[X] Plan Some Important Items Included
Infrastructure 5/5 75R
-[X] Tidal Power Plants (Phase 2) 4 dice 40R 0%
(progress 0/450: 10 resources per die) (++++ Energy)
-[X] Yellow Zone Arcologies (Phase 1) 1 die 15R 97%
(Progress 136/170: 15 resources per die) (+++ Housing) (High Priority)
-[X] Chicago Planned City (Phase 3) 1 Tiberium die 20R 0%
(Progress 49/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +3 Yellow Zone Abatement, +100 Tiberium Processing Capacity)
Heavy Industry 5/5 55R
-[X] Fusion Peaker Plants 2 dice 20R 99%
(Progress 172/240: 20 resources per die) (+++ Energy) (High Priority)
-[X] Heavy Rolling Stock Plants 2 dice 20R 96%
(Progress 171/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) (High Priority)
-[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 65R
-[X] Chemical Precursor Plants 3 dice 45R 82%
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)
-[X] Johannesburg Myomer Macrospinner (phase 1) 1 dice 20R 100%
(Progress 73/90: 20 resources per die)
Agriculture /3 30R
-[X] State Operated Breweries 1 die 91%
(progress 85/125: 10 resources per die) (+++ Consumer goods, --- Food)
-[X] Perennial Aquaponics Bays 2 dice 97%
(Progress 278/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
Tiberium 5/5 65R
-[X] Tiberium Prospecting Expeditions (Repeating Phase) 2 dice 10R 36%
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
-[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
(Progress 0/40: 25 resources per die)
-[X] Hewlett-Gardener Method Development 1 die 30R 100%
(Progress 0/40: 30 resources per die)
Orbital 3/3 4 fusion dice 60R
-[X] GDSS Enterprise (Phase 3) 3 fusion dice 60R 1%
(Progress 68/390: 30 resources per die) (+ Capital Goods, + Consumer Goods)
Services 4/4 30R
-[X] Fashion development houses 2 dice 20R 13%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
-[X] Game Development Studios 2 dice 10R 0%
(Progress 0/300: 5 Resources per die) (+++ Consumer Goods)
Military 5/5 155R
-[X] Stealth Disrupter System Development 1 die 25R 91%
(Progress 0/40: 25 resources per die)
-[X] Reclamator Hubs
--[X] Reclamator Hub Red Zone 7 North 1 die 20R 75%
(Progress 49/105)
-[X] Reclamator Fleet YZ-5a
--[X] Super MARVs 1 dice 20R 9%
(progress 88/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
-[X] Zone Suit Factories
--[X] Oslo 1 die 15R 71%
(Progress 0/60: 15 resources per die) (-- Labor, -- Energy) (Very High Priority)
-[X] Orca Refit Package Development 1 free die 15R 91%
(Progress 0/40: 15 resources per die) (High Priority)
-[X] Ablat Plating Deployment (phase 2) 3 free dice 30R 83%
(Progress 38/200: 10 resources per die) (Very High Priority)
-[X] Governor Class Cruiser Shipyards
--[X] Rosyth 1 free die 20R 0%
(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)(Very High Priority)
-[X] Titan Mark 3 Deployment 1 free die 10R 0%
(Progress 0/175: 10 resources per die) (-- Energy)
Bureaucracy 3/3
-[X] Security Reviews (Military) 1 Military die + 2 dice 99%
(DC 60 + 1 operations die)
-[X] Search For A Successor 1 die
Free Dice 6/6
535/540 0/0 Reserve

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[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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[X] Plan Cap Goods, PS and Military

[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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Breakdown of available Capital Goods. (Assuming Tokyo is complete inverse of Boston)
Reminder that we need 16 Capital Goods in 2 years/8 turns.

Heavy Industry
Heavy Rolling Stock - +2 Capital, -4 Energy, 171/250, 10 Resource
Kure Machine Works - +2 Capital, -4 Energy, 0/280, 15 Resource
Heavy Industrial Sectors - +8 Capital, -8 Energy, 0/500, 25 Resource
Boston Phase 4 - +16 Capital, +8 Consumer, -4 Energy, 64/1200, 15 Resource
Tokyo Phase 1 - 0/125, 15 Resource
Tokyo Phase 2 - +2 Consumer?, 0/300?, 15 Resource
Tokyo Phase 3 - +4 Capital?, +8 Consumer?, -4 Energy?, 0/600?, 15 Resource
Tokyo Phase 4 - +8 Capital?, +16 Consumer?, -4 Energy?, 0/1200?, 15 Resource

Light and Chemical Industry
Chemical Precursor - +2 Capital, -2 Energy, 36/200, 15 Resource
Superconductors - +2 Capital, +4 Energy, 0/200, 30 Resource

Orbital
Enterprise Phase 3 - +1 Capital, +1 Consumer, 68/390, 30 Resource

Right now it's possible to complete the requirements of the Plan by completing all the various minor projects and doing Heavy Industrial Sectors. We wouldn't even have to touch either Chip Fabricator project. Heavy Industrial Sectors does take a lot of energy, but it does give us a bunch of immediately usable Capital Goods rather than piecemeal.
It's possible, but it's a very bad idea for us to try. Heavy Industrial Sectors is a massive resource hog, and we're struggling every turn to fund Resource-expensive projects (20+ R/die) without having to leave dice idle. North Boston is hilariously more Resource and Energy efficient, and for the next two years we're going to be doing everything in our power to make both stretch as far as possible.

Another reason is overflow we want 3 more deployments before we can resume glacier mining and ablative plating and the RWS are two of those by starting RWS with the minimum amount of dice it can complete with we can put another dice into it next turn if it fails and be glad it completed with three if it completes. if we wait till the turn we are planning on having all 3 deployments done we probably going to put a 4th dice on it to make sure we can start mining. Ablative does not have that issue as it is phased and we will do several phases more.
That doesn't make any sense. The same number of dice it takes to have any chance of finishing RWS could finish a tier of Ablatives this turn. Each phase counts as a deployment. We could probably just do two phases of ablatives and a phase of RWS and the ground forces would love us to pieces for it.

[] Plan Some Important Items Included
[] Plan Cap Goods, PS and Military

It They has have tiberium storage and tiberium refinement. Those are the two things I'm most interested in right now.
You shouldn't be. We're not actually in any immediate danger of getting silo'd. It makes no practical difference whether we're 100 units of tiberium per turn below our refining cap or 200 units below if we're only getting 25-40 RpT of tiberium income this turn or something like that. And the super-silos are particularly unhelpful if we're actually gonna be careful about not going over our refinement cap.

I suppose there's some risk of a massive Nod attack wrecking some refineries and then the silos would come in handy... but it's effectively like Microgeneration or expanding the food stockpile; it's the kind of thing we normally don't worry about because expanding production capacity pays off more than building slack in an inadequate system.

The space mining is a nice bonus but I mostly want it for another round of space project discounts rather than mining income.
Cryodude, we are constantly banging our heads against our limited RpT budget; we have enough to activate all our dice but as soon as anyone wants to do a 25-30 R/die project anywhere it starts causing problems. Getting RpT from space mining would be a godsend, and getting multiple RpT streams from multiple space sources even more so.

Please, I am begging you and everyone, treat this (and orbital cleanup) as a priority co-equal with finishing Enterprise Phase 3. The gigantic space stations with the shiny mechanical bonuses are the sexy results of Orbital dice expenditure, but they are so so much not the only things that matter.
 
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I will say, though, that given that a much larger proportion of humanity now lives in cramped housing in very large apartment buildings or arcologies, that I think that we're gonna need to either quietly discourage dog ownership, or genetically engineer them not to bark so much. I know lots of people love their doggos and I don't begrudge them that, but unless the state of soundproofing in GDI's residential buildings is vastly superior to what's found in early 21st century America... it's gonna be a problem.

European housing construction standards say hi. Seriously, American housing construction is designed to be as cheap as possible, made up of wood framed buildings with thin drywall divisions, clad in as thin a blanket of insulation as possible. This, ehm, makes them very bad at noise suppression.

European construction tends to be thicker walls of concrete or brick, clad in a thick layer of insulation. More expensive, but also longer lasting and not nearly as noisy.

Although barking dogs do cut through quite well. What can I say, the bark is designed to carry.

Well, that settles which project we do first. Ablatives is more strongly desired (because the Ground Forces want to not die when shot with laser cannons more than they want machine guns for their tanks), and takes 1-2 less dice to complete. Let's throw a fuckton at it, knock it halfway up into Phase 3, and then proceed from there.

Well, obviously the Aplat is more strongly desired than a Remote Weapon System. GDI doesn't have a lot of options when dealing with lasers other than tanking it, so having an ablative layer you can just stick onto the armour is great in that case. For dealing with swarms of infantry and light vehicles however GDI has a very old and well known tactic called 'squads of riflemen, snipers and light vehicles for escort duties'.

Oh God how is this so energy-hungry compared to Governor yards...!? Probably due to mass production needs; we make a LOT of hydrofoils and we're not repurposing existing yards for them. I hope the Navy will understand if this gets delayed; the extreme Energy hunger of this project is kind of a big deal.

Because the Rapier yards are actually new build, whereas with the Governors we are actually using existing battleship grade ship construction infrastructure, so most of the stuff we need is already in place, all we need to do is retool the yards to building Governor class cruisers.

OK, the good news is that the Navy wants these as badly as we do, and they only cost 1 Capital Goods per. The bad news is oh God the Navy needs six of them. And they actually NEED all these, or at least most of them, for the Governors to serve their intended role. They need to surge a lot of these ships to fill out holes in their ranks. They can't possibly expect or even hope for us to finish all six in just 1-2 turns (the combined shipyard expansions are a project on the same scale as North Boston Phase 4, and with greater demands for energy and valuable machinery)... but they need us to get this done.

Hah, you think that's bad?

The Navy wants a first production run of 90 Governor class cruisers in 6-8 years. That is what the current deployment of six shipyards is for.

They are keeping an eye on expanding the full size of the class to 120-150 ships, depending on how well the Governors do in their role. Which basically means another 2-4 shipyards for us to arrange. And they aren't going to be cheaper.
 
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2), 4 dice (40 Resources)
-[X] Yellow Zone Arcologies (Phase 1), 1 die (15 Resources)
Heavy Industry (5 dice)
-[X] Fusion Peaker Plants, 1 die (20 Resources)
-[X] Heavy Rolling Stock Plants, 2 dice (20 Resources)
-[X] Kure Machine Works, 2 dice (30 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Precursor Plants, 2 dice (30 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 (Repeating Phase), 3 dice (15 Resources)
-[X] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[X] Hewlett-Gardener Method Development, 1 die (30 Resources)
Orbital (3 dice)
-[X] GDSS Enterprise (Phase 3), 1 die (20 Resources) (fusion)
-[X] Orbital Cleanup (Phase 3) 1 die (10 Resources) (fusion)
-[X] Asteroid Belt Survey Probes, 1 die (15 Resources)
Services (4 dice)
-[X] Vaccine Development Programs, 1 die (25 Resources)
-[X] Fashion Development Houses, 1 dice (10 Resources)
-[X] Game Development Studios, 2 dice (10 Resources)
Military (5 dice + 6 Free)
-[X] Reclamator Hub Red Zone 7 North, 1 die (20 Resources)
-[X] Reclamator Fleet YZ-5a, 1 die (20 Resources)
-[X] Zone Suit Factories (Oslo), 1 die (15 Resources)
-[X] Ablat Plating Deployment (Phase 2), 3 dice (30 Resources)
-[X] Governor Class Cruiser Shipyards (Yokohama), 3 dice (60 Resources)
-[X] Rapid Fire Laser Weapons Development, 1 die (15 Resources)
-[X] Security Reviews (Military), 1 die
Bureaucracy (3 dice)
-[X] Security Reviews (Military), 2 dice
-[X] Search For A Successor, 1 die
Total cost: 540 Resources

This plan covers a few issues where I differ from @Crazycryodude .

One, I think we really should try to keep at least 1 die/turn on the Steel Talons for a while, especially while they've still got important stuff in the can. I know we need to push some Very High priorities hard and I'm totally behind doing that, but scraping loose a free die to give the Talons something seems like a good idea. Especially since right now they're sitting on a gatling laser prototype that in turn would be very nice and synergize well with our efforts to build bigger better badassier warships.

So I'm taking a free die from Orbital to do that. The cost of aggressively hammering on the Very High military priorities with multiple dice to get them done Soonest is that other stuff we'd normally spend a die on gets neglected, and I don't think that's a good thing if we pursue it to its logical conclusion.

Then I'm switching another die from Enterprise to do orbital cleanup. I have my reasons. A very cheap +Logistics +PS project is gated behind the cleanup. Furthermore, cleanup pays for itself; we invest 10-20 Resources to get back 25-30 Resources. A turn or two from now we get a sudden surge of funding and it's suddenly just that much easier to fund expensive 20+ R/die projects that turn. It's not as good as RpT, but it's still good; the return on investment is solid. And, again, at least one other project is gated behind it.

Yes, this means delaying the Enterprise Phase 3 rollout in all likelihood. Again, big sexy megaprojects are not the only thing in space. Taking care of the details and the little projects has massive spinoff value. I am not proposing this because I "don't care about" Orbital; I am proposing this because I desire to conserve resources for future expenditure including Orbital, while continuing to make actual progress on the military R&D we've been neglecting for so long.

Another benefit of doing this this turn is that we can afford another +15R elsewhere to sink a die into Vaccine Development over in Services, instead of into Fashion Design. Bluntly, vaccine development strikes me as a more important project, so I'll be glad to make a dent in it and incentivize us to find the budget to finish it later.
 
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[X] Plan Capitally Urgent

Haven't had a lot of time to look thru all the plans but this seems fine. May change later depending.
 
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[X] Plan Capitally Urgent

[X] Plan Counter The Zeitgeist

[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO

This.
I am new here, so I did not want to argue too much, but I really did not want to vote for a plan that does not give at least a die to the Talons.
Cleaning up orbitals further is also something I think just needs to get done.
Otherwise plan capitally urgent had everything I wanted.
 
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO

Not giving any funding at all to the Steel Talons seems like a grave mistake.
 
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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