We're not selectively targeting any warlords, because that's not the Treasury's job.

Right, but we also aren't building a lot of the tools the military would need to target warlords. We've emphasized development and defense, rather than a strong offensive military.

Which is not to say that we made the wrong call. But our lack of force projection is a gap that will need to be addressed at some point.
 
The counterpoint would be that we haven't been selectively targeting any warlords, and we also aren't building the capacity to selectively target any warlords.

We've been engaging in Tiberium abatement and outreach to populations in the Yellow Zones, but I don't recall any significant offensives against Nod warlords. So far, we've been content to let them come to us.

If Krukov or one of his peers starts emerging as first among equals, do we have the tools we need to prevent their rise?
A first among equals is going to arise. No ifs, ands, or buts. The harder we press NOD, and the more that the Red Zones eat the Yellow Zones, the faster and more total the uniting of NOD will be. Using military force to prevent a first among equals from arising accelerates the process, it'll just be a different warlord from the targeted one. And even if we move to a purely defensive posture and focus on red zone abatement, once Kane re-emerges he will pick a second in command anyways.

That said, if we decide that accelerating the process is worth preventing a particularly awful warlord from gaining control, we do have a variety of ways to address them. Our primary ways of dealing with particular warlords is based on SMARV deployments, force/economy composition that mitigates a particular warlord's strength or targets their weaknesses (e.g. ablat for Stahl, YZ outreach for Mehretu, navy for Bintang, embargo for Gideon, air force for Krukov, etc.), planned cities, and the locations of the factories we build (e.g. the Albany railgun harvester factory will put more pressure on Gideon).

The thing stopping us from conducting offensives isn't a technological incability of doing so. We have seized large amounts of the red zones away from NOD warlords after all. The problem is that our forces are still stretched far too thin defending large swathes of territory, so our military can't concentrate its forces on taking the heartlands of any of the warlords, as doing so will leave other critical areas undefended.

Right now, I'd say the most critical elements that our military needs are quantity and defensive oriented. They need shells, they need ablat, they need wartime factory refits, they need city laser PD (locked behind naval PD), and the navy needs frigates or escort carriers. After that, I expect that we'll start seeing a military that is far more confident in deploying units in offensive operations. At that point, further developments and deployments will make our offensives more effective and less costly.
 
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We're not selectively targeting any warlords, because that's not the Treasury's job.
It kind of is, any such campaign would need a supply of shells and other consumables, sufficient logistical infrastructure (like that planned city to support operations in India), etc.

It is indeed not our job, but if we or the military want it done we need to do some stuff to support the action.
 
Right, but we also aren't building a lot of the tools the military would need to target warlords. We've emphasized development and defense, rather than a strong offensive military.

Which is not to say that we made the wrong call. But our lack of force projection is a gap that will need to be addressed at some point.
I actually think that the GDI is projecting quite a lot of force, just on a different way than usual. For the last few Tiberium Wars, the GDI has been using military force to suppress and defeat NOD. Probably unintentionally, the voters of this quest have shifted how the GDI projects force. Instead of fighting NOD in one of their strong suits, we have been fighting them in thier weakest area; economics.

As my microeconomics teacher said, "Economics is the study of how people make choices under conditions of scarcity." On Tiberium Earth, there is scarcity everywhere. Scarcity in water, food, shelter, safety, hope, simple pleasures, and luxuries. Our actions of improving the conditions of people under us instead of fighting NOD has changed a simple choice that millions are making. Would I rather support NOD or the GDI?

For the religious zealots this choice is simple, but for the regular yellow zoner, it is difficult. They used to see the Blue Zones as places of pleasure cut off from the common person suffering. Now that we have opened the gates and provided amenities, they instead see a way forward. The Warlords of NOD will never be able to do all of the things that GDI does, and they realize it. Just recently they have been attempting to steal luxury produce from GDI farms.

We will need to do military actions against the warlords in the future. There is no other way to prevent them from killing innocents and destroying infrastructure. At the same time we need to improve the lives of yellow zoners to stop the constant flow of new NOD recruits. It will be a double pronged attack at both the symptoms and the cause. Cut NOD out like a bad infection and use antibiotics to make sure they don't come back.
 
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If we have lots of +Housing I think I recall something about a likely project to go out and look for refugees? That would be a major blow to Nod.

Basically the way to defeat Nod as a peer military power is to build Housing and invite in all the refugees. Watch out for the inevitable infiltrators of course, but still very worth it. Nod fundamentally can not compete with GDIs quality of life.

Shame about the cost of Arcologies.

Btw expanding the Blue Zone would give us more space for apartments and stuff, we are building Arcologies because they are the easiest to defend but mostly because we lack the land to house all the people in less space efficient constructions.
 
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4) What capabilities do they bring to the table in the event of full scale war (e.g. Bintang can impose an instant -20 logistics if she actually tried)
That's the one I'm most concerned over, actually. Bintang and company is holding a knife to our jugular and the leading plan isn't doing enough to remedy that.

The problem being that ICS and railroad campaigns compete with all our housing options, and expanding the navy conflicts all the everything we have to roll out before prime time. Now, maybe gliders can fix that, but I think it'll be like Spider Cotton where it's only worth it because it takes LCI dice instead of Infrastructure.
 
A first among equals is going to arise. No ifs, ands, or buts. The harder we press NOD, and the more that the Red Zones eat the Yellow Zones, the faster and more total the uniting of NOD will be. Using military force to prevent a first among equals from arising accelerates the process, it'll just be a different warlord from the targeted one. And even if we move to a purely defensive posture and focus on red zone abatement, once Kane re-emerges he will pick a second in command anyways.

That said, if we decide that accelerating the process is worth preventing a particularly awful warlord from gaining control, we do have a variety of ways to address them. Our primary ways of dealing with particular warlords is based on SMARV deployments, force/economy composition that mitigates a particular warlord's strength or targets their weaknesses (e.g. ablat for Stahl, YZ outreach for Mehretu, navy for Bintang, embargo for Gideon, air force for Krukov, etc.), planned cities, and the locations of the factories we build (e.g. the Albany railgun harvester factory will put more pressure on Gideon).

The thing stopping us from conducting offensives isn't a technological incability of doing so. We have seized large amounts of the red zones away from NOD warlords after all. The problem is that our forces are still stretched far too thin defending large swathes of territory, so our military can't concentrate its forces on taking the heartlands of any of the warlords, as doing so will leave other critical areas undefended.

Right now, I'd say the most critical elements that our military needs are quantity and defensive oriented. They need shells, they need ablat, they need wartime factory refits, they need city laser PD (locked behind naval PD), and the navy needs frigates or escort carriers. After that, I expect that we'll start seeing a military that is far more confident in deploying units in offensive operations. At that point, further developments and deployments will make our offensives more effective and less costly.

I agree with most of this, but the absence of an option for pushing a military offensive against Nod is troubling. We can "attack" very slowly through tiberium abatement and planned cities, but if we needed to launch an offensive suddenly, I don't think we'd have the assets we needed.

We chose to prioritize economic development, outreach, and a space program while playing defense on the military front. I think this was a good decision, but it has costs.

I actually think that the GDI is projecting quite a lot of force, just on a different way than usual. For the last few Tiberium Wars, the GDI has been using military force to suppress and defeat NOD. Probably unintentionally, the voters of this quest have shifted how the GDI projects force. Instead of fighting NOD in one of their strong suits, we have been fighting them in thier weakest area; economics.

As my microeconomics teacher said, "Economics is the study of how people make choices under conditions of scarcity." On Tiberium Earth, there is scarcity everywhere. Scarcity in water, food, shelter, safety, hope, simple pleasures, and luxuries. Our actions of improving the conditions of people under us instead of fighting NOD has changed a simple choice that millions are making. Would I rather support NOD or the GDI?

For the religious zealots this choice is simple, but for the regular yellow zoner, it is difficult. They used to see the Blue Zones as places of pleasure cut off from the common person suffering. Now that we have opened the gates and provided amenities, they instead see a way forward. The Warlords of NOD will never be able to do all of the things that GDI does, and they realize it. Just recently they have been attempting to steal luxury produce from GDI farms.

We will need to do military actions against the warlords in the future. There is no other way to prevent them from killing innocents and destroying infrastructure. At the same time we need to improve the lives of yellow zoners to stop the constant flow of new NOD recruits. It will be a double pronged attack at both the symptoms and the cause. Cut NOD out like a bad infection and use antibiotics to make sure they don't come back.

It's a sound strategy. It just leaves us short on military options, just as a military-focused plan would have left us without many ways to attack Nod through economics.

In the long run, I am convinced that hearts and minds is the best strategy. In the short run, there are times when it really would be nice to have the ability to launch an offensive. It's frustrating that we can't hit Krukov's factories, and it's worrying that we still have no idea what's going on inside India.
 
Has Simon already made his huge plan-analysis post yet?
Not actually doing that this cycle. Usually what happens is, I show up while discussion is still going on or the vote's been on for a few hours, and I throw a big slab of analysis. This time, by the time I got home and fired up the computer, the vote had been going for like 8-10 hours or something and I figured it was just a moot point. Plus I was tired.

Processing refits amount to 0/600 20 R +300 Refining Cap, compared to 0/200 30 R +600 Refining Cap -4 Energy (like 1 Die and 20 Rs) and -3 Logistics (3 Die or so and 60 R) or 0/100 30R -2 Energy -1.5 Logistics. The only reason to do refits is if we are running out of space for new refineries or don't want to use the old tech ones even as an emergency buffer in case of Nod for some reason. Or if we really need to raise the Refining Cap and cant afford the Logistics cost somehow.
That actually lines up pretty well with our current situation.

We need a Logistics buffer quite seriously (impending war, enemy naval action likely, need to supply active military operations on many fronts guaranteed), and we're actively looking for things to do with Tiberium dice. Uprating our mass of decentralized refineries to use modern technology consistently is a good example of this.

The fact that we can pay the Logistics cost with Resources freed up by taking the cheaper "just build new refineries" option is kind of unhelpful, because the big limiter on our capacity to get more Logistics isn't Resource availability, it's dice availability and the desire to spend Infrastructure dice on Housing. To get the Logistics to support the new plants, we'd have to either give up on some housing construction, or put Free dice on Infrastructure, and neither of those is going to be very popular.

It would help to have navalized Super Orcas, but our main problem is that we don't have the hulls to counter a concerted campaign of submarine warfare, and we don't have the logistics buffer to absorb the resulting malus.
True; we'd need the Super Orcas and the escort carriers to really get an in on that.
 
Right, so lots of neat feedback on auroras and hitting Krukov with them! And a few frequently raised concerns. Allow me to answer some:

1. We're the treasury, not the military. Isn't it their job to decide who to attack?

Very true. However, the military's choices are limited by what projects we fund. Consider the air force's priorities blurb:
  • Air Force
With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority. However, the key systems at this point are not more new airframes but rather new tools for airframes, especially things like the Wingman Drones and other means to increase pilot efficiency.
On the back of Cherdenko's intelligence alone - that is, the factory locations and Krukov's overall situation - their priorities have shifted.

They do want to do this mission, and they believe they need the aurora to do it. But how much do they want to do it?
The value compounded more, as the most valuable Brotherhood personnel since the acquisition of the Qatari Loyalists began to speak. In exchange for partial amnesty and informant protective service, Cherdenko began to sing like a bird about the thrust of the campaign and the internal setup for Krukov's branch of the Brotherhood of Nod.
They want to do it enough that they feel that Cherdenko's intel - which is valuable only for how it relates to our ability to face off against Krukov, makes him the most valuable nod personnel since we got our fuck-off huge tiberium bonus from the followers of Kane's betrayed Number 2.

The treasury has many jobs, and it cannot do all of them at once. But there should be no doubt what-so-ever that giving the air force the ability to do this much-desired mission is one of them.

2. Aren't there warlords that we want to smack down more than Krukov?

So first, a reiteration of some ground facts from earlier:

Krukov, despite his rebellious underlings, and despite his lost forces, is beginning to snowball with nod. He is well positioned to recoup his losses in men and material and go well beyond where he started.

Now whether or not that makes him the warlord we want slapped down the most is a judgement call, to be sure. However, mine is that Krukov has killed more GDI personnel, destroyed more GDI infrastructure, killed more GDI civilians, and accomplished greater symbolic victories against GDI than any other warlord on the board today. Over the entire timeline of the quest he is transparently in the top 3, if he's not number one.

But more importantly, we don't have the ability to make a different warlord of our choice go away if we turn our mind to it. We specifically have the intel and development projects to deliver a devastating blow to Krukov at this particular moment in time - him, and only him, because we don't know about the industrial base of anyone else, because we no longer have stealth sensors as a secret weapon to bait anyone else into a trap with, and because Krukov's attention is split making him uniquely vulnerable even aside from us knowing where his factories live. He represents a unique confluence of a need to hurt him hard, and the ability for us to do so.

No other major warlord meets that second bar, much less both of them.

3. Should we really prioritize based specifically on what nod has done recently?

If the goal is deterrence? Acting quickly after the thing you want to deter is essential, and as previously stated Krukov is top dog for damage dealt to GDI by anyone over the quest other than Kane himself.

Moreover, it's not just what Krukov did recently, but what he's trying to do now: Snowball off of the glory of meeting GDI in open combat and doing better than every other warlord since the third tiberium war, and using the people and resources gained to do it again and snowball further. He wants nod unified under him, and is the best positioned to threaten the current status quo of nod divided.

While stopping him at all is better than not stopping him at all, doing it now provides the best value for slowing down others' attempts to reproduce his success in his place, which brings me to...

4. Would it even be so bad if Krukov united part or all of Nod under him? What if someone worse for us got the job because we punched him down? It seems inevitable that somebody will take it.

Well first, nobody else is in a position to start snowballing to that position right now - they'd need a high-glory stunt like Krukov's to even get started. Part of this is to return the playing field to a bunch of mostly equal players who can't make big moves without watching their backs for the others.

The other part is adding the paranoia that we'll punch them down to a point where they'll get hammer and anvil'd between us and their rivals if they succeed too well against us.

But second? Second is that we're not ready for Nod united. Not enough capgoods stockpiled, not enough energy buffer, not enough logistics buffer, and our exciting military tech is still in the oven.

Seriously, did you know that Bintang going full blast on our convoys would cut our logistics by 20? The main reason she can't is because there's nobody else who will offer her the support to make it sustainable, she'd just run out of supplies if she did that on her own. And that's just one shoe that will drop if Tiberium War 4 kicks off.

We don't have a choice in the matter, we need to delay nod unifying by any means necessary. But the corrollary is that so long as it remains a matter of our local forces versus the local warlord's forces, so long as nobody has the ability to do a full court press for fear of their rivals taking advantage or their supply situation deteriorating we'll be mostly fine.

So that's the watchword right now: Delay, Delay, Delay. First so we can be ready for war at all - but if we delay good enough, and if we make numbers go up fast enough in that bought time, Kane might even come to the bargaining table before nod finds its ass to go after us as a single entity.

If he doesn't - well, yeah, then tib war 4 is inevitable. But better it happen later when we have our feet under us than in the next year when it would drive our economy, and all that it fuels, to a shrieking halt.

5. Wouldn't winning hearts and minds with diplomacy and economic means be a better solution?

That's the long-term solution - but long term solutions don't solve short term problems. Moreover, we are already going full throttle on diplomatic outreach, and military spending does not meaningfully get in the way of spending on housing.

Heck, I'd be delighted to shock out some blue zone apartments and communal housing to empty our green zones - If we do that not too far in the future alongside the auroras, we can send the message to anyone looking at Krukov's swiftly worsening prospects that if they'll just sneak away, the home of their dreams is empty and waiting for them in a blue zone right now. He's already dealing with some unruly underlings, and we can make that go so much worse for him.

But it's on us to make staying with Krukov unattractive, and it's on the Aurora to make it possible to hit the factories and nothing else. At the end of the day, the carrot works best with the stick.

So let's get swinging.

[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
[X] Plan I want Philly Pacifiers Edition

Plan definitions
 
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There have only been three people directly objecting to my switching from Nuuk to BZ Heavy Industrial Sectors. And I think it's been long enough. Here's the updated plan, (also with a minor fix to the Philly's numbers) and an alternate plan for those who want to still do Nuuk. Vote's still got 23 hours left, after all, so if I'm wrong in doing this, vote for it. Much bigger votes have been upset before.

[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

[X] Plan Derpy With Nuuk
-[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] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
-[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%

730R/740R 7/7 Free Dice

"I am altering the Plan. Pray I don't alter it any further."
 
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There have only been three people directly objecting to my switching from Nuuk to BZ Heavy Industrial Sectors. And I think it's been long enough. Here's the updated plan, (also with a minor fix to the Philly's numbers) and an alternate plan for those who want to still do Nuuk.
Honestly, I feel that unless a plan was built incorrectly and completely undoable, the original plan shouldn't be changed after that many people have voted for it already. The changes should be on the altered plan, not this way.

This feels extremely dishonest, since it basically means whoever makes the winning plan can just change it after knowing it's already won for something else they wanted instead, so long as it's just a minor few that may care enough to speak up against it.

Then again people like politicians make promises and break them later all the time, so who am I to expect more from other people anyway.

Vote's still got 23 hours left, after all, so if I'm wrong in doing this, vote for it. Much bigger votes have been upset before.
Heh, I've laughed at better jokes before. At this point no way will enough people bother voting for anything else even if they might dislike it.

I won't even bother revoting. no point.
 
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition

Honestly I'm in favor of this. Our military wants to make those strikes; it's our job as the Treasury to give them the resources to make it happen.

[X] Plan Derpy
[X] Plan Derpy With Nuuk
Honestly, I feel that unless a plan was built incorrectly and completely undoable, the original plan shouldn't be changed after that many people have voted for it already. The changes should be on the altered plan, not this way.

This feels extremely dishonest, since it basically means whoever makes the winning plan can just change it after knowing it's already won for something else they wanted instead, so long as it's just a minor few that may care enough to speak up against it.

Then again people like politicians make promises and break them later all the time, so who am I to expect more from other people anyway.
It's not just my personal opinion. It's something routinely done in quests all over SV. Plans often are modified mid-vote to fix minor problems or oversights as discussion continues. And I know you disagree, but I personally see the switch from one Capital Goods project to another still similar one to be a minor fix, as one fits our general current goals better.
Heh, I've laughed at better jokes before. At this point no way will enough people bother voting for anything else even if they might dislike it.

I won't even bother revoting. no point.
Over in Divided Loyalties, one of the most popular quests on the site, votes with hundreds of voters have shifted mid-vote from one leading vote to an alternative. Multiple times. And similar upsets happen all the time in many other quests. Your bitterness does you no favors here.
 
Honestly, I feel that unless a plan was built incorrectly and completely undoable, the original plan shouldn't be changed after that many people have voted for it already. The changes should be on the altered plan, not this way.

This feels extremely dishonest, since it basically means whoever makes the winning plan can just change it after knowing it's already won for something else they wanted instead, so long as it's just a minor few that may care enough to speak up against it.

Then again people like politicians make promises and break them later all the time, so who am I to expect more from other people anyway.


Heh, I've laughed at better jokes before. At this point no way will enough people bother voting for anything else even if they might dislike it.

I won't even bother revoting. no point.

It might just be me, but equating a slight project change to a bait-and-switch feels like an intellectually dishonest argument. And there was time given for objections and agreements and not a last minute change. Plus an additional day remains for more objections or vote change due to the modifications.

Secondly, such wide swings in plan votes have occurred. I refer you to two plans ago when a plan of mine overtook the then winning plan with roughly 24 hours left.
 
I wonder, rather than making Zone Armor with all the fancy articulation and myomers that it requires, what if we built a sealed, person sized capsule with weapon mounts/manipulator arms, and put it on a repulsorlift drive?

Something akin to one of those ye-olde pod-suits:



There are definetly uses for traditional Zone Armor, but on the rough terrain of the red zones, something between a traditional infantryman and a sealed light attack bike might be a more practical alternative to a fully articulated armor suit.
 
I don't think the war will be decided by how many shells we can fling? The death toll and the destruction? Absolutely. The key beneficiaries of artillery are the fortresses designed to keep the fighting away from our highly urban interior. The more fortresses that fall, and the less toll they exact on NOD- the more fighting we have to do in regions we don't want to fight in. And if the last 3 wars we've fought are any indication, we'll have to endure a global offensive before we can counterattack.
Note:
Nod has reliable precison strike capabilities, both battlefield and strategic.
We were reminded of this at St Petersburg where Krukov cruise missiled the city thoroughly with theater missiles using forward spotters. Its more expensive hardware wise than using lowtier units, but Nod is teching up. See the Underminer.

They can reduce those defensive nodes just fine.


see plans who saw the same thing I read, and think 'half our free dice on Philly'- nevermind the fact that if I were to bet, I'm pretty positive we just saw a test run for a nuclear or LT strike. So much is at stake here that I'm immensely worried at a trend to look at statistical optimization here as the end all be all. And that's what Philadelphia is about from both an IC and OOC perspective.
Nod has always had the capability to semi-reliably get WMDs into GDI BZs.

If they can get in several Shadow Team members into any BZ, each individual massing hundred kilos or more with their equipment? They can move in an eighty kilogram, 150-450kt warhead. Or several cannisters of hyper-smallpox. Or use a longrange torpedo to explode a hundred megaton cobalt-60 nuke off the coast.

It just requires a major warlord's agreement and resources. And the willingness to risk GDI scorching the earth in retaliation.

Manchester otoh was an attempt to test a proof of concept for striking GDI infrastructure on the cheap with conventional weapons. IMO.

Small submarines(specifically called out, so cheaper to make and crew), cheap cruise missile loadout(short range), shitty submarine sensors(they didnt detect the cruisers being that close before launching missiles, else they would have waited or moved their launchpoint, or tried to sink the cruisers first), conventional warheads.

Those are sort of resources available to second tier warlords, or which a first tier warlord can spam without drawing WMD retaliation from GDI or potentially lethal questions from Kane or their underlings.

We were unlucky in that both cruisers in the encounter got sunk.
We were however lucky that the cheapass missiles suffered quality control issues at the factory or while loading them, so their accuracy was shit. Seriously, 1980s Scud missiles have two orders of magnitude better accuracy than a ten kilometer CEP.



I don't necessarily agree with this, but I would appreciate responses. If the logic is sound- and I think parts of it are true- then Nod has every incentive to launch an offensive as soon as possible.

If they wait for us to complete all of our current projects and then turn our improved industrial potential towards the military, Nod will be in a very bad place. I can see the logic behind beginning Tiberium War Four now, rather than waiting as GDI's strategic position grows stronger.
Its worth remembering that there are two different imperatives in play: the interests of Nod as an institution, and the interests of its individual warlords. They do not necessarily align.

The major warlords are political rivals, and sometime military ones.
The ex-Noddie Qatarites we recruited were followers of a major warlord who got setup and shivved by another major warlord.
Getting three or more major warlords to cooperate in non-critical situations is decidedly nontrivial.

The only person alive capable of herding that entire clowder of cats is Kane.
Anyone else would probably instigate a schism.


The Red Zones are retreating, which is a good thing. It also means that Nod is under slightly less pressure, because the growth of Red Zones isn't driving Nod civil war as heavily armed refugees try to claim territory in shrinking Yellow Zones.

Major Nod warlords can look at the situation and see that GDI is stronger this year than we were last year. Our strategic position has improved incalculably since the start of the quest, and we've started actively winning hearts and minds in the Yellow Zones that Nod relies on for recruits. I am terrible at mechanics, and I don't really understand the workings of the various plans, but I do see the logic behind Nod starting the war as soon as possible. If they wait for us to finish the Philadelphia and build a decent stockpile of shells and add some Fortress Cities, they'll be in a much worse position to fight a major war.
GDI has always been stronger than Nod in the interregnum between wars. We know it, they know it.

Furthermore, you'll notice that even when we were weak, and they snatched the Tacitus, we remained strong enough that our retaliation shattered the Marked of Kane faction, murked most of the Far Eastern warlords and threw Nod China into chaos for almost a decade. There's a certain justifiable caution about being the first in line and making oneself the target.

Its also worth noting that Nod itself has not stood still technologically, from the reintroduction of the Banshee-bis/Barghest and combat cyborgs, to the slow proliferation of ion disruptors, and the theft of Peak Fusion tech from GDI.
We are stronger. So are they.

There's also the economic angle.
Up to a few turns ago, they were having to relocate significant chunks of industry regularly to keep ahead of encroaching Red Zones. That only just stopped recently. That amount of disruption takes time to settle

Also Kane remains a wildcard.
He's been squatting on both the Tacitus and the last Scrin Threshold Tower for most of a decade.
With the only true AI on the planet in his exclusive service.

We have shaken loose multiple paradigm-changing techs from the Scrin pinata with battlefield salvage; you have to wonder what he has.


Huh so Plan Derpy is in the lead right now, but that is in part because a lot of the voters have not seen the newer plans and @uju32 has not been agitating for a plan this time.
I voted for Chimeraguard, but I dont really feel strongly opposed to the Derpy or Philly plans.
Details I'd change, and I'd prefer Derpy of the two, but nothing I cant live with.

...Not that an overfocus on offensive operations might not cut a gordian knot for nod, but rather, that doing the opposite preserves the status quo. It doesn't. For all that Krukov didn't get his stretch goal of killing a BZ arcology, he does consider his offensive a success, and we can see why: Other warlords are consolidating with him voluntarily, even before Kane comes into the picture.

This jockeying isn't just about sucking up to the bald man, it's about convincing the others to choose them as a leader, and right now Krukov is in the lead, and snowballing. That means to preserve the status quo, we specifically have to take him down several pegs.
That's what I feel. More later, maybe.
My perspective is that there's a balance to be made between retaliation, deterrence, and proactive.
If we spend much of our plan focuses responding to Nod provocations, we'll end up being led around by the nose and not actually addressing the root reasons why they are capable of offering those provocations.

It hasnt missed my attention, or yours, that every major Nod operation in the last year or two, from Gideon to Bintang to Krukov,has relied on critical support at a key juncture from India-sourced cyborgs. Or that even Nod are beginning to have issues with throwing Militant light infantry agaist GDI heavy metal.

Right now, my mediumterm focus is to get us to do Karachi. Securing the logistics pipeline there will do several things
  • It reduces our military commitments used to guard the current two logistics routes to one, which allows us to redirect the excess troops to offensive action or a strategic reserve
  • It allows us to funnel military resources in so the Himalyas can act as a jumpoff point into Krukov's Central Asian soft belly.
  • It also allows the Himalayas to pressure India, meaning the Indians have to spend more effort on local defenses and fewer on helping other warlords.
Interdicting the flow of cyborgs from India would have a material effect on at least half the major Nod factions.
That matters.

Smacking Krukov now would feel nice, but we cant really follow up on it, yet.
So we wait. Just like we've waited everytime Mehretu has pulled one of his assassination ploys.
Delayed gratification might be a dirty phrase, but it applies here.


Right, but we also aren't building a lot of the tools the military would need to target warlords. We've emphasized development and defense, rather than a strong offensive military. Which is not to say that we made the wrong call. But our lack of force projection is a gap that will need to be addressed at some point.
Eventually.
But this has been a long war, and will be a long one yet. And GDI lost significant chunks of Industry to Nod attacks and the Scrin burning multiple BZ cities off the face of the earth. There wasnt a real alternative to prioritizing development.

Going econoboom builds up the muscle to decisively prosecute this war, to throw the punches and follow them up.
Never do an enemy a small injury if you can help it.
I actually think that the GDI is projecting quite a lot of force, just on a different way than usual. For the last few Tiberium Wars, the GDI has been using military force to suppress and defeat NOD. Probably unintentionally, the voters of this quest have shifted how the GDI projects force. Instead of fighting NOD in one of their strong suits, we have been fighting them in thier weakest area; economics.
This. In total war, economic superiority is as important as technological superiority.
Draining the population pool that Nod can draw on is a less kinetic form of warfare, but its warfare all the same. As is introducing developments that obsolete entire modalities of combat, forcing your opponent to scramble to keep up.

It would help to have navalized Super Orcas, but our main problem is that we don't have the hulls to counter a concerted campaign of submarine warfare, and we don't have the logistics buffer to absorb the resulting malus.
Karachi 4 gives us +12 Logistics in a Turn. Karachi 5 would give us +20 Logistics in two Turns.
We'll be able to tank a -20 Logistic malus from Bintang in eighteen months/six turns.
We just need to last that long.
 
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