%
-[] HI
--[] Boston, 3 Dice, 45R, 0%
-[] Agri
--[] Yellow Zone Aquaponics Bays (phase 1) 1 die, 10R, 41%
--[] Refill Food Stockpiles 1 die
---[] Small
-[] Orbital
--[] Philadelphia II , 1 Fusion, 20R, 22%
-[] Tiberium
--[] BZ Redoubts, 2 Die, 40R, 48.51%
--[] BZ Outposts, 2 Dice, 40R, 66.79%
--[] RZ Harvesting, 1 Die, 25R, 100%
-[] Services
--[] Secondary Schooling, 3 Dice, 15R, 8.53%
-[] Military
--[] Field Artillery Rollout, 8 Dice, 80R, 99.99%
-[] Bureaucracy
--[] Forgotten Outreach, 3 Dice, 0R, ???%
0 Resources Left
0 Free Die Left
 
[X] Plan Space Marines
Infrastructure (6 dice)
-[X] Rail Link Reconstruction (Phase 1), 2 dice (40 Resources)
-[X] Run of River Campaigns, 2 dice (20 Resources)
Heavy Industry (3 dice + 2 Free)
-[X] North Boston Chip Fabrication (Phase 3), 5 dice (75 Resources)
Light and Chemical Industry (3 dice)
-[X] Toy Plants, 1 die (5 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 1), 2 dice (20 Resources)
-[X] Refill Strategic Food Stockpiles
--[X] Medium Stockpiles (-- Food, +++ Stored Food)
Tiberium (6 dice)
-[X] Blue Zone Perimeter Redoubts (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Perimeter Outposts (Phase 3), 2 dice (40 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 3), 1 die (25 Resources)
Services (3 dice)
-[X] Secondary Schooling, 3 dice (15 Resources)
Military (3 dice + 3 Free)
-[X] Orbital Strike Regimental Combat Team Development, 2 dice (30 Resources)
-[X] Field Artillery Rollout, 4 dice (40 Resources)
Bureaucracy (3 dice)
-[X] Forgotten Band Outreach, 3 dice
Total cost: 330 Resources
Reserve: 5 Resources
 
[X] Plan Tiberium and Industry
-[X] Infra 4/6 60R +6
--[X] Run of River Campaigns 98/200 2 dice 20R 73%
--[X] Rail Link Reconstruction (Phase 1) 184/300 2 dice 40R 62%
-[X] HI 3/3 +2 free 75R +6
--[X] North Boston Chip Fabrication (Phase 3) 154/600 5 dice 75R 1%
-[X] LC Ind 0/3 0R +6
-[X] Agri 0/3 0R +6
-[X] Tiberium 6/6 125R +26
--[X] Blue Zone Perimeter Redoubts (Phase 3) 45/200 2 dice 40R 63%
--[X] Blue Zone Perimeter Outposts (Phase 3) 0/150 2 dice 40R 67%
--[X] Red Zone Tiberium Harvesting (Phase 3) 132/150 1 die 25R 100%
--[X] Experimental Tiberium Treatment Labs 42/100 1 die 20R 84%
-[X] Orbital 0/3 0R +6
-[X] Services 3/3 + 1 Free 20R +21
--[X] Secondary Schooling 0/300 4 dice 20R 51%
-[X] Military 3/3 +2 Free 55R +1
--[X] Orbital Strike Regimental Combat Team Development 0/75 1 die 15R 42%
--[X] Field Artillery Rollout 0/150 4 dice 40R 89%
-[X] Bureau 3/3 0R +6
--[X] Forgotten Band Outreach 3 Dice

I lost my internet, so I'm phoneposting right now. Reasoning for this plan on the previous page. I'll still add in food stockpiling if people want me to, but right now I think we'd want a little more food income before we do that.
 
[X] Plan Tiberium and Industry

Dealing with Tiberium is one of our primary goals, it's also the sector with the largest bonus alongside the sector which gives us majority of our income. We should try to use as many dices as possible here.
 
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[X] Plan Artillery, Suits and Chips
Infra 2/6 20R +6
-[X] Run of River Campaigns 98/200 2 dice 20 R
HI 3/3 +3 free 90R +6
-[X] North Boston Chip Fabrication (Phase 3) 154/600 3 dice + 3 free 90 R
LC Ind 0/3 0R +6
Agri 3/3 20R +6
-[X] Yellow Zone Aquaponics Bays (phase 1) 0/80 2 dice 20 R
-[X] Refill Strategic Food Stockpiles 1 dice
--[X] Small Stockpiles
Tiberium 5/6 105R +26
-[X] Blue Zone Perimeter Redoubts (Phase 3) 45/200 2 dice 40 R
-[X] Blue Zone Perimeter Outposts (Phase 3) 0/150 2 dice 40 R
-[X] Red Zone Tiberium Harvesting (Phase 3) 132/150 1 dice 25 R
Orbital 1/3 20R +6
-[X] Philly 2 0/100 1 fusion dice 20 R
Services 3/3 15R +21
-[X] Secondary Schooling 0/300 3 dice 15 R
Military 3/3 + 2 free 60R +1
-[X] Artillery 0/150 3 dice 30 R
-[X] Zone Suit Factory ( Newark ) 0/75 2 dice 30 R
Bureau 3/3 free 0R +6
-[X] Forgotten Band Outreach ?? DC 3 dice
Free 5/5

330/335
 
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[X] Plan Space Marines

A bit of balance and it preps us to fulfilling one of our mandates next Quarter.

After that we are most likely going to be forced to put everything we have into Abatement.
 
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