I keep telling people, we don't actually have a hole that we need maximum effort to lift us out of the 'hole'. We are not responsible for the military's lack of confidence, they were in rough shape from the start. 5 dice per turn will be more than enough to do some serious improvements, if we're smart about how we invest, and we can look at refits to get a sixth or even seventh die.

They were in rough shape but, presuming we kept up the level of investment we did in Plan 1, would've been able to protect the Blue Zones ably.

Except that we didn't stick to the Blue Zones. We had the military start adventuring in the Red and Yellow Zones. The military has low confidence not because they don't think they can defend the Blue Zones, but because they aren't sure they can do that and the other commitments.
 
From a military standpoint, the issue with MARVs is that they can't be redeployed. At most a fleet could travel to the next hub over, assuming the terrain is favorable. They therefore lack a bit of flexibility as a military project.

While I don't have any strong opinions on how much we should spend on MARVs going forward, I would suggest pairing MARV deployments with establishing planned cities and other similar localized high-value projects to help provide additional security from the start.
 
Yeah comparing how many dice we've spent to what the canon GDI spent is kind of a bad comparison, even if we've spent about as much on the military as them we've asked the military to do WAAAAAAAAYYYYYY more than the canon GDI did. Canon just turtled up behind the BZ walls and spammed defenses, we're actively holding a lot more territory in both the Red and Yellow Zones that the canon GDI never went anywhere near and this is just the start we've got grand dreams of pushing out across the rest of the planet.

If the military says they aren't ready for offensives then they aren't ready for offensives and we need to pour more money down their throats, and the fact that we've spent about as much as they need to securely turtle up in the BZ's doesn't refute that it fits it pretty well.
 
So I went back and did the analysis for the First Four Year Plan myself, and... @Vehrec does have a point about the hole we're in. If canon GDI only spent 3 dice/turn on the military, I'm honestly not sure how far they'd be ahead of us unless they just rolled really well, or picked higher-impact projects due to having a better sense of which things the military wanted worst.


In 2050 we DID roll a lot of military dice, but we essentially did nothing but the zero-cost performance reviews and start a MARV hub we never finished (with good reason)

Q1 Performance Review ZOCOM
Q1 Performance Review Air Force
Q1 Performance Review Space Force

Q2 Reclamator Hub BZ-1
Q2 Performance Review Ground Force
Q2 Performance Review Navy

Q3 Performance Review Steel Talons

Q4 (no military actions)

In 2051 we actually spent quite a lot of Military dice, but many of the rolls were cursed. As far as I can tell...

Q1 Super MARV development
Q1 AP Ammunition Plants
Q1 AP Ammunition Plants

Q2 AP Ammunition Plants

Q3 ASAT Phase 1
Q3 Boron Carbide Composite Suits
Q3 Boron Carbide Composite Suits
Q3 RWS Development Predator
Q3 Zone Suit Development Tenders
Q3 Zone Suit Development Tenders
Q3 Wolverine Mark 3 Development

Q4 ASAT Phase 1
Q4 Boron Carbide Composite Suits
Q4 Boron Carbide Composite Suits
Q4 Apollo Factory Reykjavik
Q4 Apollo Factory Reykjavik
Q4 Zone Suit Factory Helsinki
Q4 Zone Suit Factory Helsinki
Q4 Security Reviews

And in 2052 and '53, we basically chugged along at three dice per turn or something very close to it.

Q1 ASAT Phase 1
Q1 Zone Suit Factory Christchurch
Q1 Zone Suit Factory Christchurch

Q2 Railgun Refits
Q2 Railgun Refits
Q2 Field Artillery Development

Q3 Railgun Refits
Q3 Railgun Refits

Q4 Orbital Strike RCT Development
Q4 Field Artillery Rollout
Q4 Field Artillery Rollout
Q4 Field Artillery Rollout
Q4 Field Artillery Rollout

Q1 Zone Suit Factory Newark
Q1 Zone Suit Factory Newark
Q1 Orbital Strike RCT Development

Q2 Point Defense Battery Development
Q2 Light Combat Hydrofoil Development
Q2 Security Review

Q3 Shell Plants Phase 1
Q3 Shell Plants Phase 1
Q3 Shell Plants Phase 1

Q4 ASAT Phase 2
Q4 ASAT Phase 2
Q4 ASAT Phase 2
Q4 ASAT Phase 2
Q4 Shell Plants Phase 1

The only real "hole" there, relative to a baseline of 3 dice/turn actually spent on the military for canon GDI, was that in 2050 we did almost nothing with our Military dice except performance reviews, which canon GDI would have needed to do anyway.

I'm pretty sure canon GDI would have had to spend its Free dice on the military very consistently to have done much better than us on the military during the First Plan, unless I'm missing something.

However, Dr. Granger's -5 malus to Military projects, combined with a general lack of awareness of what the military's High and Very High priorities were, may have made things worse than they had to be.

...

Now, a significant chunk of the dice we spent were on things that may have had relatively little impact on the military situation directly, such as:

1) Seven dice on ASAT (important, but GDI's actual grunts rarely see the direct impact, and it doesn't look like Nod's actually pushed the ASAT system to its limits so I'm not sure Phase 2 was impactful in practice)

2) Two dice on Orbital RCT development that we never actually deployed, and one die on naval point defense that we never actually installed.

I'm not saying those were bad military expenses, but I can see why nobody except the Space Force was happy with them. And I suspect the Space Force is a bit decoupled from the conventional services, at least until Ground Forces want to call in an ion cannon strike at which point Space Force is all like sure, NOW you remember we exist!

...

In conclusion, a really hard-charging GDI that never adopted Killian's loyalists (and so never got the +3 Free Dice) would probably have been able to easily pick up about six more Military dice during 2050 (they'd still have needed the performance reviews). By just picking different projects they could have scraped up a few more... but they couldn't really have kept up with us in 2051 when we put 17 dice into the Military, because we did that thanks to the Qatar loyalist Free dice.

Now, they'd probably have picked a 'warhorse' leader for Treasury and so had a Military bonus instead of a malus, meaning a lot of projects would have completed a die sooner- we had a fair number of frustrating incidents of having to complete things the turn after because of bad rolls.

But we did average about 12 dice per year or three dice per turn on the military for the Plan as a whole. Canon GDI at 3 dice/turn probably got more mileage out of the dice they had, and traded +6 dice in 2050 for about -5 dice in 2051...

But to do much better than that would have required GDI to have more Military dice to begin with (not out of the question, since dice allocation is a bit squishy), or to very consistently spend their very limited Free dice on the military.
 
I'm just hoping we don't find any spider-shaped ships buried under Syria Planum. Because that would be cause for *external screaming*. And then deployment of a cluster of Ion Cannon satellites to cover that area.

(Granted, the idea of Kane as an agent of the Shadows does make way too much sense.)
Well, we've spent twenty-five years trying to figure out what the fuck he wants.

I just hope we get to wave at him.

Yeah comparing how many dice we've spent to what the canon GDI spent is kind of a bad comparison, even if we've spent about as much on the military as them we've asked the military to do WAAAAAAAAYYYYYY more than the canon GDI did. Canon just turtled up behind the BZ walls and spammed defenses, we're actively holding a lot more territory in both the Red and Yellow Zones that the canon GDI never went anywhere near and this is just the start we've got grand dreams of pushing out across the rest of the planet.

If the military says they aren't ready for offensives then they aren't ready for offensives and we need to pour more money down their throats, and the fact that we've spent about as much as they need to securely turtle up in the BZ's doesn't refute that it fits it pretty well.
THIS part, however, is important. Canon GDI wasn't asking the military to hold much territory outside its well fortified Blue Zones. This placed a much lesser strain on their manpower and equipment, helped along by the fact that for much of the time between Tib Wars III and IV, Kane was probably content to let GDI stay there, because he was planning for needing their help to build the TCN. While individual Nod commanders probably harassed GDI just as they're doing to us, there was probably no full-court assault that really forced GDI to put its military to the test.

Whereas we, by pushing into Nod's territory, have forced such confrontations... and our forces have been found, if not wanting necessarily, at least not as tough as we'd like.

More likely for the sequel quest or if we get an absolutely brilliant roll. Plus I'm certain that requires a manned landing.
To be clear, when I say "amazing discovery on Mars," I mean "some kind of extraordinarily valuable minerals" or something, not like... space archaeology, cool as that would be. The point being that because the Moon is much closer to Earth and has much lower delta-V requirements for launch from its surface, it's a lot more likely to be a good source of raw materials in the short run.

Although realistically even if we did have people on Mars, a few hundred people can't exactly scout a whole planet. Mars isn't a location or a region; it's a land surface roughly equal to the combined area of all Earth's continents. If we DID find anything shortly after landing on Mars, it's either by hilarious luck or because the explorers specifically went to a site because a robotic probe had already flagged it as interesting.

This is probably what we're going to end up doing tbh, I was running the numbers on MARVs for fun a little while ago and the trends don't look good for them. Right now at this specific moment in time they're really useful as abatement/harvesting that protects itself, but once the military is available to protect more dedicated Tiberium sector harvesting/abatement the MARVs suddenly go right back to the bottom of the priority list. For example:

1. Red Zone Hub/SMARV fleet combo: ~5 dice and 100 Resources for 3 abatement, 25 income
2. Red Zone mining: ~5 dice and 125 Resources for 3 abatement, 30-60 income and 3 phases of glaciers unlocked
3. Red Zone containment lines: ~5 dice and 125 Resources for 6 abatement, 20-30 income

Alternatively:

1. Yellow Zone Hub/SMARV fleet combo: ~5 dice and 100 Resources for 3 abatement, 15 income and some refugees
2. Yellow Zone harvesting: ~4 dice and 80 Resources for 4 abatement, 5-10 income and more refugees
3. Yellow Zone fortress towns/intensification combo: ~4 dice (3 Infra 1 Tiberium) and 60 Resources for 1 abatement, 5-10 income and max refugees

These numbers are pretty heavily rounded just to make them pretty instead of a bunch of decimals that don't fit neatly into whole dice/multiples of 5 Resource costs, but they're mostly rounded in favor of MARVs the ugly numbers look even worse for them. Once the military gives the signal that they're ready to go on the offensive and take territory again I don't see any reason for us to do MARVs with Free dice. Putting 2 Free dice into a Red Zone MARV fleet/hub will be just straight up worse than taking those same Free dice and putting them into an actual dedicated Tiberium project that gets the nice fat Tiberium roll bonus and gets us more abatement/income for the same cost.

MARVs real niche is self-protecting abatement, which lets us at least make progress on something even while the military can't cover new commitments, but once that situation ends then we don't have much use for them. Alternatively once mutation gets really bad they're a way to turn base Military dice into abatement at a kinda meh but still acceptable exchange rate, but that argument doesn't hold if we're adding Free dice to the Military sector so that we can do MARVs because those Free dice would be getting even more abatement/income as Tib dice. Only when we're desperate enough to start needing our base Military pool to work on any abatement source possible rather than more generally useful equipment do I see MARVs really coming back.
Yeah. As long as the military isn't truly "good enough" that we can afford to spend Military dice as opposed to Free dice on MARVs (and we are a long, LONG way from getting to be that complacent), MARVs will never be as efficient a way to handle tiberium as Tiberium projects. We're building them because we promised to, and because they do reap rewards we have no other reasonable way of acquiring right now, but we cannot and should not go on spending Free dice to make sure we can keep building them forever; they are strictly inferior to a lot of the alternatives in the Tiberium area, as you've demonstrated.

It's just that we need to spend a ton of dice on the military to upgun them to the point where they can cover those projects. Which does kind of put us in a vicious cycle, because the dice we spend on MARVs are dice we don't spend on the conventional military, or on civilian projects that directly support major military (like the Johannesburg macrospinner, or North Boston -> Factory Refits). Which in turn delays the time at which we hit a level of military readiness in line with our ambitions against Nod in the Yellow and Red Zones.

Ah, just gotta be brief right now, but I had a quick thought on this: While there are lots of MARV locations total, we're kinda halfway towards filling out South America.

RZ-6 North: Complete.
RZ-6 South: Complete.
YZ-5a: In Progress.
YZ-5b: Unstarted.
YZ-5c: Unstarted.
BZ-8: Unstarted.

Even just slow-rolling it with 1/die a turn, we could wall off South America and then severely reduce our military presence there to go elsewhere.
We can probably pass on BZ-8, but this isn't a bad idea. The catch is, just by finishing the 'B' and 'C' Yellow Zone hubs... Well, at that point we're basically committing about 12 Military/Free dice and 200+ Resources to Operation Close In On South America. That's totally something we can do if we want to, but we should be asking ourselves, would those same resources committed to more conventional military preparations do us more good?

Like, suppose we spent 12 dice on shell plants and ablative tile factories? I bet Ground Forces would thank us, then play the theme music from Popeye the Sailor where he eats his spinach and punch Nod over the horizon.

Suppose we spent 12 dice on North Boston to get us closer to the day when we can refit the war factories and churn out vast swarms of war materiel to make like an Assyrian and crush the land of Nod under our iron-shod boots?

(Indeed, the Assyrians invented the iron-shod boot for the express purpose of assisting in conquest!)

From a military standpoint, the issue with MARVs is that they can't be redeployed. At most a fleet could travel to the next hub over, assuming the terrain is favorable. They therefore lack a bit of flexibility as a military project.

While I don't have any strong opinions on how much we should spend on MARVs going forward, I would suggest pairing MARV deployments with establishing planned cities and other similar localized high-value projects to help provide additional security from the start.
MARVs are huge, but they're not bigger than a ship, so we could probably in theory design a naval MARV transporter... but it'd be a hell of a project. And since in practice the thing that makes a MARV profitable to operate is that it rolls around munching tiberium, and there's always more tiberium to munch in any given Yellow/Red zone... There's just no real need for such a thing.

The military may whistle up MARV support for an operation if it's available, but they're not Bolos. They're giant civil engineering vehicles that just so happen to be very well defended.
 
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The military may whistle up MARV support for an operation if it's available, but they're not Bolos. They're giant civil engineering vehicles that just so happen to be very well defended.

Never claimed they where any sort of super-tank, nor that there was a need for a way to move them. What I was trying to say was that having additional strongpoints (the hubs) and heavy support (the MARVs themselves) while a planned city is in the sandbags-and-watchtowers stage of fortifications would be useful and desirable.
 
One of the few consequences for the expansion of the GDI's mandate and Dr. Granger's expertise in apparently digging up money from literal death glaciers is that we need to beef up the military of the GDI to both increase coverage with the military also having ideas for offensives and large-scale rescue mission. This would mean that future offensive test cases could be Russia and Australia since they would have fewer people than China and India.
 
We can probably pass on BZ-8, but this isn't a bad idea. The catch is, just by finishing the 'B' and 'C' Yellow Zone hubs... Well, at that point we're basically committing about 12 Military/Free dice and 200+ Resources to Operation Close In On South America. That's totally something we can do if we want to, but we should be asking ourselves, would those same resources committed to more conventional military preparations do us more good?
See, I think getting an entire continent where our military forces can draw down their commitment would be a very big deal. NOD has a global presence, which means GDI has to fight them everywhere. Getting an entire continent where we have enough MARV coverage to maybe drive NOD out, if not entirely then effectively, would be a major boon to our efforts everywhere else. Plus we'd have an entire continent to build more YZ infrastructure and might be able to do mining more freely there too.

But as you point out, just filling out those other two YZ hubs would be expensive. In terms of expensive military projects, what I want us to do next is the OSRCT station. Now that we have the fusion dice to spare 3-4 dice and 60-80R could get us a deploy-anywhere regiment that would be great in offensive operations or as rapid reinforcements backup on defense. But in the long term we shouldn't discount how reclaimator hubs can support each other and take back territory.
 
@Ithillid which projects help us the most in terms of bringing in more refugees?

Also hmm dropping NOD level of control in SA further would be nice, more so since the 5a MARVs should be pushing towards Panama in part of there collection, which means if we can roll back the red zone we might be able to reclaim the Canal (even if it would be a major project to reopen it) which would do all sorts of things for our shipping and ability to project force. Hmm we can get some mil dice from the factory refit and a free dice from next Philly stage. That does indicate some targets to hit, more so given the investment needed we should be picking up enough income through MARVs and Tib to cover the additional dice.
 
…this is something that probably could really help our armed forces, actually - to have another "panic button" to push in case things really go south is really useful.

This said, it is difficult to justify putting off other urgent projects for it.
The same 20R dice we're using for MARVs could get the OSRCT project done in a turn or two.
 
Personally I just want to eventually get all the Marv's built because I see the marv base as Secure Supplied fallback points for any military operation. Like In the next two-three plans I want to have all the redzone marvs most if not all the yellows. By the end of this plan I would like to have all the red zone marvs for the americas done, Or the Plan to Get all the Marvs in south america done. Personally for since marve hubs function as Well supplied military bases. (Gotta have a good supply line for all the Resources being collected) Just having one at every redzone would be very good for the military engagement situtation from what I understand.

Basically I see the hubs as A military base, and the actual marvs as a source of Resource gain/Base protection.

Like I get founding other things over marcs, But I atleast even after we finish the marv commitment want atleast 1-2 dice per turn on mavs. (2 dice when building the actual marv, 1 dice when building hubs)
 
See, I think getting an entire continent where our military forces can draw down their commitment would be a very big deal. NOD has a global presence, which means GDI has to fight them everywhere. Getting an entire continent where we have enough MARV coverage to maybe drive NOD out, if not entirely then effectively, would be a major boon to our efforts everywhere else. Plus we'd have an entire continent to build more YZ infrastructure and might be able to do mining more freely there too.
The MARVs won't drive Nod out all by themselves- note that MARVs still operate under military escort and support, just not to the same extent that a bunch of defenseless mining bases. No matter how many hubs we build, the MARVs will still spend most of their time munching tiberium, not busting heads. So Nod can usually avoid them just by staying away from the thickest tiberium concentrations (except, perhaps, to do their own shoddy, environmentally unfriendly, fly-by-night forms of tiberium mining).

Clearing a continent is a job for millions of soldiers, absolutely regardless of whether we have two fleets of land battleships wandering the continent or five. The mainstream military will necessarily have to get involved, and that means properly equipping them to do the job.

But as you point out, just filling out those other two YZ hubs would be expensive. In terms of expensive military projects, what I want us to do next is the OSRCT station. Now that we have the fusion dice to spare 3-4 dice and 60-80R could get us a deploy-anywhere regiment that would be great in offensive operations or as rapid reinforcements backup on defense. But in the long term we shouldn't discount how reclaimator hubs can support each other and take back territory.
I am broadly supportive of the orbital RCT program once we temporarily wind down the MARV program for the duration of the plan (which we can hopefully do after finishing the MARV fleet around Chicago). The resource cost of the orbital RCT drop station stops seeming so burdensome when we aren't doing MARVs every turn to the tune of 40-60 Resources.

@Ithillid which projects help us the most in terms of bringing in more refugees?

Also hmm dropping NOD level of control in SA further would be nice, more so since the 5a MARVs should be pushing towards Panama in part of there collection, which means if we can roll back the red zone we might be able to reclaim the Canal (even if it would be a major project to reopen it) which would do all sorts of things for our shipping and ability to project force. Hmm we can get some mil dice from the factory refit and a free dice from next Philly stage. That does indicate some targets to hit, more so given the investment needed we should be picking up enough income through MARVs and Tib to cover the additional dice.
In the short term, we have Enterprise Phase 3 and orbital mining potentially coming online this year maybe, and we definitely will have 1-2 more MARV fleets, plus the tiberium trickles from further surface prospecting, vein mining, and Red Zone Containment Line operations. That's plenty to activate three more dice.

However, neither Philadelphia Phase 4 (for the Free die) nor the factory refits (for the Military dice) are realistically coming online this year. Philadelphia Phase 4 is simply too big a project to bump to the front of the queue after we spent most of last year ignoring everything else in space to beeline Philadelphia Phase 3. And the war factory refit program is effectively gated behind North Boston, which is gonna take a year at least as long as we're still doing heavy military and MARV investment with our Free dice.

Personally I just want to eventually get all the Marv's built because I see the marv base as Secure Supplied fallback points for any military operation. Like In the next two-three plans I want to have all the redzone marvs most if not all the yellows.
Reality check: each MARV fleet costs roughly an average of about two dice and 40 R of hub construction, plus three dice and 75 R of fleet construction. Building "all the [remaining] Red Zone MARVs" means covering all sixteen sites, and we've only got hubs planted on four of them. Handwaving the cost of the Chicago hub and fleet, that means a layout of 1210 Resources (roughly two and a half full turns' income) and 60 Military or Free dice.

Building all the Yellow Zone MARVs (there are eighteen sites and we've only covered one) would be an additional 17 fleets and hubs, so that's another 85 Military or Free dice, and another 1785 Resources.

Just to be clear, there are a LOT of other things we could do with those dice. It would very likely be more efficient to just spend the 2995 Resources another way. To take 85 Military dice and plow them into massively upgrading the actual military, and another 60 Free dice and plow them into tiberium and industrial projects to support those upgrades and a vast program of tiberium mitigation.

By the end of this plan I would like to have all the red zone marvs for the americas done, Or the Plan to Get all the Marvs in south america done. Personally for since marve hubs function as Well supplied military bases. (Gotta have a good supply line for all the Resources being collected) Just having one at every redzone would be very good for the military engagement situtation from what I understand.
Having a MARV base to anchor on does help the military, but it's not cost-free for them and it is far from the only way they can push forwards.

Basically I see the hubs as A military base, and the actual marvs as a source of Resource gain/Base protection.
Yes, but that's not quite the way the actual military sees it. They see the MARVs as essentially a tiberium mining platform that happens to be relatively capable of defending itself, and notably they're not asking for more support from more MARVs and their hubs.

The military is perfectly capable of building fortified bases by itself, and those bases are just as effective at general military operations regardless of whether there's a Reclamator Hub at the heart of the base. They don't need MARVs to do their jobs, and to some extent they seem to regard the need to escort MARVs as something of a distraction. Now, doing that is easier for them than covering conventional tiberium harvesting operations. But it's not a straightforward case where they'd rather have a Reclamator Hub than, say, 5 dice worth of progress on anti-laser ablatives so their troops can survive getting zapped with laser cannons.

Again, the actual military is not asking us for more MARVs. From the latest messages we've gotten, they regard MARVs as this weird extra thing Treasury does because it's fighting tiberium, not a core component of their strategy against Nod.
 
The military themselves are straight up telling us to spend less (or even nothing) on MARVs, I'm not about to argue with the generals about what the generals need. A few turns ago they straight up said "look we know you're obligated to do X more MARV fleets for political promises so we can't tell you to stop but we really don't want you using our dice on MARVs and if you could clear your political plate then pivot to non-MARV projects that would be great." Arguments from civilian bureaucrats about how useful we think MARVs maybe are (or aren't) to the military are completely pointless since we can just ask the military now that we have interdepartmental communications set up, and they're telling us to spend less on MARVs in favor of more bullets.
 
[X] Plan Capitally Urgent

[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
What the Military really wants is for you to pick a pathway. Either load up on MARVS and pick that as your pathway forward, or actually load up on funding and do things that are not MARVS. With where you have been putting them, MARVs are militarily pretty neutral. On one hand, they are problematic for NOD to operate around, on the other they do require a commitment of forces to protect the base and the MARVs. Overall, it pretty much balances out, at lest in most of the Yellow and Red Zones. What the Military really does not want is for you to end up heavily funding MARVs, and loading up on Red and Yellow Zone conventional commitments.

Edit: Basically to put this in dice terms, they would be happy with either
A: 4ish dice of general military stuff + as many dice as you want of MARVs and no or limited expansion of operations.
B: 7-10 dice of general military stuff, and general expansion into the Yellow and Red Zones.

What they don't want is
4-5 dice of general military stuff and general expansion into the Yellow and Red Zones.
 
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Even just slow-rolling it with 1/die a turn, we could wall off South America and then severely reduce our military presence there to go elsewhere.

While we probably could i would caution against thinking this would be simple or easy. South America is a major nod stronghold, Brazil in particular, ever since the Brazil insurrection. I'd imagine that if there was anywhere nod wasn't just 'religious fanatics hiding in secret base' or 'local warlord' but an actual form of government, it would be there.

Canon just turtled up behind the BZ walls and spammed defenses,

THIS part, however, is important. Canon GDI wasn't asking the military to hold much territory outside its well fortified Blue Zones. This placed a much lesser strain on their manpower and equipment, helped along by the fact that for much of the time between Tib Wars III and IV, Kane was probably content to let GDI stay there, because he was planning for needing their help to build the TCN. While individual Nod commanders probably harassed GDI just as they're doing to us, there was probably no full-court assault that really forced GDI to put its military to the test.

Whereas we, by pushing into Nod's territory, have forced such confrontations... and our forces have been found, if not wanting necessarily, at least not as tough as we'd like.

Also, I know canon GDI wasn't much for 'holding' yellow and red zone territory. But, while nods core with Kane/Legion and the Marked/Black hand and some of kanes inner circle elite was pretty much untouched and in hiding. I'd thought Canon GDI would have went absolutely ham on Nods chaff and militants and the various warlords. Not to take and hold ground, but to crush nod bases and hostile yellow zones. (probably contributing to greater tib growth without those bases doing their own tiberium harvesting)

Because where we are right now, is sure we're ramping up the military and FAST thanks to our greater economy. But, nod is essentially still a peer power. If they went all out they could give us a run for our money. Canon GDI I think was much more aggressive in wiping out factions that they could and basically ripping apart nods low grade stuff while Kane and the inner circle (and all their best toys) were trying to catch their breath from the war and whatnot. To the point that GDI was militarily much stronger than nod. But had to agree to the tcn just because they'd been caught out so badly by tiberium growth.
 
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While we probably could i would caution against thinking this would be simple or easy. South America is a major nod stronghold, Brazil in particular, ever since the Brazil insurrection. I'd imagine that if there was anywhere nod wasn't just 'religious fanatics hiding in secret base' or 'local warlord' but an actual form of government, it would be there.

Clearly we need to gift them with a bunch of Ion strikes from orbit to show them how we feel about that.
 
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