Can we just talk for a second about how bad it is that the director of the treasury is taking actions that are made with the intention to start the next world war? I understand the reasoning, the OOC plans aren't bad, but I'm concerned about how any of this would be taken IC.

It's a result of the GDI bureaucracy being arranged in such a way that the Treasury are 1) in charge of military procurement for some reason and 2) the only body on the planet capable of supplying the resources to launch major offensives. The Joint Chiefs have launched an offensive on their own initiative exactly zero times throughout the entire game, it's always the Treasury who starts things.

It was the Treasury who decided when to re-establish control over the lost Blue Zone territory in the early years, it was the Treasury who decided when to push past the pre-war borders last FYP, and now the Treasury has been saddled with deciding when we pull the trigger on the mandated Karachi project. It's not overreaching past our mandate, it's how GDI's been set up for as long as the quest's been going. It's kinda weird and IC probably a relic of the post-war kludged together emergency government or whatever, but we're not going to catch flak for doing the job the politicians have assigned us.
 
Also, Karachi is more of a jumping-off point for the military to conduct operations in and around India (and Iran). We're not so much making a military campaign as we are building a very big and capable city-sized base for the military to operate out of. After we build Karachi, the military's going to be doing lots of things outside our control.
 
We'll be getting hit anyway. Delaying Karachi means that we're ready for the hit, rather than overstretched.
Delaying Karachi means surrendering the initiative back to NOD--and if there's one thing they're good at it's running with the initiative.
It's a result of the GDI bureaucracy being arranged in such a way that the Treasury are 1) in charge of military procurement for some reason and 2) the only body on the planet capable of supplying the resources to launch major offensives. The Joint Chiefs have launched an offensive on their own initiative exactly zero times throughout the entire game, it's always the Treasury who starts things. It was the Treasury who decided when to re-establish control over the lost Blue Zone territory in the early years, it was the Treasury who decided when to push past the pre-war borders last FYP, and now the Treasury has been saddled with deciding when we pull the trigger on the mandated Karachi project. It's not overreaching past our mandate, it's how GDI's been set up for as long as the quests been going. It's kinda weird and IC probably a relic of the post-war kludged together emergency government or whatever, but we're not going to catch flak for doing the job the politicians have assigned us.
Until it blows up in our face...

IC it would make sense to spin off procurement as its own separate department under the aegis of the Miliary: we just provide a budget and a general geopolitical strategy, and let them sort out the details. OOC I don't think it'd work mechanically--you'd have unexpected or mandated indicator drains as the norm rather than the exception.

Same goes for the Treasury having essentially unabridged powers to conduct war and establish treaties on GDI's behalf--at the very least Litvinov should be weighing in on decisions of this sort of import. OOC it'd be bordering railroading.
 
Has the consensus on Karachi 2060 changed? I'm leaning towards doing it next turn. While delaying it a year gives us time to prepare, it gives Nod as much time to prepare.
 
IC it would make sense to spin off procurement as its own separate department under the aegis of the Miliary: we just provide a budget and a general geopolitical strategy, and let them sort out the details. OOC I don't think it'd work mechanically--you'd have unexpected or mandated indicator drains as the norm rather than the exception.

That's how the OG USSR Planquest does it, we were directly in charge of military procurement through the Stalin era but as soon as he kicked the bucket everyone universally went "wow this is incredibly stupid, put the Ministry of Defense in charge of military procurement." Now the military just tells the civilian planners that "hey we're using 20 points of energy and 10 points of steel next turn, figure it out" and we just have to figure it out. Other bodies draining indicators that the civilian planners just have to work around and deal with is an established mechanic in the genre.

OOC though, it's a Command and Conquer game so of course the players want to be in charge of the commanding and conquering. IC the GDI probably should reform its structure so that the military controls military production etc. but then the players won't get to argue about tanks anymore which is like half the setting.
 
This would make sense if we controlled the military, and we planning to start the war, but we are the treasury. That we are basically forcing the next Tib War to start early because it's strategically better is...kind of odd, isn't it? The politicians and military priorities are all that we really see of other branches. If the elected military leaders say we have two projects that really, really, really need to get done, they should know what they are talking about.

Can we just talk for a second about how bad it is that the director of the treasury is taking actions that are made with the intention to start the next world war? I understand the reasoning, the OOC plans aren't bad, but I'm concerned about how any of this would be taken IC.
Treasury controls GDI Tiberium policy.

Tiberium mining and processing, Tiberium abatement, and non-military Tiberium research is all in the iron grip of the money men.
That means that if the military want to conquer a patch of Yellow Zone, it falls on the Treasury to determine if they can both fund the war, build military fortifications if GDI win, pay for the care of any subsequent influx of refugees, and decontaminate the area.

If they cant, no deal.

Similarly, if the Treasury need to secure access to an area to grow the budget that funds everyone else, the rest of the govt hops to it.If they need to put people in a RZ for Tiberium rnd, or to push more abatement to make Tib go down, the military will bleed and die to make it happen unless its just not possible.

So they get to make a lot of calls that they wouldnt make otherwise.
Its an artefact of how much Tiberium distorts things on Earth that he who runs Tiberium policy calls a lot of the shots.

OOC, Command and Conquer game.
Military action is where a lot of the fun is.
 
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It's time for my first plan. I would appreciate feedback.

[] Plan Grab the NOD Tech
-[] Infra 6/6 dice 90R
--[] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
--[] Integrated Cargo System 695/800 2 dice 30R 97%
--[] Security Review

-[] Heavy Ind 5/5 dice +1 free dice 120R
--[] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
--[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 62%
--[] Hover Chassis Development 0/60 1 die 20R 89%

-[] L&CI 5/5 dice 70R
--[] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
--[] Civilian Glider Development 0/40 1 die 10R 100%

-[] Agri 4/4 dice 40R
--[] Perennial Aquaponics Bays (Stage 3) 207/350 2 die 20R 68%
--[] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%

-[] Tiberium 7/7 dice 130R
--[] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 46% (94% Phase 3+4)
--[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
--[] Visceroid Research Programs 0/120 2 dice 30R 98%

-[] Orb Ind 6/6 dice +1 free dice 130R
--[] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 67%
--[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 67%

-[] Services 5/5 45R
--[] Erewhon Life Support Commitments (New) 1 die auto
--[] Hallucinogen Development (New) 0/60 1 die 15R 89%
--[] Domestic Animal Programs 0/200 3 dice 30R 84%

-[] Military 8/8 +5 free dice 215R
--[] Advanced Laser System Development 0/60 1 die 30R 86%
--[] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
--[] Orca Refit Deployment 151/200 1 die 15R 92%
--[] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
--[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
--[] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
--[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 61%
--[] Stealth Disruptor Development 0/40 1 die 15R 100%
--[] Railgun Munitions Development 0/60 1 die 10R 86%

-[] Bureau 4/4 20R
--[] Security Review (Infra) DC50 2 dice 100%
--[] Administrative Assistance 2 die auto (Super MARV Fleet Yellow Zone 6a 184/210, 1 Bureau die 20R 90%)

860R/860R 7/7 Free Dice

This plan aims to grab results from the Nod-Research, because we haven't been disappointed yet with the results and even mediocre technologies resulted in T-Glass.

Infrastructure:
We need the fortress towns to support our Supply Lines, thanks to Shell Plants and URLS we have the needed ammunition to support them. We are probably multiple phases behind on them and they unlock the profitable Yellow Zone Intensification.
We need to finish the Integrated Cargo System to increase our logistics for the coming war.
Infrastructure is the department with the longest time without Security review so it is time.

Heavy Industry:
We need more energy, but not necessary this round so 3 dice should be sufficient.
The Hover Chassis Development probably looks interesting and powerful new developments and was the result of a research Gacha.
I am getting started on Nuuk to start getting Capital Goods to enable the creation of a stockpile next turn.

Light Industry:
Civilian Glider Development to look into this result of Nod research. Hopefully we get an +Logistics option, i want to increase our logistics buffer to 30.
T-Glass Foundries for the income.

Agriculture:
Perennial Aquaponics to get more food and Wadmalaw Kudzu to get started on the plan goal. Both are cheap which is a bonus.

Tiberium:
Processing Refits for the Plan Goal and the STUs and Offshore Tiberium Harvester Stations for the income. I am also researching Visceroid Research Programs to learn more about Liquid Tiberium to better build Liquid Tiberium Power Plants, which I think we will need to cover our energy needs and to better understand the thing threatening to blow up our planet.

Orbital:
6 dice on Lunar Heavy Metal Mines to get income and build up our Lunar Infrastructure and 1 dice on orbital cleanup to get started on the cleanup. There are most likely juicy options hidden behind the cleanup, for example Low Orbit Support and Orbital power Stations). It is also cheap and gives us more ressources next turn.

Services:
Of course i want to help Erewhon. Only monsters wouldn't. I also want to research the Hallucinogens, because it was the result of the NOD research Gacha. 3 dice are thrown into domestic animals, because they are cheap and people need their trauma dogs.

Military:
Here I made my most controversial choices.
I want to develop Advanced Laser System Development. It was the result of a high roll of a NOD research Gacha and allows us great options like Infantry level laser weapons. We should research it as fast as possible.
For the consumable I choose a buckshot approach, because I don't have enough dice to guarantee all. If we don't have poor luck,2 of the 4 should complete. I didn't have enough resources left to guarantee the Orbital Station but it should be good enough. I want to complete at least Phase 2 next turn anyway so we could simply spend more dice next turn on it.
The Stealth Disruptors were the result of a nat 100. I want to see how powerful they are. I also want to research the Railgun Munitions, because they are cheap and should be easily deployed.
I also want to finish the MARV with the Assistance Dice for more Income next turn.

Probable Ressources after this turn:
Resources:‌ ‌905-915 ‌+‌ 20-25 ‌from Cleanup ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+30 from Taxes)
Political‌ ‌Support:‌ 60
Housing:‌ (+34)‌ ‌ (17 population in low quality housing)
Energy:‌ (1-22)‌ ‌(+4 in reserve)
Logistics:‌ (+25 ‌)
Food:‌ ‌(+14)‌ ‌(+10 in reserve)‌
Health:‌ (+12)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ ‌(+3)‌ ‌
STUs: (12-13)
Consumer‌ ‌Goods:‌ ‌(+35)‌ ‌(+5 from private industry)
Labor:‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1820/2470)‌ ‌
Taxation: 30 Resources Per Turn
Space Mining: 15 Resources Per Turn
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌


While Energy goes really low if everything which consumes energy completes and the fusion plants don't, which is really unlikely, we would still be positive and would baring a nat 1 get +16 Energy next turn.
 
Has the consensus on Karachi 2060 changed? I'm leaning towards doing it next turn. While delaying it a year gives us time to prepare, it gives Nod as much time to prepare.
I don't think we've gone a single turn in a long time where people didn't question it. But we've also been voting in plans that have been structured around doing Karachi in 2060 Q1-Q2 for a while now, too. So it's still looking like we're going to do it.
 
And it says in plain black and white that I've assigned a free die there.

Have you been getting enough sleep lately? Or am I still somehow producing plans that people can't read?
On reread, yes, you are right. Apologies, my confusion came from the hover free die which I read as a HI die.

I do not agree.

Adding a pair of missiles to a Barghest does not majorly increase its firepower versus a Firehawk.
New capability and all, and the military is planning ahead, but note that we're not looking at a high priority for new Apollos, or a Firehawk upgrade, or a Firehawk replacement.

The Firehawk carried around six air to air missiles before the QAAMs were even invented.
I think you are misreading that report badly.
It doesn't matter how many missiles the Firehawk carries, though you are right about it being 6, when the Firehawk relies heavily on being able to seriously outrange the Barghest at the start of any engagement. The Barghest being able to fire back is a major increase in its combat capability even if it is only a pair of missiles. It means that they can start hitting back at a range where the Firehawk isn't meant to be taking fire. It means that they can start damaging our squadrons in advance of the turning battle that we know very well they can win. It also means that Nod can aim to challenge our air superiority rather more effectively, especially if they can tie up our Apollos elsewhere.

It is still going to be our main carrier fighter for the moment unless we get a new project regardless but given it is falling behind I want it our of the frontline air-to-air role outside of on carriers.

The military planning ahead is the tranche of Apollo factories that appeared right after the Barghest-Bis started to appear. To quote what the air force is telling us directly in the factory description:
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
 
That's how the OG USSR Planquest does it, we were directly in charge of military procurement through the Stalin era but as soon as he kicked the bucket everyone universally went "wow this is incredibly stupid, put the Ministry of Defense in charge of military procurement." Now the military just tells the civilian planners that "hey we're using 20 points of energy and 10 points of steel next turn, figure it out" and we just have to figure it out. Other bodies draining indicators that the civilian planners just have to work around and deal with is an established mechanic in the genre.

OOC though, it's a Command and Conquer game so of course the players want to be in charge of the commanding and conquering. IC the GDI probably should reform its structure so that the military controls military production etc. but then the players won't get to argue about tanks anymore which is like half the setting.
Hmm.

It is a mechanic that would make sense in the sequel, where we'd be expected to steer an interstellar polity. IC we'd have enough on our plate handling a late interplanetary/interstellar economy, OOC we'd be so far removed from the ground forces that zooming down that low stops making sense.

Depending on if and how Nod survives the Fourth Tiberium War it might make sense to hand over procurement to the military as part of or after a general demobilization.
 
IC it would make sense to spin off procurement as its own separate department under the aegis of the Miliary: we just provide a budget and a general geopolitical strategy, and let them sort out the details. OOC I don't think it'd work mechanically--you'd have unexpected or mandated indicator drains as the norm rather than the exception

There's probably an interesting quest to be made of playing the military side of something like this. Where you put in requests every Plan and the economic side builds stuff and you have to kludge together a strategy from it.

Player 1: So still no power armor.
Player 2: But we got the bombers and more general equipment. We can work with that.
 
There's probably an interesting quest to be made of playing the military side of something like this. Where you put in requests every Plan and the economic side builds stuff and you have to kludge together a strategy from it.

Player 1: So still no power armor.
Player 2: But we got the bombers and more general equipment. We can work with that.
Stupid idea: A metaquest composed of 5-10 planquests, in parallel, where each quest represents a specific department of a larger government bureaucracy.

It'd be completely unmanagable, but boy would it make an interesting trainwreck.
 
-YZ Fortress Towns are high priority for securing our military supply routes. Not for Housing.
-Hallucinogens = Drugs = Health.
-Prototype Plasma = Plasma bombs and warheads for existing missiles.
-We are doing Karachi next turn.
Thank you, fixed up the plan. Still keeping lasers over plasma though, seems a lot easier to implement and I would rather have better PD and orbital lasers than more damaging shells. Also modern Nod lasers came from a higher roll than Scrin plasma did.

Also I prefer dogs to investigating weaponized hallucinogens for possible medical use.

[ ] Plan Enerael Draft

Infrastructure (6 dice, 90R)
-[] Yellow Zone Fortress Towns (Phase 3) 25/200, 3 dice 60R 97%
-[ ] Integrated Cargo System, 2 dice (30 Resources)
-[ ] Security Review, 1 die

Heavy Industry (5 dice, 100R)
-[ ] Continuous Cycle Fusion Plants (Phase 4), 3 dice (60 Resources)
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160, 1 dice 20R
-[ ] Hover Chassis Development, 1 die (20 Resources)

Light and Chemical Industry (5 dice, 70R)
-[ ] Civilian Glider Development 0/40 1 die 10R 100%
-[ ] T-Glass Foundries (Stage 2), 4 dice (60 Resources)

Agriculture (4 dice, 40R)
-[ ] Perennial Aquaponics Bays (Stage 3), 1 die (10 Resources)
-[ ] Wadmalaw Kudzu Plantations (Phase 1), 3 dice (30 Resources)

Tiberium (7 dice, 115R)
-[ ] Tiberium Vein Mines (Stage 2) 5/195, 3 dice 60R 95%
-[ ] Offshore Tiberium Harvester Stations (Phase 3), 2 dice (40 Resources)
-[ ] Visceroid Research Programs, 1 die (15 Resources)
-[ ] Security Review, 1 die

Orbital (6 dice, 120R)
-[] Lunar Heavy Metals Mines (Phase 1) 0/395, 6 dice 120R 67%

Services (5 dice, 60R)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 2 dice (40 Resources)
-[ ] Domestic Animal Programs, 2 die (20 Resources)
-[ ] Erewhon Life Support Commitments, 1 die

Military (8 dice +7 Free, 265R)
-[ ] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] Long Range Sensor System Deployment (Phase 2) 118/300, 3 dice 75R 88%
-[ ] Orca Refit Deployment 151/200 1 die 15R 92%
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
-[ ] Ablat Plating Deployment (Stage 4) 45/200, 3 dice 30R 96%
-[ ] Railgun Munitions Development 0/60 1 die 10R 86%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
-[ ] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%

Bureaucracy (4 dice)
-[ ] Security Review (Tiberium), 2 dice
-[ ] Security Review (Infrastructure), 2 dice

Resources Available: 860
Resources Spent: 860
Resources Remaining: 0

Yes I know, Infrastructure went longer without review, but there is a lot more use there for a dice this turn than in Tib and 4 die on Apartments gives a decent chance of finishing two phases of it. Also cheaper than any reasonable Tib dice.

Kept the Vesceroid research because its cheaper and there isn't another priority use for it that I could see.

Edit: So we are doing Karachi next turn after all. Added back the double reviews and swapped Neural Interface for finishing that SMARV fleet, which freed up enough Rs to change Apartments for Yellow Zone Fortress Towns which I was told are important to secure our supply lines.
 
Attercop
EVA_Automod: Post deleted, PERMABANNED for being an active NOD member, issuing death threats to children

Thomas Kenny (InOps Rep)
Ladies and Gentlemen, this site is considered compromised, and must be shut down until it is thoroughly investigated and purged of NOD members.

[THREAD LOCKED]

Excerpt from a transcript of a secret conversation recorded by InOps agent, [redacted].

"You owe me one for this, guys. I had to out myself to those fucks at GDIOnline so they wouldn't screw with our guys on the staff."

"Trust me, InOps wouldn't know a brother or a sister if they shot 'em in the face."
[THREAD REOPENED]

Before voting opens, I would like to bring up the likely need to sweep Services. Perhaps free dice could be leveraged to sweep it, as well as Tiberium and Infrastructure, both of which are vital to the Karachi Sprint next turn. We may end up having to make an uncomfortable choice between which departments we need to sweep.
 
Okay, what is so special about the lunar Heavy metal mines that we can't put a single die into Columbia?

Starbound are our allies damn it, don't leave them hanging for this election over a few damn pennies! We're already expanding resource trickle with Tiberium! Lunar mines are most useful for an actual lunar colony we haven't planned for yet!
 
So far, my top three choices are:

[]Plan Robots, Ace Combat, and Combine Harvesters
For a development focused plan. I do think that arcologies are a mistake at this point in time. Either we should do fortresses for the military benefits, or apartments to prepare for the refugee wave.

and

[ ] Plan Catching-Up The Military
[ ] Plan Chimeraguard Draft Mk II
for military focused plans.

The differences between the military focused plans are
Catching-Up The MilitaryPlan Chimeraguard Draft Mk II
1 die on Civilian Glider Development1 die on Reykjavic (+10 R cost)
+1 die Perennials+1 die Kudzu
1 die inhibitor (+15 R cost)1 dice visceroid (+PS cost)
+1 die domestic animal programs1 die halucinogen development (+5 cost)
+1 die OSRCTS (+5 R cost)+1 die URLS
Between those two, I think I prefer Plan Catching-Up The Military. While I do have slight preferences in each plan on each of the other differences, I think the deciding one is that Plan Chimeraguard Draft Mk II is doing visceroid research this turn. While I really, really want to pursue that project, I think that we should avoid PS costing options in the middle of an election.

Also, I just generally prefer plans that are formatted to include chances of success.
 
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Before voting opens, I would like to bring up the likely need to sweep Services. Perhaps free dice could be leveraged to sweep it, as well as Tiberium and Infrastructure, both of which are vital to the Karachi Sprint next turn. We may end up having to make an uncomfortable choice between which departments we need to sweep.

1) GDIOnline segments are only semi-canon and more importantly 2) GDIOnline is a civilian internet forum where people go to shitpost, not part of our AI research institutes or Services bureaucracy or whatever. InOps finding some NOD sympathizers on the mod team is distinctly not our problem, and the fact that InOps is sharing these little snippets with us means InOps is already on the case anyways. I wouldn't take it as a signal that the Treasury's bureaucracy is rotten, it's just a little bit of flavor for the universe. This is the kind of stuff that InOps deals with every single day.
 
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[X] Plan Catching-Up The Military
-[X] Infrastructure 6/6 dice 90R
--[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
--[X] Integrated Cargo System 695/800 2 dice 30R 97%
--[X] Security Review
-[X] Heavy Industry 5/5 dice 80R
--[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
--[X] Reserve Heavy Industrial Resources 1 die auto
--[X] Hover Chassis Development 0/60 1 die 20R 89%
-[X] L&CI 5/5 dice 70R
--[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
--[X] Civilian Glider Development 0/40 1 die 10R 100%
-[X] Agriculture 4/4 dice 40R
--[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 die 20R 68%
--[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
-[X] Tiberium 7/7 dice 130R
--[X] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 34% (94% Phase 3+4)
--[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
--[X] Tiberium Inhibitor Deployment (Red Zone 6) 0/120 1 die 30R 32%
--[X] Security Review
-[X] Orbital 6/6 dice 120R
--[X] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 67%
-[X] Services 5/5 dice 60R
--[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
--[X] Domestic Animal Programs 0/200 2 dice 20R 26%
--[X] Erewhon Life Support Commitments (New) 1 die auto
-[X] Military 8/8 +7 free dice 265R
--[X] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
--[X] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
--[X] Orca Refit Deployment 151/200 1 die 15R 92%
--[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 3 dice 60R 97% (2% Phase 1+2)
--[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
--[X] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
--[X] Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 96%
--[X] Neural Interface System Development 0/60 1 die 25R 86%
-[X] Bureaucracy 4/4 dice
--[X] Security Review (Infra) DC50 2 dice 100%
--[X] Security Review (Tiberium) DC50 2 dice 100%

855R/860R 7/7 Free Dice

Reposted reasoning: We've got a bunch of low-hanging military projects that'll greatly improve our performance with the Karachi Sprint next turn. (It's especially important to do these now, as we'll be likely moving many of our Free Dice over into Heavy Industry in Q1.) The idea here is to finish rolling out the Sensors and Orcas, get all three consumables (Rockets, Shells, an Ablat) boosted, and get the OSRCT finished finally with 3 dice to really kick it. More long-term, InOps has given us a preview of Project Varyag. I don't think it's a good idea to sit on that information, so to hopefully counter that this plan develops both Plasma Weapons so we can arm our air force with greater firepower, and also the Neural Interface system to boost performance. This means in Q1 we'll be prepared to start up some Air Force projects taking advantage of these. The Neural Interface also doubles as a Steel Talon investment, and might possibly help with Erewhon and AI research too.

Also of note, I have one die on our first Tiberium Inhibitor Deployment. Since we can afford to do them, I really want us to try to get one or two of them so we can get some quick RZ abatement. Every bit helps.

P.S. I'm approval voting for @Chimeraguard's plan, as while I disagree with some particulars it's largely similar to mine, and overall a good plan that I'd be happy to see winning.

[X] Plan Chimeraguard

Edit: Fixed percentage chance on the Processing Refits. (Gone from 46% down to 34%.) I had an error in the Array, which has now been fixed.
 
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[X] Industry and War
(Infrastructure 6/6 dice, 90R)
-[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
-[X] Integrated Cargo System 695/800 2 dice 30R 97%
-[X] Security Review
(Heavy Industry 8/5 dice, 160 R)
-[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 4 dice 80R 99%
(Light Industry 5/5 dice, 70R)
-[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
-[X] Civilian Glider Development 0/40 1 die 10R 100%
(Agriculture 4/4 Dice 40R)
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
(Tiberium 7/7 dice, 95R)
-[X] Tiberium Processing Refits (Phase 3) 3/100 1 diсe 20R 55%
-[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 diсe 40R 90%
-[X] Railgun Harvester Factories Vladivostok 0/70 1 diсe 10R 82%
-[X] Railgun Harvester Factories Dandong 0/70 1 diсe 10R 82%
-[X] Visceroid Research Programs 0/120 1 diсe 15R 37%
-[X] Security Review
(Orbital 6/6 dice, 120R)
-[X] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 67%
(Services 4/5 dice 55R)
-[X] Erewhon Life Support Commitments 1 dice auto
-[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
-[X] Hallucinogen Development (New) 0/60 1 dice 15R 89%
(Military 12/8 dice, 220R)
-[X] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[X] Orca Refit Deployment 151/200 1 die 15R 92%
-[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 2 diсe 30R 96%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 3 dice 60R 97%
-[X] Shell Plants (Phase 5), 27/150 2 dice (20 Resources) 84%
-[X] Reclamator Fleet YZ-10 South
--[X] Super MARVs 184/210 1 dice 20R 100%
Bureaucracy 4/4
-[X] Security Reviews(Infrastructure):2 dice
-[X] Security Reviews(Tiberium):2 dice

Used :
850/860R
 
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[X] Plan Chimeraguard
Infrastructure (6 dice)
-[X] Yellow Zone Fortress Towns (Phase 3), 3 dice (60 Resources)
-[X] Integrated Cargo System, 2 dice (30 Resources)
-[X] Security Review, 1 die
Heavy Industry (5 dice)
-[X] Continuous Cycle Fusion Plants (Phase 4), 3 dice (60 Resources)
-[X] Reserve Heavy Industrial Resources, 1 die
-[X] Hover Chassis Development, 1 die (20 Resources)
Light and Chemical Industry (5 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 4), 1 die (20 Resources)
-[X] T-Glass Foundries (Stage 2), 4 dice (60 Resources)
Agriculture (4 dice)
-[X] Perennial Aquaponics Bays (Stage 3), 1 die (10 Resources)
-[X] Wadmalaw Kudzu Plantations (Phase 1), 3 dice (30 Resources)
Tiberium (7 dice)
-[X] Tiberium Processing Refits (Phase 2), 3 dice (60 Resources)
-[X] Offshore Tiberium Harvester Stations (Phase 3), 2 dice (40 Resources)
-[X] Visceroid Research Programs, 1 die (15 Resources)
-[X] Security Review, 1 die
Orbital (6 dice)
-[X] Lunar Heavy Metals Mines (Phase 1), 6 dice (120 Resources)
Services (5 dice)
-[X] Prosthetics Deployment Initiatives (Phase 4), 2 dice (40 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Erewhon Life Support Commitments, 1 die
-[X] Hallucinogen Development, 1 die (15 Resources)
Military (8 dice +7 Free)
-[X] Long Range Sensor System Deployment (Phase 2), 3 dice (75 Resources)
-[X] Prototype Plasma Weapons Development, 1 die (25 Resources)
-[X] Orca Refit Deployment, 1 die (15 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1), 2 dice (40 Resources)
-[X] Universal Rocket Launch System Deployment (Phase 2), 2 dice (30 Resources)
-[X] Shell Plants (Phase 5), 2 dice (20 Resources)
-[X] Ablat Plating Deployment (Stage 4), 3 dice (30 Resources)
-[X] Neural Interface System Development, 1 die (25 Resources)
Bureaucracy (4 dice)
-[X] Security Review (Infrastructure), 2 dice
-[X] Security Review (Tiberium), 2 dice

Resources Available: 860
Resources Spent: 850
Resources Remaining: 10

[X] Plan Catching-Up The Military
 
It's time for my first plan. I would appreciate feedback.

[X] Plan Grab the NOD Tech
-[X] Infra 6/6 dice 90R
--[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
--[X] Integrated Cargo System 695/800 2 dice 30R 97%
--[X] Security Review

-[X] Heavy Ind 5/5 dice +1 free dice 120R
--[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 62%
--[X] Hover Chassis Development 0/60 1 die 20R 89%

-[X] L&CI 5/5 dice 70R
--[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
--[X] Civilian Glider Development 0/40 1 die 10R 100%

-[X] Agri 4/4 dice 40R
--[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 die 20R 68%
--[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%

-[X] Tiberium 7/7 dice 130R
--[X] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 46% (94% Phase 3+4)
--[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
--[X] Visceroid Research Programs 0/120 2 dice 30R 98%

-[X] Orb Ind 6/6 dice +1 free dice 130R
--[X] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 67%
--[X] Orbital Cleanup (Stage 8) 13/85 1 die 10R 67%

-[X] Services 5/5 45R
--[X] Erewhon Life Support Commitments (New) 1 die auto
--[X] Hallucinogen Development (New) 0/60 1 die 15R 89%
--[X] Domestic Animal Programs 0/200 3 dice 30R 84%

-[X] Military 8/8 +5 free dice 215R
--[X] Advanced Laser System Development 0/60 1 die 30R 86%
--[X] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
--[X] Orca Refit Deployment 151/200 1 die 15R 92%
--[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
--[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
--[X] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
--[X] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 61%
--[X] Stealth Disruptor Development 0/40 1 die 15R 100%
--[X] Railgun Munitions Development 0/60 1 die 10R 86%

-[X] Bureau 4/4 20R
--[X] Security Review (Infra) DC50 2 dice 100%
--[X] Administrative Assistance 2 die auto (Super MARV Fleet Yellow Zone 6a 184/210, 1 Bureau die 20R 90%)

860R/860R 7/7 Free Dice

This plan aims to grab results from the Nod Research Gacha, because we haven't been disappointed yet with the results and even mediocre technologies resulted in T-Glass.

Infrastructure:
We need the fortress towns to support our Supply Lines, thanks to Shell Plants and URLS we have the needed ammunition to support them. We are probably multiple phases behind on them and they unlock the profitable Yellow Zone Intensification.
We need to finish the Integrated Cargo System to increase our logistics for the coming war.
Infrastructure is the department with the longest time without Security review so it is time.

Heavy Industry:
We need more energy, but not necessary this round so 3 dice should be sufficient.
The Hover Chassis Development probably looks interesting and powerful new developments and was the result of a research Gacha.
I am getting started on Nuuk to start getting Capital Goods to enable the creation of a stockpile next turn.

Light Industry:
Civilian Glider Development to look into this result of Nod research. Hopefully we get an +Logistics option, i want to increase our logistics buffer to 30.
T-Glass Foundries for the income.

Agriculture:
Perennial Aquaponics to get more food and Wadmalaw Kudzu to get started on the plan goal. Both are cheap which is a bonus.

Tiberium:
Processing Refits for the Plan Goal and the STUs and Offshore Tiberium Harvester Stations for the income. I am also researching Visceroid Research Programs to learn more about Liquid Tiberium to better build Liquid Tiberium Power Plants, which I think we will need to cover our energy needs and to better understand the thing threatening to blow up our planet.

Orbital:
6 dice on Lunar Heavy Metal Mines to get income and build up our Lunar Infrastructure and 1 dice on orbital cleanup to get started on the cleanup. There are most likely juicy options hidden behind the cleanup, for example Low Orbit Support and Orbital power Stations). It is also cheap and gives us more ressources next turn.

Services:
Of course i want to help Erewhon. Only monsters wouldn't. I also want to research the Hallucinogens, because it was the result of the NOD research Gacha. 3 dice are thrown into domestic animals, because they are cheap and people need their trauma dogs.

Military:
Here I made my most controversial choices.
I want to develop Advanced Laser System Development. It was the result of a high roll of a NOD research Gacha and allows us great options like Infantry level laser weapons. We should research it as fast as possible.
For the consumable I choose a buckshot approach, because I don't have enough dice to guarantee all. If we don't have poor luck,2 of the 4 should complete. I didn't have enough resources left to guarantee the Orbital Station but it should be good enough. I want to complete at least Phase 2 next turn anyway so we could simply spend more dice next turn on it.
The Stealth Disruptors were the result of a nat 100. I want to see how powerful they are. I also want to research the Railgun Munitions, because they are cheap and should be easily deployed.
I also want to finish the MARV with the Assistance Dice for more Income next turn.

Probable Ressources after this turn:
Resources:‌ ‌905-915 ‌+‌ 20-25 ‌from Cleanup ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+30 from Taxes)
Political‌ ‌Support:‌ 60
Housing:‌ (+34)‌ ‌ (17 population in low quality housing)
Energy:‌ (1-22)‌ ‌(+4 in reserve)
Logistics:‌ (+25 ‌)
Food:‌ ‌(+14)‌ ‌(+10 in reserve)‌
Health:‌ (+12)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ ‌(+3)‌ ‌
STUs: (12-13)
Consumer‌ ‌Goods:‌ ‌(+35)‌ ‌(+5 from private industry)
Labor:‌ ‌(+34)‌ (+4 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1820/2470)‌ ‌
Taxation: 30 Resources Per Turn
Space Mining: 15 Resources Per Turn
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌


While Energy goes really low if everything which consumes energy completes and the fusion plants don't, which is really unlikely, we would still be positive and would baring a nat 1 get +16 Energy next turn.
 
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