My view is Sparkle Shields, yes; Light Combat Lasers, no. The main application of the light lasers is to put infernium-based laser weapons on our next-generation armored fighting vehicles as machine guns and antimissile defense, and into the hands of our infantry. But we're already moving in the direction of railguns and power armor for the infantry, and as illustrated by the upgraded Predator tank, our antimissile lasers are at least adequate, in that they increase vehicle survivability to a reasonable extent. Better is always better, but right now LCLs are not my priority.

Sparkle Shields are another matter, mind you. I'm very interested in those, and if I can't shake loose at least three dice for naval laser refits, I may bite the bullet and just take the dice I have and put 'em on Sparkle Shields.
I didn't think I'd have to convince anyone on Sparkle Shields, just doing them and LCL.

Taking this from the top, Sparkle Shields are necessary for defence against Plasma Cannons. Nothing we have right now seems able to stand up to them. Similarly, we want Buckler Shields. Better shields are better.

SS are a 30R project requiring 120 progress. It's no Pinhole Portals, but it ain't cheap. BS are, assuming completing SS doesn't change the project, a 20R project requiring 100 progress. Still not cheap, but not too bad. That can easily be slotted into most any plan that wants it. So it just makes sense to do SS now, especially with its little bonus to Fusion Power.

Then there's LCL. That's a 25R project with 40 progress. Cheaper the SS, but not by much. However, that 40 process means it's a one and done. We'd have to crit fail to not finish it, which makes me want it Q4. You say our current laser defences are adequate for defence against Nods current missiles, and I agree. Given everything else we're doing, a good enough defence is pretty damn great. But, even of we don't do deployment until 2063, I'd still like to have it done now, while we've got a lot of money, and then we can get it going later when Nod's missiles technology improves. Plus I love the addition offensive bite the lasers would give when not swatting the flying explosives.

That all said, we could do USGVs. That would somewhat slove all our plasma and missile problems. Just drive them in front of the manned vehicles, firing off every weapon they have and take the return fire on the chin. I want to do lasers and shields first to stick them on the things, but that's an ideal, which we can't always have. Something of a quick and dirty solution at 20R and 80 progress, but for GDI, metal is cheap and people are not. Not something for Q4, but could do it ealry next year to keep resources running through the Talons.
We can and should start working on Talons projects again starting in early 2063, but as you say, it's tight.
Don't you want MRASPs for Karachi? If you put that off til then I don't see them getting deployed in time for the landing.
 
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I didn't think I'd have to convince anyone on Sparkle Shields, just doing them and LCL.

Taking this from the top, Sparkle Shields are necessary for defence against Plasma Cannons. Nothing we have right now seems able to stand up to them. Similarly, we want Buckler Shields. Better shields are better.
Buckler Shields are the kind of thing I'd like to see in 2063 and likely to emerge on next-generation superheavy ground combatants: the Mammoth tank possibly, definitely iterated upgrades on the Mastodon walker and the next generation MARV, any remaining future naval combatants, and any aerial battleships we build.

And of course on spaceships, because buckler shields are really good in space combat if you're mainly worried about singular enemy combatants a long way off, where the enemy has to move ten thousand kilometers to get around your flank.

Then there's LCL. That's a 25R project with 40 progress. Cheaper the SS, but not by much. However, that 40 process means it's a one and done. We'd have to crit fail to not finish it, which makes me want it Q4. You say our current laser defences are adequate for defence against Nods current missiles, and I agree. Given everything else we're doing, a good enough defence is pretty damn great. But, even of we don't do deployment until 2063, I'd still like to have it done now, while we've got a lot of money, and then we can get it going later when Nod's missiles technology improves. Plus I love the addition offensive bite the lasers would give when not swatting the flying explosives.
We flat-out do not have the dice to do everything we'd like to do "while we have the money." A lot of it has to get kicked down the road. And I'd rather kick the stuff that is guaranteed to have expensive deployment/refit requirements before it actually does anything, than kick the stuff that might give us usable benefits just from developing the stuff at all.

That all said, we could do USGVs. That would somewhat slove all our plasma and missile problems. Just drive them in front of the manned vehicles, firing off every weapon they have and take the return fire on the chin. I want to do lasers and shields first to stick them on the things, but that's an ideal, which we can't always have. Something of a quick and dirty solution at 20R and 80 progress, but for GDI, metal is cheap and people are not. Not something for Q4, but could do it ealry next year to keep resources running through the Talons.
USGVs are unlikely to see mass deployment outside Talons testbeds any time soon. We can't fund everything, and with Talons projects I want to focus on things that have some readily foreseeable use.

Don't you want MRASPs for Karachi? If you put that off til then I don't see them getting deployed in time for the landing.
I don't specifically want MRASPs for Karachi, but I'm willing to look into them reasonably soon.
 
We flat-out do not have the dice to do everything we'd like to do "while we have the money." A lot of it has to get kicked down the road. And I'd rather kick the stuff that is guaranteed to have expensive deployment/refit requirements before it actually does anything, than kick the stuff that might give us usable benefits just from developing the stuff at all.
Naturally. Hence it being an uphill fight. I don't expect to win that fight, but I'd rather have tried and failed then not tried at all.
USGVs are unlikely to see mass deployment outside Talons testbeds any time soon. We can't fund everything, and with Talons projects I want to focus on things that have some readily foreseeable use.
While true, the same can be said of pretty much all Talon projects. That's the point. They try it first, see if the idea works and what kinks need to be worked out. Then it gets passed around to whatever part of the military wants it. The sooner we do a project for them, the sooner it gets passed on to everyone else, mostly problem free.
 
The constraint is dice, not Resources. We have the money, but what we don't have is the dice to throw around carelessly. For example, do you want the claw project to take four dice, or five? If we must complete it in a single turn, it's going to take five dice. If we have two turns, we can do three dice, then decide whether to spend one or two based on how the first three dice roll. Shock-working projects into existence with a hasty and heavy dice expenditure on a one-turn "must complete" deadline is often a bad idea, and wastes dice even if it does not waste funds.

This is why Attempting To Supply Double Zone Armor commits itself to three dice on Claws this turn, so that expenditure next turn can be kept down to 1-2 dice. You aren't in a position to do that, because the lack of capacity to seriously pursue Phase 9 of the fusion plants quickly means the ion power refits become more necessary.

I don't even understand why you bring up Yellow Zone Tiberium Mining, since it is not being proposed as an option in the near future. If you mean "vein mining" instead, I find it very strange that you would specifically oppose the project which attacks the tiberium under the feet in the Blue Zones, on the grounds that we must go to the Red Zones to ensure that tiberium doesn't burst up under the feet in the Blue Zones.

To be clear, in the medium term I, too, plan for Red Zone Border Offensives and Super Glacier Mines, but it is likely that in 2061Q1, we will not be free to attack that project, and will instead be doing vein mining. This makes it worth taking steps to ensure that the mining claws are ready beforehand... Which makes it a good idea to work on them in now, in 2061Q3, unless there are no Tiberium dice to spare for that purpose.

Your remarks about jokes that mean nothing to me aside, I have no trouble fitting Advanced Alloys and the ninth phase of the fusion plants into the dice available, along with the mandatory Crystal Beam Lasers projects. It all fits fine, not least because I'm planning around getting to roll eight Heavy Industry dice in 2061Q3 and 'Q4 and you are planning around getting to roll six. So I don't know what to tell you, Dmol. My criticism of your plan is, quite simply, that you are neglecting an option to get +16 Energy for approximately three more dice and 60 R in favor of options to get +6 Energy for two dice and 20 R (DAE, not so bad) or +10 Energy for four dice and 100 R (ion power, better than nothing). I don't think it's a good strategy here.

Now, you may feel differently. Fine. But please don't ask silly questions like "how do you know I'm not planning to do Phase 9 of the fusion plants in Q4" when we both know you don't have enough dice left for it after doing all the obvious and necessary things we'd have to do after accepting your plan.

Now, as to the carbon nanotube foundries.

I can respect your decision to try and focus in on fewer actions.

However, if you truly are committed to pushing the carbon nanotube foundries ahead of expanding Bergen, despite the widely shared concern about the efficiency of our fusion plants after the tremendous difficulty we had keeping ourselves supplied with Energy to power all our war production in the last couple of in-quest years...

I strongly recommend you drop the Department of Distributed Manufactures entirely. It is no more efficient at producing Capital Goods than continued work on the nanotube foundries- both give you +4 Capital Goods for approximately four dice and 80 R. And sacrificing yet another Light Industry die will not make it easier for us to produce the other kinds of advanced materials we need in the future, including superconductors and myomers. The DDM is simply not an efficient use of our dice and resources; it may prove desirable in the future but it is not desirable now, not with the other important projects currently on the docket in Light industry.

I've fucked up badly explaining my points. Let me try again hopefully with better communication on my end. Hopefully:

- I have no intention of doing the Vein Mines, and sorry for calling it Yellow Zone Mining, until the new plan. As such the Claws are not urgent. They are cheap enough to finish in the new plan so doing them in Q4 with 3 Dice while also doing another round of 4 Dice into Ion Energy is what I am planning for the Tiberium Department in Q4. Then finishing the Claws and surge Tiberium Harvesting in Q1 of the new plan. Since I'm planning on doing two phases of Ion Energy from my point of view the Fusion Plants can keep.

- My bad on saying I was going to do Fusion Plants in Q4. I do want to do them then, but as you've pointed out that only happens if everything in my plan goes as planned which is possible and likely, but not certain. I am doing the Phase 9 of Fusion Plants in Q4 if I finish Lasers and if Alloys Development needs another Die or Alloys are good as an early plan Action because they are cheap to do and keep the costs down in both meanings of the phrase. Otherwise I'm probably doing Alloys as they are probably worth more at the start of plan with their reduction of various costs.

- What I was referring to with that joke comment is that as part of my upbringing in Serbia I have been taught that recursive arguments where one thing is done that enables another thing to be done that then enables the first thing to be done so that the second thing can be done is a hard coded logical fallacy if there is an increasing price involved in doing either of the things because that way lies destitution. So the moment the Labor prices jumped from 1 to 2 I was done with making plans that do Fusion Plants so long as an alternative exists.

This alternative is DAE + 2 Phases of Ion Power. Make a different argument or please understand that I can't see your argument as anything other than you saying you will roll more Dice to get more Energy so you can build more Capital Goods while ignoring the fact that if we pay 2 Die permanently we get more Energy and more Capital Goods while making it harder for them to be sabotaged.

Because from my point of view your argument is ignoring the benefits of a decentralized Energy source and a renewed civilian Capital Goods infrastructure for an Energy source that is getting long in the tooth at this point. 2 x Ion Power + DAE means we don't have to build another Phase of Fusion Power Plants yet and Bergen can wait for the next plan and us getting more Dice in the first turn of it. I'm glad you are doing Distributed Heavy Industry Authority, but for me that isn't enough because it's a half measure that only builds then new technologies while ignoring the older methods that are still viable and more importantly civilian oriented.

I'm deeply conflicted on this to the point I want to do Phase 9 of Fusion Plants just to be sure we have enough Energy in early plan for the various factories we will need to spam in Military if nowhere else, but you making an argument I've already made to myself isn't going to change anything precisely because I can see the logic of your argument while at same time making a reflexive counterargument to myself.

I'm literally of two minds, with one of them being your own argument, on the topic of doing another round of Fusion Plants and I can't simply choose between the two so I'm trying to leave room to do both in this plan.

- I see the DDM as a means of getting Capital Goods into the civilian markets which is something we have had a lot of complaints over the past few turns in-game. As such since even if I put 4 Dice into Nanotubes there would be no guarantee it would get done, it would be a coinflip, I'm finishing the civilian drones and doing the DDM to get the renewal of the civilian economy closer to being done.

- We will get more Dice including options for getting more Free Dice, as OP has mentioned before in thread, and more Department Dice next plan as such paying with Dice after the plan goals are complete and before a new plan start is a good way to stockpile more Resources into our reserve so we can use them to rebuild faster in the new plan.
 
I'm voting for whatever plan doesn't throw the FMP any kind of bone at this point. Fuck 'em.
It has been mentioned that FMP has a significant interstet in no longer pissing against the wind and trying to return to pre-TW3 GDI, instead shifting their demographics to Yellow Zoners who have either little oppotunity or little interest in advancing through state channels. I think this is an important demographic that should be represented and that we should encourage FMP attempts to represent them. Plus, what they are asking for is actually pretty important for the well-being of the general public, since the lack of physical capital was one specifically named as one of the big problems of our civilian economy and we currently have no other means to directly work on it.
 
Not that I think this has a real chance to catch up, but I have realized that my putting 3 dice into fusion plants made my reasoning on Tib power based on a mistake. So, have some fat sacks of Venus Tiberium! Also, Urban metros to ensure that people can actually get to their apartments. It also does take a die off of OSCRT to get 2 dice per Zone Armor factory.

[X]Plan Fat Sacks of Venus Tiberium
Infrastructure 5 dice +32 5/5 65R
-[X] Blue Zone Apartment Complexes (Phase 8+9) 15/320 2 dice 20R 75%
-[X] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%
-[X] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 68%
Heavy Industry 5 dice +29 5/5 100R
-[X] Continuous Cycle Fusion Plants (Phase 9) 128/300 3 dice 60R 95%
-[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
Light and Chemical Industry 4 dice +24 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 0/380 3 dice 90R
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
Agriculture 4 dice +24 4/4+1 Free Die 50R
-[X] Ranching Domes 228/250 1 die 20R 100%
-[X] Strategic Food Stockpile Construction (Phase 3+4) 128/375 3 dice 30R 44%
-Security Review, 1 die
Tiberium 7 dice +39 7/7 145R
-[X] Tiberium Processing Plants (Stage 2) 20/200 1 die 30R
-[X] Venusian Tiberium Studies 0/120 1 die 25R 40%
-[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
-[X] Tiberium Harvesting Claw Deployment 0/380 4 dice 60R 46%
Orbital 6 dice +26 6/6+1 Free die + Erewhon 160R
-[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + Erewhon 140R 58.62%
-[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
Services 5 dice +27 5/5 125R
-[X] NOD Research Initiatives 87/200 1 die 30R 35%
-[X] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%
-[X] Ocular Implant Development 0/120 1 die 20R 28%
Military 8 dice +26 8/8 +5 Free die 225R
-[X] OSRCT Station (Phase 3+4) 5/690 6 dice 140R
-[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
-[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
-[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[X] Ground Forces Zone Armor (Set 1) (New York) (Updated) 0/180 2 dice 40R 39%
-[X] Ground Forces Zone Armor (Set 1) (Tokyo) (Updated) 0/180 2 dice 40R 39%
Bureaucracy 4 dice +24
-[X] Security Reviews: Agriculture DC50 0/50 2 dice 100%
-[X] Banking Reforms 1 die -100R auto
-[X] Interdepartmental Favors 1 die auto
--[X] Navy: Develop and Deploy Governor A: +5 Political Support
--[X] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
--[X] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[X] InOps: Give them 60 RpT in Q4 of each year from 2062-65: +10 Political Support

7/7 Free Dice
990/1200R (100R reserved for banking)

Also, because I like underdogs,
[X] Plan Double Zone Armor
 
FMP is thankfully starting to get rid of its racism and breaking off with IF and is working on becoming a YZ Party so perhaps throwing them a bone is worth looking at

Initiative First can burn in hell however

IF can't reposition. FMP can.

If they are smart they will continue to reach out to YZ immigrants who want to open businesses.

I would not be surprised if sometime in the near future they and IF are at odds. And a vote against something FMP wants is actually something IF approves of.

IF will continue to shrink, maybe not at the speeds we want, as we improve standards of living and YZ immigrants prove to not be the problem IF says they are. That'll pull off the nimby types and those who were just worried about being displaced. The hardcore aren't going anywhere but hopefully they'll become a rump party of a few members in Parliament.
 
I've fucked up badly explaining my points. Let me try again hopefully with better communication on my end. Hopefully:

- I have no intention of doing the Vein Mines, and sorry for calling it Yellow Zone Mining, until the new plan. As such the Claws are not urgent. They are cheap enough to finish in the new plan so doing them in Q4 with 3 Dice while also doing another round of 4 Dice into Ion Energy is what I am planning for the Tiberium Department in Q4. Then finishing the Claws and surge Tiberium Harvesting in Q1 of the new plan. Since I'm planning on doing two phases of Ion Energy from my point of view the Fusion Plants can keep.
The vein mines are not going to be worked on until 2062Q1, to be sure, but at that point they become a very important operation, of high priority.

As a matter of logic, if we want to use the claws for vein mining, it is to our advantage to have the claw deployment done before we begin the vein mining, rather than waiting to roll out the claws until after the vein mining is already underway. Thus, I consider the claws to be high enough priority that it is worth investing the three dice in Q3 with an eye to Q4 completion. I also consider Red Zone mitigation important enough that the RZ-7 inhibitor is more important to me than ion power, especially since I am confident of having the Phase 9 fusion reactors well in hand for when we need more Energy than if provided by our current surplus plus the boost from crystal beam lasers and Bergen Phase 3

- My bad on saying I was going to do Fusion Plants in Q4. I do want to do them then, but as you've pointed out that only happens if everything in my plan goes as planned which is possible and likely, but not certain. I am doing the Phase 9 of Fusion Plants in Q4 if I finish Lasers and if Alloys Development needs another Die or Alloys are good as an early plan Action because they are cheap to do and keep the costs down in both meanings of the phrase. Otherwise I'm probably doing Alloys as they are probably worth more at the start of plan with their reduction of various costs.
In practice, your plan, as it now exists, simply does not give us a reasonable chance of pushing the Phase 9 fusion plants to completion quickly. Furthermore, in our experience, nearly every revolutionary industrial technology winds up requiring a lengthy deployment phase. The crystal beam industrial lasers were easy enough to develop, for instance, but actually implementing them worldwide turned into a 600-point major project.

If Advanced Alloys turns out to be similarly intensive, or more so, then we do not have the luxury of shutting down all our industrial projects for two, three, or four turns of pure monofocus on deploying the advanced alloys. We will need to make sure we have enough Energy to last. And the time the deployment completes is likely to have little to do with when it starts, and much more to do with how long it takes us to supply the resources and dice necessary for deployment.

- What I was referring to with that joke comment is that as part of my upbringing in Serbia I have been taught that recursive arguments where one thing is done that enables another thing to be done that then enables the first thing to be done so that the second thing can be done is a hard coded logical fallacy if there is an increasing price involved in doing either of the things because that way lies destitution. So the moment the Labor prices jumped from 1 to 2 I was done with making plans that do Fusion Plants so long as an alternative exists.
Labor is not a particularly scarce resource for us. Our nation's population just jumped enormously from a wave of immigration, we have large numbers of people re-entering the workforce because of prosthetics technology, and we know for a fact that advances in automation have the potential to save labor in various industries if we see fit.

Saying "aha, I will cleverly avoid devoting an extra +1 Labor to run this set of fusion plants by instead spending two more dice and 60 more Resources to get 10 Energy instead of 16 Energy," for example, is an instance of false pattern-matching. This is not the kind of self-destructive circular pursuit you are apparently thinking of.

This alternative is DAE + 2 Phases of Ion Power.
DAE is, in the short term of Q3 and Q4, inferior to spending the two dice on the fusion reactors, because 16 Energy is a lot more than 6 Energy and it makes little difference to us right now whether we spend 20 R or 10 R activating each of those two dice. In the context of 2062Q1 and later, it may make sense to found the DAE, but right now, in the present moment, is the wrong time to do it. By the time it is the right time to found the DAE, we can already have Phase 9 of the fusion plants... if we do not waste Heavy Industry dice by founding the DAE prematurely when its return on investment is poor.

Ion power is an attractive option, but Tiberium dice are valuable, even when Treasury doesn't stand to profit from resource extraction operations directly. Completing two phases of ion power reliably will cost eight dice. We may need three dice for the mandatory refineries, and that it is quite important to have tiberium claws ready by the end of 2061Q4 so that we can mine veins efficiently in the new year, which may take five dice easily. With only fourteen dice to work with, and the real possibility of needing as many as eight of those dice for important projects, getting two phases of ion power is difficult, and even one phase of ion power means giving up some good things we could do otherwise (like the RZ-7 inhibitor).

In short, I'm comparing:
1) fusion + 1 phase of ion power + having enough Tiberium dice to be more flexible and do more things, versus
2) DAE + 2 phases of ion power

(1) comes out looking better on most metrics.

...I can't see your argument as anything other than you saying you will roll more Dice to get more Energy so you can build more Capital Goods while ignoring the fact that if we pay 2 Die permanently we get more Energy and more Capital Goods while making it harder for them to be sabotaged.
I am not sure I can help you here.

Both fusion power phases and DAE involve large numbers of power plants being built all over the world. We don't just build a single giant reactor in one place that generates +16 Energy. A phase of fusion reactors is not in any sense easy to sabotage; if it were easy, Nod would probably do it a lot more often. Wind and solar power stations aren't easy to sabotage either, but if your argument centers on the idea that DAE is better because it's "harder to sabotage," then you are trying to invoke an advantage that has never mattered in our entire game so far, and it is hard to imagine how it could have more than a small marginal impact at any one time. Nod cannot just go "lol I sabotage your power plants" and instantly shut down -20 Energy worth of fusion plants, unless they have the kind of capacity to go on the attack that would equally well let them do immense damage in all sorts of other ways.

DAE is not magic. It turns dice into Energy on certain terms. Whether these terms are advantageous to us is a matter of arithmetic and common sense, and cannot be settled by reference to jokes or memes or pre-existing pre-conceived notions. It's a math problem, informed by facts in the game narrative, but not by 'facts' we make up under our own power. Nor is it a problem we can solve by paying attention to all the costs and drawbacks of doing things one way, while ignoring all the costs and drawbacks of doing things another way.

Because from my point of view your argument is ignoring the benefits of a decentralized Energy source and a renewed civilian Capital Goods infrastructure for an Energy source that is getting long in the tooth at this point.
You... do... realize that we can take the DHIA Capital Goods spinoff bureau without also taking the DAE, right? They're not mandatory paired projects. We can do one if it seems advantageous, and leave the other alone if it does not, in that moment, also seem advantageous. My plan, for instance, does include the DHIA because I consider it worthwhile. I do not, at this time, consider the DAE similarly worthwhile, when there is a more dice-efficient and acceptably cheap way to use two more Heavy Industry dice in the current plan to bring in a lot more Energy, and then just start the same bureau later.

If I can get 16 Energy with 2-3 dice, instead of getting 6 or 9 Energy with those same dice, then there are good arguments for doing so.

- I see the DDM as a means of getting Capital Goods into the civilian markets which is something we have had a lot of complaints over the past few turns in-game. As such since even if I put 4 Dice into Nanotubes there would be no guarantee it would get done, it would be a coinflip, I'm finishing the civilian drones and doing the DDM to get the renewal of the civilian economy closer to being done.
I myself have my own plans for getting the same result, you may have noticed. They revolve around directly releasing Capital Goods from the state-owned enterprises to the economy.

But DDM's Capital Goods are not automatically released to the civilian economy. That is why they end up in the same pool with the rest of our Capital Goods. They may benefit the civilian economy, but that doesn't mean they are the only thing that would. A distributed set of carbon nanotube foundries would also benefit the civilian economy. There is more than one way to accomplish these things, and the nanotube foundries are just as good for this as DDM is, for as long as it is possible to spend dice on either thing.

We will get more Dice including options for getting more Free Dice, as OP has mentioned before in thread, and more Department Dice next plan as such paying with Dice after the plan goals are complete and before a new plan start is a good way to stockpile more Resources into our reserve so we can use them to rebuild faster in the new plan.
1) We have to pay the Resource cost of all these departments. Taking on extra departments we can't pay for has the potential to make it considerably harder to work on projects while we recover our income in 2062, so we should think carefully about whether each Department is worth it, on a case-by-case basis. Just because some of them are good ideas, doesn't mean they all are.

Furthermore, we have no guarantee that we will get unlimited new dice. Look back at the previous Four Year Plans. In each Plan (particularly 2054 and 2058, the years most like what 2062 will be), we got the opportunity to recruit new groups to Treasury. Sometimes these group options gave us bonuses to existing dice. Sometimes they just gave us more dice. Sometimes both. But we only ever get a limited number of these options; we do not just get to take as many additional dice as we want right away. It is a bad idea to plan on the assumption that no matter how many dice we give up, and no matter what categories we get them in, we will be sure of being able to replace exactly those dice.

I am very reluctant to sacrifice two each of Heavy Industry and Light Industry dice before I know what recruitment options we have available in the new Plan, and have considered the impact of having to fund those agencies in the new Plan. Because Light Industry dice are critical to our ability to make progress in material science (access to nanotubes, myomers, and superconductors being examples). And Heavy Industry dice are critical to our ability to do a lot of other things at the foundation of our economy. We may have ambitious targets pushed on us by Parliament that demand that we have, say, five each of Light and Heavy Industry dice just to get the job done... and we cannot be perfectly sure that we'll get those dice back if we give them away now.

Lets hope this is not a massive mistake
What about the plan makes you worry that it is a massive mistake?

FMP is thankfully starting to get rid of its racism and breaking off with IF and is working on becoming a YZ Party so perhaps throwing them a bone is worth looking at
I'm not sure Old FMP ever was racist (or Zone-ist, which is frankly the new substitute for racism in the globalized GDI political system). They were willing to exploit Yellow Zoners in sweatshops, but they were perfectly willing to exploit Blue Zoners too, when they could get away with it.

New FMP, or rather, the movement within FMP that is trying to pivot the party in that direction, seems in many ways actively anti-Zoneist, because it specifically trying to create new structures within GDI that bypass the (frankly Blue Zone-privileging) power structure of the state bureaucracy and the planned economy.

It just so happens that these parallel structures... resemble a market economy. :p

Initiative First can burn in hell however
You may be assured that even if Initiative First offered us political deals, I would think very long and very hard before even contemplating the act of even suggesting taking them, let alone actually doing so. :D

IF can't reposition. FMP can.

If they are smart they will continue to reach out to YZ immigrants who want to open businesses.

I would not be surprised if sometime in the near future they and IF are at odds. And a vote against something FMP wants is actually something IF approves of.

IF will continue to shrink, maybe not at the speeds we want, as we improve standards of living and YZ immigrants prove to not be the problem IF says they are. That'll pull off the nimby types and those who were just worried about being displaced. The hardcore aren't going anywhere but hopefully they'll become a rump party of a few members in Parliament.
They kind of already are a rump, what with being roughly 10% of Parliament and the only party that has (proportionately speaking) the least leverage with the ruling politicians. With the ironic exception of the Open Hand microparty, no other GDI party is so thoroughly trapped on the outside of the power structure, looking in. Even if IF were twice as large, they'd still be inconsequential. Not because there is no other party so small, but because there is no other party whose agenda is so discordant with the consensus the dominant coalition works within.
 
Given that the leading plans are close and are something I generally agree with, after reviewing the latest iterations of both, I slightly prefer Simon's plan, so
[X] Plan Attempting To Supply Double Zone Armor
it is.
 
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They kind of already are a rump, what with being roughly 10% of Parliament and the only party that has (proportionately speaking) the least leverage with the ruling politicians. With the ironic exception of the Open Hand microparty, no other GDI party is so thoroughly trapped on the outside of the power structure, looking in. Even if IF were twice as large, they'd still be inconsequential. Not because there is no other party so small, but because there is no other party whose agenda is so discordant with the consensus the dominant coalition works within.

Those are rookie numbers we can get them way lower.

Open hand may surprise you as well one day. They get the right environment they might swell although I will admit I'd lay odds on them being absorbed into one of or several of the major parties.

New FMP, or rather, the movement within FMP that is trying to pivot the party in that direction, seems in many ways actively anti-Zoneist, because it specifically trying to create new structures within GDI that bypass the (frankly Blue Zone-privileging) power structure of the state bureaucracy and the planned economy.

It just so happens that these parallel structures... resemble a market economy.

I'm sure they don't have that as their official party line but it's probably their selling point to YZ immigrants when they politic.

The most interesting party realignment is going to be when the refugees we picked up realize that you don't have to support government policy and can attempt to change it or vote another party in.
 
Open hand may surprise you as well one day. They get the right environment they might swell although I will admit I'd lay odds on them being absorbed into one of or several of the major parties.
I actually hope for them to swell, they are our best chance to really deal with NOD permanently by transforming them into an organization we can live with.
I also doubt they will be absorbed easily. They might be somewhat natural allies with YZ party, but while YZ party very much sees itself as opposed to NOD, Open Hand wants to transform them, citing Qatarists, NOD refugees and former NOD soldiers fanatically protecting their new homes among GDI from NOD during recent war.
 
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Well we do have the "Banking Reforms" too that can help.
Unfortunately, even though Tiberium economy is a wonder, it can't literally transform money into goods with no steps in-between, so the lack of the means of production on the open market and the lack of money to buy them with are two different problems. As I mentioned earlier, no amount of credit will allow you to buy chips or industrial robots or whatever else if they are not for sale.
 
Absent additional capital goods or credentialed labor, banking reforms would be primarily:
-accelerating the development of the services industry
-lower barriers to entry into new markets
-make it easier to start a business
-make it easier to take on more workers
-increase demand for un-credentialed, unskilled labor (most Nod refugees)
-increase demand for un-credentialed, skilled, labor (some Nod refugees)
-make it easier to start larger projects (such as the civilian ship-building that was enabled by our New York investments going on 'fire-sale')
-increase investment into speculative-endeavors (for good and ill. on one end skunkworks, on the other moral hazard)
-increase (small-c) capital availability for long-term improvements (such as training)

It's hardly useless. It's just not as useful as it will be once we've also increased capital goods and more credentialed labor enters the labor pool.
 
[X] Plan Double Zone Armor
[X] Plan Running on Glass v3.2:
[X] Plan: Chicago no CRP
[X]Plan Fat Sacks of Venus Tiberium
 
[X] Plan Double Zone Armor

Assuming that Double Zone Armor changes to starting up the heavy industrial authority, I would prefer to do the banking reforms over political promises. Plus I'm not super enthused about doing the FMP any favors.
 
As I posted about earlier, Plan Double Zone Armor has been updated to switch [] Advanced Alloys Development for [] Distributed Heavy Industrial Authority. The quote below contains the current version of the plan:
[X] Plan Double Zone Armor
-[X] Infrastructure 5/5 dice 60R
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%
--[X] Blue Zone Apartment Complexes (Phase 8+9) (Updated) 15/160 3 dice 30R 21% (99% Phase 8)
--[X] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
-[X] Heavy Industry 5/5 dice 110R
--[X] Continuous Cycle Fusion Plants (Phase 9) (Updated) 128/300 2 dice 40R 52%
--[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
--[X] Distributed Heavy Industrial Authority -1 HI die -30R Auto
-[X] Light and Chemical Industry 4/4 dice 120R
--[X] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[X] Agriculture 4/4 dice 50R
--[X] Ranching Domes 228/250 1 die 20R 100%
--[X] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 128/375 3 dice 30R 44%
-[X] Tiberium 7/7 dice 160R
--[X] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
--[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
--[X] Venusian Tiberium Studies (New) 0/120 1 die 25R 40%
--[X] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%
-[X] Orbital 6/6 +1 free dice 160R
--[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + 1 Erewhon die 140R 59%
--[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
-[X] Services 5/5 115R
--[X] Human Genetic Engineering Programs 0/120 1 die 25R 28%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] NOD Research Initiatives 87/200 1 die 30R 35%
--[X] Regional Hospital Expansions (Phase 1) 0/300 1 die 25R (1/4 median)
--[X] Ocular Implant Development 0/120 1 die 20R 28%
-[X] Military 8/8 +6 free dice 285R
--[X] OSRCT Station (Phase 3+4) 5/690 8 dice 160R 42%
--[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
--[X] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[X] Ground Forces Zone Armor (New Sevastopol) (Updated) 0/180 1 die + 1 AA die 40R 20%
--[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[X] Bureaucracy 4/4 100R in reserve
--[X] Administrative Assistance (Zone Armor) 2 dice auto
--[X] Interdepartmental Favors (Updated) 1 die auto
---[X] Navy: Develop and Deploy Governor A: +5 Political Support
---[X] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[X] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
---[X] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[X] Banking Reforms 1 die -100R into reserve auto

1060R/1200R (100R set aside for Banking Reforms, 40R in reserve for next year) 7/7 Free Dice 1/1 Erewhon Die
 
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