Spam inhibitors and Containment lines?

I wonder - deploy all BZ inhibitors as requirement in next FYP?
We still have 93 BZ abatement. The problem is getting more RZ abatement, which is now down to 65. Almost every project that would give more RZ abatement strains ZOCOM to some extent; even MARVs if we build multiple of them too fast. The only exception is the one RZ Inhibitor we have available, and to get more we have to build more RZ MARVs.

I very much want to squeeze in at least one Zone Armor factory before the plan ends. I'd rather be able to do RZ projects again sometime in 2062 rather than have to wait till 2063.
 
Red abatement is definitely the big problem here, Blue abatement is nice and high and will stay there as we spam vein mining, GZ intensification, etc. Even if our natural mining efforts don't quite keep up with mutation, BZ inhibitors are relatively quick and easy (not cheap, but quick) to roll out in emergencies and we've got a deep pool of those that will keep our Blue abatement above water for a long time.

Red is much harder to come by however, we really need to figure out a way of deploying RZ inhibitors that doesn't involve MARV hubs. Hopefully RZ offensives, or completing containment lines, or something will let us start putting down RZ inhibs without first having to sink 700 points into MARVs (although I suppose in a pinch RZ MARV fleets themselves are a decent enough source of RZ abatement).
 
CategoryNameProgress CostCurrent ProgressDice EstimatedDice RoundedRpDR CostMitigation ProducedMitigation Per DieMitigation Per RMitigation Type
TiberiumTiberium Inhibitor Deployment BZ
100​
0​
0.9497​
1​
30​
30​
2​
2​
0.0667​
Yellow
TiberiumTiberium Inhibitor Deployment RZ 7
120​
0​
1.1732​
1​
30​
30​
2​
2​
0.0667​
Red
TiberiumIntesification Of Green Zone Harvesting Stage 7
100​
78​
0.0782​
1​
15​
15​
1​
1​
0.0667​
Yellow
TiberiumRed Zone Tiberium Harvesting Stage 12
150​
29​
1.1844​
1​
25​
25​
1​
1​
0.04​
Red
TiberiumRed Zone Containment Lines Stage 6
225​
54​
1.743​
2​
25​
50​
2​
1​
0.04​
Red
TiberiumTiberium Inhibitor Deployment YZ 11
130​
0​
1.2849​
2​
30​
60​
2​
1​
0.0333​
Yellow
TiberiumRed Zone Containment Lines Stage 6-8
675​
54​
6.7709​
7​
25​
175​
6​
0.8571​
0.0343​
Red
TiberiumRed Zone Containment Lines Stage 6-7
450​
54​
4.257​
5​
25​
125​
4​
0.8​
0.032​
Red
TiberiumRed Zone Border Offensives Stage 1-3
750​
0​
8.2123​
8​
25​
200​
6​
0.75​
0.03​
Red
TiberiumYellow Zone Tiberium Harvesting Phase 11
350​
18​
3.5419​
4​
20​
80​
3​
0.75​
0.0375​
Yellow
MilitaryMARV RZ
335​
0​
4.183​
4​
25​
100​
3​
0.75​
0.03​
Red
MilitaryMARV YZ
335​
0​
4.183​
4​
15​
60​
3​
0.75​
0.05​
Yellow
TiberiumRed Zone Border Offensives Stage 1-4
1000​
0​
11.0056​
11​
25​
275​
8​
0.7273​
0.0291​
Red
TiberiumRed Zone Border Offensives Stage 1-5
1250​
0​
13.7989​
14​
25​
350​
10​
0.7143​
0.0286​
Red
TiberiumRed Zone Border Offensives Stage 1
250​
0​
2.6257​
3​
25​
75​
2​
0.6667​
0.0267​
Red
TiberiumRed Zone Border Offensives Stage 1-2
500​
0​
5.419​
6​
25​
150​
4​
0.6667​
0.0267​
Red
TiberiumTiberium Glacier Mining Stage 13
205​
38​
1.6983​
2​
30​
60​
1​
0.5​
0.0167​
Red
TiberiumTiberium Vein Mines Stage 2
195​
5​
1.9553​
2​
20​
40​
1​
0.5​
0.025​
Red
MilitaryMARV BZ 1
335​
39​
3.6732​
4​
10​
40​
2​
0.5​
0.05​
Yellow
MilitaryMARV BZ 2
335​
58​
3.4248​
4​
10​
40​
2​
0.5​
0.05​
Yellow
MilitaryMARV BZ
335​
0​
4.183​
4​
10​
40​
2​
0.5​
0.05​
Yellow

Looking at it, I think to get more RZ mitigation we are either going to need a whole lot of Zone Armor, or we need to go MARVs combined with Inhibitors. The former will allow us to pursue the Super Glacier Mines more aggressively for RpT, and generally be die cheaper when looked at on the whole (because of the MARVs), while the latter is more R efficient, but generates less RpT. So depending on how things go it could turn out to be less effective there as well in the long run.

I think we should plan on the Border Offensives -> Super Glacier Mines strategy post reallocation (with maybe some RZ containment lines for good measure). In the near term, the RZ-7 Inhibitor just shot up in importance, and I think ZOCOM might have to be strained with Border Offensives* in Q3-4 along with the importance of getting a Zone Armor factory up.

*We can't use MARVs as they need 2 Military Dice to start funding Tib dice, and those are in short supply with how tight our Mil budget is even before we add on things like Bogatyr, Zone Armor, and Seattle (probably going to have to drop finishing Seattle before the end of the plan), from the text we know that the containment lines are miserable existences even for ZOCOM and would likely strain them far more then Border Offensives which are launched from our territory. Red Zone harvesting is right out given the relative isolation of going up the Congo compared to our near by bases.
 
RZ MARVs will still take ZOCOM troops, I fear. So one way or another, ZA factories will be needed if we want to abate the RZs.
 
We could also work on Refugee Wave Nod Into Oblivion. Really intensify YZ mitigation and work on making GDI as livable and nice as possible to absorb wave after wave of Nod refugees fleeing tiberium encroachment.

[X] Plan Steak and Tendrils
 
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Sigh...

I'm kinda bummed.

I really like the October plans. But it's looking like a plan I really don't like is going to win.

Ah well. It's just a quest.
 
We could also work on Refugee Wave Nod Into Oblivion. Really intensify YZ mitigation and work on making GDI as livable and nice as possible to absorb wave after wave of Nod refugees fleeing tiberium encroachment.

[X] Plan Steak and Tendrils

Turning NOD into a cornered animal sounds like a great way to actually trigger Tib War 3.
 
Your sins continue to moulder.
The weight of your unrighteousness is heavier than your duty.

Cast in the name of the Messiah, ye be.....
GUILTY
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 1 Total: 163
79 79 84 84
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 2 Total: 142
95 95 47 47
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 3 Total: 43
2 2 41 41
 
This is my concern. It makes said megaprojects noticeably cheaper, even if we decide to throw loads of additional dice at them. And I don't understand that to be intentional.
I'm puzzled by you saying that it doesn't seem intentional, when the QM says this is one of the intended consequences.
It makes sense to me in-universe, since having the Treasury lock-in spending on a megaproject allows for more definite planning to take place.
Do you know how much less defended Bogatyr is then Cheyene was? Or the simple fact the Brotherhood only needs to deny it rather than recover anything?

You don't need to remind me about the Remembrancers or that Bogatyr is lucky to have lasted this long. And you don't need a master stroke to smuggle in a backpack nuke or two close to the site. Not like there's any major retaliation we'd be willing to do over nuking a research site. don't even have to worry about exfiltration, just get in relatively close- set up the fairly cheap fission bomb and all of problems of Bogatyr go away. That's the worst case, but it's definitely possible and not even a major commitment.
We don't currently know how well Bogatyr currently is, but I would expect it actually is more heavily defended, on an absolute level, than Cheyenne was.
Edit to add:
Your sins continue to moulder.
The weight of your unrighteousness is heavier than your duty.

Cast in the name of the Messiah, ye be.....
GUILTY
So, looks like the first team bounced, the second went splat, but the third team got a clean kill. Ouchy, but not surprising.
 
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You know on a totally unrelated note I've always liked the cut of the inhibitors' jib.
Me too. That's why Attempting To Be Done By October features work on the North American Red Zone inhibitor!

So does Roses Too, I have to admit.

...Steak and Tendrils, a plan which prioritizes pure income so that we can spend 1-2 turns building up 100-200 R and then pass the income stream on at reapportionment, appears to be winning.

Spam inhibitors and Containment lines?

I wonder - deploy all BZ inhibitors as requirement in next FYP?
Maybe, but it's the Red Zones where there's a problem. We have like 100 points of Yellow Zone mitigation. Red Zone mitigation is harder and our best angle for it is to attack the Red Zones themselves... which we're not doing right now because ZOCOM shortages.

I very much want to squeeze in at least one Zone Armor factory before the plan ends. I'd rather be able to do RZ projects again sometime in 2062 rather than have to wait till 2063.
As I've discussed, both Steak and Tendrils and Roses Too are very poorly suited to ensuring that we get to do Zone Armor production in 2061. Unless we do a huge "tons of Free dice on Military" plan in Q3, or get very lucky on dice rolls, both plans set us up for down-to-the-wire situations where in Q4 we have multiple Military projects that theoretically only need 1-2 dice to complete, but are thinking "shit, one die is efficient but with one die we have a 40% chance of failure and this is a Plan requirement, better use two." Or three. Or four. There may be enough dice left over to have a chance of doing a Zone Armor factory in Q4, maybe. But if we're deeply committed to spending no more Free dice on the military because it's time for all the yummies for the people or whatnot, then it's gonna be tight.

Especially since we may need a lot of Free dice in Agriculture just to make up for the fact that we, uh, spend a number of Agriculture dice on Ranching Domes, both this turn and very possible next turn given how much demand there will be to finish that project.

Part of the point of Attempting To Be Done By October is that if you are done or very nearly done by October, you are then free to do something else in November and December.

Neither Steak and Tendrils nor Roses Too puts us on a trajectory to give us that freedom, because "no more Free dice on the military, we're done with that" is a core assumption of the category.

So I can't help but feel like there's a contradiction in priorities here.

If we want to be able to seriously work on Zone Armor production within the next three turns, we need enough total military dice spending to be able to make that happen. Steak and Tendrils and Roses Too are both plans that strongly de-emphasize the military. Attempting To Be Done By October does not do this strong de-emphasis... but is, I note, firmly in third place.
 
Minor doesn't mean irrelevant. So 43 is dead and 39 is injured?
I think GDI rolls first, then Nod. In that case, the first target is potentially mildly injured, but it may be a "nothing but my dignity" injury like what happened to General Jackson (a Nod ambush kneecapped her giant murderbot mecha, but that's it). The second target potentially pulled a Hackett and Uno-Reverse-Card-ed the assassination team by rolling a 95 to their 47. The third target is very dead.

If it's the other way around, and Nod rolls first, then GDI narrowly won in the first scenario, has GDI's guy get "dead or in critical condition" in the second scenario, and the third scenario is an utter failboat for Nod.

Red is much harder to come by however, we really need to figure out a way of deploying RZ inhibitors that doesn't involve MARV hubs. Hopefully RZ offensives, or completing containment lines, or something will let us start putting down RZ inhibs without first having to sink 700 points into MARVs (although I suppose in a pinch RZ MARV fleets themselves are a decent enough source of RZ abatement).
At +3 points per hub for 335 Progress and 20 R/die, MARV hubs are a good source of Red Zone abatement. The problem is just actually building them.

Once we get past our income trap in 2062, maybe we should try to do some more, though it'll cost us on Karachi preparations and we'll need to prioritize there.

Of course, getting past our income trap is easier if we have time to do a Zone Armor rollout in 2061 (the leading plans, including yours, make this not impossible but definitely more difficult) or have plans for how to ensure we have strong income in 2062Q2 and later and get that back up and running as fast as possible.

We could also work on Refugee Wave Nod Into Oblivion. Really intensify YZ mitigation and work on making GDI as livable and nice as possible to absorb wave after wave of Nod refugees fleeing tiberium encroachment.
We could, but that... doesn't really solve the problem of the actual Red Zones encroaching on us.

Turning NOD into a cornered animal sounds like a great way to actually trigger Tib War 3.
To be fair, in this scenario we're just holding our current position and doing nothing to Nod, and it's the tiberium that's trapping them against us. If that incentivizes Nod to bust out forbidden dreadful weapons of destruction against the tiberium for a change, well and good...

But yeah, it's an issue.



Hey, everybody!

If you want more Zone Armor in 2061 so we can go into the Red Zones and mitigate them in 2062, we need more Military dice to build more Zone Armor factories! My plan, Attempting To Be Done By October, gives us a better chance of making this happen! The frontrunning plans, Steak and Tendrils and Roses Too, both spend less dice on the military so we can have ranching domes sooner and whatnot, and I respect that... but we cannot fight the onslaught of tiberium with delicious bacon. I'm sorry.

Plan Attempting To Be Done By October!

That is all.

God bless you, and may big swoopy eagles save us all.
 
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