[X] Plan income for our new dice
Infrastructure (5 dice, 70R)
-[X] Blue Zone Arcologies (Stage 3), 1 dice (15 R)
-[X] Communal Housing Experiments, 72/140 1 die 10R 74%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 39%
Heavy Industry (4/4 dice + 1 free, 125 R)
-[X] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%
Light and Chemical Industry (4/4 dice, 80 R)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice 80R 28%
Agriculture (0/3 dice, 50R)
Tiberium (6/6 dice 120R)
-[X] Reclamator Hub Red Zone 7-South 51/105 6 dice 120R 80%
Orbital (5 dice +3 Free, 160 R)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
-[X] Study Novel Material (New) 0/50 1 die 20R 76%
Services (4/4 dice, 65R)
-[X] Green Zone Teacher Colleges, 1 die (5 R)
-[X] Domestic Animal Programs 0/200 2 dice 20R 17%
-[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
Military (6/6 dice +3 Free, 125R)
-[X] Orca Refit Deployment 0/200 2 dice 30R 14%
-[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120 1 die 10R 100%
-[X] Laser Point Defense Refits, 270/330 1 die 15R 74%
-[X] Tube Artillery Deployment, 184/200 1 die 15R 100%
-[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 20R 80%
-[X] Havoc Scout Mech Deployment
--[X] Brest (Progress 0/110: 10 resources per die) (-2 Energy) 24%
--[X] Seoul (Progress 0/110: 10 resources per die) (-2 Energy) 24%
-[X] Security Reviews
Bureaucracy (3 dice)
-[X] Security Reviews - Military, 3 dice
 
[X] Plan Chimeraguard
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
-[X] Communal Housing Experiments, 1 die (10 Resources)
-[X] Suborbital Shuttle Service (Phase 1), 1 die (30 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Red Zone Containment Lines (Stage 5), 1 die (25 Resources)
-[X] Railgun Harvester Factory (Vladivostok), 1 die (10 Resources)
-[X] Railgun Harvester Factory (Maputo), 1 die (10 Resources)
-[X] Offshore Tiberium Harvester Stations, 2 dice (40 Resources)
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 Resources)
Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[X] Green Zone Teacher Colleges, 1 die (5 Resources)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
Military (6 dice +5 Free)
-[X] Reclamator Hub Red Zone 7 South (Progress 51/105), 2 dice (40 Resources)
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Laser Point Defense Refits, 1 die (15 Resources)
-[X] Tube Artillery Deployment, 1 die (15 Resources)
-[X] Shell Plants (Phase 4), 2 dice (20 Resources)
-[X] Havoc Scout Mech Deployment (Brest), 1 die (10 Resources)
-[X] Security Review, 1 die
Bureaucracy (3 dice)
-[X] Security Review (Military), 3 dice

Resources Available: 740
Resources Spent: 730
Resources Remaining: 10

Here's my plan as it stands. Debating whether or not to take a die off of the RZ Hub in exchange for Orbital Lasers.
Dont.
We dont need Orbital Lasers until after ASAT 4, so we can afford to wait and see if Nod lasers show up before then.
Amd I dont want to risk our economic output due to leaving a glacier mine unprotected because we are afraid of overflow.

I'll vote for this as is.

VOTE
[X] Plan Chimeraguard
[X] Plan Derpy
 
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[X] Plan A New Something Something
Infrastructure 5/5 85R
-[X] Blue Zone Arcologies (Stage 3) 3 dice 45R 2%
(Progress 302/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
-[X] Communal Housing Experiments 1 die 10R 74%
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)
-[X] Suborbital Shuttle Service (Phase 1) 1 die 30R 0%
(Progress 0/200: 30 resources per die) (+3 Logistics)
Heavy Industry 4/4 100R
-[X] Continuous Cycle Fusion Plants (Phase 3) 2 dice 40R 35%
(Progress 125/300: 20 resources per Die) (+16 Energy)
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 1 free die 60R 91%
(Progress 0/160: 20 resources per die) (-1 Labor)
Light and Chemical Industry 4/4 70R
-[X] Reykjavik Myomer Macrospinner (phase 3) 3 dice 60R 2%
(Progress 4/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
-[X] Civilian Glider Development 1 die 10R 92%
(Progress 0/40: 10 resources per die)
Agriculture 3/3 30R
-[X] Perennial Aquaponics Bays (Stage 2) 3 dice 30R 100%
(Progress 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
Tiberium 6/6 135R
-[X] Red Zone Containment Lines (Stage 5) 2 dice 50R 95%
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[X] Offshore Tiberium Harvester Stations 3 dice 60R 85%
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
-[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
(Progress 0/40: 25 resources per die)
Orbital 5/5 140R
-[X] GDSS Philadelphia II (Phase 5) 5 dice + 2 free dice 140R %
(Progress 48/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
Services 4/4 55R
-[X] Green Zone Teacher Colleges 1 die 5R 86%
(Progress 149/200: 5 resources per die)
-[X] Tissue Replacement Therapy Development 1 die 20R 82%
(Progress 0/60: 20 resources per die)
-[X] Domestic Animal Programs 1 die 10R 0%
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
-[X] Advanced Electronic Video Assistant Development 1 die 20R 82%
(Progress 0/60: 20 resources per die)
Military 6/6 130R
-[X] Reclamator Hubs
--[X] Reclamator Hub Red Zone 7 South 1 die 20R 80%
(Progress 51/105)
-[X] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 100%
(Progress 90/120: 10 resources per die) (-2 Energy) (High Priority)
-[X] Orca Refit Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[X] Orbital Defense Laser Development 1 die 20R 99%
(Progress 0/40: 20 resources per die) (High Priority)
-[X] Tube Artillery Deployment 1 die 15R 100%
(Progress 184/200: 15 resources per die)
-[X] Shell Plants (Phase 4) 1 free die 10R 0%
(Progress 3/300: 10 resources per die) (-2 Energy) (High Priority)
-[X] GD-3 Rifle Development 1 free die 10R 100%
(Progress 0/30: 10 resources per die)
-[X] Naval Defense Laser Refit 1 free die 15R 74%
(Progress 270/330: 15 resources per die)
-[X] Havoc Scout Mech Deployment
--[X] Brest 1 free die 10R 29%
(Progress 0/110: 10 resources per die) (-2 Energy)
Bureaucracy 3/3
-[X] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 50 + 1 operations die)
Free Dice 7/7
Resources Income 740/740 Reserve 0/0
 
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[X] Plan Philly capstone and mil spending
Infra 5/5 70R +22
-[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[X] Communal Housing Experiments 72/140 1 die 10R 74%
HI 4/4 90R +21
-[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[X] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
LCI 4/4 80R +16
-[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
Agri 3/3 40R +16
-[X] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
-[X] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
Tiberium 6/6 110R +29
-[X] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 1 dice 5R 0%
-[X] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[X] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
-[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
Orbital 5/5+4 free 180R +16
-[X] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
Services 4/4 55R +21
-[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[X] Domestic Animal Programs 0/200 1 die 10R 0%
-[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
Military 6/6+3 110R +18
-[X] Security Review (Mil) 1 die
-[X] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[X] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[X] Tube Artillery Deployment 184/200 1 die 15R 100%
-[X] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[X] Naval Defense Laser Refits 270/330 1 die 15R 74%,
-[X] Havoc Scout Mech Deployment (Brest) 0/110 1 dice 10R 29%
-[X] Havoc Scout Mech Deployment (Seoul) 0/110 1 dice 10R 29%
Bureau 3/3 +16
-[X] Security Reviews (Mil) 3 dice +1 Mil 99%
Free 7/7
4 orbital, 3 mil
0 Idle dice


735/740

This plan is focused on getting mil rollouts as well as getting the Philly 2 finished in 2 turns (this turn and next turn)- which is why orbital defense laser was added to go with additional orbital defense spending next turn. In addition this is trying to finish up projects we started and push more cap goods.

[X]Plan I want Philly
 
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Losing a glacier mine honestly wouldn't be that much of a disaster for us? IIRC the Louisiana glacier mine rolled 40 income when we first did it, having to tank a -40 (or even if I'm remembering wrong and it was 50 a -50) would be very annoying but hardly the end of the world. I suppose giving Gideon a victory to yell about on his podcast wouldn't be a great look but in pure material terms I think we could get away with losing the glacier and be fine.

Not that I'm advocating we let him do it of course, I'd very much like to keep the income and splatter some more egg on his face, but on the off chance that he manages despite our best efforts it wouldn't be that bad.
 
Didn't the Navy ask for the escort carriers before the wingman drones?
They didnt even mention wingman drones. Its an AF project, like the Orca Refit project; the Navy is a free rider.
Its the GM who said that if we intend to fit wingman drones into escort carriers, we need the research done before we design the ships.

And I really want to futureproof the design, because carriers take time to build, and Im positive that if we lose a bunch of fleet carriers, its the escorts that are going to be pressed into service to fill the gap.
Plus wingman drones make them better at their primary role of ASW/convoy protection.
 
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[X] Plan Derpy
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R (2/7 median)
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 48/1425 7 dice 140R (7/19 median)
-[X] Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%

740R/740R 7/7 Free Dice

This was a draft plan I've patched up. Might as well throw my hat in the ring, and all. It's probably quite similar to many other plans, like, we have a lot of plans this turn. So that's cool.

Likely the main thing I'm doing that other plans aren't is the [] Tiberium Processing Refits. I think we should do these ASAP, not just because it reduces the strain on our processing network, but because we need spare processing capacity to do them, and these are cheaper overall to do because since these only cost 20R per die and don't cost any Energy or Logistics. So if we want to do the cheaper +Processing option, we need do it soon since we won't always have so much space capacity to do the refits with. If we work on these starting this turn, it'll make the following phases easier to do and save us 4 Energy and 3 Logistics for use elsewhere.
 
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[X] Plan A New Something Something
[X] Plan Derpy
[X]Plan I want Philly
[X] Plan I want Philly Pacifiers Edition
[X] Plan Philly capstone and mil spending
[X] Plan Chimeraguard
[X] Plan Deploy the Dakka

[X] Plan Stocking the Piles 1.4:

@BOTcommander You may want to put down your "I want Philly" plan.;):evil::whistle:
 
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-[X] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 1 free die 60R 91%
This
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
and this are enough for me to vote for your plans.

[X] Plan A New Something Something
[X] Plan Derpy

Nuuk is the future. Capital goods are needed by just about everything these days, so investing in the most efficient source of it is a vote for the future.
 
Losing a glacier mine honestly wouldn't be that much of a disaster for us? IIRC the Louisiana glacier mine rolled 40 income when we first did it, having to tank a -40 (or even if I'm remembering wrong and it was 50 a -50) would be very annoying but hardly the end of the world. I suppose giving Gideon a victory to yell about on his podcast wouldn't be a great look but in pure material terms I think we could get away with losing the glacier and be fine.

Not that I'm advocating we let him do it of course, I'd very much like to keep the income and splatter some more egg on his face, but on the off chance that he manages despite our best efforts it wouldn't be that bad.
It would knock our economic resourcing back and cost us Abatement as well, plus the dice to rebuild the entire operation.
Then there's potential military losses to ZOCOM, since glacier mines are a ZOCOM responsibility.
And finally, there's potential PS losses and other political implications, and morale ones.

It wont be the end of the world, but I can see scenarios where consequences could be at least as far reaching as when Reynaldo ambushed the RZ expedition and shut us out of the Italian RZ for two years.
 
Talons new tech now that we've finally done the Havoc's dev:

[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)

Seems like a very good tech for stretching out GDI's manpower.

We've had that one as an option for a few turns now. Also my plan is incoming soon and the voting has already started.
 
They didnt even mention wingman drones. Its an AF project, like the Orca Refit project; the Navy is a free rider.
Its the GM who said that if we intend to fit wingman drones into escort carriers, we need the research done before we design the ships.

Sorry to ask, could you point me to where this was? My searching has failed. I vaguely recall the conversation but want to refresh my memory on this.
 
I suppose giving Gideon a victory to yell about on his podcast wouldn't be a great look but in pure material terms I think we could get away with losing the glacier and be fine.
But we're not just dealing with the material.

Actually, now that I come to think about it, this is potentially a very bad thing.
Noone has won a major unambiguous strategic victory against GDI since Kanes Wrath. Reynaldo successfully ambushed a harvesting expedition, Bintang did damage to a cruiser squadron, but thats it.

Giving Gideon the internal Nod clout that comes from a clean, major victory is a Bad Thing.
Both because it WILL rouse his rivals to greater efforts against us in order to get successes of their own, and because of the added clout it gives him inside Nod.

We may think Gideon is a joke, but thats because of his execution.
We really dont want other more competent warlords to adopt his aims and targets, or for him to attract more competent subordinates to translate his talk into action.

A rash of attacks against GDI glacier mines in imitation of a successful one...well, that would get uncomfortable quickly.
 
[X] Plan Derpy

[X] Plan Deploy the Dakka
Infrastructure (5 dice, 100R)
-[X] Blue Zone Arcologies (Stage 3), 2 dice (30 R, 0%)
-[X] Communal Housing Experiments, 1 die (10 R)
-[X] Suborbital Shuttle Service (Phase 1) 0/200, 2 dice (60 R, 23% chance)
Heavy Industry (4/4 dice, 85 R)
-[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[X] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)
Light and Chemical Industry (4/4 dice, 80 R)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
Agriculture (3/3 dice, 30)
-[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
Tiberium (6/6 dice 135R)
-[X] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[X] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[X] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (4/4 dice, 45R)
-[X] Green Zone Teacher Colleges, 1 die (5 R)
-[X] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[X] Domestic Animal Programs 0/200, 1 die (10 R, 0%)
Military (6 dice +5 Free, 135R)
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[X] Escort carrier development, 1 die (15 R)
-[X] Laser Point Defense Refits, 1 die (15 R)
-[X] Tube Artillery Deployment, 1 die (15 R)
-[X] Shell Plants (Phase 4), 4 dice (40 R, 63%)
-[X] Reclamator Hubs - RZ 7 South, 2 die (40 R, 99%)
-[X] Security Reviews
Bureaucracy (3 dice)
-[X] Security Reviews - Military, 3 dice

Resources: 740/740
 
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So to push 9 dice on Philly or more- doing so sets us up to finish Philly 2 next turn which means the bonuses are online Q3 (7-8 dice is looking for 3 turns to do stage 5 or online Q4). That means missing out on 9 dice+417 progress from bonuses that we permanently miss out on.

The reason for this is that we can at most put 12 dice (5 orbital and all 7 free) into Philly in a given turn- at 7 this turn and 12 next turn you are looking at about 50% to finish, not something to plan around. However 9 and 12 puts that completion into the upper 80s% a major increase- also if we feel that all 7 free is too many next turn we still get the 50% chance at 10 dice (5 of 7 free), 7 dice however does not give us the option requiring to go all in for a coin flip chance.
 
Sorry to ask, could you point me to where this was? My searching has failed. I vaguely recall the conversation but want to refresh my memory on this.
I believe the original discussion was on Discord.
But here are the other places where he mentioned some of the implications:
When it comes to carriers and the Wingman drones, the key problem is that wingman drones add a good 25-45 percent to the space required by any given squadron. What that translates to is not that it cannot operate wingman drones, it cannot operate the wingman drones without sacrificing some other part of its loadout. With a Fleet carrier what that will typically mean is that instead of loading on a general purpose mix in most cases, they will start loading a more specialized mix. If they are doing escort operations, you will see them loading tiltrotor wingman drones, and more Orcas. If they are doing strike operations, it is more firehawks and jet configuration drones. And the Atlantis class Fleet carrier has enough space that this is fairly viable. The thing is that the Escort carriers are already a very lean design, and won't be loading a third squad of Orcas native that can be stripped off to give the two remaining squads wingmen.

Edit: Lets assume, for the sake of argument that an Atlantis class aircraft carrier has 60 Firehawks in its standard complement (5 squadrons). Assuming that I am using the .25 more space system, you can sacrifice a squadron of Firehawks and everyone else gets a drone for escort. At .45 it gets a bit messier, but you can sacrifice two of the squadrons, and have three squadrons with wingmen, and then use the remaining space to allow wingman drones for things that are not Firehawks.


Rome is gone, gone, gone. There is nothing there anymore, and any rebuilding will have to happen after the world is reclaimed from Tib. Same with Jerusalem at this point, although it was still partially intact (if deep in Nod territory) just a few years ago.

That will have consequences so far as size goes, but yes.
Broadly, right now, you are looking at something that is more or less going to be an overgrown Izumo. Something in the 35-40 kton range designed to carry some 36 aircraft. 12 hammerheads, and 24 Orcas, all VTOLs so you don't need a ramp or catapults. Once you add in the Wingmen, that jumps to a floor of 50ktons because you suddenly need 36 aircraft, plus another 36 (or more) wingman units.
Cheers.
 
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