[x] Plan Mass Military
- [x] Integrated Cargo System, 5 dice (75 Resources)
- [x] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
- [x] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
- [x] T-Glass Foundries (Stage 1), 4 dice (60 Resources)
- [x] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
- [x] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
- [x] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
- [x] Improved Tiberium Containment Facilities Construction, 1 die (20 Resources)
- [x] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
- [x] Lunar Heavy Metals Mines (Phase 1), 1 die (20 Resources)
- [x] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
- [x] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
- [x] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
- [x] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
- [x] Orca Refit Deployment, 3 dice (45 Resources)
- [x] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
- [x] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
- [x] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die + 1 Administrative Assistance die (40 Resources)
- [x] Administrative Assistance (Military), 2 dice
- [x] Decrease Prices on Consumer Goods, 1 die
[x] Plan Mass Military and the Mysterious Martian Materials
- [x] Integrated Cargo System, 5 dice (75 Resources)
- [x] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
- [x] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
- [x] T-Glass Foundries (Stage 1), 4 dice (60 Resources)
- [x] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
- [x] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
- [x] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
- [x] Liquid Tiberium Power Cell Deployment (Phase 1) (New), 1 die (20 Resources)
- [x] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
- [x] Study Novel Material, 1 die (20 Resources)
- [x] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
- [x] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
- [x] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
- [x] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
- [x] Orca Refit Deployment, 3 dice (45 Resources)
- [x] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
- [x] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
- [x] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die + 1 Administrative Assistance die (40 Resources)
- [x] Administrative Assistance (Military), 2 dice
- [x] Decrease Prices on Consumer Goods, 1 die
 
Focusing my vote down a bit. Hoping to slam ZA plants through next Turn.

[X] Plan Borealis
[X] Plan Mass Military and Martians and a MARV
 
[X] Plan Mass Military and Martians and a MARV

Yeah I can totally get behind a variant that does the Savannah fleet with the admin die instead. 35-45 income from offshore mining and T-glass in the original plan still isn't terrible but bumping that up to 50-60 is hardly a bad idea. IIRC the logic behind the AA die on OSRCT was to show Space Force that we're doing more than the bare minimum token effort that just one die represents but honestly.... they can make do with their one die this turn and get some more next turn, it's still better than zero dice and does at least start the project.
 
The recklessness of every plan that is currently doing Liquid Tiberium Power frankly boggles my mind.

Lets spend PS for a power plant that can literally be detonated with kilotons of output and Tib contamination, which requires elevated levels of security in an environment where Nod infiltrators have been known to go after GDI infrastructure, and in the face of multiple Nod missile subs.

If you wanted Energy outside Heavy Industry, Orbital unlocks Solar Power Satellites.
Literally right there if you want to spend Free dice for it.

VOTE
[X] Plan Mass Military

[X]Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!

■■■■■■
I dont think either of these are perfect.
Mass Military isnt completing a MARV, which is leaving money and abatement on the table. Plan ICS isnt doing Warfactory Refits, and is frankly pursuing Services priorities that are suboptimal. And neither of them is currently doing more Shells.

But neither of them is actively creating an exploitable vulnerability in our infrastructure right as Nod warlords are stepping up their offensive actions against GDI troops and infrastructure. And right as we are about to go to war.
 
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If NOD wants to spend missile strikes or Shadow Teams to make a kiloton explosion happen in the middle of nowhere then.... good for them? Better than them doing the same or far worse somewhere that actually matters with the same missiles tipped with tac nukes but aimed at an industrial park instead of the middle of nowhere, or giving that Shadow Team a suitcase nuke and telling them to leave it in an arcology basement. Blowing up some power plants that we intentionally build far enough away from anything else important that if they cook off it won't cripple us is a useful distraction if you're so terrified of NOD pouring significant resources into attacking our infrastructure.

And orbital power isn't viable to fix our power problems NOW, which is when we have a power crunch. Orbital dice are also significantly harder to come by than Tib dice.
 
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If NOD wants to spend missile strikes or Shadow Teams to make a kiloton explosion happen in the middle of nowhere then.... good for them? Better than them doing the same or far worse somewhere that actually matters with the same missiles tipped with tac nukes but aimed at an industrial park instead of the middle of nowhere, or giving that Shadow Team a suitcase nuke and telling them to leave it in an arcology basement. Blowing up some power plants that we intentionally build far enough away from anything else important that if they cook off it won't cripple us is a useful distraction if you're so terrified of NOD pouring significant resources into attacking our infrastructure.

And orbital power isn't viable to fix our power problems NOW, which is when we have a power crunch. Orbital dice are also significantly harder to come by than Tib dice.
1) Even single kiloton explosions are not small things, and Blue Zones are not that big.

2) Those refineries pumping out hundreds of liters of liquid T and storage depots for the same are going to produce a fuckton larger yield than single kilotons.

3)Reactors in the middle of nowhere require significant security in the radius of effect of the explosion.

4)Tacnukes do not affect the spread of Tiberium. Liquid T explosions do.

5) Nod have to build and maintain their own nukes.
With a liquid T reactor you've done most of the work for them.
And its much harder to gather the political will to retaliate against an industrial accident than a nuking.

6)Liquid T is weaponizable.
That makes it a choice target for lowlevel Nod warlords who cant make their own nukes or liquid T.

7)The last time we had a liquid tiberium accident, the political shitstorm shut down most of our tiberium research projects after we turned half of Australia into a Red Zone.
 
Blowing up a liquid T reactor with conventional explosives doesn't do shit, that's what the massive bunker is there to contain. We only start talking about kiloton yields when catalyst weapons are involved, which are more expensive and far rarer than nukes. Nukes are a significantly more likely threat than a catalyst missile, catalysts are top tier super expensive Kanetech while manufacturing a fission firecracker can be done by any mid-tier wannabe with a semi-secure industrial base and a 100 year old physics textbook.
 
Blowing up a liquid T reactor with conventional explosives doesn't do shit, that's what the massive bunker is there to contain. We only start talking about kiloton yields when catalyst weapons are involved, which are more expensive and far rarer than nukes. Nukes are a significantly more likely threat than a catalyst missile, catalysts are top tier super expensive Kanetech while manufacturing a fission firecracker can be done by any mid-tier wannabe with a semi-secure industrial base and a 100 year old physics textbook.
And that would open the nuke retaliating box and when it is open it can't be closed for a while.
 
People seem to have missed it, or just don't like it, but I'll try a version of my Plan Borealis with MARVs using the Admin Assist die.

[X] Plan Borealis

[X] Plan Borealis with Big Tonks
Infrastructure 5 dice +28
-[X] Integrated Cargo System 207/800 5 dice 75R 10%
Heavy Industry 4 dice +23 1 Free Die
-[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%
-[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
Light and Chemical Industry 4 dice +18
-[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
Agriculture 3 dice +18
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
-[X] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 1 die 10R
Tiberium 6 dice +31
-[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 4 dice 80R 99.5%, 16.2% for Phase 3
-[X] Tiberium Inhibitor Deployment (Red Zone 6) 0/120 1 die 30R 27%
-[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 27%
Orbital Industry 5 dice +18
-[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 +23
-[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%
-[X] Domestic Animal Programs 0/200 3 dice 30R 75%
Military 6 dice +20 6 Free Dice + Admin Assist
-[X] Wartime Factory Refits (Phase 3+4) 3/200 3 dice 60R 72%
-[X] Aurora Strike Bomber Factory: Oslo 0/90 2 dice 30R 94.4%
-[X] Aurora Strike Bomber Factory: Anchorage 0/90 2 dice 30R 94.4%
-[X] Orca Refit Deployment 0/200 3 dice 45R 70%
-[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 11%
-[X] MARV Fleet YZ-6a (Savannah) 182/210, Admin Assist die, 20 R ~88%
Bureaucracy 3 dice +18
-[X] Administrative Assistance 2 die auto - Military
-[X] Interdepartmental Favors 1 die auto
 
Can someone explain to me the focus on MARVs please? I don't understand the logic all that much.
There's the Savannah Yellow Zone fleet, which is another 15 RpT within easy reach--just one military die. (The R cost is inconsequential this quarter, but won't be next quarter when we have anywhere from 8-11 additional dice to pay for).

Then there's the @Simon_Jester plan, which is to additionally build up MARVs in the Middle East Red Zone to cover Mecca and also the Middle East flank of the Karachi/Pakistan campaign. Now, I respectfully disagree--I think there's better, more general improvements we could be spending military and Tiberium dice on--but it's a fleet of supertanks covering one of our critical points that are also earning us RpT and Red Zone abatement, so it's not like it's nonsensical.
 
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[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Fly Columbia!
[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military
[X] Plan Airforce gets planes
[X]Plan REFIIIIIIT
 
There's the Savannah Yellow Zone fleet, which is another 15 RpT within easy reach--just one military die. (The R cost is inconsequential this quarter, but won't be next quarter when we have anywhere from 8-11 additional dice to pay for).

Then there's the @Simon_Jester plan, which is to additionally build up MARVs in the Middle East Red Zone to cover Mecca and also the Middle East flank of the Karachi/Pakistan campaign. Now, I respectfully disagree--I think there's better, more general improvements we could be spending military and Tiberium dice on--but it's a fleet of supertanks covering one of our critical points that are also earning us RpT and Red Zone abatement, so it's not like it's nonsensical.
So here is what I am understanding.

Q3
1) Finish Savannah for profit.
2) Start Beirut MARV Hub
Q4
2) Finish Beirut Hub(ideally)
3)Start fleet
Q1
1) Finish fleet(and hub if unlucky)
2) Start Karachi
 
So here is what I am understanding.

Q3
1) Finish Savannah for profit.
2) Start Beirut MARV Hub
Q4
2) Finish Beirut Hub(ideally)
3)Start fleet
Q1
1) Finish fleet(and hub if unlucky)
2) Start Karachi
For the Simon plan, yes.

Personally I'd prefer to get Savannah only, spend the military dice on general improvements and the Tiberium dice on dedicated RpT actions, but the leading plans right now either do no MARVs at all, or Savannah and Beirut.
 
For the Simon plan, yes.

Personally I'd prefer to get Savannah only, spend the military dice on general improvements and the Tiberium dice on dedicated RpT actions, but the leading plans right now either do no MARVs at all, or Savannah and Beirut.
To be incredibly blunt about it, if we do Beirut we likely won't be able to do Karachi, and I would really like to get Karachi done. MARV fleets beyond maybe Savannah can wait until Q1 when we're actually pushing Karachi through. The timing is incredibly full of crunch and trying to buff ourselves up as much as possible for whatever's waiting in India, and MARVs in the middle east do not help in India.
 
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For the Simon plan, yes.

Personally I'd prefer to get Savannah only, spend the military dice on general improvements and the Tiberium dice on dedicated RpT actions, but the leading plans right now either do no MARVs at all, or Savannah and Beirut.
Yeah I am not gonna lie. I'd prefer the compromise option myself. It seems more palatable to me than spending what is up to 6 mil dice minimum on MARVs(even if useful) compared to the War factories being done now which help everyone in the Armed forces.
 
Blowing up a liquid T reactor with conventional explosives doesn't do shit, that's what the massive bunker is there to contain. We only start talking about kiloton yields when catalyst weapons are involved, which are more expensive and far rarer than nukes. Nukes are a significantly more likely threat than a catalyst missile, catalysts are top tier super expensive Kanetech while manufacturing a fission firecracker can be done by any mid-tier wannabe with a semi-secure industrial base and a 100 year old physics textbook.
Sabotaging the working of the liquid T reactor to put out accelerated energy does not require explosives.
And we dont know how small Nod catalyst weapons get; the Scrin got them down into an infantry-mobile package with range.

Nukes from canon are a little over 2x as expensive as catalyst missiles, and 1.25x as expensive as Tiberium Vein Detonation.
Catalyst missiles and the related weapons are apparently restricted due to Kane powerplay, not because they are expensive. Unless the QM changes that detail. Keep that in mind.
And that would open the nuke retaliating box and when it is open it can't be closed for a while.
For one thing, both GDI and Nod use WMDs in the field.
As long as they're not nuking civilian populations.

For another, inducing an industrial accident does not have the same reaction as launching a nuclear attack.
And the political impact does not fall only on Nod, but on the GDI officials who decided to push deployment of a known high risk material in the middle of a war and demonstrated Nod ability to blow it up.

Nod, and in particular Mehretu, have repeatedly timed operations for political effects.
 
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