We also still need to do all 5 deployments we promised to do vs only 3 more Fleets and one of those is almost done.
But unlike the MARVs the deployments can be done quickly and at the same time, yet the MARVs have to be done in stages with much more progress needed. So it's better to concentrate more dices on finishing the MARV fleets first.

That and the MARVs can at least help pay for themselves, which can then give more resources to be invested into Capital goods, which then can be used to support the [ ] Wartime Factory Refits option to get even more Military dice to use with. It's a positive feedback that should be started earlier to benefit the most from.
 
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Oh and don't forget about this:
There are still an entire THREE MARV fleets that still needs to be completed, as in currently there is only 2 MARV fleets out of 5 in total promised for that military dice.
Yeah, and we have ten quarters including this one to complete them in. We're pretty much on schedule to be done by the end of the plan. I know you'd want to be done before then and so do I, but we don't have infinity resources to go around and MARV projects don't roll over very gracefully. We won't be putting in three MARV dice per turn for the rest of the plan, and we don't need to to hit our targets or for that matter to hit our "silo" cap on tiberium refining capacity, which we are very close to reaching as it is.

The more MARVs there are the more area are secured after all, since unlike the mine that seems to scare off more investment due to needing military's investment at the same time, the MARV fleets are self sufficient and a very powerful force of their own.
The mine scares off investment because the military does not have sufficient manpower and weaponry to defend those mines from Nod. Nod attacks the mines, kills the miners, steals whatever isn't nailed down, and then our mines become their mines, or becomes scraps of rubble that ultimately get transmuted into tiberium.

It's freaking Command and Conquer; the ability to fight Nod comes with the job and is not dispensable.

We also still need to do all 5 deployments we promised to do vs only 3 more Fleets and one of those is almost done.
No @marids post can be understood without remembering that Marids, as a matter of policy, believes that we should be monofocusing on tiberium, that everyone else should be grateful we ever do any non-tiberium thing, and that if the military isn't willing to go along with our plans it's because they're "cowards" or should "fight harder" or something along those lines.

Thus, within this frame of reference, tiberium mining targets are actually important, while promises made to the military are stupid bullshit that we shouldn't have to put up with.

This is a consistent pattern and should be borne in mind; so far as I know Marids has not changed their mind on this general subject.
 
[X] Plan Lofty Ideals
[X] Plan Consumer Slam
 
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[X] Plan Lofty Ideals with Tiberium and Videogames
I'd like some feedback on this, what do people think?

We've done plenty of Consumer Goods already, so the way I see it we're much better off delaying Durable Goods Libraries and Central Repositories and getting started on Tiberium Prospecting for more Resources now.
Um, I can't seem to find it? Where is the new tiberium mitigation research actions?
Doesn't exist yet, it's still being researched.
 
[] Plan Lofty Ideals invest way too much into [] GDSS Philadelphia II. All other plans have enough dices to complete it at 92% at minimum, yet [] Plan Lofty Ideals is putting twice as many dices as needed at 50 more Resources for something that hasn't even been given details about yet.

Yes the phase II project is obviously useful and is why it's being done, but nothing is known about the next phase after. It's not known if people even want it all that much or would it provide significant enough bonuses that are worth investing for at this time. That means this is less of a certain benefit and more of using the allure of potential unknown benefits to draw people into investing more into space when it's unneeded right now.

If Phase III truly is worth that much investment for, then the same amount of resources can be invested at the next turn anyways to complete it in one turn instead with the same amount being used in the [] Plan Lofty Ideals. That would be far more efficient and less of an effort of trying to give it half-completion at this turn as to ensure people would more reasons to complete it at the next turn to finish the investment for the unknown benefits. Really, I see this as more of simply pushing people to continuously invest more into space than anything else.

Worst of all, it leave 3 whole Tiberium dices unused when there is little excuse to not invest into the extremely cheap and very safe 5 resource prospecting option.
 
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I'm seriously considering the fact that no one's bothering with the Orca. Before you can rule the ground, its best to rule the skies. We've got the Apollo fighter, but that's not enough. It's time to upgrade our close air support.
 
Would the Tiberium Stabilizer actually stop or delay mutation rolls and make Tiberium easier to handle or would it just add mitigation?
Increase the time between mutation rolls.
Once mutation starts happening it will start with 1d4 mitigation lost every 1d4 turns and accelerate from there. The stabilizer increases the d4 to a d5 mechanically.
 
l really don't like the idea of losing 25 PS anywhere near an election. on top that the the military are having a little bit of in fighting and the winners could force us even more into the deep end. couse there no way 'blue zone first' is just going to let us expand freely into red and yellow zone which we been doing so far without some bribe there way.
 
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