Military Goods Factories: 5 remaining
Shouldn't this be "3 remaining" after we built the two zone suit factories last turn?

Here's my plan suggestion, btw:
[x] Plan Tiberium is the Answer!
Infra 0/5 +12
-[x] Yellow Zone Fortress Towns (Phase 2) 1 die 20R
Total: 20R
HI 5/5 +2 free +15 (-2 for 2 years due to graduates)
-[x] Blue Zone Power Production Campaigns (Phase 2) 18/500 2 dice 20R
-[x] Heavy Rolling Stock Plants 0/250 5 dice 50R
Total: 60R
LC 3/3 +1 free +12
-[x] Civil Clothing Factories 150/200 1 dice 10R
-[x] Edinburgh Electric Motor Plant 0/125 3 dice 45R
Total: 55R
Agri 3/3 +12
-[x] Yellow Zone Aquaponics Bays (phase 3) 15/80 1 die 10R
-[x] Organic textiles farms 0/100 2 dice 20 R
Total: 30R
Tiberium 5/5 +30 (-2 for 2 years due to graduates)
-[x] Red Zone Tiberium Harvesting (Phase 7) 35/130 5 dice 125R
Total: 125R
Services 2/4 +27
-[x] Multi Use Stadium Program 0/100 2 dice 20R
Total: 20R
Military 5/5 +1 +12
-[x] Reclamator Fleet RZ-1 North (Super MARVs) 0/210 4 dice 80R
-[x] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20R
Total: 100R
Bureau 3/3 +1
-[x] Security Reviews: Orbital 2 dice + 1 orbital
-[x] Security Reviews: Services: 2 dice + 1 services

Quite similar to Void's plan, I made some tweaks, with a general focus on either increasing the likelihood of successfully completing projects (such as the electric motor plant), or increasing our income (red zone harvest instead of containment) or both (increasing the chance of completing the S-MARV, and with it our income and abatement).
This should put us in a much better position for future turns, since we'll have much more resources to make use of our available dice in otherwise relatively neglected areas (such as infrastructure, services, or orbital).

EDIT:
[X] Plan Housing, Red Zone and Consumer Goods
 
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Abatement panic is the dice punishing us for making red zone ops so cheap and make money a minor issue
[X] Plan Fusion AAAAAHHHHHbatement
 
[X] Plan slight logistical focus
Infrastructure
-[X] Yellow Zone Fortress Towns (Phase 2) 2 dice
(Progress 70/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
-[X] Rail Link Reconstruction (Phase 2) 2 dice
(Progress 40/200: 15 Resources per die) (++ Logistics)
-[X] Fiber-Optic Expansion 1 die
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
Heavy Industry
-[X] Blue Zone Power Production Campaigns (Phase 2) 1 free die
(Progress 18/500: 10 Resources per die) (- Labor, +++++ Energy)
-[X] Fusion Power Prototype 1 die
(Progress 0/200: 20 Resources per Die) (+ Energy)
-[X] Blue Zone Microgeneration Program (Phase 1) 1 die
(Progress 38/60: 5 resources per die)
-[X] Yellow Zone Power Grid Extension (Phase 2) 2 dice + 1 free die
(Progress 101/275: 5 resources per die) (++ Energy)
-[X] Heavy Rolling Stock Plants 1 die + 2 free dice
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
Light and Chemical Industry
-[X] Personal Electric Appliances Factories 1 die
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)
-[X] Civil Clothing Factories 1 die
(Progress 150/200: 10 resources per die) (+++ Consumer Goods, - Energy)
Agriculture
-[X] Perennial Aquaponics Bays 2 dice
(Progress 0/200: 10 resources per die) (+++ food)
-[X] Yellow Zone Aquaponics Bays (phase 3) 1 die
(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water)
Tiberium
-[X] Yellow Zone Tiberium Harvesting (Phase 4) 3 dice
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
-[X] Red Zone Tiberium Harvesting (Phase 7) 1 die
(Progress 35/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
Orbital
-[X] Orbital Shuttle Bays 1 fusion die
(Progress 0/70: 30 resources per die) (10 point discount to all space actions)
-[X] Near Body Survey Probes 1 fusion die
(Progress 0/50: 15 Resources per Die)
Services
-[X] Childcare and Preschool programs 3 dice
(Progress 0/230: 5 Resources per die) (--- Labor)
-[X] Educational MultiMedia Initiatives 1 die
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
Military
-[X] Apollo Fighter Factories
--[X] Toronto 1 die
(Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[X] Shell Plants (Phase 2) 2 dice + 1 free die
(Progress 31/300: 10 Resources per die) (--- power)
-[X] Hydrofoil Shipyards
--[X] Duqm 2 dice
(Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
Bureaucracy
-[X] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 3 Bureaucracy dice
(DC 60 + 1 operations die)
 
@Crazycryodude Can you find it in your heart to do the [] Orbital Shuttle Bays instead of cleanup? It hurts my brain to do something in orbit before getting the -10 from shuttles.

In the original plan it does have shuttle bays, the orbital cleanup die in the fusion version was a compromise to free up the cash for a die on fusion power research for that variant.
 
I am curious, which areas are no longer blue zones like they were at the start of the quest?

I like how GDI is starting to have an impact on tiberium glaciers, and I am glad we are nipping them.
 
I think the bigger issue is our RZ abatement level, which I am focusing all non free dice on (so 5 tib and 3 mil), that those projects also provide the biggest income boost (and open another glacier mining) just makes it all the better since that means we can activate more dice next turn and Q1 I expect us to be at able to use all of our dice. For orbital, I only have 1 dice on shuttles, the 2nd dice used is for security review. Since I spent all resources with normal dice I had a lot of free dice to use with the 3 bureau to run security reviews (though I did put a free dice on power generation because we will need to do that Q4 so chip away at it this turn).

@Crazycryodude I think the bigger issue is our RZ abatement levels, YZ levels are at the point where bad rolls is what is messing with us while RZ is still at the point that normal rolls see the RZ expand and well the RZ is the most dangerous bit to have expanding. In addition the RZ projects provide more income which means more dice active next turn and with glacier mining next turn that is an expensive project
I personally think that while red zone abatement is important, it's not the only thing or something that should be prioritized over all other concerns. We've got enough mitigation up already that only the worst rolls are going to eat much Yellow Zone per turn, and we're not going to be ignoring that going forward. We need to take the civilian economy seriously, because shoveling all available dice into tiberium mitigation and harvesting and heavy industrial infrastructure is how we got into the present political crisis.

Yellow Zone abatement is only not an emergency in the most theoretical statistical of senses, in practical terms we've lost 20% of the planet's Blue Zone area since Turn 1 of the game and it just keeps getting worse. Sure, we had a run of bad rolls recently, but even if Tib starting rolling a 1 every single turn between now and whenever it starts to mutate and overcome our abatement we still wouldn't even push the borders back out to where we started the game much less build up a buffer.
As of Q1 2050, the Blue Zones covered 17.35% of the planet. Now it's 14.02%. That's a difference of 3.33%. In the absurdly unlikely event that tiberium rolled a 1 every turn, we'd be turning 0.61% of planetary surface area Blue each quarter, and we'd be back to January 2050 levels in six turns.

Given that tiberium hasn't mutated yet, then unless you have specific QM information saying it's near-guaranteed to do so in the next two years, uh... I think you may be exaggerating.

Now, in all fairness, if we continued rolling the statistically expected results over the long haul, we wouldn't be recovering 0.61% of the planet, we'd be recovering 0.11% of the planet every turn. It would take us 30 turns to get back to January 2050 levels, that is to say, we'd be there some time around the end of 2061. Even ten more points of yellow->blue mitigation would push that target date forward to something more like, uh, 2058 or so, so it is worth it to press on...

But at the same time, I repeat, we cannot just drop the civilian economy. We can keep building up layers of tiberium mitigation until the Visceroids come home and it won't satisfy the general public.

It's time to take that seriously, which means committing free dice either to Consumer Goods projects, or to infrastructure and heavy industry projects specifically meant to be in aid of that.

I will be frank the Yellow Zones have more space than the Blue Zones and we need the Blue Zones to continue our industrial progress. Without further commitment to space or orbital cities we can't be sure of the viability of human existence yet. The Yellow Zones turning to Red can wait a bit we already are trying to deploy MARVs right now but keeping the Blue Zones or increasing is increasingly an important part of our job and parliament won't like it that more of the center of global civilization is losing more ground.
We need the Blue Zones because it's only in Blue Zones that we can support large, healthy populations, industrial infrastructure that doesn't need to be hermetically sealed against tiberium dust, and so on. If we start to lose Blue Zones, we're gonna start to lose the factories that make a lot of our stuff, or those factories are going to be running at greatly reduced efficiency.

The thing is that if not for a string of shitty rolls, we'd already be rolling back and pushing the Blue Zones out into the Yellow. The overwhelming majority of ground we lost in Blue Zones since the war was lost in the first year or two of the first Four Year Plan, because that was when we had significantly less than 50 mitigation on Yellow Zone expansion- the Yellow Zones were growing like the Red Zones are now, and the Red Zones were even worse. Now we just need the YZ roll to stop being a goddamn 90 every turn and they'll be starting to at least slowly roll back.

Wait a minute why are the plans thinking the Indian Ocean is important where most of our government and Blue Zone territories are in the North Atlantic. I believe defending Europe and the North Atlantic is more important because that is where some of our more importants parts are.
Where we build the hydrofoils is not the same as 'the only places we defend with the hydrofoils." But it's also important to note that with the Panama Canal being in a Red Zone (which almost certainly means the canal is inoperable), control of the Indian Ocean is all the more important if we want to be able to maintain shipping lanes and communications between the Pacific Blue Zones (in particular #6 and #12, Japan/Korea and New Zealand/Sydney-Brisbane) and the rest of GDI's territories. Nod gets a lot more dangerous and we get a lot weaker as Nod succeeds in disrupting the llines of connection between our far-flung territories.


I am curious, which areas are no longer blue zones like they were at the start of the quest?
Probably a lot of strips of land along the edges of what were the blue zones at quest start. I doubt we've straight-up lost any blue zones entirely except maybe Greenland or something that never had anything worth remarking on.
 
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Given that tiberium hasn't mutated yet, then unless you have specific QM information saying it's near-guaranteed to do so in the next two years, uh... I think you may be exaggerating.
Sometime in the next decade, Tiberium will begin to mutate and your abatement levels will start dropping significantly. OTL, the Blue Zones were gone by 2062.
 
[X] Plan Housing, Red Zone and Consumer Goods

I'd rather re-shuffle the Services dice here, particularly how we don't need to rush Multi Use Stadiums and could cut that down to one die. But I like this plan overall, especially since it doesn't ignore our (slowly growing) housing problem.

For the AAAAAHHHHHbatement plan, I'm worried about pushing for Phase 4 of Yellow Zone Harvesting. Last time we did so, our military forces had trouble taking the ground as NOD has been deploying many new laser weapons and other experimental weapons. We don't really have a counter to that yet, (not even more aircraft to put into the fight,) so trying for that right now might get bloody.
 
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Tiberium vs. consumer goods is a false dichotomy I'm doing both, there's 6-8 points on deck which is a respectable amount for one single turn. And 3.33% of the entire planet's land area is 20% of the Blue Zones that existed at the start of the game, that's not an exaggeration at all. I don't consider us to be "pushing into the Yellow Zones" until the BZ's are back to at bare minimum where we started on Turn 1 and really that's not even getting us back to the pre-war borders. We're not truly reclaiming Yellow Zone until we're pushing past the 2047 borders, everything before then is just repairing war damage.

Tiberium mutated in the canon timeline somewhere in the early-mid 2050's, and it moved fast enough to overrun all the Blue Zones, as in like they just didn't exist period, there's Tiberium crystal growing on GDI's global headquarters, by the early 2060's. I don't have any special QM insight but Tiberium is definitely going to get nasty enough to drive humanity extinct within a decade if we don't fight HARD.
 
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[X] Plan AAAAAHHHHHbatement
[X] Plan Fusion AAAAAHHHHHbatement

I would like more Consumer Goods, but this gets to work on Yellow Zone Light Industry, which I really want and means next turn we likely can make that big Consumer Goods push. And the main rival leading plan has Fortress Towns that I don't think we have the shell production to properly defend.

And yeah, we need more Abatement to ensure we have more buffer space when the mutation happens.
 
[X] Plan Food Focused
[X] Plan Housing, Red Zone and Consumer Goods

I want us to push consumer goods as best we can. Abatement matters, but losing the fringes of the Yellow Zones, the outermost worst parts, to Red Zones is merely bad, not something we have to fight at all costs. Losing the next election due to the civilian population being pissed off over not being able to buy a pair of pants for five and a half years is... something we should be concerned about too, let's say.
 
I'd rather re-shuffle the Services dice here, particularly how we don't need to rush Multi Use Stadiums and could cut that down to one die. But I like this plan overall, especially since it doesn't ignore our (slowly growing) housing problem.
Reshuffle how? Stadiums is another source of consumer good we can knock out and improve morale on the homefront as well as working towards plan goals.

I would like more Consumer Goods, but this gets to work on Yellow Zone Light Industry, which I really want and means next turn we likely can make that big Consumer Goods push. And the main rival leading plan has Fortress Towns that I don't think we have the shell production to properly defend.
I fully intend to hit YZ and BZ light industry starting next turn and notably I am finishing the Cap goods this turn to provide for that, so that is +16 con good on top of the +9 to 11 from this turn which pushes us into the positives. And the shell issue is stockpile, but the same happens with pushing out into the YZ in tib projects.

edit- followups for next turn for my plan- 2 dice Glacier Mining, 1 dice YZ harvest intensification, 2 dice other tib projects, 2 dice YZ light industry 1 dice BZ light industry, 5 dice BZ power, 2 dice Copenhagen shipyard, 3 dice on marv projects, some dice on rail network to finish that, agri dice on food and cons good production. Free dice to be focused on power generation, tib projects and lastly chipping away at shell factory
 
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