[X] Plan Industry and Deployment
[X]Plan Prep for Karachi 2061
[X] Industry and War
[X] Plan Catching-Up The Military
[X]Plan Robots, Ace Combat, and Combine Harvesters
[X] Plan Chimeraguard
 
Huh. It's almost like my fear that losing so many planes in the exchange was right. Who would have thunk it. Are Firehawks being outfitted with shimmer shields? That might cut down on the plasma breakfast they are getting?

Also how long and intensives is the recalibrating of the shields anyway? Can it be done in flight like midair refeuling or is it strictly done on the ground in a hanger?
 
Are we winning, guys?

It's hard to see when all I see are a gaggle of numbers being thrown around.
Against Tib: not really but certainly better than OTL GDI, concentrations are not immediately catastrophic
Against NOD: slowly be steadily pushing the front and eroding their recruitment base, India is looking to be a mother when we get around to it
Against Scrin: we are still trying to make the overwhelming tech disparity as fast as possible, prospects in a full-on invasion look grim
Against our own government: the racists and plutocrats hate us so we are doing something right.
 
Huh. It's almost like my fear that losing so many planes in the exchange was right. Who would have thunk it. Are Firehawks being outfitted with shimmer shields? That might cut down on the plasma breakfast they are getting?

Also how long and intensives is the recalibrating of the shields anyway? Can it be done in flight like midair refeuling or is it strictly done on the ground in a hanger?
Shimmer shields require the platform be designed to use them from the start, or at the least an extensive redesign to fit them. I doubt we'll get the option to build the next-gen Firehawk (that might not even mount shimmer shields) until we have more of the upgrade slate that GM mentioned last page, so we don't really have a good solution at present to the Barghest issue that isn't 'more Apollo'.
 
Shimmer shields require the platform be designed to use them from the start, or at the least an extensive redesign to fit them. I doubt we'll get the option to build the next-gen Firehawk (that might not even mount shimmer shields) until we have more of the upgrade slate that GM mentioned last page, so we don't really have a good solution at present to the Barghest issue that isn't 'more Apollo'.
Anti air lasers on our frames would probably help quite a bit, but we have not even researched them yet, let alone it is not guaranteed that we could even mount them on Firehawks. So yes, just building more Apollos sounds like our best current option.
 
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[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)

[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.
So why do these have a - through them at present? Is it that they aren't viable actions with lunar investment/development so low?
 
So why do these have a - through them at present? Is it that they aren't viable actions with lunar investment/development so low?
I think the Lunar Water Mines are because there's frankly no point to building them until we've got local colonies that need to be supplied with massive quantities of water. Any orbital stations are currently cheaper to be supplied from Earth, and what habitats we've got on the moon so far need little enough of it that it's easy enough to keep topping them off with the rest of the supplies delivered when the ore transports drop off their cargo to pick up the ore. If they even need water and aren't just unmanned outposts, though the Exploration Research Outposts is definitely manned. It's small enough however that a single delivery every week is more than enough for all their supplies, water included.

As for the Helium 3 Harvesting... I think that's very much a case of this stuff is so scarce even in the 'rich' regions that we need massive infrastructure and colonies built up to render the scale of operation needed for economical harvesting possible.
 
This is the thing. The Firehawks had effectively all the advantages, and still lost more fighters than the Brotherhood did.
1. The Barghest is maneuverable. It can do things that no aircraft can do. Fifteen gravity turns, no problem.
2. The QAAM is short ranged. It can match ranges with the Rattlesnake (which itself is a Tiberium adapted version of the Sidewinder) But that is highly optimistic. With the kind of maneuvers needed to hit a Barghest that is trying not to be hit, you can't fire at longer ranges, because the missile will run out of energy and start falling.
3. The plasma cannons on the Barghest are lethal. Anything that they can draw a bead on, and they can pull PSM bullshit that would make Ace Combat players blush, more or less dies. Maybe two to three hits, if they are poorly placed.

So, with the Firehawks, either invest in comprehensive upgrade packages, or get enough Apollos to relegate them to the bomb truck role. And by comprehensive, it starts with things like Wingman drones, particle beams, modern lasers, and neurohelmets, among others.
@Ithillid , once the Air Force gets enough 'comprehensive technologies' such as energy weapons and neurohelmets, are they considering a new multirole fighter to replace the Firehawk? Not in the sense of "do we get a multibillion dollar development project now," but in the sense that there's some discussion of it?

Are we winning, guys?

It's hard to see when all I see are a gaggle of numbers being thrown around.
Are we winning?

Well, short term, we're pretty sure Nod can't bulldoze us via military conquest, and we just might be able to bulldoze them if we really push it, so arguably yes.

Medium term, Kane's been forted up in that unattackable Threshold tower for nearly ten years working on some shit, and we don't know what it is, and what he does when he emerges from occlusion is likely to have big unpredictable impacts, so we don't know.

Long term, we still have no means of stopping tiberium from eating the Earth by some time in the 2100s, and we're a long, long way from evacuating the entire human population into space, so... we're not winning yet.

Huh. It's almost like my fear that losing so many planes in the exchange was right. Who would have thunk it. Are Firehawks being outfitted with shimmer shields? That might cut down on the plasma breakfast they are getting?
Aircraft tend to be lightly built. Even if we could retrofit a Firehawk with shimmer shields, all it'd do is stop like... I dunno, 15% of the plasma beam hitting the Firehawk.

85% of a plasma beam that rips your plane apart and kills you is probably still going to be enough to rip your plane apart and kill you.

With Luna would it be wise to stick an observation station on its surface to watch for the Scrin returning?
What would observation stations on the moon accomplish that couldn't be accomplished by orbiting satellites? Aside from being a good place to mount a really big telescope, but really big telescopes aren't helpful when what you need is full observation of the whole sky all the time.
 
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The Barghest-A is, IIRC, *better* at air superiority than the Firehawk. Note how a wing of Firehawks boosted on top of a squadron of Barghests, and took 5 losses to down 6 Barghests, during the Arkhangelsk warm-up to St. Petersburg.
The impression I got from its performance is very different.
That it came uncomfortably close to parity with the Firehawk, not that it was superior.
Else we would have been building a lot more Apollos a lot earlier, and would be looking at other options as well.

Stuff like hypermaneuverability helps, but we went Macross Missile Massacre for a reason.
The Banshee can pull 15 gs, which is something no GDI aircraft can match. But the Sidewinder missile can pull 60 g maneuvers over a range of at least 20km, and the QAAM as portrayed does not perform worse than the older missile.


This is the thing. The Firehawks had effectively all the advantages, and still lost more fighters than the Brotherhood did.
1. The Barghest is maneuverable. It can do things that no aircraft can do. Fifteen gravity turns, no problem.
2. The QAAM is short ranged. It can match ranges with the Rattlesnake (which itself is a Tiberium adapted version of the Sidewinder) But that is highly optimistic. With the kind of maneuvers needed to hit a Barghest that is trying not to be hit, you can't fire at longer ranges, because the missile will run out of energy and start falling.
3. The plasma cannons on the Barghest are lethal. Anything that they can draw a bead on, and they can pull PSM bullshit that would make Ace Combat players blush, more or less dies. Maybe two to three hits, if they are poorly placed.

So, with the Firehawks, either invest in comprehensive upgrade packages, or get enough Apollos to relegate them to the bomb truck role. And by comprehensive, it starts with things like Wingman drones, particle beams, modern lasers, and neurohelmets, among others.
Fair enough.
But in my opinion, that did not come across very well in the situation portrayed at St Petersburg.
I quote:
Yet, some did not need direct vision to fire. The Guardian turrets had revealed their positions to destroy the Titans and allowed the Spectre platforms to triangulate and fire– 155mm shells crackling out of the stealthed vehicles and into the Guardians. As the railguns fell silent from falling shells and the need to retreat, Venon teams drew fire as the mark targets for cruise missiles from the Nod's base in Setigory, blowing apart all forwardmost bunkers and emplacements as the offensive encroached forward. But while Cherdenko was focused on destroying the first defensive line, the Kem air support screamed forth across the White Sea, burning boosters to greet the Nod in a hail of bombs and missiles. Additionally, an entire wing of Firehawks pushed past the scrum into Setigory, tangling into an interception squadron of Barghests. In a close ranged dogfight, five Firehawks fell in exchange of six of their oppositions before the battered interceptors broke off in tatters, giving the remaining Firehawks free reign to destroy the Setigory base.
The tactical situation I'm reading:
This says a Firehawk force carrying a mixed payload of bombs and a few missiles tangled in air to air combat with a Barghest force that was specced entirely for air to air. The weight of the bombs imposing a maneuverability malus in addition to them not carrying enough missiles for the job.

That was a situation where the Barghests held most of the advantages:
  • Less dead weight because no bombs against Firehawks carrying bombs
  • Element of surprise since they didnt see the Barghests ahead of time in Setigory
  • Limited appropriate enemy munitions, because a wing of unescorted Firehawks carrying enough 500 pound and 2000 pound bombs to level a ground base arent carrying enough QAAMs for air to air combat against dedicated interceptors.
  • Short range missiles meaning that they are only fighting a fraction of the wing at a time

I thought under the circumstances, the 5 Firehawks for 6 Barghests under those conditions was actually pretty good.

And, critically, it seemed that the IC Air Force agreed, which is why they did not freak out at the results.
A situation where the workhorse multirole aircraft of the Air Force enjoyed all the advantages and could only sustain parity exchanges at 3:1 numerical odds would have been a Very High Priority for replacement or upgrade a year ago otherwise.

Instead in that time no concerns with the Firehawk specifically were mentioned. Orca and Aurora, but not Firehawk.
 
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Adhoc vote count started by uju32 on Dec 27, 2021 at 8:46 AM, finished with 225 posts and 66 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] 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] 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 harvesters
 
Even leaving the dice fallow and spending the R somewhere else would probably be more profitable right now.
This is ignoring a fundamental part of plan quests is that we do not just do actions for the now but also for the future several years or more down the line. Doing actions that are only profitable now is a good way to end up behind. Idle dice in general need to be avoided, more so in categories where we know the projects will be needed at some point.
 
So why do these have a - through them at present? Is it that they aren't viable actions with lunar investment/development so low?
Both of those are for lunar settlements, and you have not unlocked those because you have gone for an economyfirst strategy.
@Ithillid , once the Air Force gets enough 'comprehensive technologies' such as energy weapons and neurohelmets, are they considering a new multirole fighter to replace the Firehawk? Not in the sense of "do we get a multibillion dollar development project now," but in the sense that there's some discussion of it?
Yes.
So, overall, what the Air Force think they need.
1. Fighter/Interceptors: With the Brotherhood of Nod continuing to seriously contest the skies, dedicated, or relatively dedicated high speed fighter/interceptors are needed as a high end option to help provide an air superiority role. Right now, this is the Apollo.
2. Close Air Support Orca: One of the primary jobs of the Air Force is to play a supporting role. Being able to interdict the battlefield, and act as flying artillery is the Air Force's first job, and one that it wants to be able to get back to doing.
3. Multirole Fighter: Firehawk Mark II.
And they are generally going to be moving back and forth between those three, as their primary concern. Now, there are other things that they are interested in on occasion, things like patrol aircraft, drone warfare, and the like, but right now, it is those three.

I thought under the circumstances, the 5 Firehawks for 6 Barghests under those conditions was actually pretty good.
At the time, it was. Second line multirole fighter going up against top of the line interceptors and walking away with relatively equal losses is a good thing. However, what has the Air Force worried is the Barghest-bis, which adds more speed, and missiles. Can you, to some extent, bury them in numbers? Yeah. Does the Air Force want to do that? Absolutely Not. Pilots are expensive, more fighter factories is significantly less so, and does not come out of their budget anyway.
 
At the time, it was. Second line multirole fighter going up against top of the line interceptors and walking away with relatively equal losses is a good thing. However, what has the Air Force worried is the Barghest-bis, which adds more speed, and missiles. Can you, to some extent, bury them in numbers? Yeah. Does the Air Force want to do that? Absolutely Not. Pilots are expensive, more fighter factories is significantly less so, and does not come out of their budget anyway.
So this is yet another reason we'd want Wingman drones ASAP huh? Because it means that we're effectively doubling the size of the air force. Whilst also making it so that half the new air force, if we only go 1-1 drones to piloted aircraft, are fully disposable. Which means they can use tactics were the 'safe' target for the Nod aircraft to shoot down is the drone, whilst attacking the piloted aircraft means the drone is almost certainly going to shoot them down. Even if the drone is then mostly useless for the rest of the battle because it's gone 'dumb' upon losing the controller. At least until a pilot grabs the 'dumb' drone to replace their lost drone.

And GDI would absolutely take both results of the tactic. Because it means there's either a bloody few weeks at the start of a conflict which sees a lot of pilots on both sides die, before the industrial advantage of GDI kicks in and from then on Nod pilots start facing off three or four to one with piloted aircraft, ignoring the Wingman drones which are still there. Or Nod destroys a lot of drones all the time, but in exchange only loses a trickle of pilots and aircraft. Whereas GDI keeps needing to replace their Wingman drones which their industrial advantage is entirely capable of doing but they also only lose a trickle of pilots and still manage to usually pull off the airstrikes and other missions which they were performing when intercepted by Nod.
 
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