[X] Security forces orbital version
Infra 1/6D 10R
-[X] Blue Zone Residential Construction (Phase 2) 144/200 1D 10R
HI 3/3+3D 90D
-[X] North Boston Chip Fabrication (Phase 2) 19/300 6D 90R 79.13% for completion
LI 3/3 45R
-[X] Chemical Precursor Plants 36/200 3D 45R 54.49% for completion
Agriculture 1/3 10R
-[X] Blue Zone Aquaponics Bays 172/200 1D 10R 79.00% for completion
Tiberium 5/6 105R
-[X] Blue Zone Perimeter Outposts (Phase 2) 72/150 2D 40R
-[X] Blue Zone Perimeter Redoubts (Phase 2) 2/200 2D 40R
-[X] Red Zone Tiberium Harvesting (Phase 3) 77/150 1D 25R 54.00% for completion
Orbital 1FD 10R
-[X] Expand Orbital Communications Network (Phase 1) 85/150 1FD 10R 42.00% for completion
Services 3/3+1D 20R
-[X] Yellow Zone Security Services 0/200 4D 20R
Military 3/3D+1D 45R
- [X] Field Artillery Rollout 3D 30R
- [X] Orbital Strike Regimental Combat Team Development 1D 15R
Bureaucracy 3/3
-[X] Political Working Group Recruitment 3D


Replaced with a new version
 
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Note: Due to the high number of omake bonuses in stock, all completion percentages here assume an omake bonus may be used.

[X] Plan Running Outta Everything
-[X] Infra 5/6 70R +6
--[X] Blue Zone Residential Construction (Phase 2) 144/200 1 die 10R 66%
--[X] Rail Link Reconstruction (Phase 1) 100/300 2 dice 40R 4%
--[X] Run of River Campaigns 0/200 2 dice 20R 4%
-[X] HI 3/3 +3 free 90R +6
--[X] North Boston Chip Fabrication (Phase 2) 19/300 3 dice +3 free 90R 85%
-[X] LC Ind 1/3 0R +6
--[X] Security Review 1 die 95%
-[X] Agri 1/3 10R +6
--[X] Blue Zone Aquaponics Bays 172/200 1 die 10R 94%
-[X] Tiberium 5/6 105R +26
--[X] Blue Zone Perimeter Redoubts (Phase 2) 2/200 2 dice 40R 25%
--[X] Blue Zone Perimeter Outposts (Phase 2) 72/150 1 die 20R 64%
--[X] Red Zone Tiberium Harvesting (Phase 3) 77/150 1 die 25R 69%
--[X] Experimental Tiberium Treatment Labs 0/100 1 die 20R 42%
-[X] Orbital 1/3 10R +6
--[X] Expand Orbital Communications Network (Phase 1) 85/150 1 die 10R 57%
-[X] Services 3/3 15R +21
--[X] Yellow Zone Security Services 0/200 3 dice 15R 72%
-[X] Military 2/3 30R +1
--[X] Railgun Refits 51/150 2 dice 30R 68%
-[X] Bureau 3/3 +2 free 0R +6
--[X] Security Reviews: LC Ind (2 Dice + 1 LC Ind Die) DC60 95%
--[X] Political Working Group Recruitment 3 Dice

So here's our biggest problem right now: Boston isn't the silver bullet we'd hoped for. We still desperately need microchips, but it only gives 2 points of Capital Goods. Meanwhile our Capital Goods shortage is at about 14 points. We're going to need to build maybe six more Capital Goods factories after this. And most of those factories cost --- Energy, or 8 points worth. So we're running out of Energy as well. In addition, our next round of Glacier Mining is going to put us in the red for Logistics, and we desperately need more resources to cover everything. Putting that all together: I'm slapping 4 dice into Rail Links and Run of the River to try and patch up these problems next turn so we can work on fixing the Capital Goods problems we have right now. That's the main thrust of this plan.

Edit: Fixed Security completion chance. (2 dice would be only 17%.)
 
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I don't know why so many plans go for Field Artillery over Railgun Refits. Two dice on Railguns gives about the same completion chance as three dice on Field Artillery, while costing the same R and, you know, saves us a die to use on other military projects. Plus Railguns are a huge firepower increase across our entire force.

Also, we're going to need those rail lines up so we have the logistics to support our next Glacier Mining project.
Artillery supports our outposts and other such defensive tiberium projects even if we want both. Also I dont think we should take the next glacier mining until after the next plan starts to give us a big boost once we are down to 200 or so income a turn, that way we get back up to 240 to 260 instead of 210.

Edit- also artillery is 10 R per dice so it is cheaper.
 
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[X] Plan Chips, Philly, Railguns and Fires
-[X] Infra 3/6 50R +6
--[X] Blue Zone Residential Construction (Phase 2) 144/200 1 die 10R 66%
--[X] Rail Link Reconstruction (Phase 1) 100/300 2 dice 40R 4%
-[X] HI 3/3 +3 free 90R +6
--[X] North Boston Chip Fabrication (Phase 2) 19/300 3 dice +3 free 90R 85%
-[X] LC Ind 2/3 5R +6
--[X] Yellow Zone Workshops 0/150 1 dice 5 R 0%
-[X] Agri 1/3 10R +6
--[X] Blue Zone Aquaponics Bays 172/200 1 die 10R 94%
-[X] Tiberium 4/6 85R +26
--[X] Blue Zone Perimeter Redoubts (Phase 2) 2/200 2 dice 40R 25%
--[X] Blue Zone Perimeter Outposts (Phase 2) 72/150 1 die 20R 64%
--[X] Red Zone Tiberium Harvesting (Phase 3) 77/150 1 die 25R 69%
-[X] Orbital 2/3 35R +6
--[X] GDSS Philadelphia II (Phase 1) 0/100 1 fusion dice 20 R 7%
--[X] Expand Orbital Communications Network (Phase 1) 85/150 1 die 15R 57%
-[X] Services 3/3 15R +21
--[X] Yellow Zone Security Services 0/200 2 dice 10R 14%
--[X] Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
-[X] Military 3/3 40R +1
--[X] Railgun Refits 51/150 2 dice 30R 68%
--[X] Field Artillery Rollout 0/150 1 dice 10 R 0%
-[X] Bureau 3/3 +2 free 0R +6
--[X] Security Reviews: LC Ind (2 Dice + 1 LC Ind Die) DC60 95%
--[X] Political Working Group Recruitment 3 Dice

330/330

North Boston lets us keep on working on the capital good problem which we have at least 3 quarters before collapse and the more projects we finish the more we delay it until we fix it. It also lets us make use of the zone suits that are being manufactured as a lot are waiting on chips to be active which lets us further secure things militarily. Infra- Residential to finish off some more housing, rail link to start work on getting our logistics back up. Yellow zone workshop was because I had 5 R left over. Finish off aquaponics, for tiberium, 2 heavy mitigation projects and 1 red zone to give us the last big income boost for the 4 year plan.

In orbital- start in on the Philly 2 for both PS and fulfilling our space objective while keeping mil dice for other projects- in this case trying to finish railgun refits and also starting field artillery rollout- even if we cannot afford free dice we should be using all 3 mil dice to make sure we can both expand our tiberium operations and be able to deal with NOD. For services 2 on Yellow Zone Security because 2 dice have the chance to finish and lets me put 1 dice on a PS project, if security does not finish we can likely put 1 dice on it next turn and 1 or 2 dice on craft shops.

For bureau-make sure the LC is clear and also get some advisers so we avoid political missteps.

On Glacier Mining- the earliest we could do the next step is next turn however after Q4 2053 income is redivided up and if we take the 25% GDP funding (which seems a resonable level) we will only get 10-15 of that for next plan. If however we wait until Q1 of next plan we get the full 40-60 and 30 R a dice it is tied for our most expensive option. I can see doing 1 dice to get it close to finishing but otherwise we should keep our tiberium dice for the options that provide mitigation since we do have a mitigation target to hit plus the more mitigation the less we lose to tiberium each turn and maybe we start to push things back.
 
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Artillery supports our outposts and other such defensive tiberium projects even if we want both. Also I dont think we should take the next glacier mining until after the next plan starts to give us a big boost once we are down to 200 or so income a turn, that way we get back up to 240 to 260 instead of 210.
If Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?

On Glacier Mining, I think you're outsmarting yourself here. We're still in Multiple Simultaneous Crises mode for these next six turns. If we want a strong staring position for the next plan, the best way to do it is by succeeding at the current plan as much as we can. (Plus the more total income we get, the more we'll get after it's divided up next Plan. It'll take many turns for the total R income in your idea to get past what we'd get by finishing Glacier Mining next turn.)
 
So, I was reading about New Eden on wiki, and then I saw Idris corporation. And it's like horror story:
Privatisaton of vital industries, monopolisation, and even "from buisness to politics" story as terrible cherry on top.
I hated everything about Idris corp.
 
just floating an idea, but does anyone thing it's about time we tried to get back in touch with the forgotten? I think we've put them off for long enough.
 
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
I want this. Let's screw over NOD attempts at expansion.
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)
Hm. If we need the housing soon in YZ, this would be a good option.
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
I have a feeling that this may start being a useful option soon.
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)
I would like to ge this if possible. It would help harden the system from NOD shenanigans in improve the quality of service.
And here we have the HI options.... Gonna need power and logistics now.
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy
Helps with the shortage.
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
This is key for our conversion of refined tiberium into raw industrial stock. It is vital for us(can't run factories without raw materials).
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)
Hm. This may be something we may want to look at when the current crops do not generate enough food for us.
[ ] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 0/200: 5 resources per die) (United Yellow Zone)
I want. This will help counter NOD efforts in our areas, recruitment or otherwise. It will also help to avoid the jackboot problem.
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/75: 15 resources per die)
Only 75 progress? Uh ok....
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
We will want this. While rocket artillery is not that good at precision(missiles can be more precise but are even more expensive), it is great at creating high volumes of fire and area saturation(see steel rain). This is the sort of thing that can counter a massed NOD force. I would like to get this at some point.
[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 Resources per die)
This will be vital for our defenses soon. While rocket artillery is great and all, this will ensure that artillery support is available no matter what.
[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)
I really want to do this soon. The longer we take to do this the worse things will be here.
 
If Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?

On Glacier Mining, I think you're outsmarting yourself here. We're still in Multiple Simultaneous Crises mode for these next six turns. If we want a strong staring position for the next plan, the best way to do it is by succeeding at the current plan as much as we can. (Plus the more total income we get, the more we'll get after it's divided up next Plan. It'll take many turns for the total R income in your idea to get past what we'd get by finishing Glacier Mining next turn.)
I think the issue for glacier though is that we only get the income boost for 4 turns(this turn is 6 before plan ends, glaciers can be done next turn which is 5 turns so only in the final year does that income come online) and then are down to 200-215 starting the next turn which really puts us in a bind. As is we are getting 5s and 5-10 R from most of the mitigation options (like the 3 tib options for this turn give us +20-30 income) and this way we do not stress our logistics. Plus it also means we are more likely to hit our mitigation target.

And no it will not take many turns because 1) I am not planning on ignoring tiberium just focusing on the mitigation which we need to do and 2) doing glacier mining 1st turn of the next plan gets us the full 40-60 for the entire plan instead of 10-15
 
Tentative on this one, as I don't have time to review the fine detail.
[X] Plan Running Outta Everything
 
@Ithillid Will the North Boston plant (second stage) slow the chip crisis, balance need and demand, or make a surplus in chips?
I'm talking from a position where chips are not the entirety of capital goods.
 
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Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?
Railguns do damage to enemies in contact with our forces and generally only those forces. Artillery allows for arbitary range{kinda, we are still limited by the range of the guns} engagements. This is useful for defenses, attacks and all sorts of scenarios.
EDIT:
Tentative vote here:
[X] Plan Running Outta Everything
 
If Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?
You were asking why people wanted artillery- personally I am finishing railguns and putting 1 dice on starting artillery (which only need 10 R to use that last dice so if you make any change it would be to free up the 10 R to use all 3 mil dice not just 2). Edit- also that we can use all 3 dice for the same cost as 2 in railguns makes it easier to use all our mil dice which I believe is vital as we cannot afford to use free dice on mil with the other fires but with the nod threat cannot afford to cutback on rolling out mil projects and railguns and artillery are both projects we want to rollout
 
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Won't tubes we get off our tanks due Railgun Refits be funneled directly into Field Artillery?
 
Won't tubes we get off our tanks due Railgun Refits be funneled directly into Field Artillery?
For makeshift pieces maybe but we are not that desperate, at best they may get scrapped for resources that go into making the designed artillery pieces. Keeps the logistics simpler as well by having fewer calibers around and all outposts sharing the same types.
 
@cryptoam Unfortunately we just can't afford most of those next turn. BTW, Orbital Strike Regimental Combat Team Development is a development project, meaning we'll need to follow it up with the actual production project afterwards.

I am hoping to do Forgotten Band Outreach soon; hopefully after we get the Experimental Tiberium Treatment Labs up and running.
I think the issue for glacier though is that we only get the income boost for 4 turns(this turn is 6 before plan ends, glaciers can be done next turn which is 5 turns so only in the final year does that income come online) and then are down to 200-215 starting the next turn which really puts us in a bind. As is we are getting 5s and 5-10 R from most of the mitigation options (like the 3 tib options for this turn give us +20-30 income) and this way we do not stress our logistics. Plus it also means we are more likely to hit our mitigation target.

And no it will not take many turns because 1) I am not planning on ignoring tiberium just focusing on the mitigation which we need to do and 2) doing glacier mining 1st turn of the next plan gets us the full 40-60 for the entire plan instead of 10-15
Look, here's some simple estimate-math that no-one's gonna care about:

Say we get Glacier Mining done next turn and get +50 R income. That means 4 turns with +50 R each, or 200 R total. Then during the next Plan, we take (as an example) a 30% cut of GDI's total income. In this case, our income from that Glacier Mine is down to +15 R per turn. So turn 1 of the next Plan, we have 200 R +15 R per turn. In your alternative, we wait and get that +50 R per turn starting next Plan. That means turn by turn, we have:

Turn 1: 215 R vs 50 R
Turn 2: 230 R vs 100 R
Turn 3: 245 R vs 150 R
Turn 4: 260 R vs 200 R
Turn 5: 275 R vs 250 R
Turn 6: 290 R vs 300 R

So 12 turns from now, we'll finally break even and start earning more resources. Meanwhile we desperately need more income now rather than later. (And it's still possible to pay enough PS to get more than a 30% cut of the income.)
 
Look, here's some simple estimate-math that no-one's gonna care about:

Say we get Glacier Mining done next turn and get +50 R income. That means 4 turns with +50 R each, or 200 R total. Then during the next Plan, we take (as an example) a 30% cut of GDI's total income. In this case, our income from that Glacier Mine is down to +15 R per turn. So turn 1 of the next Plan, we have 200 R +15 R per turn. In your alternative, we wait and get that +50 R per turn starting next Plan. That means turn by turn, we have:

Turn 1: 215 R vs 50 R
Turn 2: 230 R vs 100 R
Turn 3: 245 R vs 150 R
Turn 4: 260 R vs 200 R
Turn 5: 275 R vs 250 R
Turn 6: 290 R vs 300 R

So 12 turns from now, we'll finally break even and start earning more resources. Meanwhile we desperately need more income now rather than later. (And it's still possible to pay enough PS to get more than a 30% cut of the income.)
If you want to include the income for the 4 turns on this plan you would need to include at least 20 on the other side since that is the likely value of using the resources and dice on a different tiberium project (+5 R) that increases if it is a bigger R payout.

Also 25% GDP seems a more likely pick to make sure the other departments have the resources they need and not being as much of a PS hit as 30%. That flips the math around to

Turn 1: 212 R vs 70 R
Turn 2: 224 R vs 120 R
Turn 3: 236 R vs 170 R
Turn 4: 248 R vs 220 R
Turn 5: 260 R vs 270 R

So 1 turn sooner meaning and given that plans are 16 turns it means we are pulling ahead by 418 more R by plan end.
 
If no one objects in the next, idk, hour or two, I'll switch my Military dice over to Field Artillery. We want military projects primarily to support our Tiberium projects, and if Artillery is the better way to do that then it should be done first.
So 1 turn sooner meaning and given that plans are 16 turns it means we are pulling ahead by 418 more R by plan end.
Look. We need more R now desperately. (Especially for you, since in your plan you want to put a ton of our R into Philadelphia II.) And it just seems silly to try and "trick" our way into more R by not doing our job.
 
If no one objects in the next, idk, hour or two, I'll switch my Military dice over to Field Artillery. We want military projects primarily to support our Tiberium projects, and if Artillery is the better way to do that then it should be done first.

Look. We need more R now desperately. (Especially for you, since in your plan you want to put a ton of our R into Philadelphia II.) And it just seems silly to try and "trick" our way into more R by not doing our job.
I am putting 1 into Philly 2 a turn using the fusion lift dice, so 20 R and once the com sats finish that is going to be the only orbital dice each turn which is not a big expense. And we are not going to stop doing our job- because instead of glacier mining I want to do more mitigation projects (which is a task assigned to us to hit that 96 or 98 number) and I would prefer to hit the mitigation goal before the final turn if at all possible. As except for fencing those mitigation projects also provide a trickle of R which means that there is going to be small income boosts that will also be redistributed upon current plan ending.

For swapping over to artillery- is it possible to free up 10 R to put the last mil dice on artillery, I would only go all 3 artillery if you cant free up the 10 R to do so as we do want both railgun refit and artillery rollout.

Edit- I am also pushing Philly to fulfill the space objective because 1) +10 PS once we finish and 2) does not compete with our mil dice when we still have a bunch of work to do in that category
 
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I'll object to switching dice to artillery over railguns-our railgun refits aren't just for predator and Mamoth tanks, they're also for defensive structures like Guardian anti-tank turrets and the RIG mobile-repair bases. Both of which are key parts of GDI defensive works. The notion that artillery will help 'more' is just a false equivalency IMO.
 
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