Basically. It was too inefficient, and you are no longer in a place where you need massive biofuels plantations nearly as much. There are enough other options on the table to fill your energy needs that growing tens of thousands of tons of corn or sugarcane for fuel is not really worthwhile.
Time to dump more die into the blue zone energy then
 
I think it's been 2 hours? SB/SV time is weird with my computer.

[X] No-Longer-So-Vague Plan v2
-[X] Yellow Zone Reconstruction (Phase 1) 0/400 6 dice (90 Resources)
-[X] Power Grid Reconstruction (Phase 2) 100/300 3+1 Dice (40 Resources)
-[X] Red Zone Tiberium Harvesting Phase 2 2/150 4 Dice (100 Resources)
-[X] Tiberium Algae Contamination 0/400 2 Dice (20 Resources)
-[X] Tiberium Health Services 66/100 1 die (20 Resources)
-[X] Primary Schooling 0/300 2 dice (10 Resources)
-[X] ASAT 0/50 1 die (10 Resources)
-[X] Boron Carbide Composite Suits 0/75 1 die (10 Resources)
-[X] Security Review Bureaucracy 3-1+1 Dice (DC 60)
-[X] Forgotten Outreach 0+3 Dice (DC ??)
5 Resources Left Over

Basically with this plan we're wrapping up all the current crisises and then starting in on military focus. Also, Security Review AND Forgotten Outreach.

Will also support this plan because it gets most of what I want done too.
[X] Plan Military R&D
 
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[X] Plan Military R&D
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 1), 4 dice (60 Resources)
-[X] Monument Restoration Program, 2 dice (20 Resources)
Heavy Industry (3 dice)
-[X] Blue Zone Power Grid Reconstruction (Phase 2), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Red Zone Tiberium Harvesting (Phase 2), 3 dice (75 Resources)
-[X] Tiberium Algae Decontamination, 3 dice (30 Resources)
Services (3 dice +2 Free)
-[X] Primary Schooling, 3 dice + 2 Free dice (25 Resources)
Military (3 dice + 3 Free)
-[X] ASAT Defense System (Phase 1), 1 die (10 Resources)
-[X] Zone Suit Development Tenders, 1 die (10 Resources)
-[X] Orbital Strike Regimental Combat Team Development, 1 die (15 Resources)
-[X] Boron Carbide Composite Suits, 1 Free die (10 Resources)
-[X] Remote Weapons System Development Predator, 1 Free die (10 Resources)
-[X] Wolverine Mark 3 Development, 1 Free die (10 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (Bureaucracy), 3 dice
Total cost: 305 Resources, 0 remaining
 
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[X] Plan Recon, Tiberium and Military Investment
Infra 6/6 90 R +4
- [X] Yellow Zone Reconstruction (Phase 1) 0/400 6 dice 90R
HI 3/3 + 1 free 40 R +4
-[X] Blue Zone Power Grid Reconstruction (Phase 2) 100/300 4 dice 40 R
LC Ind 0/3 0 R +4
Agri 0/3 0 R +4
Tiberium 6/6 140 R +9
-[X] Blue Zone Perimeter Outposts (Phase 2) 72/150 2 dice 40 R
-[X] Red Zone Tiberium Harvesting (Phase 2) 2/150 4 dice 100 R
Orb 0/3 0 R +2
Services 1/3 5 R +19
-[X] Primary Schooling 0/300 1 dice 5 R
Military 3/3 30 R -1
-[X] Titan Mark 3 Development 0/40 1 dice 10 R
-[X] Advanced Myomer Works 0/125 2 dice 20 R
Bureau 3/3 +4 Free 0 R +4
-[X] Security revieuw (Bureau): 3 Bureau dice + 1 Free 60 DC
-[X] Forgotten Band Outreach 3 Free ?? DC
Free 4/5

305/305

Alright 6 dice on housing 4 dice on energy as the two tracked issues still in negative to try and claw those to neutral so we are no longer on fire and can then start making improvements. For tiberium Blue Zone Outposts for further spread reductions plus +5 income and we are fairly close to it finishing with 4 dice on red zone to fix that issue and unlock tiberium glacier mining phase 3 for an income boost. We are looking at +15-+25 resources between the 2 (10-20 from red). 3 dice on military because if we need a more obvious sign that hey we need to start military development before we run into problems, 1 onto a new mech and 2 onto making mechs cheaper.

1 security review, bureau this time and also reach out to the forgotten because hopefully we get allies against NOD and maybe some more improvements. And the last 5 resources I had left I have starting Primary Schooling since the resources were left over.
 
Basically. It was too inefficient, and you are no longer in a place where you need massive biofuels plantations nearly as much. There are enough other options on the table to fill your energy needs that growing tens of thousands of tons of corn or sugarcane for fuel is not really worthwhile.
The lack of an answer to my first question worries me extremely. At this point I think anything besides Tiberium Algae Decontamination is asking for something to go wrong.

[X] Plan Military Buildup + Algae Cleanup
-[X] Infrastructure 4/6 60R Dice +4
--[X] Yellow Zone Reconstruction (Phase 1) 0/400 1 die 15R 0%
--[X] Urban Metros (Phase 2) 48/150 3 dice 45R 88.64%
-[X] Heavy Industry 3/3 +1 free 40R Dice +4
--[X] Blue Zone Power Grid Reconstruction (Phase 2) 100/300 4 dice 40R 62.14%
-[X] Light and Chemical Industry 3/3 45R Dice +4
--[X] High Energy Capacitor Plants 0/100 3 dice 45R 89.4%
-[X] Agriculture 1/3 10R Dice +4
--[X] Pharmaceuticals greenhouses 65/100 1 dice 10R 70%
-[X] Tiberium 6/6 60R Dice +24
--[X] Tiberium Algae Decontamination 0/400 6 dice 60R 74.44%
-[X] Services 1/3 20R Dice +19
--[X] Tiberium Health Services 66/100 1 dice 20R 86%
-[X] Military 3/3 +4 free 70R Dice -1
--[X] ASAT Defense System (Phase 1) 0/50 1 die 10R 50%
--[X] Zone Suit Development Tenders 0/80 2 dice 20R 67.6%
--[X] Boron Carbide Composite Suits 0/75 2 dice 20R 71.5%
--[X] Remote Weapons System Development Predator 0/40 1 die 10R 60%
--[X] Wolverine Mark 3 Development 0/40 1 die 10R 60%
-[X] Bureau 3/3 Dice +4
--[X] Security Reviews (Bureaucracy) 3 dice
  • Heavier military buildup than even Plan Military R&D, with 70R committed and two of our harder projects getting the extra die to ensure completion.
  • A complete investment in clearing our oceans, rivers, and lakes of Tiberium (which does help abatement/contribute to the plan) that crucially avoids us over-reaching our military and giving NOD the chance to bloody our noses.
  • Build the High Energy Capacitor Plants to discount future military investment for next turn and onwards.
  • On the civilian side, finish Urban Metros, Power Zone Reconstruction, Pharmaceuticals greenhouses, and Tiberium Health Services.
That's my plan, pretty much. As even 6 dice on Yellow Zone Reconstruction only gives us a 15.68% chance of completion, I prioritized our other areas for this turn. But I still squeezed out a die there to make it easier next turn, and with our other immediate issues clearing up this turn we'll be more free to fix it going forward.
-[X] Orbital Strike Regimental Combat Team Development, 1 die (10 Resources)
This costs 15 Resources, not 10.

Edit: Fixed missing detail on Pharmaceuticals greenhouses.
 
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[X]Plan Try to focus on everything

Infrastructure 4/6
[ ] Yellow Zone Reconstruction (Phase 1) x2 (15 rpd)
[ ] Monument Restoration Program x2 (10 rpd)
Heavy Industry 3/3
[ ] Helsinki C-35 Factories x3 (15 rpd)
Light and Chemical Industry 4/4 (1 free die)
[ ] Personal Water Purification Units x2 (10 rpd)
[ ] High Energy Capacitor Plants x2 (15 rpd)
Agriculture 3/3
[ ] Pharmaceuticals greenhouses x1 (10 rpd)
[ ] Integrated Biodome Experiments x2 (10 rpd)
Tiberium 3/6
[ ] Blue Zone Perimeter Fencing (Phase 1) x2 (15 rpd)
[ ] Blue Zone Perimeter Outposts (Phase 2) x1 (20 rpd)
Orbital Industry 1/3
[ ] Expand Orbital Communications Network (Phase 1) x1 (15 rpd)
Services 3/3
[ ] Primary Schooling x3 (5 rpd)
Military 4/4 (1 free)
[ ] Zone Suit Development Tenders x1 (10 rpd)
[ ] Apollo Fighter Factories Reykjavik x1 (15 rpd)
[ ] Boron Carbide Composite Suits x2 (10 rpd)
Bureaucracy 7/7 (4 free)
[ ] Security Reviews (Bureaucracy) x2
[ ] Security Reviews (Military) x2
[ ] Forgotten Band Outreach x3

50 + 45 + 50 + 30 + 50 + 15 + 15 + 45 = 300/305 resources
 
Honestly, we don't need the military R&D options for next generation stuff right now, and I don't know why people are taking those. The military options we should be taking are ASAT defense systems (to get our ion cannon capability back fully online) and Orbital Strike Teams, maybe with Zone Trooper strike teams, and anything that gets more assets rolled out immediately, rather than in a few years' time. That's what the military is complaining about right now, that they're overstretched and that if Nod decides to attack some critical facility like, iunno, the Cheyenne Mountain Complex (cough), they won't be able to mount a proper response.

On the whole we don't have to worry about any large scale offensives for at least several years, because the Brotherhood of Nod is overall way more fucked than we are militarily. They were on the losing end of the war and Kane was literally telling them to stand down and get slaughtered by the alien invasion so that didn't help matters. The issue is that Kane himself doesn't give a shit about the stuff outside the Tower for the moment while our forces have commitments everywhere, and he's also about to raise a completely intact force of undead cyborgs.
 
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The lack of plans taking [ ] Manchester Silicon Chip Fabrication worries me, given it's description:
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again.
It doesn't matter what new toys we design for the military if we are unable to build any of them.

That being said, I otherwise totally agree with this plan:
[X] Plan Military Buildup + Algae Cleanup
 
The chip plant is Heavy Industry's next priority the second the rolling blackouts are solved imo, it's definitely critical but it's competing for dice with the power grid.

Re: the algae cleanup plan, I mostly like it but I'm worried about not pushing forwards with the Red Zone mining. I'm worried about the military being overstretched but a few Red Zone outposts are a garrison requirement I'm willing to pay because the alternative is watching our already-insufficient budget stagnate or even go down as the politicians/capitalists start carving bits off. I definitely wouldn't invest in another round of Blue Zone redoubts until the military feels more confident but we really need more money and leaving the Red Zones/glaciers gated behind them undeveloped is too much for me.
 
The chip plant is Heavy Industry's next priority the second the rolling blackouts are solved imo, it's definitely critical but it's competing for dice with the power grid.

Re: the algae cleanup plan, I mostly like it but I'm worried about not pushing forwards with the Red Zone mining. I'm worried about the military being overstretched but a few Red Zone outposts are a garrison requirement I'm willing to pay because the alternative is watching our already-insufficient budget stagnate or even go down as the politicians/capitalists start carving bits off. I definitely wouldn't invest in another round of Blue Zone redoubts until the military feels more confident but we really need more money and leaving the Red Zones/glaciers gated behind them undeveloped is too much for me.
I agree on the Silicon Chips. We're still swimming in problems; we can't prioritize them chip manufacturing over fulfilling our need for Power and we can't space the free dice this turn either.

It really sucks to not be able to keep pushing Tiberium, but even Red Zone Harvesting involves an expansion of GDI-controlled territory. As seen in last turn's results for why we can't continue more Glacier Mining:
However, this faces a twofold problem. One, Italy, especially around Threshold 13, is, by an order of magnitude, the best secured Red Zone on the face of the planet. Second, local processing capacity, in Brittany and the south of England, is near reaching its limits. These issues combined have meant that further expansion of glacier mining operations is not practicable. A further expansion of Red Zone basing will be required to establish glacier operations elsewhere.
And an expansion of territory when that territory is held by an increasingly active NOD... according to GDI Ground Forces Command, it just isn't going to work out currently. Much as I'd like to keep pushing the 'more resources' button, the button has grown teeth. We need to build a button-dentist!

Sidenote: The only other Tiberium project that I think is safe for this turn is Blue Zone Perimeter Fencing (Phase 1). Even Blue Zone Perimeter Redoubts involves "repositioning the redoubts forwards", but the Perimeter Fencing seems to only help secure already held areas. However, it costs 15 resources per die instead of 10 while also taking 0/400 progress. Meanwhile we know Tiberium Algae will become a bigger problem if left alone for too long, and that it'll have knock-on effects on global shipping if that happens. It's not much of a silver lining, but this situation does allow us to fix this problem before it becomes critical.
 
It's weird to keep pushing glacier mining anyway, I expect the profitability to crash once we're out of command economy mode and can't just requisition the trained specialists needed for incredibly dangerous Red Zone work.

Red Zone cleanup is literally the job of ZOCOM, which is an elite GDI task force. Sure, you get tons of high grade raw tiberium, but it's not useful if you don't actually have the capacity to process it and we likely won't once Blue and Yellow Zone reclamation efforts are back in full swing.
 
The fact that it's giving us resources pretty evidently does mean we have the capacity to process it, there's definitely diminishing returns at some point but I'm not seeing any indications that we're there yet. Some moderate logistical strain like last stage is to be expected but the option says right there that it'll give 40-60 Resources, I don't think the interface is lying to us to such a massive degree that we'll suddenly get a "nope lol only +10 actually"
 
Well, technically it doesn't mean that we have the capacity to process it. It means that we are able to ensure that we have that capacity, either hooking up unused capacity or fabricating new processing facilities whole cloth as needed.
 
i dont now how these stories are run but it could go 125-305=180 gained res so far.....125x4=500 starting res at turn 1. so when new turn for budgets comes around and if we go with the same % of tax 25% that make 680÷4=170 starteing next term if we dont gain more res. as i think any gains we get during our term we keep but when the budget gets redone the gain goes into the grand pool of money and not our mini one
 
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