Also noticing Director Litvinov wants Phase 4 of Chicago - which would begin converting the nearby area into a Green Zone - completed. Might be a good way to raise Abatement and Processing after this turn.
 
Once we get Karachi done, I personally support Chicago 4-5 not because of what it does mechanically but because of what the capstone will get us.

Also ithillid has said we're ever only going to have 2 planned city options and Chicago is going to clog one up until we finish it.
 
Not in any reasonable timeframe, those harvesters will be a boon for ZOCOM at any rate and will help a fair bit in the push on karachi.

My biggest worry is that we'll be spooling up Apollo factories and a lot of our military techs right as we start karachi.
Also, the really big harvester game-changer is the harvesting tentacles and we don't have those yet.

I don't think the railgun harvesters are completely obsolete just because we might have a new generation of harvesters ready for production within the year. If nothing else it'll be nice to have the next time we start shaking ZOCOM down for spare quarters.

Also, has anyone ever pitched the Reclamator Hub in BZ-18 as support for Karachi?
@Simon_Jester's plan in Q3 2059 was to start a Beirut RZ hub, as support for Karachi.

We didn't vote for that.
 
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Railgun harvesters should stay relevant for a long time, I think we're going to end up building most/all of their factories over 2060 as a cheap way to use up Tib dice when our budget gets stressed by heavy HI spending. That heavy HI spending should spit out enough energy to pretty comfortably do the factories and the harvesters themselves are still going to have a niche even after the hover harvester is developed.

A tricked out hover harvester with all the fancy Scrintech will definitely be "better" at most things on a 1:1 basis but I think a good ol' fashioned brick of metal with a gun is always going to be useful to have for harvesting operations in combat zones. You might not want your very expensive flying Scrintech harvester to get shot at, especially if the hover drives end up having a lower weight limit than wheels and we can't load the thing down with thick armor plating. Even if a theoretical hover harvester ends up just as well defended, we're probably plain not going to be able to make enough to issue one to every single harvesting operation on the planet. Scrintech is expensive in both mundane materials and more importantly in STU's, which we're going to rapidly use up our current stockpile of.

The repulsors are going to cost STU's, the new lasers are going to cost STU's, the harvesting tentacles will probably cost STU's, the t-glass is already costing STU's. We're going to end up having to triage STU expenditure unless we get some significantly improved refining techs, and I'd much rather spend the STU's we do have on more lasers for the military or more hover trucks for the logistical corps than on hover harvesters if we have perfectly functional railgun models that can fill the role instead without using them up.
 
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The problem is, they're expensive per die, and the tiberium abatement payoff isn't that great compared to what we can get by going for other projects that (unlike the inhibitors) provide Resource income.

I vaguely recall the reason for inhibitors in the first place being that Tiberium was adapting to our vibration-based abatement devices and those would soon be rendered nearly ineffective. Is that still happening?

Also, yeah, railroads are just about useless rn.
 
I vaguely recall the reason for inhibitors in the first place being that Tiberium was adapting to our vibration-based abatement devices and those would soon be rendered nearly ineffective. Is that still happening?

Also, yeah, railroads are just about useless rn.
That's still happening, that's what the Mutation rolls are for. The Tiberium Inhibitors and ESPECIALLY the Stabilizer coming in at around that time was just a lucky quirk of the Scrin Piñata though.
 
Once we get Karachi done, I personally support Chicago 4-5 not because of what it does mechanically but because of what the capstone will get us.

Also ithillid has said we're ever only going to have 2 planned city options and Chicago is going to clog one up until we finish it.
As someone with Chicago as their home city, I'm highly in favor of this.
 
Chicago's remaining 2 phases would accomplish all of our processing goal and most of our abatement goal, with relatively little strain on Energy and even less on Logistics.
 
On reread, yes, you are right. Apologies, my confusion came from the hover free die which I read as a HI die.


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:
In order:
1)Yes it does matter.
It translates to how many targets a single Firehawk can simultaneously engage. The ability to throw multiple missiles at a single target markedly improves your ability to generate a kill; a pK of 0.5 with one missile jumps to 0.75 with a pair of them.

2) We know nothing about the range of the missiles the Barghest-B carries, how good the seekers are, how susceptible they are to GDI ECM and decoys. I mean, it wasnt that long ago that we cracked Nod ECCM.
Just carrying missiles does not translate to suddenly matching GDI engagement range or missile capability.

3)Turning battle is not likely to be a big part of GDI doctrine. We developed the QAAM for a reason.

High offbore targeting is a thing with modern missiles. You can literally launch a missile over your shoulder at a pursuer you have on radar or EODAS. And regardless the Barghest's ability to sustain 15-20 gravity maneuvers doesnt help when a turn of the century AIM-9 Sidewinder can do 60 gravity maneuvers.

4)You are misreading that.
It doesnt say that the Barghest is better than the Firehawk; it says that the Firehawk no longer meets Air Force requirements to be in the air superiority role. That may be that its kill ratio has dropped against new Nod aircraft and SAMs, or simply that its being outperformed by the Apollo.

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!
We arent supposed to be meddling in elections.
And frankly of the Treasury's supporters, the Starbound are like third on the list after the Devs and Market Socialists.
If we were going to get involved in politics, the Starbound are near the bottom of the list just by virtue of what they

'Medicinal' hallucinogens.
Ah...hahaha...haha.
LSD was being investigated for psychiatric use before even clinical
Ketamine is a common IV anesthetic in the Third World with hallucinogenic properties, and is used in antidepressant pharmacotherapy. MDMA/ecstasy has seen some use in treating anxiety disorders and PTSD; also a hallucinogen.

Thats just three of them. Im sure there's more.
I should point out, more seriously: We should probably do Hallucinogen Development in conjunction with Hallucinogen Countermeasures Development. At least narratively one should support the other.
Not really.
Developing countermeasures against an inhalational and contact chemical weapon isnt necessarily going to have much overlap with modifying the parent chemical into a pharmaceutical compound for PO/parenteral administration.

Once we get Karachi done, I personally support Chicago 4-5 not because of what it does mechanically but because of what the capstone will get us.
Also ithillid has said we're ever only going to have 2 planned city options and Chicago is going to clog one up until we finish it.
Once we're done with the third Arcology to meet Infrastructure Plan Goals?
Sure. I'd vote for it, at least.
 
We completed some major military projects last turn, and ground forces have high confidence. I think we need to start looking at the economy now. There's some pretty clear hints that we're too low on capital goods and its causing problems.

[X]Plan Robots, Ace Combat, and Combine Harvesters
 
We completed some major military projects last turn, and ground forces have high confidence. I think we need to start looking at the economy now. There's some pretty clear hints that we're too low on capital goods and its causing problems.

[X]Plan Robots, Ace Combat, and Combine Harvesters
The eve of an invasion of Nod Pakistan is definitely NOT the time to take your foot off the gas of military spending.

Adhoc vote count started by uju32 on Dec 26, 2021 at 8:39 PM, finished with 172 posts and 45 votes.

  • [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 46% (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] 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%
    [X]Plan Robots, Ace Combat, and Combine Harvesters
    -[X] Blue Zone Arcologies (Stage 4) 1/650 3 dice 45R
    -[X] Integrated Cargo System 695/800 2 dice 30R 97%
    -[X] Security Review
    -[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 14%
    -[X] Reserve Heavy Industrial Resources 1 die auto
    -[X] Hover Chassis Development 0/60 1 die 20R 89%
    -[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 1 dice 20R
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
    -[X] Tiberium Processing Refits (Phase 3) 3/100 1 diсe 20R 55%
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%
    -[X] Tiberium Inhibitor Deployment ( Red Zone 6) 0/120 1 die 30R 32%
    -[X] Railgun Harvester Factories Vladivostok 0/70 1 diсe 10R 82%
    -[X] Railgun Harvester Factories Dandong 0/70 1 diсe 10R 82%
    -[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 40%
    -[X] Lunar Heavy Metals Mines (Phase 1) 0/395 2 dice 40R
    -[X] Erewhon Life Support Commitments, 1 die
    -[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
    -[X] Domestic Animal Programs 0/200 2 dice 20R 26%
    -[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] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
    -[X] Orca Refit Deployment 151/200 1 die 15R 92%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
    -[X] Security Reviews(Infrastructure):2 dice 100%
    -[X] Security Reviews(Tiberium):2 dice 100%
    [X] Plan Chimeraguard
    -[X] Yellow Zone Fortress Towns (Phase 3), 3 dice (60 Resources)
    -[X] Integrated Cargo System, 2 dice (30 Resources)
    -[X] Security Review, 1 die
    -[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)
    -[X] Reykjavik Myomer Macrospinner (Phase 4), 1 die (20 Resources)
    -[X] T-Glass Foundries (Stage 2), 4 dice (60 Resources)
    -[X] Perennial Aquaponics Bays (Stage 3), 1 die (10 Resources)
    -[X] Wadmalaw Kudzu Plantations (Phase 1), 3 dice (30 Resources)
    -[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] Lunar Heavy Metals Mines (Phase 1), 6 dice (120 Resources)
    -[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)
    -[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)
    -[X] Security Review (Infrastructure), 2 dice
    -[X] Security Review (Tiberium), 2 dice
    [X] Plan Industry and Deployment
    -[X] Security Review (infra) 1 die
    -[X] Integrated Cargo System 695/800 2 dice 30R 97%
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 54%
    -[X] Continuous Cycle Fusion Plant (Phase 4) 76/300 4 dice 80R 97%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
    -[X] T-Glass Foundries (Stage 2) 117/350 5 dice 75R 91%
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Stage 1) 0/150 2 die 20R 62%
    -[X] Security Review (tib) 1 die
    -[X] Hub 4 dice 80R (see Military)
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
    -[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
    -[X] Automatic Medical Assistants 0/300 1 die 20R 0%
    -[X] Erewhon Life Support Commitments, 1 die
    -[X] Human Genetic Engineering Programs 0/120 1 die 25R 29%
    -[X] Hallucinogen Development (New) 0/60 1 die 15R 89%
    -[X] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
    -[X] Reclamator Hub RZ2 South 2 dice+4 tib 40R high chance to finish 3 hubs
    -[X] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
    -[X] Orca Refit Deployment 151/200 1 die 15R 92%
    -[X] Wingman Drone Development 0/40 1 die 15R 100%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
    -[X] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
    -[X] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
    -[X] Security Reviews (Infra) 2 dice 100%
    -[X] Security Reviews (Tib) 2 dice 100%
    [X]Plan Prep for Karachi 2061
    -[X] Integrated Cargo System 695/800 2 dice 30R 97%
    -[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
    -[X] Security Review, 1 die
    -[X] Continuous Cycle Fusion Plants (Phase 4+5) 76/300 5 dice 100R Phase 4 99.9%, Phase 5 4%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
    -[X] Reserve Heavy Industrial Resources
    -[X] Hover Chassis Development (New) 0/60 1 die 20R 89%
    -[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
    -[X] Civilian Glider Development 0/40 1 die 10R 100%
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 67.6%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 2 dice 20R 52%
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
    -[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%
    -[X] Tiberium Inhibitor Deployment ( Red Zone 6) 0/120 1 die 30R 32%
    -[X] Tiberium Inhibitor Deployment (Red Zone-7) 0/120 1 die 30R 32%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 82%
    -[X] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 80.3%
    -[X] Erewhon Life Support Commitments, 1 die
    -[X] Domestic Animal Programs 0/200 3 dice 30R 83.8%
    -[X] Hallucinogen Development (New) 0/60 1 die 15R 89%
    -[X] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
    -[X] Orca Refit Deployment 151/200 1 die 15R 92%
    -[X] Wingman Drone Development 0/40 1 die 15R 100%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 3 dice 60R 97%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
    -[X] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 60.8%
    -[X] Escort Carrier Development 0/40 1 die 15R 100%
    -[X] Security Reviews: Infrastructure DC50 2 dice 100%
    -[X] Security Reviews: Tiberium DC50 2 dice 100%
    [X] Industry and War
    [X] Plan Insert Witty Name Here
    -[X]Infrastructure 6/6 90R
    -[X] Integrated Cargo System 2 dice 30R 97%
    -[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
    -[X] Security Review, 1 die
    -[X]Heavy Industry 5/5 160R
    -[X] Continuous Cycle Fusion Plants (Phase 4) 4 dice 80R 97%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 2 free dice 60R 97%
    -[X] Hover Chassis Development 1 free die 20R 89%
    -[X]Light and Chemical Industry 5/5 70R
    -[X] T-Glass Foundries (Stage 2) 4 dice 60R 60%
    -[X] Civilian Glider Development 1 die 10R 100%
    -[X]Agriculture 4/4 40R
    -[X] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) 2 dice 20R 62%
    -[X]Tiberium 7/7 100R
    -[X] Tiberium Processing Refits (Phase 3) 1 die 20R 55%
    -[X] Railgun Harvester Factories
    --[X] Maputo 1 die 10R 82%
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 2 dice 40R 90%
    -[X] Visceroid Research Programs 2 dice 30R 98%
    -[X]Orbital 6/6 140R
    -[X] Lunar Heavy Metals Mines (Phase 1) 6 dice + 1 free die 140R 90%
    -[X]Services 3/5 10R
    -[X] Domestic Animal Programs 1 die 10R 0%
    -[X] Erewhon Life Support Commitments, 1 die
    -[X]Military 8/8 240R
    -[X] Advanced Laser System Development 1 die 30R 86%
    -[X] Long Range Sensor System Deployment (Phase 2) 2 dice 50R 36%
    -[X] Reclamator Fleet YZ-10 South
    --[X] Super MARVs 1 Administrative Assistance die 20R 90%
    -[X] Orca Refit Deployment 1 die 15R 92%
    -[X] Wingman Drone Development 1 die 15R 100%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 3 dice 60R 97%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 1 free die 15R 46%
    -[X] Railgun Munitions Development 1 free die 10R 86%
    -[X] Neural Interface System Development 1 free die 25R 86%
    -[X]Bureaucracy 4/4
    -[X] Administrative Assistance 2 dice (Reclamator Fleet YZ-10 South)
    -[X] Security Reviews (Infrastructure) 1 Infrastructure die + 1 die 89%
    -[X] Security Reviews (Services) 1 Services die + 1 die 89%
    -[X]Free Dice 7/7
    -[X] 3 in Heavy Industry
    -[X] 1 in Orbital
    -[X] 3 in Military
    -[X]Resources Income 850/850 Reserve 0/10
    [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%)
    [X] Plan Get People Into Space Already Damn It
    -[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 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] 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] Tiberium Inhibitor Deployment (Red Zone 6) 0/120 1 die 30R 32%
    -[X] Orb Ind 6/6 dice 120R
    -[X] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 4%, 3 dice 60R 54%
    --[X] Lunar Heavy Metals Mines (Phase 1) 0/395 3 dice 40R
    -[X] Services 5/5 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] Bureau 4/4
    --[X] Security Review (Infra) DC50 2 dice 100%
    --[X] Security Review (Tiberium) DC50 2 dice 100%
    [X] Industry and War
    -[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
    -[X] Integrated Cargo System 695/800 2 dice 30R 97%
    -[X] Security Review
    -[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%
    -[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
    -[X] Civilian Glider Development 0/40 1 die 10R 100%
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
    -[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] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 67%
    -[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%
    -[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%
    -[X] Security Reviews(Infrastructure):2 dice
    -[X] Security Reviews(Tiberium):2 dice
    [X]Plan Sunrise
    -[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
    -[X] Integrated Cargo System 695/800 2 dice 30R 97% -2 Energy
    -[X] Security Review
    -[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
    -[X] Hover Chassis Development 0/60 1 die 20R 89%
    -[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60% -2 Energy
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 1 dice 20R
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
    -[X] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 8%
    -[X] Railgun Harvester Factories(Vladivostok) 0/70 1 die 10R 82% -2 Energy
    -[X] Railgun Harvester Factories(Dandong) 0/70 1 die 10R 82% -2 Energy
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%
    -[X] Lunar Rare Metals Harvesting (Phase 1) 0/170 3 dice 60R 90%
    -[X] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%
    -[X] Erewhon Life Support Commitments, 1 die
    -[X] Hallucinogen Development (New) 1 die 15R
    -[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] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
    -[X] Orca Refit Deployment 151/200 1 die 15R 92%
    -[X] Wingman Drone Development 0/40 1 die 15R 100%
    -[X] Escort Carrier Development 1 die 15R
    -[X] Reclamator Fleet YZ-10 South 1 die 20R
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
    -[X] Shell Plants (Phase 5) 27/150 1 die 10R 18%
    -[X] Hallucinogen Countermeasures Development (New) 1 die 15R 86%
    -[X] Security Reviews(Infrastructure):2 dice 100%
    -[X] Security Reviews(Tiberium):2 dice 100%
    -[X] Plan Higher Skies Revised with no power loss
    -[X] Integrated Cargo System 695/800 2 dice 30R 97%
    -[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
    -[X] Security Reviews Infrastructure 1 Die
    -[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
    -[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
    -[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
    -[X] Civilian Glider Development 0/40 1 die 10R 100%
    -[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
    -[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 die 20R 62%
    -[X] Tiberium Processing Refits (Phase 3) 3/100 1 diсe 20R 55%
    -[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
    -[X] Improved Tiberium Containment facilities Construction 0/120 2 dice 40R 95%
    -[X] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%
    -[X] Orbital Cleanup (Stage 8) + Stage 9 13/170 2 dice 20R 54%
    -[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 autocomplete
    -[X] Advanced Laser System Development 0/60 1 die 30R 86%
    -[X] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
    -[X] Ablat Plating Deployment (Phase 4) 45/200 3 dice 30R 99%
    -[X] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
    -[X] Orca Refit Deployment 151/200 1 die 15R 92%
    -[X] Wingman Drone Development 0/40 1 die 15R 100%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
    -[X] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 61%
    -[X] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 61%
    -[X] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
    -[X] Escort Carrier Development 0/40 1 die 15R 100%
    -[X] Tactical Plasma Weapon Development 0/40 1 administrative assistance die 30R 76%
    -[X] Security Reviews(Infrastructure):2 dice
    -[X] administrative assistance 2 dice
    -[X] Plan Higher Skies Revised with harvesters
    -[X] Railgun Harvester Factories (Porto) 0/70 1 die 10R 82%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 82%
    -[X] Improved Tiberium Containment facilities Construction 0/120 1 dice 20R 32%
    [X] Plan Higher Skies Revised with harvesters
 
I think there's a case to be made for continuing to do 15 Mil dice this turn only because of the looming invasion, and specifically those dice should go on consumables production. Our consumables factories can't even really keep up with current demand, and we need to get ahead of the giant spike that fighting a land war in Asia will represent to consumption of.... everything. Because consumables are progress intensive we need to plow a bunch of dice into them this turn, starting in Q1 (assuming our consumables supplies mostly hold up) we can back way off the raw dice investment and lean harder on Mil projects that are capital/energy/resource intensive rather than progress intensive.

But failing to produce enough bullets and armor plating the turn immediately before spiking bullet and armor consumption is a bad idea IMO. We can see a massive glowing weak point in our supply chain that's about to get stressed harder, we do have to fix that even if on the strategic level we should start backing off on military dice allocations next year.
 
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In order:
1)Yes it does matter.
It translates to how many targets a single Firehawk can simultaneously engage. The ability to throw multiple missiles at a single target markedly improves your ability to generate a kill; a pK of 0.5 with one missile jumps to 0.75 with a pair of them.

2) We know nothing about the range of the missiles the Barghest-B carries, how good the seekers are, how susceptible they are to GDI ECM and decoys. I mean, it wasnt that long ago that we cracked Nod ECCM.
Just carrying missiles does not translate to suddenly matching GDI engagement range or missile capability.

3)Turning battle is not likely to be a big part of GDI doctrine. We developed the QAAM for a reason.

High offbore targeting is a thing with modern missiles. You can literally launch a missile over your shoulder at a pursuer you have on radar or EODAS. And regardless the Barghest's ability to sustain 15-20 gravity maneuvers doesnt help when a turn of the century AIM-9 Sidewinder can do 60 gravity maneuvers.

4)You are misreading that.
It doesnt say that the Barghest is better than the Firehawk; it says that the Firehawk no longer meets Air Force requirements to be in the air superiority role. That may be that its kill ratio has dropped against new Nod aircraft and SAMs, or simply that its being outperformed by the Apollo.
Stop short-selling the Barghest-bis. A combination of Tib-haze and increasing speed has made ranges effectively much shorter and missiles less reliable. Dogfights can and do happen, and they're the Barghest's preferred operating environment. The Barghest-bis is fast enough to force such an engagement and has missiles to shoot its way in. And once it gets in, it has a dramatic kinematic advantage over the Firehawk. If they don't decisively win the merge, they're effectively screwed. Yes, the Firehawk can still secure kills under favorable circumstances, but it's entirely too close to a fair fight for the zoomies to be happy. they want an edge.
 
[X] Plan Catching-Up The Military

I REALLY wish this did wingman development so we could do escort carrier development next turn but that's my only objection really. Everything else looks solid.
 
The war factory refits are done , and the other big invasion projects are finishing up under both plans. The big difference is that the military plan is using 6 free dice to get one stage of ablatives and one stage of orbital drop troopers.

A stage of ablatives might be nice, but the game changing projects, like Zone Armor, are stuck waiting on capital goods.
 
Ablatives have been Very High Priority for years on end, every branch has been loudly shouting that they want more of the magic anti-laser armor basically since we invented it. Increasing ablat supplies definitely counts as a gamechanger, it's not as flashy as power armor or plasma cannons but finally scaling up production after being constantly pestered about it for years should significantly increase survivability across the board.
 
We can just...not massively increase consumption with a huge invasion next turn? And it's not like our ground forces are bad, we can probably pull this off without too much trouble-as long as the conflict stays regional.

[]Plan Robots, Ace Combat, and Combine Harvesters

@Vehrec , I have a few problems with this plan. First of all, I'm not convinced the railgun harvester factories are a great idea. They pay off a little, but it feels like a cheap way to burn Tib dice, which sits ill with also doing an Inhibitor at 30 R/die.

Second, I think you'd do better to focus on just throwing a shedload of dice at Lunar Heavy Metals instead of splitting with Lunar Rare Metals. The rare metals mines are obviously great from the viewpoint of the "phases of mines completed" metric we're actually looking at for our Plan commitment, but in terms of immediate payoff, not gonna lie, they're Resource-inefficient. I'd rather have the rewards of six dice on Heavy Metals (20 RpT in hand next turn) than the rewards of four on Rare and two on Heavy (5-10 RpT in hand next turn).

Third, well, I can't find any leading plans that don't commit to Capital Goods Reserve buildup, so I guess yours being that way isn't really something I can do anything about.
Well yeah, they are cheap ways to burn Tib dice, and one inhibitor is expensive but like, where else are we gonna spend the money?

I hear you about the resource income, but I am interested to see if the rare metals mines produce a significant discount per stage completed on the other mines. I'm not so much here for the R/turn, as for the progress deductions from other mines.

Honestly, I'm a bit soft on the Capital Goods reserve myself since it will block public sector growth somewhat but like, we have other fish to fry.
 
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