[X] Plan Sunrise
-[X] Infrastructure (5 dice)
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 30%
-[X] Communal Housing Experiments (New), 2 dice (20 Resources)
-[X] Heavy Industry (4 dice +2 Free)
-[X] Continuous Cycle Fusion Plants (Phase 2), 6 dice (120 Resources)
-[X] Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner, 3 dice (60 Resources)
-[X] Agriculture (3 dice)
-[X] Perennial Aquaponics Bays (Stage 2), 1 die (10 Resources)
-[X] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[X] Security Review, 1 die
-[X] Tiberium (6 dice)
-[X] Tiberium Vein Mines (Stage 1), 2 dice (40 Resources)
-[X] Tiberium Processing Plants (Stage 1), 4 dice (120 Resources)
-[X] Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 4), 7 dice (140 Resources)
-[X] Services (4 dice)
-[X] Green Zone Teacher Colleges, 2 dice 10R 13%
-[X] Emergency Tiberium Infusion Development 0/120 1 die 15R 5PS 18%
-[X] Military (6 dice +2 Free)
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die 10R 10%
-[X] Naval Defense Laser Refits 121/330 2 dice 30R 6%
-[X] Tube Artillery Deployment 0/200 2 dice 30R 10%
-[X] Orca Refit Deployment 0/200 2 dice 30R 10%
-[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 35%
-[X] Bureaucracy (3 dice)
-[X] Security Review (Agriculture) 3 dice + 1 Agriculture die

As I do not think the war will begin next turn the military dice are spread so the minimal needed to have a chance of completing as we can spend more dice on the ones that do not complete and do not have to spend more on the ones that do complete.
i think it is time to do Kudzu development we promised two phases so we better find out the cost early enough that we can take them into account while plannnig.
 
[X] Plan Sunrise
was about to make a plan like these not voting for anything that does dev until we have seriously cut down on how many deployment project we have, what the point of dev if it take years or until ps loss to do it
 
Thing is, the Steel Talons have been waiting on the Havoc for a long time. And their language in requesting that it get done has become increasingly strong.

We only just now have a hope of repairing our relationship with the Talons after ignoring them for most of Granger's term. So even if it's not the most efficient thing, I do think we need to at least get to Development of the Havoc if nothing else, just to show that yeah, we're listening.

After that though, I'm definitely for putting our Development on hold for a turn or two to actually roll out our deployment projects (and consumables and/or a Zone Suit plant or two.)
 
We did do too many Development projects in the past, but as long as we do more Deployments than Developments going forwards, we will catch back up.
 
(Plan Return of WELP is immediately under this post)

[X] Plan Return of WELP
[X] Plan Chimeraguard v3

[X] Plan Feet First Into Hell Tiberium
-[X]Infrastructure 5/5 Dice 65 R
--[X]Integrated Cargo System 0/800 (3 Dice, 45 R) (0% chance, 3/11 median)
--[X]Communal Housing Experiments 0/140 (2 Dice, 20 R) (68% chance)
-[X]Heavy Industry 4/4 Dice + 2 Free Dice 120 R
--[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance)
-[X]Light and Chemical Industry 4/4 Dice 80 R
--[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (4 Dice, 80 R) (80% chance)
-[X]Agriculture 3/3 Dice 20 R
--[X] Perennial Aquaponics Bays (Stage 2) 123/350 (2 Dice, 20 R) (0% chance)
--[X] Security Review
-[X]Tiberium 6/6 Dice 130 R
--[X] Tiberium Processing Plants (Stage 1) 0/200 (4 Dice, 120 R) (98% chance)
--[X] Tiberium Prospecting Expeditions (Repeating Stage) (2 dice 10R) (23% chance)
-[X]Orbital 5/5 Dice + 2 Free Dice 140 R
--[X] GDSS Philadelphia II (Phase 4) 362/710 (7 dice, 140 R) (95% chance)
-[X]Services 4/4 Dice 25 R
--[X] Green Zone Teacher Colleges (2 Dice, 10 R) (0% chance)
--[X] Emergency Tiberium Infusion Development 0/120 (1 Die, 15 R, -5 PS) (18% chance)
-[X]Military 6/6 Dice + 2 Free Dice 135 R
--[X] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
--[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 4 dice 80R 89%
--[X] Pacifier MAV Deployment 0/120 (1 Die, 10 R) (10% chance)
-[X]Bureaucracy
--[X] Agriculture security review (2 dice)

715/715R, 6/6 dice

I do want to do BZ apartments or arcologies, but I want to see what communal housing pops up before moving forward with it. In the mean time, Integrated Cargo System gets started because it will give us a large logistics buffer. Large enough that if Bintang gives us a -20 logistics penalty with her navy, we can shock out ICS to temporarily solve the problem while our navy fixes the problem. 3/11 median dice required lets us see where the shock effort will be like. And while a potential 11 dice could be done in one turn, it would disrupt a lot of future plans to use up all the free dice that turn.

I like the 6 on fusion and 4 on processing plants. Overflow on both is excellent and gives us a buffer on potential sabotage. Also the reason why I put 4 on macrospinner to start building a redundant source of spinners and extra cap goods. The extra cap goods will let the next turn have more wiggle room deciding what choices to make.

2 dice on green zone colleges to stay on Litnov's good side. We got on their nice list, let's stay off the naughty.

Military is my departure from the the standardized look of over people's plan. OSRCT is one of our many deployments we've been neglecting and also a plan goal. 4 dice on it gives a 89% chance of phase 1, which will allow for Zone Troopers to promptly respond to any land-based Nod incursions very quickly. Though I am keeping what most plans are doing with 3 dice Naval laser PD and 1 die Pacifier. Fingers crossed that one or both of laser PD and Pacifier finish this turn, no matter which plan is doing it!
 
Last edited:
...WELP.

I completely missed the discussion phase while I was at work, the bandwagon is rolling, and all the leading plans are arcology-heavy. I'm rather pessimistic about the prospects of such an arrangement because I expect us to take a major immediate Logistics hit when the warlords start dogpiling us in 2059 or so, and I want to get out in front of that. I'm not really a fan of Communal Housing Experiments either, at least until we have enough normal-quality housing that people aren't feeling forced to stay in them because there is no other decent housing to be found in a Blue Zone. We don't have to take the project immediately.

Looking at @Chimeraguard 's plan...

I would be happier with one die on Tissue Regeneration and one die on Tiberium Infusion, because while the PS cost of mad science has gone down, it does still cost and there's no real reason NOT to slow-walk the project in hopes that it might complete on the first die. Overkill is not beneficial and we don't need to shock-complete the project when we're charged by the die.

I do approve of the leading Chimeraguard plan's military priorities, seeing tube artillery and naval point defense as the main priorities.

However, I would like to offer my own plan as an alternative that can hopefully rally some support from the people who want a Logistics cushion in the immediate future, as opposed to more arcologies on the eve of war.

This plan has tiberium silos, railroads to bulk up our Logistics buffer, progress on apartments that aren't at risk of turning out unpopular and burning Political Support, and multiple SCIENCE! projects. It is otherwise quite similar to the leading plan in many respects.

[X] Plan Return of WELP

Infrastructure 5/5 Dice 70 R
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (78% chance)
-[X] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 2/4 Dice 40 R
-[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)

Agriculture 3/3 Dice 30 R
-[X] Perennial Aquaponics Bays (Stage 2) 123/350 (3 Dice, 30 R) (32% chance)

Tiberium 6/6 Dice 165 R
-[X] Tiberium Processing Plants (Stage 1) 0/200 (4 Dice, 120 R) (98% chance, median 100/??? on Stage 2)
-[X] Tiberium Vein Mines (Stage 1) 0/200 (1 Dice, 20 R) (1/3 median)
-[X] Improved Tiberium Containment Facilities Development 0/40 (1 Die, 25 R) (~100% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[X] GDSS Philadelphia II (Phase 4) 362/710 (7 dice, 140 R) (95% chance, median ~100/1430 on next phase)

Services 4/4 Dice 45 R
-[X] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[X] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[X] Emergency Tiberium Infusion Development 0/120 (1 Die, 15 R, -5 PS) (18% chance)

Military 6/6 Dice + 2 Free Dice 110 R
-[X] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[X] Tube Artillery Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[X] Pacifier MAV Deployment 0/120 (1 Die, 10 R) (10% chance)
-[X] Havoc Scout Mech Deployment 0/30 (1 Die, 10 R) (100% chance)

Bureaucracy 0/3 Dice

=====================================

2058Q4 BUDGET:
715 R (yay, taxes!)
6 Free dice

715/715 Resources spent
6/6 Free Dice allocated
 
I would be happier with one die on Tissue Regeneration and one die on Tiberium Infusion, because while the PS cost of mad science has gone down, it does still cost and there's no real reason NOT to slow-walk the project in hopes that it might complete on the first die. Overkill is not beneficial and we don't need to shock-complete the project when we're charged by the die.
Main issue is that Tissue Regeneration is 20 RpD while Tiberium Infusion is 15 RpD, so I'd have to take Resources from somewhere else.

I suppose I could swap one die in Tib Infusion for a die on Domestic Animals (for the big PS gains there), but I don't think that's what people want.
 
Resources:‌ ‌715 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Tiberium Spread
17.73 Blue Zone
3.63 Green Zone
22.96 Yellow Zone (88 points of abatement)
55.58 Red Zone (70 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ At Capacity ‌(+1)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+28)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1645/1720)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

[X]Plan AI Waifu Single Issue voting party
-[X]Heavy Industry (4 dice, 60 resources)
--[X] Tokyo Chip Fabricator (Phase 1) 4 dice, 60 resources
-[X]Services (4 dice+6 free dice, 175 resources)
--[X] Tissue Replacement Therapy Development 2 dice, 40 resources
--[X] Prosthetics Deployment Initiatives (Phase 3) 2 dice, 30 resources
--[X] Emergency Tiberium Infusion Development 3 dice, 45 resources, -15 PS
--[X] Early Prototype General Artificial Intelligence Development (Updated) 3 dice, 60 resources, -10 PS

end result=480 resources remaining, 35 political support.
 
[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable transuranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

It begins bois and girls. :D
I'm definitely interested, but finishing Philly Phase 4 is my priority for this turn, and we're pretty overextended on Free dice this turn.

Hmm, while expensive Resource wise Tactical plasma could combo well with GD-3 Development to boost our infantry/home guard across the board, seeing as we just got a lot more understanding of energy weapons/high energy physics from the Scrin + Nod labs.

Not as fancy as the vehicle/naval/aircraft upgrades but helps more of our infantry stay alive in the long run.
I'm hesitating to do the GD-3 development until the new Nod laser research is developed. @Ithillid , would laser research impact the GD-3 project, or is the GD-3 strictly a project to develop a new slugthrower rifle, or what?

Oh Seo lol! I see he isn't one to give up on the first try! But the hilarity aside, other than the PS costs the rest of the project looks pretty good for not costing anything but resources to complete. With how fast he can get PS, this could be a pretty viable option.
If only the first phase costs Political Support it's viable. If it would keep costing political support after that, it rapidly becomes prohibitive.

Is that a reduction from -10 to -5 PS? I wonder if that's due to the power shortage.
I think we got PS cost reductions on a lot of projects because Litvinov (?), the new head of state, is now running interference for us on our mad science tendencies, because she appreciates our quick work and natural crit on the educational project she wanted us to do.

Oh yes, surely this is the right answer. Make more promises when Seo has problems to fulfill the ones he made already. Lol.
It depends on what areas we make the promises in. In some areas we could make promises without a lot of strain. In others, not so much.

Shouldn't we try out communal housing instead of more apartments? The political cost is pretty minor, and I think every point of logistics is going to count soon.
Personally, I don't agree with this approach. The problem is that right now we have a large population in low-quality housing who would sign up for the communal housing not because they want it, but because they're desperate to live somewhere that isn't a Yellow Zone bunker or a Blue Zone low-amenities commieblock they originally moved into because it was preferable to a tent in a refugee camp.

This is going to cause two problems. One, if people don't like the communal housing, they'll blame us for creating a coercive situation that pressures them to move into it. Two, it means a lot of the people moving into the communal housing WON'T be the sort of people who have a strong inclination to live in such conditions, they'll just be people signing up for the first available housing that isn't one of the existing unhappy commieblocks.

I want to try to get out in front of the existing quality-housing shortage first with proven projects, then do communal housing and see where it fits into the overall housing ecosystem.
 
I am not a fan of whole anti-tiberium paranoia. It's incredibly useful! If not for NOD, we could have had post-scarcity decades ago!
I am sure we can deal with whole "planet collapsing under your feet" side-effect within a century.
See, this is a largely OOC stance that doesn't account for the simple fact everyone IC has like 6 billion reasons to hate Tiberium. I'm pretty sure it has collectively killed more people than the totality of human on human violence.

People hate tiberium. People despise it and want it eradicated. I'm pretty sure the majority of GDI's voters would happily take a massive hit to standard of living and prosperity if it meant no Tiberium. There's no real world analog that compares.

Yes Tiberium is a wonder material, yes Tiberium potentially solves so many problems. But... everyone's collective experience with Tiberium has been intercine bloodshed, an astronomical death toll, the near complete ecological collapse of Earth, and a hostile alien civilization so dependent on the stuff it was content to genocide humanity in the interests of getting us off it's space strip mine.
 
I'm hesitating to do the GD-3 development until the new Nod laser research is developed. @Ithillid , would laser research impact the GD-3 project, or is the GD-3 strictly a project to develop a new slugthrower rifle, or what?
It is a new chemical slugthrower rifle. There will be future projects for laser/plasma/particle beam/technobabble guns, but all are likely to be more expensive and less flexible in some ways that a slugthrower.
 
Main issue is that Tissue Regeneration is 20 RpD while Tiberium Infusion is 15 RpD, so I'd have to take Resources from somewhere else.

I suppose I could swap one die in Tib Infusion for a die on Domestic Animals (for the big PS gains there), but I don't think that's what people want.
Eh. That's fair, I guess. I looked over your plan and it's hard to see ways to cut costs aside from losing Reykjavik or Perennials dice, so yeah. In that context, the infusion research being doubled up isn't a bad choice, and hell, there's like an 80% chance we'd have needed to roll that second die anyway.

Resources:‌ ‌715 ‌+‌ 0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+15 from Taxes)

Political‌ ‌Support:‌ 60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌ ‌
Tiberium Spread
17.73 Blue Zone
3.63 Green Zone
22.96 Yellow Zone (88 points of abatement)
55.58 Red Zone (70 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+16)‌ ‌ (23 population in low quality housing) (1 points of refugees)
Energy:‌ At Capacity ‌(+1)‌ ‌(+3 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+11)‌ (3 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+3)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+28)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+30)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1645/1720)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

[X]Plan AI Waifu Single Issue voting party
-[X]Heavy Industry (4 dice, 60 resources)
--[X] Tokyo Chip Fabricator (Phase 1) 4 dice, 60 resources
-[X]Services (4 dice+6 free dice, 175 resources)
--[X] Tissue Replacement Therapy Development 2 dice, 40 resources
--[X] Prosthetics Deployment Initiatives (Phase 3) 2 dice, 30 resources
--[X] Emergency Tiberium Infusion Development 3 dice, 45 resources, -15 PS
--[X] Early Prototype General Artificial Intelligence Development (Updated) 3 dice, 60 resources, -10 PS

end result=480 resources remaining, 35 political support.
Y'know, if you want me to write you up a less memey plan that pushes AI waifu projects without actively blowing resources or screwing us over, and actually progresses us on key economic issues, I'll do it. Might even approval-vote it.

It is a new chemical slugthrower rifle. There will be future projects for laser/plasma/particle beam/technobabble guns, but all are likely to be more expensive and less flexible in some ways that a slugthrower.
Ah. That's good to know then. Frankly, I might consider editing that into my plan in place of the Havoc.
 
Last edited:
See, this is a largely OOC stance that doesn't account for the simple fact everyone IC has like 6 billion reasons to hate Tiberium. I'm pretty sure it has collectively killed more people than the totality of human on human violence.

People hate tiberium. People despise it and want it eradicated. I'm pretty sure the majority of GDI's voters would happily take a massive hit to standard of living and prosperity if it meant no Tiberium. There's no real world analog that compares.

Yes Tiberium is a wonder material, yes Tiberium potentially solves so many problems. But... everyone's collective experience with Tiberium has been intercine bloodshed, an astronomical death toll, the near complete ecological collapse of Earth, and a hostile alien civilization so dependent on the stuff it was content to genocide humanity in the interests of getting us off it's space strip mine.
I am pretty sure he is not taking about people inuniverse? And I doubt that people would keep that promise of accepting lower the standard of living and prosperity just say they would lie and then very unreasonably demand even more even though the Gdi government has to practically remake most of the economy.
 
Last edited:
2. Military needs a security review. Out of all the departments they are the most likely to be focused on by Nod infiltrators, especially as things are heating up and warlords are starting to make swings at us. We need to make sure this department is clean, especially with all the new and exciting military projects coming down the pipeline.
That actually bothers me too (and my draft plans are ancestral to a lot of what's flying around this turn). But I just couldn't pry loose the Free dice to make me happy with the idea, so I was planning to grit my teeth and wait one more turn to do that sweep, while clearing some of our existing deployment backlog.

3. I want two phases of Tiberium Processing Plants to be build as soon as possible. Not only to diversify our processing locations (and therefore removing a massive vulnerability), but also to ease logistics (in terms of hauling Tiberium around) and to have more locations that are capable of handling transuranic material.
Even one phase of processing plants does a lot for us in this regard. We don't really need two to get the desired result, we'll have those results. Just the first stage gives us a set of processing plants that are scattered all over the Earth and will by all evidence be able to process about as much transuranics as Chicago and Mecca/Jeddah/Medina combined. And since each stage of processing plants has a hefty -2 Logistics, -4 Energy cost attached, we don't want to build phases we don't especially need.

4. We have some breathing room for housing, but we also need more housing in Blue Zones to have less civilians in dangerous Green Zone housing. Communal Housing is cheaper than apartments. Also, if it works out, it can open up interesting future projects. We need to keep chipping away at Arcologies too, of course.
The big problem here is that communal housing may turn out to be unpopular or go badly. Like, it may legit not work out well at all. Historically many attempts to set up communal housing have failed miserably.

They tend to work best when populated heavily by people who are willing to move into them, rather than feeling coerced, too, and that's a problem for us because most of the GDI citizens who are willing to move right now are feeling that way because either they live in a Green Zone (where tiberium threatens them) or in low-quality commieblock housing (built to quickly house large numbers of war refugees around 2050). Many of them are people who will not want to move into relatively cramped new housing, and/or will feel pressured into going there because it's the only way to get out of living in Yellow Zone conditions.

Something that occurs to me is... we've essentially pushed Nod out of its popular support base. Before Nod was "everywhere"; among our people, providing services we could not. That's changed. Now, Nod is hiding out in high-tech hidden fortresses that are essentially Nod-only. We've moved to conventional, old style warfare, are there are no longer willing crowds for Nod to fade away into.

Thus, we can credibly focus on military and stomp Nod out for good. The Fourth Tiberium War is coming, yes - but WE can be the ones who start it, when WE are ready, not when Nod and Kane are.
I don't think we've quite reached that point- Nod still has the loyalty of large populations and the areas reached by our development aid and support are fairly limited, still. But we're making progress towards your stated description of the situation.

This looks like it could be a viable (temporary) alternative to vein mining, if we are willing to burn some public support mind, but it does conserve our capital goods. The ocean floor needs tiberium abatement too, although we likely won't see any difference on the surface it could be a good idea to further look into this.
Personally I support slow-walking a single phase. That will probably cost us -10 or -15 PS. Maybe -20. If the second phase ALSO costs Political Support, I say we give up the project as a bad job. If it doesn't, we've just hit paydirt. Green, glowing, suboceanic paydirt.

Keeping that bonus to Tiberium rolls is huge, but there might be a hidden bonus. Previously, it was stated that Tiberium infusions are common among the Brotherhood of Nod.

If we have a way to extend the life of Noddites that have been infused, they might decide to switch sides. If we even work on a treatment, it can be used as propaganda against Nod. We have already started cutting away at their recruits, so maybe we should start aiming at the members that are unsure of their affiliations.
I think we're as likely or more likely to get that hidden bonus from the Tissue Regeneration project, because it lets us do more to heal people who received the tiberium infusions and are now dying (many years later) of little bits of tiberium growing inside their bodies. If we could cut out those tiberium-infested tissues and have them just grow back cleanly, they'd be in much better shape in the long term.

The most likely bonus from the infusion research itself is that while it shortens the life expectancy of a healthy person, it extends the life expectancy of someone with a variety of tiberium infections such as "rock lung." Aaand coincidentally it turns you into a supersoldier. :p
 
[X] Plan Chimeraguard v3
[X] Plan Running the Eyewall v. 4.7
[X] Plan A Bucket to Hold All This Power Mk.5
[X] Plan Feet First Into Hell Tiberium

I auto-Noped on anything that expanded our rail lines. At this point it seems ICS or sub-orbitals are the best way to go, and we can effectively put them off forever so we might as well bite the bullet now.

Also, to a lesser degree, apartment blocks. The communal space is more preferable for resource savings, Arcologies are more preferable in every other way. Apartments are an unsatisfactory middle ground.
 
Last edited:
Back
Top