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@Simon_Jester I think it's a given that we want to push out the MARVs near Chicago soon, so I'm not cutting that die.

@Chimeraguard Your plan appears to cost 540 resources, not 530. I think I did that math right, can anyone double-check please?
 
Hmm, so it does. My first instinct is to cut the Infra Chicago for another Tidal Plant die. That'd bring it back down to 530.

EDIT: Yeah, we probably won't have the Dice to do all the projects under development, so I can see an argument for cutting out RWS for this turn. What do people think of a 5 dice on Tidal Plants this turn?

I'd use the resources saved to knock our costs down to 530 and replace the RWS project with Oslo Zone Suit Factory.
 
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No. Absolutely not. Governors this turn is non-negotiable.

We need a replacement for the Battleships that can actually operate in the oceans. Hydrofoils can only cover the coastlines.

If everyone is calling for it, I can try to swap out something for lasers, but I am not discarding Governors.
You misunderstand me; the misunderstanding may be my own fault.

I was trying to exhort @Derpmind to ADD the Governor-class cruiser program to a plan that lacked it, and to suggest a few places she could free up a Military die and some resources with which to do so.
 
I'm thinking I will switch the Zone Suit die to doing the Govenor-class. We'll still be doing Point Defense Refits rather than opening up two more deployment projects, so it's still a good trade-off; basically we can do the +tank developments next turn. I'll still want to do Zone Suits soon though; ZOCOM won't stay at "Decent" forever.
 
Personally I agree with the arguments for lasers.

One project I want to bring up that I haven't seen brought up yet is the Sonic Mobile Artillery Vehicle Development, because I think it has some immediate applications in relation to ship design, given that ships basically use artillery weapons, and I'm also hoping that it'll unlock more new sonic tech as well which we honestly could use.

We do really need to do the Governors now though, even if I'd love to do them next turn after we unlock sonic artillery for them.
It's questionable whether sonic artillery would be a better fit for the Governors than railgun artillery. We want the Governors to be capable of putting a wide variety of munitions out of their gun barrels, and not be limited to always hitting things the same way with the same kind of warheads.

On the subject of tanks, a new tank would be useful, but so would a lot of other things, and I don't see a reason why it would be useful enough to monofocus on getting it?
The big reason is because a new main battle tank would probably not be, ironically, a specialized mono-focused antivehicle platform. Our existing MBT-6 Predators aren't really 'main battle tanks' at all; they're a heavily protected tank destroyer. The lack of anti-infantry capability (or, on a 21st century battlefield, active anti-missile defenses) make them a lot more limited in capability than they would otherwise be.

Expanding and diversifying the capabilities of our tanks would make it a LOT easier for us to wage offensive warfare effectively, because tanks are a very important asset for an attacking army.

@Simon_Jester I think it's a given that we want to push out the MARVs near Chicago soon, so I'm not cutting that die.
Well, there's definitely wide support for your idea to trade off the Oslo factory for the Governors; there's definitely wide support for that. Frankly, I think there are more people who consider the Governor program a requirement for next turn than there are people who consider a serious effort to finish the Chicago hub a requirement for next turn.

Chicago's going to do pretty well for itself whether it has a MARV hub or not.
 
Personally I agree with the arguments for lasers.

One project I want to bring up that I haven't seen brought up yet is the Sonic Mobile Artillery Vehicle Development, because I think it has some immediate applications in relation to ship design, given that ships basically use artillery weapons, and I'm also hoping that it'll unlock more new sonic tech as well which we honestly could use.

We do really need to do the Governors now though, even if I'd love to do them next turn after we unlock sonic artillery for them.

On the subject of tanks, a new tank would be useful, but so would a lot of other things, and I don't see a reason why it would be useful enough to monofocus on getting it?
Well let's try to take a moment to unpack this:
Vehicles:
Pitbull: I think we've uncovered some techniques to make better stealth detection? Maybe turn it into a laser based AA/PD platform? It's also a mortar carrier/missile platform so maybe we can refit into a sonic artillery platform or for missile artillery? It's the least coherent design to overhaul IMO
Guardian APC: Rapid fire railguns would probably be great, but asides from the wheels vs. tracks, it also benefits from a lot of the same research as Paladins
Predator: We've just discussed the Paladin to death
Juggernaut: Frankly, with our transition to smaller but massed artillery platforms, these seem a bit of a dead end.
Mammoth: The mastodon is probably going to have a few updates for this, but a lot of it should tie into the same things the Paladin needs
Slingshot: Rapid fire rail guns or lasers would be the core of any replacement I think.
Shatterer: We're already looking into a hypothetical replacement- if it's using hover tech it might tie into the replacement for the Slingshot.

Aircraft:
Orca: Already looking at a refit, ablatives, lasers, and rapid fire railguns are all likely relevant. Sonic artillery might be relevant for a ZOCOM variant. Sensor updates to address stealth
Firehawk: looks to be on the way to obsolescence with the Apollo
Apollo: lasers and rapid fire railguns, maybe next gen ablatives because of drag. CNT frames for its eventual replacement most likely.
Ironside: Literally why- we've seen all of one in game, and I don't think we need a giant airborne troop transport.

Navy: It's just Rapiers and Governors, they're going to benefit from an absolute ton of most development projects, but given long production times and the mass budget, they're going to be easier to update than anything else most likely.

Now, I'm a bit biased, but I do think there's reason to conclude that development of the Paladin and it's component techs is probably a key factor in developing a lot of our other ground vehicles. How Zone armor develops from here is a bit more of an open question at this point.
 
Given that last time or so a zone suit factory was finished the rest of the military was making noises about making their own variants, I wouldn't be surprised to see finishing the last ZOCOM focused factory merely leads to unlocking actions to build factories for other forces as well, and/or development actions to create differently specialized suits for said other forces.

It's questionable whether sonic artillery would be a better fit for the Governors than railgun artillery. We want the Governors to be capable of putting a wide variety of munitions out of their gun barrels, and not be limited to always hitting things the same way with the same kind of warheads.
Fair, though I still think that it could be highly useful for them to have at least one sonic artillery gun, because it's good to have sonics if the Scrin come back, Nod's doing a lot of Tiberium stuff itself, and with the ocean is getting covered with Tib having an 'icebreaker' gun could be useful.

It doesn't actually matter though, because we need to do the Governors now, not next turn or so.

But even without potential naval uses, I would like to argue for doing it sometime soon-ish, and preferably before or around the same time we do the Tube Artillery Development and Universal Rocket Launch System Development actions as it would be very nice if our normal artillery could also fire sonic shells or have sonic warheads on our missiles.

The big reason is because a new main battle tank would probably not be, ironically, a specialized mono-focused antivehicle platform. Our existing MBT-6 Predators aren't really 'main battle tanks' at all; they're a heavily protected tank destroyer. The lack of anti-infantry capability (or, on a 21st century battlefield, active anti-missile defenses) make them a lot more limited in capability than they would otherwise be.

Expanding and diversifying the capabilities of our tanks would make it a LOT easier for us to wage offensive warfare effectively, because tanks are a very important asset for an attacking army.
Hmm. Fair points.

Now, I'm a bit biased, but I do think there's reason to conclude that development of the Paladin and it's component techs is probably a key factor in developing a lot of our other ground vehicles.
Also a fair point.

Thanks both of you for laying out the reasoning like this.
 
So after breaking things down, I've noted it doesn't seem like we've got a lot of developmental paths to improve our missiles. Especially at a time where Nod is experimenting with liquid tiberium engines and warheads. So, what do?
 
Here's my two plans:

[X] Plan Practical Deployments
-[X] Infrastructure 5/5 dice 60R
--[X] Tidal Power Plants (Phase 2) 0/400 3 dice 30R 0% (3/6 dice for median chance)
--[X] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 26%
-[X] Heavy Industry 5/5 dice 65R
--[X] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%
--[X] North Boston Chip Fabrication (Phase 4) 64/1200 3 dice 45R 0% (3/17 dice for median chance)
-[X] Light and Chemical Industry 4/4 dice 50R
--[X] Chemical Precursor Plants 36/200 2 dice 30R 31%
--[X] Yellow Zone Light Industrial Sectors 327/400 2 dice 20R 95%
-[X] Agriculture 3/3 dice 30R
--[X] State Operated Breweries 69/125 1 die 10R 73%
--[X] Perennial Aquaponics Bays 177/350 2 dice 20R 24%
-[X] Tiberium 5/5 dice 70R
--[X] Tiberium Prospecting Expeditions (Phase 4) 99/150 2 dice 10R 100% (14% Phase 5)
--[X] Chicago Planned City (Phase 2) 43/160 3 Tib dice 60R 99%
-[X] Orbital Industry 3/3 dice 60R
--[X] GDSS Philadelphia II (Phase 3) 229/360 3 dice 60R 93%
-[X] Services 4/4 dice 50R
--[X] Fashion development houses 0/225 1 die 10R 0% (1/3 dice for median chance)
--[X] Ethnic Restaurant Program 97/150 1 die 10R 91%
--[X] Durable Goods Libraries and Central Repositories 50/200 2 dice 30R 70%
-[X] Military 5/5 dice +5 free 145R
--[X] Reclaimator Hub RZ-7 North 0/105 2 dice 40R 80%
--[X] Super MARV Reclaimator Fleet (YZ-5a) 35/210 1 die 20R 0% (1/2.5 dice for median chance)
--[X] Crystal Beam Laser Prototype Development 0/40 1 die 20R 89%
--[X] Ablat Plating Deployment (phase 1) 152/200 1 die 10R 81%
--[X] Governor Class Cruiser Development 0/40 1 die 15R 89%
--[X] Point Defense Refits 15/250 2 dice 20R 0% (2/4 dice for median chance)
--[X] Wolverine Mark 3 Deployment 58/150 2 dice 20R 88%
-[X] Bureaucracy 3/3 dice
--[X] Interdepartmental Communication Initiative DC 90 3 dice 99%

[X] Plan R&D is Expensive
-[X] Infrastructure 4/5 dice 60R
--[X] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 26%
--[X] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 34%
-[X] Heavy Industry 5/5 dice 80R
--[X] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%
--[X] Fusion Peaker Plants 0/240 3 dice 60R 32%
-[X] Light and Chemical Industry 4/4 dice 60R
--[X] Yellow Zone Light Industrial Sectors 327/400 2 dice 20R 95%
--[X] Johannesburg Myomer Macrospinner (phase 1) 0/90 2 dice 40R 89%
-[X] Agriculture 3/3 dice 30R
--[X] State Operated Breweries 69/125 1 die 10R 73%
--[X] Perennial Aquaponics Bays 177/350 2 dice 20R 24%
-[X] Tiberium 5/5 dice 55R
--[X] Tiberium Prospecting Expeditions (Phase 4) 99/150 3 dice 15R 100% (74% Phase 5)
--[X] Chicago Planned City (Phase 2) 43/160 2 Tib dice 40R 93%
-[X] Orbital Industry 3/3 dice 60R
--[X] GDSS Philadelphia II (Phase 3) 229/360 3 dice 60R 93%
-[X] Services 3/4 dice 40R
--[X] Ethnic Restaurant Program 97/150 1 die 10R 91%
--[X] Durable Goods Libraries and Central Repositories 50/200 2 dice 30R 70%
-[X] Military 5/5 dice +5 free 145R
--[X] Reclaimator Hub RZ-7 North 0/105 2 dice 40R 80%
--[X] Super MARV Reclaimator Fleet (YZ-5a) 35/210 1 die 20R 0% (1/2.5 dice for median chance)
--[X] Crystal Beam Laser Prototype Development 0/40 1 die 20R 89%
--[X] Remote Weapons System Development Predator 0/40 1 die 10R 89%
--[X] Ablat Plating Deployment (phase 1) 152/200 1 die 10R 81%
--[X] Governor Class Cruiser Development 0/40 1 die 15R 89%
--[X] Titan Mark 3 Development 0/30 1 die 10R 99%
--[X] Wolverine Mark 3 Deployment 58/150 2 dice 20R 88%
-[X] Bureaucracy 3/3 dice
--[X] Interdepartmental Communication Initiative DC 90 3 dice 99%

And here's @sunrise 's plan:

[X] Plan Military All-In with Lasers
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
-[X] Rail Link Reconstruction (Phase 2), 2 dice (30 Resources)
Heavy Industry (5 dice)
-[X] Fusion Peaker Plants, 1 die (20 Resources)
-[X] Heavy Rolling Stock Plants, 2 dice (20 Resources)
-[X] North Boston Chip Fabricator (Phase 4), 2 dice (30 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Precursor Plants, 2 dice (30 Resources)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
Agriculture (3 dice)
-[X] State Operated Breweries, 1 die (10 Resources)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[X] Tiberium Prospecting Expeditions (Phase 1), 3 dice (15 Resources)
-[X] Chicago Planned City (Phase 2), 2 dice (40 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[X] Ethnic Restaurants, 1 die (10 Resources)
-[X] Fashion development houses 0/225 1 dice 10R
-[X] Durable Goods Libraries and Central Repositories, 2 dice (30 Resources)
Military (5 dice +5 Free)
-[X] Reclamator Hub (RZ-7 North), 1 dice (20 Resources)
-[X] Reclamator Fleet YZ-5a (Super MARVs), 1 die (20 Resources)
-[X] Crystal Beam Laser Prototype Development 0/40 1 die 20R 89%
-[X] Zone Suit Factories (Oslo), 1 die (15 Resources)
-[X] Remote Weapons System Development Predator, 1 die (10 Resources)
-[X] Ablative Plating Refits, 1 die (10 Resources)
-[X] Governor Class Cruiser Development, 1 die (15 Resources)
-[X] Titan Mark 3 Development, 1 die (10 Resources)
-[X] Wolverine Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[X] Interdepartmental Communication Initiative, 3 dice
 
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[X] Plan Developments For Land, Sea And Air
Infrastructure 5/5 105R
-[X] Tidal Power Plants (Phase 2) 2 dice 20R 0%
(progress 0/400: 10 resources per die) (++++ Energy)
-[X] Rail Link Reconstruction (Phase 2) 3 dice 45R 81%
(Progress 40/200: 15 Resources per die) (++ Logistics)
-[X] Chicago Planned City (Phase 1) 2 Tiberium dice 40R 93%
(Progress 43/160: 20 resources per die) (+ Housing, ---Labor, -Logistics, -Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+50 Tiberium Processing Capacity)
Heavy Industry 5/5 65R
-[X] Fusion Peaker Plants 1 die 20R 0%
(Progress 0/240: 20 resources per die) (+++ Energy)
-[X] Heavy Rolling Stock Plants 3 dice 30R 93%
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
-[X] North Boston Chip Fabricator (Phase 4) 1 die 15R 0%
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 55R
-[X] Chemical Precursor Plants 1 die 15R 0%
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)
-[X] Yellow Zone Light Industrial Sectors 2 dice 20R 95%
(Progress 327/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
-[X] Johannesburg Myomer Macrospinner (phase 1) 1 die 20R 39%
(Progress 0/90: 20 resources per die)
Agriculture 3/3 30R
-[X] State Operated Breweries 1 die 73%
(progress 69/125: 10 resources per die) (+++ Consumer goods, --- Food)
-[X] Perennial Aquaponics Bays 2 dice 24%
(Progress 177/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
Tiberium 5/5 15R
-[X] Tiberium Prospecting Expeditions (Phase 3) 3 dice 15R 100%
(Progress 99/150: 5 resources per die) (Small additional income trickle [5 Resources])
Orbital 3/3 3 fusion dice 60R
-[X] GDSS Philadelphia II (Phase 2) 3 dice 60R 93%
(Progress 229/360: 30 resources per die) (+2 to all dice +1 Free Die) (? PS for completion)
Services 4/4 50R
-[X] Ethnic Restaurant Program 1 die 10R 91%
(Progress 97/150: 10 Resources per die) (- Food, +++ Consumer Goods)
-[X] Fashion development houses 1 die 10R 0%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
-[X] Durable Goods Libraries and Central Repositories 2 dice 30R 70%
(Progress 50/200: 15 Resources per die) (++++ Consumer Goods, -- Energy, - Labor)
Military 5/5 130R
-[X] Reclamator Fleet YZ-5a
--[X] Super MARVs 1 die 20R 0%
(progress 35/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
-[X] Crystal Beam Laser Prototype Development 1 die 20R 89%
(Progress 0/40: 20 resources per die)
-[X] Orca Refit Package Development 1 die 15R 89%
(Progress 0/40: 15 resources per die)
-[X] Remote Weapons System Development Predator 1 die 10R 89%
(Progress 0/40: 10 Resources Per die)
-[X] Ablat Plating Deployment (phase 1) 1 die 10R 81%
(Progress 152/200: 10 resources per die)
-[X] Governor Class Cruiser Development 1 free die 15R 89%
(Progress 0/40: 15 resources per die)
-[X] Point Defense Refits 2 fee dice 20R 0%
(Progress 15/250: 10 Resources per die)
-[X] Wolverine Mark 3 Deployment 2 free dice 20R 88%
(Progress 58/150: 10 resources per die) (-- - Energy)
Bureaucracy 3/3
-[X] Interdepartmental Communication Initiative 3 dice 99%
(DC 90) (offers indicators which projects are of high priority to other departments.
Free Dice 5/5
510/530 0/0 Reserve
 
[X] Plan Military All-In
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
Heavy Industry (5 dice)
-[X] Fusion Peaker Plants, 1 die (20 Resources)
-[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Precursor Plants, 2 dice (30 Resources)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
Agriculture (3 dice)
-[X] State Operated Breweries, 1 die (10 Resources)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[X] Tiberium Prospecting Expeditions (Phase 1), 3 dice (15 Resources)
-[X] Chicago Planned City (Phase 2), 2 dice (40 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[X] Ethnic Restaurants, 1 die (10 Resources)
-[X] Durable Goods Libraries and Central Repositories, 3 dice (45 Resources)
Military (5 dice +5 Free)
-[X] Reclamator Hub (RZ-7 North), 2 dice (40 Resources)
-[X] Reclamator Fleet YZ-5a (Super MARVs), 1 die (20 Resources)
-[X] Crystal Beam Laser Prototype Development, 1 die (20 Resources)
-[X] Zone Suit Factories (Oslo), 1 die (15 Resources)
-[X] Ablative Plating Refits, 1 die (10 Resources)
-[X] Governor Class Cruiser Development, 1 die (15 Resources)
-[X] Titan Mark 3 Development, 1 die (10 Resources)
-[X] Wolverine Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[X] Interdepartmental Communication Initiative, 3 dice

Resources Available: 530
Resources Used: 530
Resources Remaining: 0

Alright, here's my updated plan. Infrastructure is all on Tidal Plants to save the Resources needed to get lasers and swap RWS for the last Zone Suit factory. We probably won't have the dice needed to do all of the projects we get developed if we included RWS, so might as well spend the die on something that'll provide immediate benefits for our military forces in the field instead.

Next turn's military dice will probably be making Governor Shipyards, rolling out the Titans, and doing whatever is unlocked by laser development. With anything spare going towards the RWS so tanks can get their machine gun.
 
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[X] Plan Cruisers, Power and Development
Infra 5/5 50R +13
-[X] Tidal Power Plants (Phase 2) 0/400 5 dice 50 R 15%
HI 5/5 +1 dice 80R +16 (-2 for 6/8 due to graduates)
-[X] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%
-[X] North Boston Chip Fabricator (Phase 4) 64/1200 4 dice 60 R 0%
LC 4/4 60R +13
-[X] Yellow Zone Light Industrial Sectors 327/400 2 dice 20 R 95%
-[X] Johannesburg Myomer Macrospinner (phase 1) 0/90 2 dice 40 R 89%
Agri 3/3 30R +13
-[X] State Operated Breweries 69/120 1 dice 10 R 73%
-[X] Perennial Aquaponics Bays 177/350 2 dice 20 R 24%
Tiberium 5/5 55R +31 (-2 for 6/8 due to graduates)
-[X] Tiberium Prospecting Expeditions (Phase 4) 99/150 3 dice 15 R
-[X] Chicago Planned City (Phase 2) 43/160 2 dice 40 R 93%
Orbital 3/3 60R +13 (3 Fusion dice)
-[X] GDSS Philadelphia II (Phase 2) 229/360 3 dice 60 R 93%
Services 4/4 50R +28
-[X] Fashion development houses 0/225 1 dice 10 R 0%
-[X] Ethnic Restaurant Program 97/150 1 dice 10 R 91%
-[X] Durable Goods Libraries and Central Repositories 50/200 2 dice 30 R 70%
Military 5/5 +4 dice 140R +13
-[X] Reclamator Hubs RZ 7 North 0/105 2 dice 40 R 80%
-[X] Reclamator Fleet YZ 5a Super MARVs 35/210 1 dice 20 R 0%
-[X] Orca Refit Package Development 1 dice 15R 89%
-[X] Crystal Beam Laser Prototype Development 0/40 1 dice 20R 89%
-[X] Ablat Plating Deployment (Phase 1) 152/200 1 dice 10 R 81%
-[X] Governor Class Cruiser Development 0/40 1 die 15R 89%
-[X] Wolverine Mark 3 Deployment 58/150 2 dice 20 R 88%
Bureau 3/3 +13
-[X] Interdepartmental Communication Initiative 3 dice
Free 5/5
-4 Mil, 1 HI

525/530
35 PS

Right so going for a heavy mil investment this turn to bring some projects online as well as open up new projects. YZ Super MARV helps secure the hub and add more mitigation. Orca Refit and Governor Class Dev opens up upgrades for air and navy, Crystal Beam Laser opens up more laser dev while Ablat plating and Wolverine Mark 3 deploy 2 projects into the field. All dice on Philly 2 to finish phase 3 (+1 free dice and +2 to all dice rolls is going to help). Also for HI- I am going with 2 on rolling stock to try and finish that for some cap goods and logistics as well as making rail network easier or better. Then I am using the other 3 HI dice and 1 free dice to start chipping away at North Boston.

For Infra went full in on tidal to try and get some power because governor cruisers shipyards are going to take power and if we have dice tied up in North boston for a bit then we have limited power from HI dice. For LI trying to finish Light Industrial and starting the Myomer project because that is very important for our development moving forward- it is needed for cap goods, health and mil and steel talons in particular given the initial myomer project was under them and walkers make use of them. That makes it a project we need to start pushing right away as each phase is going to improve our capabilities.

Thoughts?


Consumer Goods: +8 YZ Light Industrial (95%), +4 Breweries (73%), +4 Restaurants (91%), +8 Durable Goods (70%) (most likely +16 to +24), +1ArtGrant
Energy: +8 Tidal Phase 2 (15%), -4 Heavy Rolling Stock (59%), -2 YZ Light Industrial (95%), -1 Chicago (93%), -2 Durable Good (70%), -3 Wolverine (88%) (-12 if all the energy costs hit)
 
All these plans...

My only problem with them is the political direction most plans have taken as of late.

I can understand why. We can't trust any of these idiots to do our job, so undercutting them is something we shuold focus on. But if we keep doing it, were going to be pigeonholed into undercutting the demands of our political opponents in order to shut them up. And that effectively means they can control us by doing that.

I also really don't like that Tiberium abatement has been dropping in priority, especially since a full six percent of the planet has been absorbed into the red zones. Sure, all the little niceties of modern life are nice, but what about the crystal thats crawling towards you?

I hope someone put the processing plants in next quarter. Were going to need that capacity in order to expand the economy, and the planned cities don't seem to give nearly enough in comparison.
 
[X] Plan Practical Deployments

[X] Plan R&D is Expensive
I would gladly vote for these options, if not for the fact that they have Yellow Zone Arcologies included. I just don't think the Yellow Zone is a good place to make such investments vs something more defensive such as YZ Fortress towns.

[X] Plan Cruisers, Power and Development

[X] Plan Military All-In

These two look more reasonable in comparison.

Although I'm not sure if that 1 dice in [] Fashion development houses for the [] Plan Cruisers, Power and Development plan is worth the investment at this time when that 1 dice could be allocated to [] Durable Goods Libraries and Central Repositories instead to ensure it finishes for the consumer goods before the elections. I mean if the plan is to try to drown out the FMP, then at least go all the way with it.
 
[X] Plan Military All-In

[X] Plan Cruisers, Power and Development

[X] Plan Developments For Land, Sea And Air

[X] Plan Military All-In with Lasers

[X] Plan R&D is Expensive

Edit:

[X]Plan Oh Industry

[X] Plan Military All-In, With Myomers
 
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I also really don't like that Tiberium abatement has been dropping in priority, especially since a full six percent of the planet has been absorbed into the red zones. Sure, all the little niceties of modern life are nice, but what about the crystal thats crawling towards you?
Right now our military cannot handle the pressure of the two abatement under tiberium. Also Chicago planned city gives abatement in a later phase. Plus a reason we are continuing MARV investment is that we get 3 mit for each fleet.

Although I'm not sure if that 1 dice in [] Fashion development houses for the [] Plan Cruisers, Power and Development plan is worth the investment at this time when that 1 dice could be allocated to [] Durable Goods Libraries and Central Repositories instead to ensure it finishes for the consumer goods before the elections. I mean if the plan is to try to drown out the FMP, then at least go all the way with it.
I have 4 projects that are +4 to +8 at high percentages to complete so expect 3 to finish with a chance at 4, that means we are looking at 17 to 21 consumer goods this turn most likely (+1 from art grants) that is still a big drop, but this way we can get started on another service project to keep consumer goods flowing next turn as well to try and get to neutral next year or maybe positive.

Edit
I hope someone put the processing plants in next quarter. Were going to need that capacity in order to expand the economy, and the planned cities don't seem to give nearly enough in comparison.
Also if you note Chicago planned city increases processing capacity as we do further phases (phase 2 is +50 cap )
 
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Guardian APC: Rapid fire railguns would probably be great, but asides from the wheels vs. tracks, it also benefits from a lot of the same research as Paladins
In particular, a rapid fire small caliber railgun would turn the Guardian into an effective and probably cheaper counter to the typical "Nod militia swarm" that consists mainly of infantry and light vehicles, reducing the need for Predators/Paladins in that role and enabling the main battle tanks to be more fully concentrated for offensive operations.

Apollo: lasers and rapid fire railguns, maybe next gen ablatives because of drag.
Ablative armor is a bad solution to drag on an aircraft, because the material burns away and creates a rough, un-aerodynamic surface.

You use ablatives on heat shields during atmospheric re-entry, sure, but that's because you don't intend to sustain speed, so aerodynamics don't matter. For a genuinely hypersonic or near-hypersonic aircraft you can't ignore aerodynamics, so you don't even want an ablative hull... Plus, an aircraft whose skin is covered in ablative materials just so it can go fast is an aircraft that has to be extensively serviced after every mission, regardless of whether or not it takes any enemy fire. That's very bad for a combat aircraft.

Ironside: Literally why- we've seen all of one in game, and I don't think we need a giant airborne troop transport.
Oh, I'm sure we need 'em, but only for special applications involving superheavy airlift ("we need to deploy an MCV to a remote and inaccessible area fast")

Navy: It's just Rapiers and Governors, they're going to benefit from an absolute ton of most development projects, but given long production times and the mass budget, they're going to be easier to update than anything else most likely.
Yeah, plus historically navies have always been willing to do incremental updates on a long production run:

"And this is the Governor v1.0, and this is v1.1 that's basically the same but with 300 tons of anti-laser ablatives glued over some of the delicate bits, and this is v1.2 that's the same but with less anti-laser but with point defense gatling lasers..."

Navies deal with that shit all the time. It's harder for armies because they want all their equipment to be interchangeable and the sheer scale means you need reasonably graceful mass production.

Now, I'm a bit biased, but I do think there's reason to conclude that development of the Paladin and it's component techs is probably a key factor in developing a lot of our other ground vehicles.
It's important- but accelerating the prototype by a quarter in exchange for NOT developing all the techs we want to go into the final model isn't a great move. The very reason it's so important is because it's a nexus of a lot of different Cool Shit we want to be doing with all our other war machines, which means that if we try to rush the development we miss that Cool Shit and then our main battle tanks will be fighting without it.

So after breaking things down, I've noted it doesn't seem like we've got a lot of developmental paths to improve our missiles. Especially at a time where Nod is experimenting with liquid tiberium engines and warheads. So, what do?
Not rely very much on missiles?

We don't have to do everything, after all.

All these plans...

My only problem with them is the political direction most plans have taken as of late.

I can understand why. We can't trust any of these idiots to do our job, so undercutting them is something we shuold focus on. But if we keep doing it, were going to be pigeonholed into undercutting the demands of our political opponents in order to shut them up. And that effectively means they can control us by doing that.

I also really don't like that Tiberium abatement has been dropping in priority, especially since a full six percent of the planet has been absorbed into the red zones. Sure, all the little niceties of modern life are nice, but what about the crystal thats crawling towards you?
A huge part of the reason is something you didn't address here. Namely, that the military is physically incapable of defending any significantly more ambitious expansions of our tiberium mitigation. Nod exists. Consequently, GDI simply does not have the means to operate freely wherever it wishes.

The main thing that's actually stopped us from just hammering the "abate abate abate" button is that the military quietly informed us that we could not go on like this simply because they would be physically unable to defend our operations from Nod attacks. All the other stuff we're doing, the consumer goods production? That's not actually eating up very much resource income; it's not the main thing stopping us from doing abatement or glacier mining. We've had to slow down for other reasons, and we're taking advantage of that slowdown to build up in other areas.

It's NOT simply a matter of us making political concessions to idiots to shut them up, it's a matter of us needing time to build up our Nod mitigation to a level that lets us continue to mitigate tiberium.

I hope someone put the processing plants in next quarter. Were going to need that capacity in order to expand the economy, and the planned cities don't seem to give nearly enough in comparison.
They're gonna show up very soon even if they don't show up literally this turn.
 
[X] Plan Practical Deployments
[X] Plan Military All-In with Lasers
[X] Plan Military All-In
[X] Plan Cruisers, Power and Development
 
I would gladly vote for these options, if not for the fact that they have Yellow Zone Arcologies included. I just don't think the Yellow Zone is a good place to make such investments vs something more defensive such as YZ Fortress towns.
We can't defend an expansion lf YZ Fortress Towns without another phase of Shells, we've been told it'll irritate NOD into retaliating.
 
I would gladly vote for these options, if not for the fact that they have Yellow Zone Arcologies included. I just don't think the Yellow Zone is a good place to make such investments vs something more defensive such as YZ Fortress towns.
Yellow Zone Arcologies is what we do to keep our promise to the Socialists without having to complete a MUCH more expensive Blue Zone project within this plan.

If you dislike diverting effort away from priorities like tiberium mitigation (and the Energy/Logistics infrastructure required to sustain the mitigation effort), then you should be a big fan of Yellow Zone Arcologies. Because otherwise we're gonna have to blow about five or six more Infrastructure dice and in the neighborhood of 100 more Resources to avoid breaking our promise for the plan.

Although I'm not sure if that 1 dice in [] Fashion development houses for the [] Plan Cruisers, Power and Development plan is worth the investment at this time when that 1 dice could be allocated to [] Durable Goods Libraries and Central Repositories instead to ensure it finishes for the consumer goods before the elections. I mean if the plan is to try to drown out the FMP, then at least go all the way with it.
Suffice to say that a big part of the motive for the die on Fashion Development is to minimize Services' resource footprint; the extra 5 Resources freed up there are useful elsewhere.
 
We can't defend an expansion lf YZ Fortress Towns without another phase of Shells, we've been told it'll irritate NOD into retaliating.
We can also develop rocket artillery or point defences for the towns as the description for fortress towns does say that we need to ether heavily invest in more shells or diversify the weapons load out of the fortress towns.
 
[X] Plan Military All-In
[X] Plan R&D is Expensive
[X] Plan Military All-In, With Myomers
it's a matter of us needing time to build up our Nod mitigation to a level that lets us continue to mitigate tiberium.
It gets out that, alongside a projected doomsday date and the expected tib abatement effort charts, Granger has recently added a "Nod abatement effort" chart to his office to more effectively visualise the recent spree of military investment.
 
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