Reaction post.

Plan Completion Bonus: +4 to all dice.
Qatarite Deaths: -5 to Tiberium Dice.
Interesting. I dont remember previous plans giving + to all dice before but could have easily forgotten. Good thing that it almost completely compensates for the loss from Quatarite deaths.


Infrastructure (5 dice +36 bonus)

[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/600: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
Still seems too expensive dice wise to be practical. Definitely not an option with the massive refugee wave. Why do arcologies provide so little housing anyway, those should be extremely pop dense.

[ ] Yellow Zone Fortress Towns (Phase 7) (Updated)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)
Meh, this is just in case we want to fortify further. Don't see why we should right now.

[ ] Blue Zone Apartment Complexes (Phase 9)
With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 82/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 High Quality Housing)
Bread and butter of high quality housing, but... I am starting to worry about that Logistics cost. There is just +13 Logi left in Suborbital Shuttles and then its just railroads and adding the cost of those to this action...

It might be better to bite the bullet and lower our housing standards for the duration of the refugee wave, and mainline these instead:

[ ] Lesser Blue Zone Arcologies (Phase 1) (New)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)
Low quality housing unfortunately yeah but man are these cheap when you compare them to apartments+railroads, and the reserve is nice.

[ ] Urban Metros (Phase 4)
Developing the new urban cores will require not only industrial and commercial developments, but longer term preparation and interconnectedness. While much will be able to be handled by light and heavy rail, or riverine barges, and other energy cheap means of transport, much will be based on busses and trucks as well, especially as the manufacturing base spreads beyond the industries that can be healthily colocated with human habitation.
(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy)
I suspect that these discount Apartments Logi cost, but am not sure and given how damn many of those we have build... not much of a discount it seems?

[ ] Communal Housing Experiments
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)
Its back! Excellent, do asap. We will be building hellofalot of housing.

[ ] Green Architecture Risk Assessment and Testing
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 0/90: 10 resources per die)
Huh, that's new. I love green architecture and it could make housing actions provide a bit of food? Should have some good psychological effects on inhabitants too. Would love to do this turn.

[ ] Postwar Housing Refits (Phase 1) (New)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
Oh, very interesting. 400 points to equal Apartments which cost about 485 points and +5R per dice for two thirds of that if we pay the Logi cost with railroads... yeah not a good idea unless we have a low quality housing surplus, which sure we do have right now but refugee way. Not gonna last I don't think.


Heavy Industry (4 dice +33 bonus)

[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more of an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)
I am getting rather worried about that fusion plant longevity thing and we have quite a bit of Bergen not, perhaps do this now or soon?

[ ] Personal Electric Vehicle Plants
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)
Hm. No shortage of CapGs or Energy currently so we should perhaps focus on this I think. Its what people want given that +10 Political Support. Maybe do the above Improved Continuous Cycle Fusion Development first though?

[ ] Microfusion Cell Development (Tech)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)
I keep being surprised that this wasn't snapped up immediately. This should be revolutionary.


Light and Chemical Industry (4 dice +28 bonus)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)
I remember being told that Phase 5 will not discount Zone Armor further, but why is that (Reduces cost of mech and zone armor projects) still there in that case? Also seems to me that it would make sense if it did. If it does, that would make completing this a priority.

[ ] Bergen Superconductor Foundry (Phase 4) (Updated)
Scaling up production once more will find its way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 65/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
Though this one is first priority. For better fusion plants and the PS that indicates that it is widely desired.

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotubes is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)
Seems to me like this should be a multiphase factory project, but eh what do I know. Should have some very nice effects, nanotubes are very very useful.

[ ] Isolinear Peripherals Development
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom-fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 0/160: 10 resources per die)
We have spend a lot of resources on Isolinear computing, we should not waste it.


Agriculture (4 dice +28 bonus)

[ ] Agriculture Mechanization Projects (Phase 2)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
Huh, was this action updated? I remember it being meh but now its competitive with:

[ ] Blue Zone Aquaponics Bays (Phase 5)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 18/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
Bread and butter of +Food. Well, just bread actually. Baked from ground seaweed or something probably. Watch that Logi cost, -1 does not seem like much but we lack a good source of +Logi after Suborbital Shuttles run out.

[ ] Vertical Farming Projects (Stage 3) (Updated)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and eggs, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase manyost significant indicators.
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
More about ConGs than Food seems to me.

[ ] Dairy Ranches (Phase 1)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)
Entirely about ConGs, at the cost of Food even. Like holy hell, can we just not do these? Go vegan people already its no great hardship with some proper ingredients and recipes. Its probably ethical too, on top of massively cheaper as seen by the cost of this project.

[ ] Wadmalaw Kudzu Plantations (Phase 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
I wonder when we will get around to this?

[ ] Poulticeplant Development (Tech)
A kudzu derivative like the teas currently being produced, poulticeplants are genetically engineered to carry topical medication and clotting agents in order to provide a steady supply of basic medical goods with little to no specialized equipment. While a dedicated chemical works can produce more antiseptics and with better results, they also require specialized staff and treatment plans in a way that these genetically engineered plants do not.
(Progress 0/50: 20 resources per die)
Should give +Health. Might be a good idea to do now or soon actually, refugees are really hard on our healthcare system.


Tiberium (7 dice +38 bonus)

[ ] Tiberium Vein Mines (Stage 2)
With the concept proven, vein mines are a fairly expensive but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
With our currently plentiful CapGs these are starting to seem pretty inviting, but fortunately we have some even better options in the Red Zone.

[ ] Intensification of Green Zone Harvesting (Stage 7)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (2 Stages available)
We should toss a single dice this way one day.

[ ] Red Zone Border Offensives (Stage 2)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 101/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)

[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available)
All the dice we can scrounge up the Rs for should be spend here. If that means spending all the free die here, do it. Start with Deep Red Zone Tiberium Glacier Mining, 3 die probably for 72% chance probably I think, and then mainline Red Zone Border Offensives until they run out.

[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
Hm, income should be focused on first, then switch to mitigation. After Red Zone Border Offensives run out I think that we might want to do Vein Mines over this instead, until we reach comfortable RpT and then switch to this.

[ ] Improved Tiberium Containment Facilities Construction
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+500 Tiberium Reserve)
I am not really sure what this is for, why not just store Resources instead? Is this is case of a massive refinement plant sabotage or something?

[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
For when we have enough RpT I suppose.

[ ] GDSS Columbia (Phase 1)
The development of a first stage of orbital habitats offers a testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)
Hm, Shala is more popular and provides Bays. Shala first then.

[ ] Orbital Cleanup (Stage 11)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
I long to see this finally complete and satellites being started on. I hope that we didn't promise all of our orbital die to stations, but fear that we did.


Services (5 dice +31 bonus)

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
With our current glut of CapGs, might it be time for one of these?

[ ] Gene Clinics (New)
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 0/120: 10 resources per die) (-1 Labor)
Oh very nice! Do soon.

[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
Currently first priority for Service die I think... if it can be afforded, which is almost certainly can not after the reallocation.

[ ] Kamisuwa Optical Laboratories (New)
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)
High priority! Our current optical implants are better than nothing but still a disgrace really. Our people need something better as soon as we can manage it.

[ ] Ocular Implant Deployment (New)
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)
The optical labs above are higher priority I believe.

[ ] Specialist Isolinear Programming Development
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 0/120: 10 resources per die)
Again we have paid a lot for Isolinear, so make it worth it. Cheap on Rs too.


Military (8 dice +30 bonus)

Not looking forward to this one, GDI feels like an army with a state sometimes...

[ ] Department of Refits
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)

[ ] Department of Munitions
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)
Oh? Very interesting! We shouldn't do it now when we are very tight on Rs, but when we get the RpT for it we should do both of these. Well maybe not the munitions one yes, we have just one project there I think, railgun ammo variants, and it would be better to just spend the dice directly in it for now.

[ ] Stealth Disruptor Development (Tech)
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)
I sometimes wonder what people in universe think about GDI having let such a revolutionary tech lie for so long now.

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)
Huh, the refit department will do this one too. Will be good to have it off our backs.

-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
Hm, did MARVs miss out on the harvesting tendril buff? Or am I remembering their income wrong? Anyway some MARVs might be a good way to spend military die this early in the plan, for the RpT and to secure our recent gains some... maybe. Eh, probably not.

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die) (Satellite)
This seems very important. Denying Nod their stealth seems like a major priority. Military still has higher priorities than this though probably.

[ ] Missile Drop Pod Development (New)
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)
Arti from orbit? That is not ortillery. Weird.

[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
I wonder sometimes how come people in universe aren't calling us crazy for having waited this long with this. From what I heard at least real life tankers sure would look at you funny if you gave them only those anti tank armor piercing darts for ammo.

[ ] Guardian Mark 2 Development (Platform)
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
Will we needed soon as we expand Zone Armor production.

[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Consolidated! Wonderful! Oh this will save so much frustration and die. Excellent. Hopefully this is a start of a trend for other such actions. One can hope at least.

[ ] GD-3 Rifle Development (Platform)
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
Unless that one GDI forum post was wrong about GD-2 being ineffective against the Gana, this seems like a pretty major priority. We need our infantry to be effective against those.

[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
And then we will finally have a functional navy... cant wait.

[ ] Combat Laser Development (Tech) (Merged)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)
Excellent! Really given our dice bonuses consolidating sub 50 point projects into larger ones only makes sense. Waste of die otherwise.

[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)
MCVs! MCVs!

[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)
Hm, very promising idea. Shield stuff like joints that are between a bitch and a half and impossible to properly armor.

[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)
We have a crapton or robots and our pop growth isn't, refugees aside. Lets.


Bureaucracy (4 dice +28 bonus)

[ ] Recruitment Drives (New)
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)
More dice! More dice! Highest priority.

[ ] Focus Reallocation (New)
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
  • [ ] Infrastructure
  • [ ] Heavy Industry
  • [ ] Light and Chemical Industry
  • [ ] Agriculture
  • [ ] Tiberium
  • [ ] Orbital
  • [ ] Services
  • [ ] Military
  • [ ] Bureaucracy
Hm, not sure about Services but we would be keeping Orbital for sure and Tiberium too probably I think. Does not seem a priority either way.
 
It makes it easier in one way, harder in another, specifically because you can't Ctrl+f your way to the specific subset you are looking for.
Ctrl+F finds spoiler names? If you mean finding the actions, you can just open the spoiler beforehand or keep them all open if that's what you like to do? Not entirely sure what you mean.
 
855/855
[X] Plan Tiberium, Development and Activation
Infra 5/5 50R +36
-[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 2 dice 20R 13%
-[X] Communal Housing Experiments 0/150 2 die 20R 87%
-[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
HI 4/4 60R +33
-[X] Advanced Alloys Development 56/120 1 die 15R 90%
-[X] Personal Electric Vehicle Plants 0/300 2 die 20R
-[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
LCI 4/4 60R +28
-[X] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
-[X] Civilian Ultralight Factories 0/190 1 die 15R 0%
-[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
Agri 4/4 30R +28
-[X] Security Review 1 Agri die
-[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
Tiberium 7/7+7 free 385R +38
-[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
-[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
Orbital 6/6 110R +30
-[X] Station Bay 248/400 2 dice 40R 79%
-[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
-[X] Leopard II Factory 152/400 3 dice 60R 57%
Services 5/5 60R +31
-[X] Advanced Electronic Video Assistant Deployment 0/200 2 dice +1 service 40R 31%
-[X] Gene Clinics (New) 0/120 1 die 10R 23%
-[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
Military 8/8 100R +30
-[X] Stealth Disruptor Development 0/40 1 die 15R 100%
-[X] Ferro Aluminum Armor Refits 0/350 3 dice 15R 3%
-[X] Ground Forces Zone Armor (Pyongyang) 0/180 2 dice 40R 47%
-[X] GD-3 Rifle Development 0/30 1 die 10R 100%
-[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%
Bureau 4/4 +28 0R
-[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
-[X] Recruit 3 dice+ Erewhon 96%

Free 7/7
7 Tiberium

All in on RZ Offensives- originally was looking at 5 dice but the drop in percentage from the -5 to tib meant looking at adding a dice, and doing so meant one die on tib veins or not enough to finish so instead threw both dice at it, giving us a solid chance at finishing another stage there. Also managed to activate all the dice- though Ferro and 1 security review helps with that. A lot of projects are on the cheaper side to get everything going though once we get more income we can start doing more expensive projects. As it is in addition to getting some keys like Station Bay and Leopard II moving also went wide with a lot of small tech and dev projects to do the min dice with the chance to finish to see what we can complete cheapely (in terms of dice)


Infra- Housing and 2 experiments, looked for cheap projects here (10R per dice) that were also useful
HI- Cheap projects with 2 dev projects (1 starting and 1 finishing) and started a campaign promise that is also cheap
LCI- Full use of dice, Ultralight is cheap as is Isolinear and I had enough R to squeeze in 1 die on Bergen
Agri- Security review because it has been a while and it costs 0R and Kudzu as both a 10R per die project, one that provides some of the cons good we needed and also giving that +1 to all die which the sooner we grab the btter
Tib- Looking to get 2 stages of each finished with a chance at a 3rd border offensive stage, loss of bonus meant I felt securing stage 3 of border offensives was bigger than a 52% on vein mining (also means we get a 43% on stage 4) so overall income would have fewer chances to fall short of the increase that we want
Orbital- Try and get the two discount projects done and 1 dice on cleanup to try and roll forward some R plus it is cheap at 10R
Services- 2 cheap projects (10R each) and rolling out a boost to service dice rolls (which should make it easier to roll out the orbital version on a future turn)- services also has no pressure for having the die locked in so went to min dice needed
Mil- 1 die on a talon project, 2 die to try and push out more ground armor, 1 die on getting a better rifle (also cheap), 3 dice on the very cheap armor refits allowing R to be used elsewhere, and turns where we need to save is when we would actually do this project and 1 die on getting a stealth counter into dev (also fairly cheap project)
Bureau- Security review to save funds and a bunch of dice into recruitment to make sure we get the max options.
 
If it was me, I'd hold off on Focus Reallocation unless it's explicitly only available in Q1. Because our focuses are already Tiberium/Orbital/Services. Doing this refocus only actually moves one die.

I consider getting the recruitment drive optimally, maximally squared away to be worth waiting one turn to shift that die, especially when we have a full slate of attractive Services projects, including some that are cheap enough to roll out even right now. We're not going to be so hard up for Heavy Industry dice this Plan that we need to make that shift right this second, y'know?

That's a fair point, an extra 1-2 HI dice won't make or break our targets and there's plenty of cheap stuff for the extra Services die to chew on in 2062, I think I'll make that switch unless anyone vehemently objects.

And yeah, thanks for noticing the Tib section. Unless we get truly terrible luck, the North American RZBO's and accompanying super glaciers will be producing right on Turn 1 of the FYP, with a better than even chance of getting the entire European operation set up as well. Our budget next turn should come out larger than this turn's despite burning down our whole reserve, so I figured why not go all in? An additional 60-90 income a turn earlier is a serious gamechanger this early in our income curve, I think it's worth the minor sacrifices that have to be made when the extra cash will more than make up the difference in following turns.
 
[X] Plan Feed Zocom
[X] Plan Feed Zocom, Orbital VI

I like this plan head and shoulders over every other one I've seen so far. It gets us a nice+big chunk of the RZs without overextending, it activates all of our dice, it hits on all the important projects this turn, it builds two more Zone Armor factories so we can keep hammering the RZ in the next few turns, heck, it even fits in a Security Review for Agriculture. Overall I think it's very well balanced all over.

The only thing I'd change is switching some of those Services dice to build an AEVA in Orbital this turn, since doing it Q1 maximize the benefits of the AEVA. I don't think that would be a big change, and you have the funds to do it. Would you consider this change, @Lightwhispers ?

Edit: Lightwhispers has since released a plan variant that does exactly this. So, 10/10 plan now IMO.
 
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I Like these two but i am.worried whether ZOCOM has enough people for this many

[x] Plan Forging the Golden Spike
[x] Plan Attempting To Invade The Tiberium.
 
My only beef is communal housing - judging by results it isn't High Quality, and judging by description it might not become one (I could be wrong).
 
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[X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
[X] Plan Yeeted Into The Red Zones
[X] Plan Feed Zocom, Orbital VI

I have faith in @Shadows.
 
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[X] Plan Feed Zocom
[X] Plan Forging the Golden Spike
[X] Plan Attempting To Invade The Tiberium.
[X] Plan Feed Zocom, Orbital VI
 
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[X] Plan Feed Zocom

I'd like it better if it worked on orbital AEVA, but I do like that it works on drone technology.
 
That's a fair point, an extra 1-2 HI dice won't make or break our targets and there's plenty of cheap stuff for the extra Services die to chew on in 2062, I think I'll make that switch unless anyone vehemently objects.
The first time we did the Recruitment action, we only hit the lowest DC of 30. The only reward was +1 Bureaucracy die, and the option changed from this:
[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 30/50/70/90) (increases die allocations) (can have political consequences)
To this:
[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 55/75/95) (increases die allocations) (can have political consequences)
So we had to do the action a second time to get the full slate of recruitment choices. It's not worth risking us failing to fully clear the action just to have an extra Bureaucracy die this turn, when that could cost us even more Bureaucracy dice next turn.
My only beef is communal housing - judging by results it isn't High Quality, and judging by description it might not become one.
Last time we did communal housing, we rolled for how the experiment's results turned out. We didn't roll high enough then for the experiment to succeed. We're hoping that this time around, we'll get lucky enough for it to become another High Quality Housing option, one that'll be far cheaper than BZ Apartments.
 
Because Chicago is listed in infrastructure in the turn post I prefer to put it there in my plans other then that no reason.
Yeah, like I said, not a big deal. Figured it out while I was writing, but remarked anyway. It can make the accounting a little confusing. But you have eminently respectable reasons. Never change that. :)

Next turn I plan to go all in on Red Zone mining so until then I will indeed be going "drill baby drill" because while it may not be worth as much individually as the deep glaciers 6 stages of veins will be worth at least about 150RPT so that's more money for the RZs and we will finally learn what exactly is going on down there.
The thing is, given a choice between 6 stages of vein mines, versus 4-5 stages of vein mines plus 1 stage of super glacier mines... I'd choose the latter.

I suppose it's a question of whether one is vein mining because one wants to mine veins, or whether one is vein mining because one wants to make a lot of money. It's an argument about return on investment of dice and Resources.

Hm. I'd like to see what the Improved CCF plants look like, but you may well be right. I do worry about some energy options in the future eating STUs, and getting a persistent +Energy boost would be helpful. We'll see.
We can always enact the DAE later, after we've actually seen what our second generation fusion plants look like now. For now, Heavy Industry dice are prized and precious and we shouldn't irreversibly sacrifice them lightly or casually.

I will try to not be too smug about it. :p
I am hereby giving you unlimited smug rights. I totally anticipated that you would probably be right and I would probably be wrong. I planned for 825 because of sheer fiscal caution, and because when you probably turned out to be right, it'd be like Goku taking off the weighted clothes or whatever. I'd have some wiggle room to make changes with.

And, my plan again. The idea is to punch Tib with both sonics and shovel, while also getting at least one more ZA factory for sure, and a decent chance of two...
Hm. Well, you know what I think about the advisability of doing Civilian Ultralight Factories. If you're not doing it just for the wiggle room of being able to spend Free dice outside Tiberium (and you are not), then I honestly recommend putting it off a turn and just banking the resources. In the current Plan, it looks like we'll need the extra 30 R to activate expensive 20+ R/die projects more than we'll need the two Light Industry dice, at least in the short term.

The argument for taking ultralights now is that it makes paying for, say, four dice on Reykjavik next turn possible. But if we spend down our whole cash reserve now, will we be able to afford that, I ask you? Because even with an aggressive mining surge, we only add something like 150-ish RpT to the overall budget, maybe 200 RpT if we're lucky. And our actual income stream is only going to be around, I don't know, maybe 850 R next turn if we have no cash reserves.

-[]Services 5 dice +31 2/5 85R
--[] Gene Clinics (New) 0/120 1 die 10R 23%
--[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
--[] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%
--[] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
I'd like to argue in favor of Optical Implant Deployment over Kamisuwa for now, all else being equal. Note the text's observation:

"...They are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses."

Delayed rollout of the first-generation implants is likely to result in some cases of impaired functionality because of people whose brains are less capable of processing visual information due to having to wait longer to get ocular implants of any kind.

On the other hand, I can understand the "back to the drawing board" impulse, but if it was me, I'd prioritize rollout of the 2061 implants over both the hospital expansions (which are not urgent or a widespread popular demand) and the new laboratories. Then I'd build the new laboratories, then the hospitals, though on a turn where we had the budget for it I could totally see going "two on Kamisuwa, one on hospitals" after the 2061 implant rollout had begun.

-[]Military 8 dice +30 8/8 130R
--[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
--[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
--[] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
I do respect the aggressive rollout of power armor factories here, though I honestly think it's not necessary to go this hard.

Our initial power armored force expansion is capped in large part, I think, by the capacity to train more operators, more so than by whether we have two, three, or four power armor factories going at end of quarter. I'm putting two dice on Zone Armor myself, but I think four is pushing it.
 
850/855
[X] Plan tech development and prep for future plans
Infra 5/5 50R +36
-[X] Blue Zone Apartment Complexes (Phase 9) 82/160 1 die 10R 74%
-[X] Green Architecture Risk Assessment and Testing 0/90 2 dice 20R 99%
-[X] Postwar Housing Refits (Phase 1) (New) 0/200 2 dice 20R 39%
HI 4/4 65R +33
-[X] Advanced Alloys Development 56/120 1 die 15R 90%
-[X] Personal Electric Vehicle Plants 0/300 1 die 10R 0%
-[X] Microfusion Cell Development 0/60 1 die 20R 94%
-[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
LCI 3/4 50R +28
-[X] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
-[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
Agri 4/4 30R +28
-[X] Security Review 1 Agri die
-[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
Tiberium 7/7+7 free 375R +38
-[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
-[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2) (New) 0/500 6 dice 180R 74%
-[X] Improved Hewlett Gardener Process Development 0/160 1 dice 20R 0%
Orbital 6/6 110R +30
-[X] Station Bay 248/400 2 dice 40R 79%
-[X] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 8%
-[X] Leopard II Factory 152/400 3 dice 60R 57%
Services 5/5 65R +31
-[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
-[X] Gene Clinics (New) 0/120 dice 20R 88%
-[X] Specialist Isolinear Programming Development 0/120 2 dice 20R 95%
Military 8/8 105R +30
-[X] Stealth Disruptor Development 0/40 1 die 15R 100%
-[X] Ferro Aluminum Armor Refits 0/350 2 dice 10R 0%
-[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[X] Ground Forces Zone Armor (Pyongyang) 0/180 2 dice 40R 47%
-[X] GD-3 Rifle Development 0/30 1 die 10R 100%
-[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%
Bureau 4/4 +28 0R
-[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
-[X] Recruit 3 dice+ Erewhon 96%

Note my plan focuses on tech development projects both military and non-military ones, while still using 14 dices for Tiberium.

I limit the number of new Blue Zone Apartment Complexes so as to limit the impact on logistics, this is because we have several projects that will use logistics like Glacier mining and we are resource restricted from spending on most of the projects that would increase logistics at this time. Also since our PS is currently only 50 I do not want to the Communal Housing Experiments at this time, so I moved dice to Postwar Housing Refits.

I also only put 6 dice on Glacier mining to both start working on the Improved Hewlett Gardener Process and remove/lower the risk of wasted progress if Red Zone Border Offensives rolls very poorly while Glacier Mining rolls very well. This also frees up 10R to spend on other projects, which I use to help fund the development projects that are the other focus of my plan.

Note the only issue I have with my plan is that I was unable to activate all of the LCI dice due to placing 1 dice on Bergen but I consider progress on Bergen to be worth the sacrifice.
 
The Housing, Logistics, and City dream, 50 Infra dice.
*waves hands*
You saw nothing...
...Thanks, though.
I keep being surprised that this wasn't snapped up immediately. This should be revolutionary.
These are about the size of microfusion cells from Fallout - they are also STU intensive. I want to do them soon, but the revolutionary bits will be the long-term advances they provide to basic fusion research.
More about ConGs than Food seems to me.

Entirely about ConGs, at the cost of Food even. Like holy hell, can we just not do these? Go vegan people already its no great hardship with some proper ingredients and recipes. Its probably ethical too, on top of massively cheaper as seen by the cost of this project.
Given that we mostly need to worry about Consumer Goods from food, Vertical Farms are quite appealing. And we did take a goal of doing 2 phases of the Dairy farms, which will also be needed to help fulfill our Food ConGood goal.
Hm, Shala is more popular and provides Bays. Shala first then.
Both provide bays. And Columbia is actually more needed for getting population in space... but I can see doing both up to Phase 3, then alternating up to 4, then 5.
[X] Plan Feed Zocom

I like this plan head and shoulders over every other one I've seen so far. It gets us a nice+big chunk of the RZs without overextending, it activates all of our dice, it hits on all the important projects this turn, it builds two more Zone Armor factories so we can keep hammering the RZ in the next few turns, heck, it even fits in a Security Review for Agriculture. Overall I think it's very well balanced all over.

The only thing I'd change is switching some of those Services dice to build an AEVA in Orbital this turn, since doing it Q1 maximize the benefits of the AEVA. I don't think that would be a big change, and you have the funds to do it. Would you consider this change, @Lightwhispers ?
Hm. I'll take a look, and probably do a variant with that if I can make it work.
 
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