So, out of curiosity, I have to wonder why a bunch of people voted for both the Mass Military plans and the Simon plans despite some fairly substantial differences between the two blocks.
Am I missing some key similarity? Am I just blind?
They may genuinely like all the plans for different reasons, perhaps? Personally I don't think it makes a ton of sense, but that's because I have a lot of problems with Mass Military and its variant Martian Materials.
Specifically:
1) I think we really do want/need to finish the ICS this turn, because the +Logistics buffer will really help, I suspect, if we end up at war sooner than we'd like. Nod was said to be likely to dogpile us starting at some point in or after 2059Q2, and if they decide to jump sooner rather than later because they know we're on a roll and building up to fight them more effectively, they're likely to hit us now.
2) I think it is premature to do the war factory refits with Capital Goods we do not, strictly speaking, have. Spending three dice on the war factories makes it overwhelmingly likely that at least one phase will complete and eat pretty much our entire existing Capital Goods buffer in the admittedly unlikely event that BZHIS doesn't finish. Yes, we get 1-2 more Military dice in Q4 if both phases complete, but we're already getting +1 Military dice from another project anyway and we're already in the position where we have to start picking cheaper projects just to make sure our budget stretches far enough. There's such a thing as being too greedy in the pursuit of optimization.
3) Both Mass Military plans literally leave money on the table by refusing to spend one Military die (or Administrative Assistance) to complete the Savannah MARV fleet. That's a +15 RpT, +3 YZ mitigation project just sitting there, 28 points from project completion. It's... I'm struggling to find kind words that describe the decision to just do nothing about it.
...
Oh, by the way, I'm seriously considering adding Reduce Prices on Consumer Goods to my plans. Does anyone object? I don't think we'll find it at all difficult to meet the Consumer Goods targets now, now that we have virtual certainty of doing the three phases of Wadmalaw Kudzu Plantations for cumulative +14 or so Consumer Goods.
Oh, by the way, I'm seriously considering adding Reduce Prices on Consumer Goods to my plans. Does anyone object? I don't think we'll find it at all difficult to meet the Consumer Goods targets now, now that we have virtual certainty of doing the three phases of Wadmalaw Kudzu Plantations for cumulative +14 or so Consumer Goods.
I mean it's not like the Reduce Prices on Consumer Goods action takes away from the plan goal. It's just redistributing the production we already have, not smashing up the factories or something.
I mean it's not like the Reduce Prices on Consumer Goods action takes away from the plan goal. It's just redistributing the production we already have, not smashing up the factories or something.
I didn't think that through, then. Somehow I got the idea that it would set the Plan goal 15 Consumer Goods farther away; I just had no doubt in my mind that we'd be able to hit that target.
I think adding it to my turn plan is a strict improvement, so I'm going for it.
So, since Christmas is coming up, I figure I will take a break from the normal routine of the thread, and instead, between Christmas and New Years Day, do a short series of audience selected pieces.
These are the two that I already plan to do from the discord, but I am willing to do up to three more.
Noncanon omake of a Vulkan vessel arriving in earth orbit and being absolutely baffled.
A Gideon speech on recent events.
Could when get some more ground level stuff? I've really enjoyed the little snippets here and there from the people living in the Initiative. Could we get some more of that?
So, since Christmas is coming up, I figure I will take a break from the normal routine of the thread, and instead, between Christmas and New Years Day, do a short series of audience selected pieces.
These are the two that I already plan to do from the discord, but I am willing to do up to three more.
Noncanon omake of a Vulkan vessel arriving in earth orbit and being absolutely baffled.
A Gideon speech on recent events.
If you are familiar with the UFO Series (Aftermath, Aftershock and Afterlight) have a Non-Canon (though it could totally be canon and be horrific fun) Omake of that Alien Invasion starting up. Because it's one of the few things that can actually take the Tibreium Infestation in a straight up fight.
I, too, support the refinery refits... but they are in no way a vital prerequisite for something like the Karachi Sprint, and my impression was that @Dmol8 seems to have decided that they are a prerequisite.
Infrastructure: +28
Heavy Industry: +23
Light and Chemical Industry: +18
Agriculture: +18
Tiberium: +31
Orbital Industry: +18
Services: +23
Military: +20
Bureaucracy: +18
+5 Development
+5 Technology Working Groups
+5 Station Building
Security Reviews:
Military 2 turns ago 2059 Q1
Agriculture 3 turn ago 2058 Q4
Light/Chem 4 turn ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
[X] Plan Stocking the Piles 3.4: Infrastructure 5/5 Dice + 2 Free Die 105 Resources
-[X] Integrated Cargo System 307/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 7 Dice = 105 Resources Heavy Industry 4/4 Dice + 1 Free Die 115 Resources
-[X] Continuous Cycle Fusion Plants (Phase 3) 258/300 20 Resources per Die, 1 Die = 20 Resources
-[X] Blue Zone Heavy Industrial Sectors 336/500 25 Resources per Die -4 Lab -8 E on Completion, 3 Dice = 75 Resources
-[X] Hover Chassis Development (New) 0/60 20 Resources per Die, 1 Die = 20 Resources Light and Chemical Industry 4/4 Dice 60 Resources
-[X] T-Glass Foundries (Stage 1) (New) 117/350 15 Resources per Die -1 STU -2 Energy on Completion, 4 Dice = 60 Resources Agriculture 3/3 Dice 30 Resources
-[X] Strategic Food Stockpile Construction (Phase 1) 0/150 10 Resources per Die -4 F on Completion, 3 Dice = 30 Resources Tiberium 6/6 Dice 120 Resources
-[X] Tiberium Processing Refits (Phase 2) (Updated) 20/100 20 Resources per Die -250 PC if not completed, 1 Die = 20 Resources
-[X] Offshore Tiberium Harvester Stations (Phase 2) (New) 0/200 20 resources per Die, 5 Dice = 100 Resources Orbital 5/5 Dice 100 Resources
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 20 Resources per Die, 4 Dice = 80 Resources
-[X] Study Novel Material 0/50 20 resources per Die, 1 Die = 20 Resources Services 4/4 Dice 85 Resources
-[X] Prosthetics Deployment Initiatives (Phase 3) 2/160 15 Resources per Die, 1 Die = 15 Reources
-[X] Early Prototype General Artificial Intelligence Development 66/120 20 Resources per Die, 1 Die = 20 Resources
-[X] Human Genetic Engineering Programs 0/120 25 Resources per Die -5 PS on Completion, 2 Die = 50 Resources Military 6/6 Dice + 4 Free Dice 185 Resources:
-[X] Wartime Factory Refits (Phase 3) (Updated) 3/100 20 Resources per Die -4 CapG on Completion, 3 Dice = 60 Resources
-[X] Reclamator Fleet Yellow Zone 6a Savannah 182/210 20 Resources per Die, 1 Administrative Die = 20 Resources
-[X] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 3 Dice = 45 Resources
-[X] Aurora Strike Bomber Factories (New) Oslo 0/90 15 Resources per Die -4 E on Completion, 2 Die = 30 resources
-[X] Aurora Strike Bomber Factories (New) Anchorage 0/90 15 Resources per Die -4 E on Completion, 2 Die = 30 Resources Bureaucracy 3/3 Dice:
-[X] Administrative Assistance Reclamator Fleet Yellow Zone 6a Savannah 2 Die
-[X] Decrease Prices on Consumer Goods (New)
105+115+60+30+120+100+85+185 = 800/810
-2 Lab -2 E -2 CapG -4 Lab -8 E -1 STU -2 E -4 F -5 PS -8 CapG -1 CapG -4 E -4 E means that the minimum for this plan is +35 Labor, -8 Energy, -6 Capital Goods, +12 Stable Transuranics, +17 Food and 65 Political Support. Let's hope we complete a round of Fusion and the Blue Zone Heavy Industrial Sectors this turn.
All aboard the Get All the Extra Dice Ready and Active in this Quarter and Aurora Deployment in a single turn while dragging along @Simon_Jester and @uju32 Plan Train:
- 7 Dice on Integrated Cargo System to patch one of our strategic weaknesses. 82% chance and an Average DC of 55 to complete.
- 1 Die on Continuous Cycle Fusion Plants for a 97% chance and a DC of 4 to complete Phase 3. We will need Phase 4 next turn.
- 3 Dice on Blue Zone Heavy Industry Sectors for a 92% chance and an Average DC of 27.
- 1 Die on Hover Chasis Development for an 84% chance and a DC of 32 to complete.
- 4 Dice on T-Glass Foundries for a 83% chance and an Average DC of 37.
- 3 Dice on Strategic Food Stockpile Construction (Phase 1) for a 92% chance and an Average DC of 27 to complete and roll over into the next Phase.
- 1 Die on Tiberium Processing Refits for a 67% chance and a DC of 34 to complete another Phase of it.
- 5 Dice on Offshore Tiberium Harvester Stations to gain in Resources per Turn so we have enough with Philadelphia II and Wartime Factory Refits finishing. If it's still 200 per progress per round then it's a 100% chance and an Average DC of 12 to complete Phase 2, an 65% chance and an Average DC of 52 to complete Phase 3.
- 4 Dice on GDSS Philadelphia II to get Phase 5 completed. 97% chance and an Average DC of 28 to complete.
- 1 Die on Study Novel Material for a 85% chance and a DC of 17 to complete.
- 1 Die on Phase 3 of Prosthetics Deployment Initiatives to get that rolling again. We have had a decrease in the amount of Labor income from +4 to +3. Should fix that soon. 1/3 Median and no DC to complete this turn.
- 1 Die on Early Prototype General Artificial Intelligence Development to complete it. Since it's an Early Prototype there probably won't be a follow up action for quite some time. 90% chance and a DC of 11 to complete.
- 2 Die on Human Genetic Engirneering Programs for an 88% chance and an Average DC of 35 to complete.
- 3 Dice on Wartime Factory Refits to complete those this turn alongside completing Blue Zone Heavy Industrial Sectors. 72% chance and an Average DC of 42 to get at least 1 Extra Die in Military.
- 1 Administrative Die on Super MARV fleet in Savannah for an 88% chance and a DC of 13 to complete. By popular demand the Administrative Die goes here.
- 3 Dice on Orca Refit. It's time it was done. 70% chance and an Average DC of 42 to complete.
- 2 Die each on completing Aurora Strike Bomber Factories. 94% chance and an Average DC of 18 to complete.
- 2 Bureaucracy Dice to get 1 Administrative Die on the Savannah Super MARV Fleet.
- 1 Die on Decrease Prices on Consumer Goods to get some more quality of life to people and some Political Support.
My Q4 plan will go for building up the Military trough building Fortress Towns, Railgun Harvesters, Consumables and OSTRC. And maybe the Orbital Laser as well, but I thing that one will have to wait for Q1.
- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice.
- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos), not enough consumables (which can be fixed by building up ammo, ablat and sensor stockpiles), not enough slack in our Logistics system for fighting a war (which we can fix by building up more Logistics projects) and not enough fortifications to defend against NOD long range bombardments.
- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, we are not cleaning enough of the ocean floor, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).
- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Integrated Cargo System for better ablation of Logistics during a war, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.
- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers need the new Laser Tech, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.
- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities), Security Reviews (DC is still too high for 1 Die so we need Philadelphia II completed to be able to run two of them at the same time which will mitigate some problems), better local Food and Water supplies for the Green Zones and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
[X] Plan Mass Military and the Mysterious Martian Materials
[X]Plan REFIIIIIIT
[X] Plan Airforce gets planes
[X] Plan Stocking the Piles 3.4:
Two things influencing my vote here: First, I think we should very much take the opportunity to research the materials from Mars. Not all tech rolls are equal, and this one is likely to be quite impactful. At a minimum, it's a new STU that NOD doesn't have access to. At best, it'll tie into whatever the sequel-quest will be, meaning it could be a very useful material like eezo or dilithium crystals. Second, I've been convinced that an extra three months for the factory refits to build up reserves and such are worth pushing it out this turn, in addition to the extra Military die/dice.
Right now Mass Military + MMM is my favored plan, due to doing not-so-critical projects that I agree with, such as food stockpiles and the sensor deployment. But given the vote's still early I'm happy to approval vote a couple other plans as well.
Two things influencing my vote here: First, I think we should very much take the opportunity to research the materials from Mars. Not all tech rolls are equal, and this one is likely to be quite impactful. At a minimum, it's a new STU that NOD doesn't have access to. At best, it'll tie into whatever the sequel-quest will be, meaning it could be a very useful material like eezo or dilithium crystals. Second, I've been convinced that an extra three months for the factory refits to build up reserves and such are worth pushing it out this turn, in addition to the extra Military die/dice.
Right now Mass Military + MMM is my favored plan, due to doing not-so-critical projects that I agree with, such as food stockpiles and the sensor deployment. But given the vote's still early I'm happy to approval vote a couple other plans as well.
I must acknowledge @Dmol8 's new plan as a closely modified version of my own, close enough to deserve an approval vote if it gathers enough support to be relevant.
Two things influencing my vote here: First, I think we should very much take the opportunity to research the materials from Mars. Not all tech rolls are equal, and this one is likely to be quite impactful. At a minimum, it's a new STU that NOD doesn't have access to. At best, it'll tie into whatever the sequel-quest will be, meaning it could be a very useful material like eezo or dilithium crystals.
"[] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!" also does this, for the record.
Second, I've been convinced that an extra three months for the factory refits to build up reserves and such are worth pushing it out this turn, in addition to the extra Military die/dice.
We can plausibly hope that the impact of that and the sensor rollout is more decisive than that of the much-desired Super Orca refit and the Middle Eastern MARV hubs I suppose, which is more or less what my plans do instead of the things Mass Military does.
With that being said, it strikes me as extremely inadvisable for the Mass Military plans to neglect the Savannah MARV fleet when it's +15 RpT and +3 YZ mitigation just lying there waiting for us to pick it up with one die. If the compounding effects of getting an extra Military die or two a turn early are valuable, why aren't those compounding effects?
Like... I have my hesitance about Mass Military over seeing the war factory refits as being one turn too soon under it, yeah. But I'd be a lot less put off by it if there was an attempt to finish off Savannah.
So, since Christmas is coming up, I figure I will take a break from the normal routine of the thread, and instead, between Christmas and New Years Day, do a short series of audience selected pieces.
These are the two that I already plan to do from the discord, but I am willing to do up to three more.
Noncanon omake of a Vulkan vessel arriving in earth orbit and being absolutely baffled.
A Gideon speech on recent events.
Been thinking of writing this for a while, but Ace Combat style strike mission where GDI jets blow up a lot of NOD stuff while Liberation of Gracemeria plays in the background.
Been thinking of writing this for a while, but Ace Combat style strike mission where GDI jets blow up a lot of NOD stuff while Liberation of Gracemeria plays in the background.
[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military and Martians and a MARV
[X]Plan No Middle East MARV 1.1
[X]Plan REFIIIIIIT
With that being said, it strikes me as extremely inadvisable for the Mass Military plans to neglect the Savannah MARV fleet when it's +15 RpT and +3 YZ mitigation just lying there waiting for us to pick it up with one die. If the compounding effects of getting an extra Military die or two a turn early are valuable, why aren't those compounding effects?
I think it's a bit silly not to finish the MARV fleet for its obvious benefits, but it's not important enough for me compared to my big two priorities. That, and perhaps we really should be putting a die on doing a Steel Talon research project so we don't spend a turn neglecting them. I'd certainly vote for a plan the switched the Admin die to the MARV fleet, though I doubt the Steel Talons are going to get attention this turn between all the other military projects.
Then again, what bugs me the most about the current plans is no one's putting any dice into consumables. It's understandable because the Auroras are eating our dice, but unfortunate.
You've got the plan name wrong for the second vote, it should be "Plan Mass Military and the Mysterious Martian Materials." If you don't adjust it it won't show up on the tally and your vote for it won't be counted.
[X] Plan Spread Military
Infrastructure (5 dice) 75R
-[X] Integrated Cargo System 207/800 5 dice 75R 10%
Heavy Industry (4 dice) 95R
-[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[X] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
Light and Chemical Industry (4 dice) 60R
-[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
Agriculture (3 dice) 30R
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
-[X] Kuzu 10R
Tiberium (6 dice) 130R
-[X] Red Zone Containment Lines (Stage 6) 54/200 2 dice 50R 77%
-[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 4 dice 80R 99.5%, 16.2% for Phase 3
Orbital (5 dice) 100R
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
-[X] Study Novel Material 0/50 1 die 20R 84%
Services (4 dice) 40R
-[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%
-[X] Domestic Animal Programs 0/200 2 dice 20R 20%,
Military (6 dice +Administrative Assistance +7 Free) 260R
-[X] Reclamator S-MARV Fleet (Savannah), 1 dice 20R
-[X] Orca Refit Deployment 0/200 2 dice 30R 16%
-[X] Wartime Factory Refits (Phase 3) 3/100 2 dice 40R 92%, 18% for final phase
-[X] Advanced Laser System Development 0/60 1 die 30R
-[X] Aurora Strike Bomber Factories
--[X] Oslo (Progress 0/90: 15 resources per die) (-4 Energy) 1 die
--[X] Anchorage (Progress 0/90: 15 resources per die) (-4 Energy) 2 dice
-[X] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice + Administrative Assistance 60R 46%
-[X] Ground Forces Zone Armor (New York) 0/200 2 dice 40R 16%
Bureaucracy (3 dice)
-[X] Administrative Assistance: Orbital Strike Regimental Combat Team Station
-[X] Decrease Prices on Consumer Goods (New)
Resources: 810/810
I think 3 dice is enough for the Aurora one plant with 2 dice so we have planes before our intel is outdated and a single die on the other factory.
I am starting the Escort Carrier Development to support Karachi it might not be ready for the start of the project but we will add a major port near India so expanding our fleet to cover that area is a good idea
Orbital Strike Regimental Combat Team Station gets a phase done now so they can work on tactics and getting any problems resolved with the gear before we build the other three phases we promised this plan.
A single zone armor factory is far from what is needed but will provide enough regiments to lead a single attack
Red Zone Containment Lines have changed into:
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
I like to get at least some of them reinforced before the war begins.
Edit: Given the plan this is a variant of was changed to also finish the MARV fleet, this plan is now obsolete.
[] Plan Mass Military and Martians and a MARV Infrastructure (5 dice)
-[] Integrated Cargo System, 5 dice (75 Resources) Heavy Industry (4 dice)
-[] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
-[] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources) Light and Chemical Industry (4 dice)
-[] T-Glass Foundries (Stage 1), 4 dice (60 Resources) Agriculture (3 dice)
-[] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources) Tiberium (6 dice)
-[] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) (New), 1 die (20 Resources) Orbital (5 dice)
-[] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
-[] Study Novel Material, 1 die (20 Resources) Services (4 dice)
-[] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
-[] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources) Military (6 dice +7 Free + 1 Administrative Assistance)
-[] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
-[] MARV Fleet YZ-6a (Savannah), 1 Administrative Assistance die (20 Resources)
-[] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
-[] Orca Refit Deployment, 3 dice (45 Resources)
-[] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
-[] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
-[] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die (20 Resources) Bureaucracy (3 dice)
-[] Administrative Assistance (Military), 2 dice
-[] Decrease Prices on Consumer Goods, 1 die
Resources Available: 810
Resources Spent: 800
Resources Remaining: 10
Putting my vote where my mouth lead me. This plan switches the Admin Assistance die over to finishing the MARV fleet for its resource income (important given all the extra dice next turn) and its mitigation. It makes no other changes besides this.
Ah, and I'm going to sleep now. So if this is somehow flawed or needs adjustments, I won't be around to do that for now. Approval votes:
[X] Plan Mass Military and the Mysterious Martian Materials
[X]Plan REFIIIIIIT
[X] Plan Airforce gets planes
[X] Plan Stocking the Piles 3.4:
[X] Plan Borealis
[X] Plan Borealis with Big Tonks
I think it's a bit silly not to finish the MARV fleet for its obvious benefits, but it's not important enough for me compared to my big two priorities. That, and perhaps we really should be putting a die on doing a Steel Talon research project so we don't spend a turn neglecting them. I'd certainly vote for a plan the switched the Admin die to the MARV fleet, though I doubt the Steel Talons are going to get attention this turn between all the other military projects.
Again, my "Eezo" variant covers one of your big priorities, has some other advantages (high likelihood of a huge Logistics buffer in Q3 if we're attacked, and positions us to build MARV fleets and eventually more inhibitors, which isn't bad even if you aren't a big fan of MARVs).
It admittedly does not do the war factory refits and I have no way to fix that. And it admittedly (like other leading plans) does skip the Steel Talons for this turn.
...
I would really, really like to persuade, if I could, @Crazycryodude and/or @Chimeraguard to try to find a way to at least finish the Savannah MARV fleet. It's so close to completion, we're gonna want the +15 RpT, and more Yellow Zone mitigation never hurts.
I do respect Derpmind for actually crafting that variant, though I'm kind of worried it won't get traction.
Been thinking of writing this for a while, but Ace Combat style strike mission where GDI jets blow up a lot of NOD stuff while Liberation of Gracemeria plays in the background.
I would really, really like to persuade, if I could, @Crazycryodude and/or @Chimeraguard to try to find a way to at least finish the Savannah MARV fleet. It's so close to completion, we're gonna want the +15 RpT, and more Yellow Zone mitigation never hurts.
Not sure what that admin die is even supposed to help that much for the OSRCT; it's a tiny little 1.36% likely to finish that way. I'd be happy to see the main plans make the switch really; we can certainly use that extra RpT to afford more/bigger Military dice next turn, such as pushing the OSRCT more then.