Of course. But that just means the next phase of the Shell plants should be done before trying to expand housing in YZ. Because in my opinion Arcologies in YZ would be an even more vulnerable target that requires more military assets to defend, which would be unlike the Fortress towns that comes with pre-built defenses to start with.

In short, I'm not confident on putting a big and fragile population center in the YZ for the Nod to target. At least the Fortress towns were purpose built for that sort of concern, and it's not as if the YZ people desperately need better housing at the immediate moment like they did years ago.
You are incorrect. YZ Arcologies would be in the well-defended Terminus Cities, which are the best-defended places in the Yellow Zones.

And, here's a plan for people who want to push Logistics for evacuation cities.
[X]Plan Slow-start Megaprojects
Infrastructure 5 dice +13 5/5 100R
-[X] Integrated Cargo System 0/800 4 dice 60R
-[X] Chicago Planned City (Phase 2) 43/160 1 Tib die + 1 Infra die 40R 84.04%
Heavy Industry 5 dice +16 6/5 90R
-[X] Fusion Peaker Plants 0/240 2 dice 40R
-[X] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%
-[X] North Boston Chip Fabrication (Phase 4) 64/1200 2 dice 30R
Light and Chemical Industry 4 dice +13 4/4 50R
-[X] Chemical Precursor Plants 36/200 2 dice 30R 31%
-[X] Yellow Zone Light Industrial Sectors 327/400 2 dice 20R 95%
Agriculture 3 dice +13 3/3 30R
-[X] State Operated Breweries 69/125 1 die 10R 73%
-[X] Perennial Aquaponics Bays 177/350 2 dice 20R 24%
Tiberium 5 dice +31
1 die to Chicago
-[X] Tiberium Prospecting Expeditions (Phase 4) 99/150 4 dice 20R 98%ish for phase 5
Orbital Industry 3 dice +13 4/3 75R
-[X] GDSS Philadelphia II (Phase 3) 229/360 3 dice 60R 93%
-[X] Inner System Survey Probes 0/90 1 die 15R 39%
Services 4 dice +28 4/4 45R
-[X] Ethnic Restaurant Program 97/150 1 die 10R 91%
-[X] Game Development Studios 0/300 1 die 5R
-[X] Durable Goods Libraries and Central Repositories 50/200 2 dice 30R 70%
Military 5 dice +13 8/5 120R
-[X] Super MARV Reclaimator Fleet (YZ-5a) 35/210 2 dice 40R 23%
-[X] Crystal Beam Laser Prototype Development 0/40 1 die 20R 89%
-[X] Orca Refit Package Development 0/40 1 die 15R 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] Wolverine Mark 3 Deployment 58/150 2 dice 20R 88%
Bureaucracy 3 dice +13 3/3
-[X] Interdepartmental Communication Initiative DC 90 3 dice 99%

530/530 Resources
5/5 free dice

Edit: and because I do kinda like this plan,
[X] Plan Military Myomers
 
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Of course. But that just means the next phase of the Shell plants should be done before trying to expand housing in YZ. Because in my opinion Arcologies in YZ would be an even more vulnerable target that requires more military assets to defend, which would be unlike the Fortress towns that comes with pre-built defenses to start with.

In short, I'm not confident on putting a big and fragile population center in the YZ for the Nod to target. At least the Fortress towns were purpose built for that sort of concern, and it's not as if the YZ people desperately need better housing at the immediate moment like they did years ago.
I'm kind of doubtful on the reasoning here, for two reasons.

1) You have not addressed the fact that the Socialist Party is going to remember that we made a promise. How do you plan to address this promise, if not by building arcologies in the Yellow Zones? The alternative project is a 600-point project instead of a 170-point one. The rewards are larger, but the cost is vastly larger. Do you plan to spend seven or so extra Infrastructure dice on Blue Zone Arcologies that could have gone to something else like power plants, Logistics infrastructure, or for that matter just more Housing in the Blue Zones? Or do you plan to simply renege on our promise and alienate the Socialists into opposition against us?

2) The Yellow Zone arcologies will realistically be located in the most secure parts of the Yellow Zones. They are large, heavily built structures that are likely to prove resistant (not immune but resistant) to anything short of a nuclear warhead. They will be located behind layered perimeters of our own forward tiberium harvesting bases, our own fortress towns, and our own forward-deployed military assets. Nod will not find it easy to strike at these targets, except on the level of individual saboteurs, who can already strike at Yellow Zone targets anyway. At least inside an arcology we can more reliably control access. These are not, to put it mildly, going to be soft or easy targets. If Nod wants to attack them effectively, Nod is likely to need to commit major forces to pressing attacks against us, giving us the opportunity to bring our firepower to bear on concentrated targets, cut off their lines of retreat, and generally fight the kind of pitched battle they excel at.

So on the one hand, I don't think Nod can go "just attack the arcologies lol" and profit by doing so easily. And on the other hand, I don't think we have a choice, because of our promise to the Socialists.
 
Can anyone at least edit their plans to include myomers? Since it'll help in the long run for Steel Talons, and also it's very useful for our general populace as a whole
We have three plans so far that do the Myomer Macrospinner project. [] Plan Cruisers, Power and Development and [] Plan R&D is Expensive both invest 2 dice into it, while [] Plan Developments For Land, Sea And Air uses 1 die. (The currently leading plan, [] Plan Military All-In, does not.)
 
You are incorrect. YZ Arcologies would be in the well-defended Terminus Cities, which are the best-defended places in the Yellow Zones.
The best defended place in YZ is still a place in YZ, and nowhere in YZ would I consider as secure enough to begin with for something like an Arcology. If people want Arcologies, then they should just keep building them in the BZ areas for best cost-to-benefit efficiency and security.
 
[X] Plan R&D is Expensive

Covers everything I want. We currently have a strong power surplus, and have more time to spool up more, so I'm not worried about delaying Fusion Peaker Plants a turn.

Myomers though, is something I'd love to see us start spooling up ASAP. We have almost no production currently; so little we can't even support a major deployment for the Steel Talons, which are a very small unit in military terms.

This stuff could help replace lost limbs, improve robototics, be a part of next Gen Exo Suits, and help the Steel Talon rollout in latter turns. It's gonna take a while to get going and build a stocklile, so I'd like to get this started ASAP.

Other than that, Derp hit all the other big targets; Carriers and Lasers, along with finishing the Steel Talon Mech Devopment and Deployment. We have even more reason to invest in Steel Talons after last turn; remember it was revealed that they are the primary defense for a lot of our science installations. All those researchers on NOD and Scrin Tech, the Doctors researching Tib infestation etc. Those guys are relying on decade old machines for defense right now.

Approval for :
[X] Plan Cruisers, Power and Development

Again, I like to see Myomers, and this plan is a good option if you want to wait on the YZ Arcologies for after the election, or favor getting the Orca Refits started now over the Steel Talon Developments.

I personally like Derp's a bit more, but they are both good. I also think 3 dice in Durable Goods library for the leading plan is a total waste of a die, but the bigger factor for me is Myomers.

I should make a meme vote with 10 dice on Myomers.
 
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[X] Plan R&D is Expensive
[X] Plan Cruisers, Power and Development
[X] Plan Military Myomers

I have walker fetish and I can't help to vote it, send halp.

Edit: added approval voting
 
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At the request of @Vocalend, I'm posting an alt-plan of the currently leading plan that switches out the extra die on Durable Goods Libraries to flip Chemical Precursor Plants into the Myomer Macrospinner.

[X] Plan Military Myomers
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] 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] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[X] Johannesburg Myomer Macrospinner (phase 1), 2 dice (40 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] Fashion development houses, 1 die (10 Resources)
-[X] Ethnic Restaurants, 1 die (10 Resources)
-[X] Durable Goods Libraries and Central Repositories, 2 dice (30 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: 525
Resources Remaining: 5

[X] Plan Practical Deployments

[X] Plan R&D is Expensive
 
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No Chemical Precursors means we have no immediate source of Capital Goods, which in turn means that we can't start up work on the Governor Cruiser Shipyards next turn, because Word of GM from Discord is that those will have a Capital Goods cost.

Which means another turn of delays for the Navy actually getting their Blue-Water ships.

We can push hard for Myomers next turn, but this turn we need to focus on finishing up YZ Industry and getting enough Capital Goods to roll out the Navy's expansion ASAP.
 
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Is there a promise tracker somewhere? Or is everyone keeping count individually?
We have it from Plan Goals in the turn posts:
Plan Goals
Capital Goods: 16 points remaining
Consumer Goods: 35 points remaining
Food: 23 points remaining
MARV Fleets: 2 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 9 points remaining
GDI Income: 100 remaining
Space Stations: 1 phases remaining
Arcology Programs: 1 remaining.
 
The best defended place in YZ is still a place in YZ, and nowhere in YZ would I consider as secure enough to begin with for something like an Arcology. If people want Arcologies, then they should just keep building them in the BZ areas for best cost-to-benefit efficiency and security.
If that's how you feel, that's okay... but the military disagrees with you. (In that they are just fine with Arcologies in a way they are not with a further run of Fortress Towns, or would prefer not to have more YZ harvesting.)
 
Hrmgh. If people really want Myomers, then...
[X] Plan Military All-In, With Myomers
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] 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] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[X] Johannesburg Myomer Macrospinner (phase 1), 2 dice (40 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

I would consider this a much more tolerable alternative, since Heavy Rolling Stock should also give us enough Capital Goods to keep going into Cruiser Shipyards next turn.

It does have the downside of further reducing our commitment into Boston Phase 4 by another 2 Dice though. And is energy heavy, but finishing Tidal Plants Phase 2 should help with that.

[X] Plan Military All-In
 
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If that's how you feel, that's okay... but the military disagrees with you. (In that they are just fine with Arcologies in a way they are not with a further run of Fortress Towns, or would prefer not to have more YZ harvesting.)
I don't think that's their opinion at all:
[ ] 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, unpopular with Initiative First.
Clearly plenty of the Military wouldn't want them, and the only reason the Fortress towns are not supported at this current time is due to lack of more shell production:
[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantially more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
and nothing related to more intensification of Tiberium harvesting. In fact I'm not sure where you even got that info from. It's unrelated the feasibility of specifically YZ fortress towns.
 
No Chemical Precursors means we have no immediate source of Capital Goods, which in turn means that we can't start up work on the Governor Cruiser Shipyards next turn, because Word of GM from Discord is that those will have a Capital Goods cost.

Which means another turn of delays for the Navy actually getting their Blue-Water ships.
I switched 2 dice off Boston to do Heavy Rolling Stock Plants for the capitals goods. (And 2 dice on there actually has a higher completion chance than 2 dice on Chemical Precursor Plants. 59% vs. 31%.)

Edit: Didn't see the plan you posted a minute ago. But I maintain that the extra die on Durable Goods is wasteful and unnecessary. Sometimes it's worth over-investing in a non-phased project, but this time it just isn't.
 
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No Chemical Precursors means we have no immediate source of Capital Goods, which in turn means that we can't start up work on the Governor Cruiser Shipyards next turn, because Word of GM from Discord is that those will have a Capital Goods cost.
Really? Huh glad I went for rolling stock plant in that case, was looking for a cap good surplus but having the cap goods for cruisers is going to be handy.
 
Clearly plenty of the Military wouldn't want them, and the only reason the Fortress towns are not supported at this current time is due to lack of more shell production:
Blue Zones First is not the military party, that is the Militarists. The Blue Zones First party is the bigotry party.
 
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