Well, there are the shells/ablatives/URLS projects, but those all mainly benefit Ground Forces which has really high military confidence right now, so it makes extra consumables production seem kind of redundant.
Is military confidence a projection of how well they expect to do in combat, or something bigger and fuzzier like general morale? I took it to be the latter, but I could be wrong.

I am a little concerned about the complete lack of zone armor investment for the ground forces, given the reiterations of how important that is for ground forces combat effectiveness and freeing up zonecom at the same time.
 
Can we start on superconductors? We have next get fusion gated behind them.
I suspect it will be more efficient to produce phase or three of superconductors and then get fusion discount/efficiency boost.
 
Is military confidence a projection of how well they expect to do in combat, or something bigger and fuzzier like general morale? I took it to be the latter, but I could be wrong.
It's the Admirals and Generals taking a look at what we're generally asking them to do, the supplies and equipment they have compared to their NOD intel and then giving us a general idea of what we can expect. So basically the Ground Forces High Command is as close to absolutely certain as they can be given the vagaries of war that they can kick NOD's pasty white ass up and down the block and steal their lunch money.
 
[X] Plan Steel Rain
[X] Plan Global Offense Initiative

The plans with the most Nuuk and YZ Fortress towns has my votes.
 
There will hopefully be time between the coming conflict and the one after that for a development/deployment cycle. Development for that conflict probably isn't necessary now.

On reflection, perhaps the answer to whether development now will be useful hinges on how long the coming war will be. Immediate deployments will certainly be useful sooner than development + deployment, for whatever that's worth.
The current conflict isn't likely to last very long. It starts a few weeks after the start of the turn and Nod is explicitly noted as basically spent for now if we push hard enough. Not that we have much to deploy beyond Apollo fighters, railgun harvesters (which I do 2 factories of) and OSRCT which may have a long spin-up time for future phases.

If we develop now we can start sorting the deployments sooner rather than later which will leave us in a far better position later.
 
The current conflict isn't likely to last very long. It starts a few weeks after the start of the turn and Nod is explicitly noted as basically spent for now if we push hard enough. Not that we have much to deploy beyond Apollo fighters, railgun harvesters (which I do 2 factories of) and OSRCT which may have a long spin-up time for future phases.

If we develop now we can start sorting the deployments sooner rather than later which will leave us in a far better position later.
Is there reason to be certain that an offensive would go well? We don't know why Nod is choosing now, or what they might have under their hat. (The enemy gets a vote, as the saying goes.)
 
Oh boy. Heavy reading today to catch up. Hopefully I can make at least a vote if not a plan. Keep in mind that it's not simply focusing down a few actions that support a military offensive. We need to do as many of the actions that support those specific offensives as we can in this turn because each of those actions builds up a different part of the military infrastructure for the offensive.
 
Is military confidence a projection of how well they expect to do in combat, or something bigger and fuzzier like general morale? I took it to be the latter, but I could be wrong.
It's more the former. It's the impression we get by talking to the generals, not to the grunts. Now, morale is a part of that, but so is simple sincere calculation in the odds that branch of the military has of accomplishing its likely goals.

Ground Forces doesn't just want to go bonk some heads because they're feeling high morale. They want to because their generals expect to win.

I am a little concerned about the complete lack of zone armor investment for the ground forces, given the reiterations of how important that is for ground forces combat effectiveness and freeing up zonecom at the same time.
It's what they want most because it's a huge deal, but that doesn't mean they expect to underperform without it.

Can we start on superconductors? We have next get fusion gated behind them.
I suspect it will be more efficient to produce phase or three of superconductors and then get fusion discount/efficiency boost.
I think it best to finish Reykjavik Phase 4 first, because we DO want the bonus in hopes of getting cheaper Zone Armor factories and we could definitely use the Capital Goods. I for one intend to make the Bergen superconductor plant the next 'flagship' Light Industry project after that, even if we can't afford to throw all five dice at it on a single turn most of the time.

Is there reason to be certain that an offensive would go well? We don't know why Nod is choosing now, or what they might have under their hat. (The enemy gets a vote, as the saying goes.)
We rolled a natural 100 on a random event roll for something like "GDI intelligence-gathering on the impending Nod invasion plan."

Which translates as us knowing a lot about what Nod has, where it's positioned, what they intend to do with it, and when they're planning to hit the "GO" button.

All of which means that Ground Forces is pretty confident of being well positioned to kick Nod in the balls very, very forcefully if GDI gets to pick their moment.
 
Is there reason to be certain that an offensive would go well? We don't know why Nod is choosing now, or what they might have under their hat. (The enemy gets a vote, as the saying goes.)
Nod is choosing now because the Yellow Zones are shrinking and every mile they push us back is another mile for them to spread out a bit. It's also more territory they aren't immediately losing to the Red Zones pushing against them. The two biggest reasons for their push are because they'e being squeezed between us and the Red Zones and we're the only one of those that might get pushed back, but they are also jockeying for position for when Kane returns. The biggest and/or best performing warlord will get handed the keys to the proverbial kingdom as Kanes right hand with the others falling in behind them.

As for what they have under their hat? That's part of why it's important to begin developments now not only because we are getting to see what they're hiding while we work on said developments and thus adjust the programs appropriately but also because it means that for our next conflict we will be the ones shifting the scales significantly in our favour.

An important thing to remember is that you often plan for the next war whilst fighting the last one. We are still fighting with a lot of TW3 era gear with some upgrades here and there so starting the ball rolling now will have pretty major consequences for Nod down the road.
 
[] Plan Rails To The Front
It's basically everything I want, with the exception of the Neurohelmet refit instead of Tactical Lasers. @Simon_Jester What do the odds look like if you drop one of the Yellow Zone Tib dice for Intensify Green Zone instead?
 
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[X] Plan Rails To The Front
It's basically everything I want, with the exception of the Neurohelmet refit instead of Tactical Lasers. @Simon_Jester What do the odds look like if you drop one of the Yellow Zone Tib dice for Intensify Green Zone instead?
Have a look at my plans just below Simons. My plans are extremely similar to Simons despite being done separately. I do Tactical Lasers and GZ intensification.
 
[X] Plan Global Offense Initiative
[X] Plan Probably Won't Be Home By Christmas
[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
[X] Plan Nuuk and Deployment Prep
[X] Plan Putting the foot down
 
The plans that put no dice into fusion really do make me kind of anxious.

Next turn, Military will have a lot of deployment projects ready to go, so there'll be more demand to allocate them most of the Free dice, plus we'll be AT war.

So it'll be hard to put like 10 or so Heavy Industry dice in... but without that, how are we going to plunk down the necessary large volume of fusion plants we'll need by the start of 2060Q3, without sacrificing progress towards Nuuk Phase 3?

I feel like it's better to keep working on the fusion plants at 1-2 dice per turn, instead of going full Yahtzee and rolling five dice very two or three turns.

[] Plan Rails To The Front
It's basically everything I want, with the exception of the Neurohelmet refit instead of Tactical Lasers. @Simon_Jester What do the odds look like if you drop one of the Yellow Zone Tib dice for Intensify Green Zone instead?
I'd rather not, in the interests of being able to follow up with a second phase of Yellow Zone Harvesting easily next turn, along with two phases of Green Zone Intensification once we have a bigger Green Zone to intensify in.
 
Have a look at my plans just below Simons. My plans are extremely similar to Simons despite being done separately. I do Tactical Lasers and GZ intensification.
It is, very nice. You forgot to update the dice you're spending on Yellow Zone Tiberium Harvesting, says 5 but I think it's 4 since you're spending 7 total in Tib. I'd also suggest doing the same thing Simon is and use the Admin die on Emergency Electronic Resources Reallocation since that isn't rolling dice at all, so you can reassign that Free die to Plasma and guarantee it.

[X] Plan Putting the foot down
 
It is, very nice. You forgot to update the dice you're spending on Yellow Zone Tiberium Harvesting, says 5 but I think it's 4 since you're spending 7 total in Tib. I'd also suggest doing the same thing Simon is and use the Admin die on Emergency Electronic Resources Reallocation since that isn't rolling dice at all, so you can reassign that Free die to Plasma and guarantee it.
Thank you for spotting that, the error has been corrected and the admin die has been shifted around.


So, minor change for those who voted for my plan: Prototype plasma has had its admin die swapped to the emergency capgoods reallocation and has taken the free die from said project. So proto plasma is now guaranteed to complete and the reallocation is an auto-complete anyway.
 
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