Hey, you can't be a mad scientist operating at this level without doing some mad social science.
That reminds me of another mad social science experiment I saw somewhere: randomly raise/lower the voting age by 1d10 years in selected voting districts. :V Now with properly matched control groups, rather than trying to discover after the fact how much of a governance difference between age-16-voting and age-18-voting is from the age or from other regional factors IRL.
 
If their ability to keep problems down to an acceptable level is so precarious that we need to treat 4 dice/turn as a quasi-mandatory spending level, then we're dealing with a massive misestimation of the threat level here, and not just on our part but on the military's part.
So you're saying there's a Kane plot afoot? ;)

--

I just want to take a moment to brainstorm a bit about one of the MARV hub shifts. Namely, the Beirut hub being moved to Port Said.

See, many years ago (I really ought to just make a list of dates for this stuff in a file so I can just reference it in the future...) we started RZ Harvesting and Glacier mining down in the Suez area. Port Said is the northern end of the Suez Canal. If GDI thinks it's a good idea to shift that hub from Beirut to Port Said, what does that say about the state of the Canal from the harvesting and glacier mining? It could be that the ongoing operations there have put things to the point where a MARV hub could clear the Canal path to the point that the Suez Canal might be reopenable.

A Suez Canal in service affects traffic to Oman, if nothing else. Ships coming from Europe or West Africa (probably also North America East) could instead cross the Med, pass through the Canal, wave to Jeddah as they go down the Red Sea, wave to the Caravanserai as they pass through the Sea of Aden, and then they're at Oman. This is a significant drop in danger from raiders for the majority of the trip, though a possible increase in dangers from RZ coastlines. Also, it's a significant drop in travel time for goods from those areas to Oman. Or, say, Karachi.

Of course, it could just be "Port Said provides a more optimal location for Inhibitor effectiveness than Beirut" and has absolutely nothing to do with the Canal. Either way, food for thought.
 
It's kind of our only currently visible hope for getting more cheap high quality housing. There will presumably be another quality roll, if it goes well then maybe we can get away with not having to do a bunch of full BZ arcologies.

Heh, yeah, I get it. I'm just amused about the global hegemonic government (which is, realistically, the only game in town) wanting to stuff people into increasingly small spaces because it's more efficient.
 
The current top 5 plans are:

34 votes: Plan Forging the Golden Spike
25 votes: Plan Feed Zocom, Orbital VI
23 votes: Plan Attempting To Invade The Tiberium.
12 votes: Plan Feed Zocom
9 votes: Plan Go For The Veins
Adhoc vote count started by Derpmind on Sep 4, 2022 at 6:02 PM, finished with 231 posts and 73 votes.

  • [X] Plan Forging the Golden Spike
    -[X]Infrastructure (5 dice) 50 Resources
    --[X] Blue Zone Apartment Complexes (Phase 9+10), 2 dice (20R) 13%
    --[X] Communal Housing Experiments, 2 dice (20R) 87%
    --[X] Green Architecture Risk Assessment and Testing, 1 die (10R) 67%
    -[X]Heavy Industry (4 dice) 55 Resources
    --[X] Advanced Alloys Development, 1 die (15R) 90%
    --[X] Personal Electric Vehicle Plants, 2 dice (20R) 0%
    --[X] Chicago Planned City (Phase 4), 1 die (20R) 100%
    -[X]Light and Chemical Industry (2 dice) 20 Resources
    --[X] Isolinear Peripherals Development, 2 dice (20R) 70%
    -[X]Agriculture (4 dice) 40 Resources
    --[X] Wadmalaw Kudzu Plantations (Phase 3), 4 dice (40R) 14%
    -[X]Tiberium (7 dice + 7 Free + Erewhon) 410 Resources
    --[X] Intensification of Green Zone Harvesting (Stage 7), Erewhon die (15R) 94%
    --[X] Red Zone Border Offensives (Stage 2+3), 5 dice (125R) 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3), 9 dice (270R) 76%
    -[X]Orbital (6 dice) 100 Resources
    --[X] Station Bay, 2 dice (40R) 79%
    --[X] Leopard II Factory, 3 dice (60R) 57%
    --[X] 1 die locked for AEVA deployment
    -[X]Services (5 dice) 80 Resources
    --[X] AEVA Deployment (Orbital), 3 dice (60R) 88%
    --[X] Gene Clinics, 1 die (10R) 23%
    --[X] Specialist Isolinear Programming Development, 1 die (10R) 32%
    -[X]Military (8 dice) 100 Resources
    --[X] Ferro Aluminum Armor Refit, 2 dice (10R) 0%
    --[X] Infantry Recon Support Drone Development, 1 die (10R) 100%
    --[X] Railgun Munitions Factories (Phase 1), 2 dice (20R) 29%
    --[X] Ground Forces Zone Armor (Set 1/Phase 3), 2 dice (40R) 47%
    --[X] Modular Rapid Assembly System Prototypes, 1 die (20R) 26%
    -[X]Bureaucracy (4 dice)
    --[X] Recruitment Drives, 4 dice (99% vs. DC 200)
    -[X] Total Cost: 855/855 Resources, 0 reserved (technically 100 but I'm just pretending that the bank's floor of 100 isn't available)
    [X] Plan Feed Zocom, Orbital VI
    -[X]Infrastructure 5 dice +36 5/5 50R
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    -[X]Heavy Industry 4 dice +33 4/4 55R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Personal Electric Vehicle Plants 0/300 2 dice 20R
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    -[X]Light and Chemical Industry 4 dice +28 4/4 60R
    --[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 2 dice 40R
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 345R
    --[X] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
    --[X] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
    -[X]Orbital 6 dice +30 6/6 100R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    --[X] 1 die dedicated to AEVA
    -[X]Services 5 dice +31 5/5 80R
    --[X] Gene Clinics (New) 0/120 1 die 10R 23%
    --[X] Advanced Electronic Video Assistant Deployment 0/200 3 dice 60R 88%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 130R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Attempting To Invade The Tiberium.
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 13% Phase 10)
    --[X] Communal Housing Experiments (2 dice, 20 R) (87% chance)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die, 10 R) (67% chance)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 45 R)
    --[X] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
    --[X] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (26% chance)
    -[X] Light Industry (2/4 Dice, +28 bonus, 20 R)
    --[X] Isolinear Peripherals Development 0/160 (2 dice, 20 R) (70% chance)
    -[X] Agriculture (4/4 Dice, +28 bonus, 40 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (4 dice, 40 R) (14% chance)
    -[X] Tiberium (7 Dice + 7 Free Dice, +38 bonus, 375 R)
    --[X] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40 R) (52% chance)
    --[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 (5 dice, 125 R) (Stage 2, 81% Stage 3)
    --[X] Deep RZ Tiberium Glacier Mining (Stage 1+2+3) 0/750 (7 dice, 210 R) (Stage 1, 96% Stage 2, 7% Stage 3)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] One die for AEVA deployment
    --[X] Station Bay 248/400 (1 die, 20 R) (1/2 median)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice, 20 R) (Stage 11, 58% chance Stage 12)
    --[X] Leopard II Factory 152/400 (3 dice, 60 R) (57% chance)
    --[X] This brings both Orbital actions quite close to completion. Barring extreme bad luck, we should be able to easily finish both projects in 2062Q2 and shift focus to an aggressive Columbia construction run.
    -[X] Services (5/5 Dice, +31 bonus, 85 R)
    --[X] Specialist Isolinear Programming Development 0/120 (1 die, 10 R) (32% chance)
    --[X] Orbital AEVA Deployment 0/200 (3 dice, 60 R) (88% chance)
    --[X] Gene Clinics (New) 0/120 (1 die, 10 R) (23% chance)
    -[X] Military (8/8 dice, +30 bonus, 110 R)
    --[X] Infantry Recon Support Drone Development 0/40 (1 die, 10 R) (100% chance)
    --[X] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
    --[X] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
    --[X] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
    --[X] Ground Forces Zone Armor (New Sevastopol) 0/180 (2 dice, 40 R) (47% chance)
    --[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (26% chance)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives DC 200 0/200 (4 dice, 0 R) (98.97% chance)
    [X] Plan Feed Zocom
    -[X]Infrastructure 5 dice +36 5/5 50R
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    -[X]Heavy Industry 4 dice +33 4/4 55R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Personal Electric Vehicle Plants 0/300 2 dice 20R
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    -[X]Light and Chemical Industry 4 dice +28 4/4 50R
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 345R
    --[X] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
    --[X] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
    -[X]Orbital 6 dice +30 6/6 110R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    --[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
    -[X]Services 5 dice +31 2/5 85R
    --[X] Gene Clinics (New) 0/120 1 die 10R 23%
    --[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
    --[X] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 130R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Go For The Veins
    -[X]Infrastructure 5/5 70R
    -[X] Blue Zone Apartment Complexes (Phase 9) 2 dice 20R 100%
    -[X] Chicago Planned City (Phase 4) 1 Heavy Industry die 20R 100%
    -[X] Communal Housing Experiments 2 dice 20R 87%
    -[X] Green Architecture Risk Assessment and Testing 1 die 10R 67%
    -[X]Heavy Industry 4/4 35R
    -[X] Advanced Alloys Development 1 die 15R 90%
    -[X] Personal Electric Vehicle Plants 2 dice 20R 0%
    -[X] Chicago Planned City 1 die
    -[X]Light and Chemical Industry 4/4 50R
    -[X] Carbon Nanotube Foundry Expansions 1 die 20R 0%
    -[X] Isolinear Peripherals Development 3 dice 30R 99%
    -[X]Agriculture 4/4 55R
    -[X] Vertical Farming Projects (Stage 2) 3 dice 45R 95%
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 1 die 10R 0%
    -[X]Tiberium 7/7 280R
    -[X] Tiberium Vein Mines (Stage 2) 7 dice + 7 free dice 280R 100%
    -[X]Orbital 6/6 120R
    -[X] Station Bay 2 dice 40R 79%
    -[X] Orbital Cleanup (Stage 11) 1 die + 1 Erewhon die 20R 99%
    -[X] Leopard II Factory 3 dice 60R 57%
    -[X]Services 5/5 65R
    -[X] Gene Clinics 2 dice 20R 91%
    -[X] Regional Hospital Expansions (Phase 1) 1 die 25R 56%
    -[X] Specialist Isolinear Programming Development 2 dice 20R 95%
    -[X]Military 8/8 115R
    -[X] Ferro Aluminum Armor Refits 1 die 5R 0%
    -[X] Railgun Munitions Factories (Phase 1) 2 dice 20R 29%
    -[X] Ground Forces Zone Armor (Set 1) (Updated)
    --[X] New Sevastopol 3 dice 60R 94%
    -[X] GD-3 Rifle Development 1 die 10R 100%
    -[X] Buckler Shield Development (Tech) 1 die 20R 47%
    -[X]Bureaucracy 4/4
    -[X] Recruitment Drives 4 dice
    -[X]Free Dice 7/7
    -[X] 7 in Tiberium
    -[X]Resources Income 710/710 Reserve 80/145 Bank 100
    [X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (2 dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (2 dice * 10R = 20R) (95%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 105 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (2 dice * 20R = 40R) (47%)
    --[X] Ferro Aluminum Armor Refits (0/350) (3 dice * 5R = 15R) (3%)
    --[X] Buckler Shield Development (0/100) (1 dice * 20R = 20R) (51%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X] Plan Yeeted Into The Red Zones
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 350 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (4 dice * 20R = 80R) (43%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (6 dice * 25R = 125R) (98%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (2 dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (1+E dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Gene Clinics (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 140 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 0/360 (5 dice * 20R = 100R) (84%)
    --[X] Infantry Recon Drone Development 0/40 (1 dice * 10R = 10R) (99%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X] Plan The Green Line v1.1:
    -[X] Infrastructure (5/5 dice +36 bonus) 50 Resources:
    --[X] Blue Zone Apartment Complexes (Phase 9+10) 82/160/320 10 RpD, 2 Die = 20 R 100%/13% ADC 1/76
    --[X] Communal Housing Experiments 0/150 10 RpD, 2 Die = 20 R 87% ADC 32
    --[X] Green Architecture Risk Assessment and Testing 0/90 10 RpD, 1 Die = 10 R 67% DC 39
    -[X] Heavy Industry (4/4 dice +33 bonus) 55 Resources:
    --[X] Advanced Alloys Development (Tech) 56/120 15 Resources per Die, 1 Die = 15 R 90% DC 16
    --[X] Personal Electric Vehicle Plants 0/300 10 Resources per Die, 2 Die = 20 R 0% ADC N/A
    --[X] Chicago Planned City (Phase 4) 529/550 20 RpD, 1 Die = 20 R 100% DC 1
    -[X] Light and Chemical Industry (2/4 dice +28 bonus) 20 Resources:
    --[X] Isolinear Peripherals Development 0/160 10 RpD, 2 Die = 20 R 70% ADC 45
    -[X] Agriculture (4/4 dice +28 bonus) 40 Resources:
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 10 RpD, 4 Dice = 40 R 14% ADC 67
    -[X] Tiberium (7/7 dice + 7 Free Dice + Erewhon Die +38 bonus) 410 Resources:
    --[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 RpD, Erewhon Die = 15 R 94% DC 7
    --[X] Red Zone Border Offensives (Stage 2+3) 101/250/500 25 RpD, 5 Dice = 125 R 100%/81% ADC 1/19
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/250/500/750 30 RpD , 9 Dice = 270 R 100%/99%/76% ADC 1/16/46
    -[X] Orbital (6/6 dice +30 bonus) 100 Resources:
    --[X] Station Bay 248/400 20 RpD, 2 Die = 40 R 79% ADC 34
    --[X] Leopard II Factory 152/400 20 RpD, 3 Dice = 60 R 57% ADC 48
    --[X] Orbital AEVA Deployment 1 Die Locked
    -[X] Services (5/5 dice +31 bonus) 80 Resources:
    --[X] Advanced Electronic Video Assistant Deployment Orbital 0/200 20 RpD, 3 Dice = 60 R 88% ADC = 31
    --[X] Gene Clinics (New) 0/120 10 RpD, 1 Die = 10 R 23% DC 74
    --[X] Specialist Isolinear Programming Development 0/120 10 RpD, 1 Die = 10 R 32% DC 69
    -[X] Military (8/8 dice +30 bonus) 100 Resources:
    --[X] Ferro Aluminum Armor Refits 0/350 5 RpD, 2 Die = 10 R 0% ADC N/A
    --[X] Railgun Munitions Factories (Phase 1) (Very High Priority) 0/200 10 RpD, 3 Dice = 30 R 87% ADC 32
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) Tokyo 0/180 20 RpD, 2 Die = 40 R 47% ADC 53
    --[X] Modular Rapid Assembly System Prototypes (Tech) (High Priority) 0/125 20 RpD, 1 Die = 20 R 26% DC 80
    -[X] Bureaucracy (4/4 dice +28 bonus)
    --[X] Recruitment Drives (New) 4 Dice 100%/100%/100%/99.96%/99.73/98.97% ADC 1/1/4/9/14/19
    -[X] Edit: Total Cost: 50+55+20+40+410+100+80+100 = 855/955
    [X] Plan Tiberium, Development and Activation
    -[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%
    -[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%
    -[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%
    -[X] Security Review 1 Agri die
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
    -[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%
    -[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%
    -[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%
    -[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%
    -[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
    -[X] Recruit 3 dice+ Erewhon 96%
    [X] Plan tech development and prep for future plans
    -[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%
    -[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%
    -[X] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
    -[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X] Security Review 1 Agri die
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
    -[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%
    -[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%
    -[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%
    -[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%
    -[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
    -[X] Recruit 3 dice+ Erewhon 96%
    [X] Plan Rush K(arachi)
    -[X]Infrastructure 5 dice +36 2/5 20R
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    -[X]Heavy Industry 4 dice +33 4/4 65R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    --[X] Low Velocity Particle Applicator Development 1 die 20 R
    --[X] Personal Electric Vehicle Plants 1 die 10 R
    -[X]Light and Chemical Industry 4 dice +28 4/4 50R
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 355R
    --[X] Red Zone Border Offensives (Stage 2+3+4+5) 101/1000 7 Tiberium dice + 1 Free Dice 200R
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1 + 2) 0/255 4 Free dice 120R
    --[X] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 2 Free dice 30R 96%
    -[X]Orbital 6 dice +30 5/6 100R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    -[X]Services 5 dice +31 4/5 70R
    --[X] Advanced Electronic Video Assistant Deployment 0/200 3 dice 60R 88%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 150R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Island Class Assault Ship Deployment (New) 0/180 2 dice 50R 47%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Spread Progress, Slower Income
    -[X] Infrastructure (5/5 dice +36 bonus) 50 Resources:
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 (2 dice, 20R) (100% chance)
    --[X] Communal Housing Experiments 0/150 (2 dice, 20R) (87% chance)
    --[X] Green Architecture Risk Assessment 0/90 (1 die, 10R) (67% chance)
    -[X] Heavy Industry (4/4 dice, +2 Free Dice, +33 bonus) 85 Resources
    --[X] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
    --[X] Improved Continuous Cycle Fusion Development 0/120 (1 die, 20R) (81% chance)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die +2 Free Dice, 30R) (17% chance)
    --[X] Chicago Planned City (Phase 4) 529/550 (1 die, 20R) (100% chance)
    -[X] Light and Chemical Industry (4/4 dice, +28 bonus) 70 Resources
    --[X] Bergen Superconductor Foundry (Phase 4) 65/760 (1 die, 30R)
    --[X] Carbon Nanotube Foundry Expansions 0/300 (1 die, 20R)
    --[X] Isolinear Peripherals Development 0/160 (1 dice, 20R)
    -[X] Agriculture (4/4 dice, +24 bonus) 30 Resources
    --[X] Wadmalaw Kudzu Plantations 56/450 (3 dice, 30R)
    --[X] Security Review (1 die)
    -[X] Tiberium (7/7 dice, +38 bonus) 180 Resources
    --[X] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40R) (38% chance)
    --[X] Red Zone Border Offensives (Stage 2) 101/250 (2 dice, 50R) (74% chance)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/250 (3 dice, 90R) (21% chance)
    -[X] Orbital (6/6 dice +1 Free Die, +30 bonus) 110 Resources
    --[X] GDSS Enterprise Bay (Station) 248/400 (2 dice, 40R) (79% chance)
    --[X] Orbital Cleanup (Stage 11) 32/85 (1 die, 10R) (93% chance)
    --[X] Leopard II Factory 152/400 (2 dice +1 Free Die, 60R) (45% chance)
    --[X] Advanced Electronic Video Assistant Development (1 die)
    -[X] Services (5/5 dice, +2 Free Dice, +31 bonus) 140 Resources
    --[X] Advanced Electronic Video Assistant Deployment: Orbital 0/200 (1 die +2 Free Dice, 60R) (80% chance)
    --[X] Regional Hospital Expansions (Phase 1) 213/300 (2 dice, 50R) (97% chance)
    --[X] Kamisuwa Optical Laboratories 0/250 (1 die, 20R)
    --[X] Specialist Isolinear Programming Development 0/120 (1 die, 10R) (12% chance)
    -[X] Military (8/8 dice, +2 Free dice, +30 bonus) 140 Resources
    --[X] Advanced ECCM Development 0/40 (1 die, 20R) (91% chance)
    --[X] Stealth Disruptor Development 0/40 (1 die, 15R) (91% chance)
    --[X] Railgun Munitions Factories (Phase 1) 0/200 (1 die +2 Free Dice, 30R) (79% chance)
    --[X] Ground Forces Zone Armor (Set 1): Pyongyang 0/180 (2 dice, 40R) (33% chance)
    --[X] GD-3 Rifle Development 0\30 (1 die, 10R) (99% chance)
    --[X] Governor-A Development 0\40 (1 die, 15R) (91% chance)
    --[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20R) (6% chance)
    -[X] Bureaucracy (4/4 dice, +Erewhon!, +28 bonus)
    --[X] Security Reviews (1 die +Erewhon!) DC50 (97% chance)
    --[X] Recruitment Drives (3 dice) max DC 200 (75% chance)
    [X] Plan Yeeted Into The Red Zones
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (2 dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (1+E dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Gene Clinics (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 140 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 0/360 (5 dice * 20R = 100R) (84%)
    --[X] Infantry Recon Drone Development 0/40 (1 dice * 10R = 10R) (99%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X]Plan Sleepy little fortress towns
    -[X]Infrastructure 5 Infra Dice, 1 Heavy Dice 110R
    --[X] Chicago Planned City (Phase 4) 529/550 1 Infra dice, 1 Heavy Dice 40R 100%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    --[X] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 3 dice 60R 91%
    -[X]Heavy Industry 3 Dice 45R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Microfusion Cell Development 0/60 1 die 20R 94%
    --[X] Personal Electric Vehicle Plants 0/300 1 dice 10R
    -[X]Light and Chemical industry 4 Dice, 50R
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    -[X]Agriculture 4 dice+5 free dice 115R
    --[X] Poulticeplant Development 0/50 1 die 20R 99%
    --[X] Vertical Farming Projects (Stage 3) (Updated) 74/240 3 dice 45R 95%
    --[X] Blue Zone Aquaponics Bays (Phase 5+6+7) 5 dice 50R 54%
    -[X]Orbital 6 Orb dice 1 Erewhon Dice, 110R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Orbital Cleanup (Stage 11+12) 32/170 1 Erewhon die 2 Orb dice 30R 96%
    --[X] Leopard II Factory 152/400 2 dice 40R 4%
    -[X]Services 5 Dice 65R
    --[X] Gene Clinics (New) 0/120 2 dice 20R 88%
    --[X] Specialist Isolinear Programming Development 0/120 2 dice 20R 95%
    --[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
    -[X]Military 8 military dice, 3 tib dice 200R
    --[X] Inferno Gel Development 0/40 1 die 10R 100%
    --[X] Binary Propellant Exploration 0/60 1 die 10R 91%
    --[X] Buckler Shield Development 0/100 1 die 20R 51%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) 0/180 3 dice 60R 94%
    --[X]Reclamator Hub Red Zone 3 South (Port Said) 0/335 2 Mil 3 Tib dice 100R 97%
    -[X]Tiberium 4 Dice+2 free dice 135R
    --[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
    --[X] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%
    --[X] Red Zone Border Offensives (Stage 2) 101/250 3 dice 75R 99%
    -[X]Bureaucracy
    --[X] Recruitment Drives (New) DC 200 0/200 4 dice 98.97%
 
1) Yes, but there's a point of diminishing returns. Eventually, more health care spending stops causing significantly increased life expectancy. I suspect we're nearing that point.

There is significantly more to health care than merely increasing the life expectancy. Good health care has considerable impact on the quality of life experienced, regardless of how long or short that life is. Admittedly the game has handled this by exchanging Health indicator for other things, but that is a different matter.
 
[x] Plan Forging the Golden Spike
 
For example, if you delay the Fortress Towns in favor of 10R dice projects, that would let you take dice off of overkilling Orbital Cleanup for Leopards, Gene Clinics, and the like.

No. I want fortress towns because they defend our territory and set us up for green zone intensification. Orbital cleanup isn't being overkilled it's got a 96% chance of completion. I want to make sure it's completed.

...And, of course, it is going to give us a Q2 budget of under 800R, which is not something I look forward to.

710 per turn. I keep 25 resources in reserve (plus the 100 for banking but we're not counting those) assuming both phases of cleanup completes, that's minimum of 20R. We're already at 755R Red zone hub. 97% chance of completion. 25 R there. 780. Red zone border offensives 99% chance of completion there. minimum of 15 R. 795 R to play with next turn. Sure, you could be right.

But then there's an upwards limit of 35R on the border offensives, and potentially another 10R to play with from orbital cleanup. We won't go into that banking should provide some income too, or GDI's economic growth in general. 795 is the minimum unless we critfail somewhere, it's likely for the money projects to complete and possible the income will be higher than that. Pretty comfortable with the current plan tbh. Especially since it activates all dice. I could maybe move some orbital dice to put four dice on the regolith mining if I want more income, but finishing the station bay should be pretty important, plus putting progress into the leopard factory.
 
I've made a minor fix/update to the Array. For the -5 penalty from Qatarite deaths this turn, I updated all the Tiberium projects, but I forgot that both Karachi and MARVs also use Tiberium dice. Meaning they were still calculated using the old Tiberium bonus. This has now been fixed.
 
No. I want fortress towns because they defend our territory and set us up for green zone intensification. Orbital cleanup isn't being overkilled it's got a 96% chance of completion. I want to make sure it's completed.
Why? What's the hurry?

710 per turn. I keep 25 resources in reserve (plus the 100 for banking but we're not counting those) assuming both phases of cleanup completes, that's minimum of 20R. We're already at 755R Red zone hub. 97% chance of completion. 25 R there. 780. Red zone border offensives 99% chance of completion there. minimum of 15 R. 795 R to play with next turn. Sure, you could be right.
So our next turn budget actually shrinks or at best stays constant compared to our current budget, is what you're saying. Given that we're right at the beginning of a four year plan and are heavily cramped by our income options, I'm pretty sure that's a bad situation to be in.

Long term outlook matters; one has to make sure one will have the means to do things in the future, if one isn't just planning to "break the plan goals over our knee."

So you're saying there's a Kane plot afoot? ;)
If Kane is plotting to lull us into a false sense of security and then smack us over the head:

1) He's got a very narrow window of opportunity in which to do so, because his forces are already battered from Steel Vanguard, and regardless of which plan wins, we're going to be producing power armor at a geometrically increasing rate, with new factories emerging quite rapidly and production easily doing something like "double within 9-12 months." Given that (see the entry on the London factory) Zone suits don't last very long in a Red Zone on account of getting contaminated with tiberium, that's going to be pretty impactful on just how much muscle Nod might encounter on the very same Red Zone raids their military muscle for attempting has been depleted.

2) The deception is likely on a much larger scale than "bait GDI into overextending into the Red Zones," because all of Nod would be Kane's instrument, and everything we've seen out of Kane is part of the deception. Including the memorable conclave he allowed us to watch, his praise of Stahl and the Bannerjees (well, those might be sincere), and the abrupt collapse of Nod offensive operations against us. There are also facts clearly visible from orbit that make me question this, because I'm pretty sure Stahl wouldn't be concentrating much effort on building up the Rio Cyan Zone if he thought he was about to go back to war with GDI. For all his tactically adroit moves, he inflicted little more than scratch damage on GDI's position in the South American Blue Zone during the Regency War. I suspect that if Kane were planning something significant, Stahl, in turn, would be preparing something more impactful. I doubt he'd have resources to spare for a passion project, even one Kane admired.

At some point this turns into Cartesian doubt. We can maintain awareness that we are uncertain and face a hostile world, but we have to at least engage with the apparent reality in front of us unless there is a clear, specific reason to doubt it.

We can do ourselves a lot more harm by endless jumping at shadows and gaslighting ourselves into anticipating disaster around every corner than by maintaining a merely... normal level of caution.

I just want to take a moment to brainstorm a bit about one of the MARV hub shifts. Namely, the Beirut hub being moved to Port Said.

See, many years ago (I really ought to just make a list of dates for this stuff in a file so I can just reference it in the future...) we started RZ Harvesting and Glacier mining down in the Suez area. Port Said is the northern end of the Suez Canal. If GDI thinks it's a good idea to shift that hub from Beirut to Port Said, what does that say about the state of the Canal from the harvesting and glacier mining? It could be that the ongoing operations there have put things to the point where a MARV hub could clear the Canal path to the point that the Suez Canal might be reopenable.

A Suez Canal in service affects traffic to Oman, if nothing else. Ships coming from Europe or West Africa (probably also North America East) could instead cross the Med, pass through the Canal, wave to Jeddah as they go down the Red Sea, wave to the Caravanserai as they pass through the Sea of Aden, and then they're at Oman. This is a significant drop in danger from raiders for the majority of the trip, though a possible increase in dangers from RZ coastlines. Also, it's a significant drop in travel time for goods from those areas to Oman. Or, say, Karachi.

Of course, it could just be "Port Said provides a more optimal location for Inhibitor effectiveness than Beirut" and has absolutely nothing to do with the Canal. Either way, food for thought.
Given the clear implication that we can clear Red Zones (which are often heavily tiberium-encrusted) into Yellow, I would be at least cautiously optimistic that we can reopen the Canal after years of glacier mining, yes. The real problem with doing that is that the west end of the Mediterranean contains a Nod controlled gauntlet, so everything gets potshots taken at it from close range. Otherwise most Atlantic shipping can at least steam out into the middle of the ocean a thousand or more kilometers from land and try to speed-run it around Africa, but you're getting close if you try to go through Gibraltar to Suez.

Heh, yeah, I get it. I'm just amused about the global hegemonic government (which is, realistically, the only game in town) wanting to stuff people into increasingly small spaces because it's more efficient.
Look, GDI is a democracy and I don't mind building people big-ass luxury homes in principle.

But they're absurdly expensive to build and keep sealed against tiberium, and the whole world situation is [waves] kind of a lot right now, and GDI's population just expanded by about 20% without any corresponding increase in the supply of tiberium-sealed housing. In two years.

So just getting people into any place they're actually personally comfortable with is top priority. And that includes, say, big extended families of Yellow Zone refugees who are willing to live in communal housing with intergenerational living arrangements, and may actually happier this way than being atomized into a bunch of widely separated and disparate luxury apartments or whatever.
 
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Why? What's the hurry?

For fortress towns or for orbital cleanup? Actually I'll answer both.

Fortress towns there's no particular 'rush' but it does unlock us further phases of green zone intensification which is cheap, easy tiberium harvesting. Plus there's ongoing nod raiding, as seen by the tentacle harvester heist. Even if the full regency war is winding down, small scale raiding is happening, beyond that there's digging in for the next wave of fighting whenever it may be. The refugee wave is slowing down, it's now 5 per turn combining a phase of fort towns with our arcology department means we actually cover all of this turns housing need. It's not pretty but it does it and keeps a nice healthy surplus so that we can build/upgrade higher quality housing later as needed. Beyond that, providing outposts nearer to the nod borders might make it easier for refugees to flee to GDI to see if we can nudge that number back up a little. Fortress towns do a bunch, and depending on how things shake out they might grow or expand over time into larger towns. They're a nice core 'standard' housing block, that we can upgrade or modify or give add ons to later. tldr; houses, safety, jumping off point for tib harvesting.

Orbital cleanup, there's a fair chance of completing the station bay, stage 12 also gives a discount to stations. Useful for long term making the stations cheaper so they require less dice. Stage 11 of orbital cleanup meanwhile unlocks energy satellites which look to be useful with our difficulties with energy generation.

So our next turn budget actually shrinks or at best stays constant compared to our current budget, is what you're saying. Given that we're right at the beginning of a four year plan and are heavily cramped by our income options, I'm pretty sure that's a bad situation to be in.

Long term outlook matters; one has to make sure one will have the means to do things in the future, if one isn't just planning to "break the plan goals over our knee."

well if you read the rest of it below that you'd see I continue on for a bit.

But then there's an upwards limit of 35R on the border offensives, and potentially another 10R to play with from orbital cleanup. We won't go into that banking should provide some income too, or GDI's economic growth in general. 795 is the minimum unless we critfail somewhere, it's likely for the money projects to complete and possible the income will be higher than that. Pretty comfortable with the current plan tbh. Especially since it activates all dice. I could maybe move some orbital dice to put four dice on the regolith mining if I want more income, but finishing the station bay should be pretty important, plus putting progress into the leopard factory.

But to say it plainly here. 795 is the minimum but border offensives potentially has another 20, orbital cleanup maybe another 10, possibly some money from banking and general tax money. say 5 each and that's 835R total to spend.

Certainly not a major increase. But my plan notably activates every single last dice we have, and I'm quite confident of doing the same again next plan.

And sure, my plan doesn't get as much money as other plans, but repeatedly, where we actually get limited, particularly late in the four year plans, isn't in resources but in the amount of dice we have available. So activating every dice we can right from the start might actually be more efficient long term.

There's also, I believe efficiencies, not just in the scale of the tib harvesting, but where specifically I'm placing the marv hub. Northern Egypt, a small step to be sure, but potentially a start on re-opening a major trade lane and abating tiberium in the area. One thing I'm slightly sore about, is that in our negotiations with the caravanserai they're actually between us and the red zone in the region. So i'd like to start pushing into the middle east from the other side to prevent the caravanserai from claiming vast stretches of territory without competition, along with potentially opening up further red zone mining options and possibly even glaciers.

Lastly. Everything in my plan is something that I want in of itself. the marv hub isn't just a good option for abating red zone tib, it itself is something specifically want for its geographic location, as a military point, abatement and money, and of course it actually generates a net surplus of energy.

I would like more marv hubs even, but A, the improved tib refining process should help us get more STU's which we're expected to need a lot of soon for a variety of high tech stuff. And I do think that the tib storage option might lead to better methods to store tiberium long term or create materials more resistant to tiberium. So I'd like to get started on that as well.
 
Look, GDI is a democracy and I don't mind building people big-ass luxury homes in principle.

But they're absurdly expensive to build and keep sealed against tiberium, and the whole world situation is [waves] kind of a lot right now, and GDI's population just expanded by about 20% without any corresponding increase in the supply of tiberium-sealed housing. In two years.

So just getting people into any place they're actually personally comfortable with is top priority. And that includes, say, big extended families of Yellow Zone refugees who are willing to live in communal housing with intergenerational living arrangements, and may actually happier this way than being atomized into a bunch of widely separated and disparate luxury apartments or whatever.

I'm honestly not sure where you got the idea that I was advocating for luxury housing.

I get the mechanical reasons why the communal housing experiments are a good (even great) idea. And I'm sure someone waiting in line at a refugee camp while getting shot at on a daily basis would be happy to get anywhere to live. And it's a central feature of the quest narrative that the bureaucracy of GDI, a global hegemon with no real competition, is... not like a real-world bureaucracy in a lot of regards (aka the suspension of disbelief on that point is required for enjoyment of this quest).

I'm still going to be amused at the idea that, when faced with the need to house tens of millions (?) of people, the solution that bubbles to the top, because it's the most efficient in terms of numbers as presented at an upper management meeting, is to stuff people into what are basically college dormitories. But I suppose our senses of humor don't overlap on that.
 
Nat1 on Communal housing here we go! :V
Now to wait until Bot realizes that high quality Communal housing might help with living in space and putting more people there faster.
Orbital cleanup, there's a fair chance of completing the station bay, stage 12 also gives a discount to stations.
Stage 12 isn't about reducing station costs. It is about reducing satellite costs. Only the Leopard and Station Bay reduce space station progress cost. The Leopard also helps with space mining.
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
You can see the distinction in the space force section between station and satellite projects.
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/175: 20 resources per die) (Station)

[ ] 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)
 
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Still fine. Is cheap space dice that give discounts to space stuff.

I've been saying for multiple turns in a row to start Shala and Colombia but been told it's more efficient if we get discounts for stuff.

This is discounts so there you have it.
 
Orbital cleanup, there's a fair chance of completing the station bay, stage 12 also gives a discount to stations. Useful for long term making the stations cheaper so they require less dice. Stage 11 of orbital cleanup meanwhile unlocks energy satellites which look to be useful with our difficulties with energy generation.
I'll be pleasantly surprised if finishing orbital cleanup makes stations cheaper. And we've been explicitly told, more than once, that the solar power satellites won't provide +Energy to our overall economy; they're a prerequisite for certain other space infrastructure projects.

Furthermore, your choice to invest 2+E dice into the cleanup project means that you have to leave the Leopard II factory with only a 4% chance of completion, which means that we still won't be positioned and ready to start our new space stations in 2062Q2 anyway even with the cleanup project done, unless we're planning to go ahead without the Leopard IIs, in which case why are you even bothering to spend on the shuttle factory at all?

well if you read the rest of it below that you'd see I continue on for a bit.

But to say it plainly here. 795 is the minimum but border offensives potentially has another 20, orbital cleanup maybe another 10, possibly some money from banking and general tax money. say 5 each and that's 835R total to spend.
None of that changes my analysis.

Our budget this turn is 855 R, so we're still looking at having less money to spend in Q2 than in Q1 under your plan.

Furthermore, you make much of activating "every single last dice we have," but I could quite easily do the same thing more efficiently simply by choosing different projects. If you weren't specifically deciding to build fortress towns despite the cost, you could save 30 R by switching to other Infrastructure projects. Research into Microfusion Cell is entirely optional this turn, and could be a second die in Electric Vehicles, saving another 10 R. Throwing most of our Free dice at Agriculture isn't a particularly wise course of action, either. Because while getting good food to the public is a priority for the plan, we have many ways in which to do that and it will be much easier to do that if we have a solid and sustainable budget capable of activating all our dice at 15-20 R/die. And MARVs are a very inefficient way to get income (and for that matter Red Zone abatement) compared to some of the other options currently available to us in terms of tiberium mining.

Your plan spends much of our cash reserves on expensive projects that are at best optional. Furthermore, it is not making full and adequate preparations to replace that cash reserve with new, sustainable income streams.

And sure, my plan doesn't get as much money as other plans, but repeatedly, where we actually get limited, particularly late in the four year plans, isn't in resources but in the amount of dice we have available. So activating every dice we can right from the start might actually be more efficient long term.
You say that, but then you have numerous dice focused on things that aren't even Plan requirements and don't directly contribute significantly to Plan requirements, while in other areas you make massive investments that only make sense if you're trying to "overachieve" on the Plan targets and get them done in a hurry.

Likewise, I don't understand why you're interested in "opening up... possibly even glaciers" when you're already ignoring the glacier mining option that is already available to you and that the vast majority of other plans being used in the quest include.

Sure, it's all stuff you want "in and of itself," but when you try to put it together to form a coherent picture for what GDI is trying to accomplish, and how we expect these moves to work together to give us good choices and options in the future, It just doesn't make sense.

I'm honestly not sure where you got the idea that I was advocating for luxury housing.

I get the mechanical reasons why the communal housing experiments are a good (even great) idea. And I'm sure someone waiting in line at a refugee camp while getting shot at on a daily basis would be happy to get anywhere to live. And it's a central feature of the quest narrative that the bureaucracy of GDI, a global hegemon with no real competition, is... not like a real-world bureaucracy in a lot of regards (aka the suspension of disbelief on that point is required for enjoyment of this quest).

I'm still going to be amused at the idea that, when faced with the need to house tens of millions (?) of people, the solution that bubbles to the top, because it's the most efficient in terms of numbers as presented at an upper management meeting, is to stuff people into what are basically college dormitories. But I suppose our senses of humor don't overlap on that.
Sorry, I'm a bit cranky about it.

The problem is that we literally only have a fairly short list of ways to house people at all. Like, the total list is:

Greater Arcologies
Fortress Towns
Apartments
Lesser Arcologies
Communal Housing


That's it. Options (2) and (4) are shitty conditions, (1) is expensive luxury housing, (3) is a limited option we're running out of phases of, and I feel like you're laughing at me for trying (5) when I'm running out of ideas here. :(

The irony of "bureaucrats make dorms" is not entirely lost on me, but we're running out of buttons we're even allowed to push. And this is after or alongside a massive expansion in which we built 60 Housing worth of much more normal and higher quality apartments, anyway, so there. :p

Living in space is already hard enough, the least we can give people is the privacy of their own four walls.
Well, there's some potentially problematic aspects to giving each person's space domicile its own, for example, kitchen facilities (you really don't want kitchen fires on a space station).

Communal housing doesn't necessarily mean "everyone has to put up with bunk beds." I dunno how things will shape out.
 
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That's it. Options (2) and (4) are shitty conditions, (1) is expensive luxury housing, (3) is a limited option we're running out of phases of, and I feel like you're laughing at me for trying (5) when I'm running out of ideas here.
How many phases of apartments do we have? Current, next one and that's it, right?

With any luck green architecture will give us another option, though I have no clue how affordable it will be.
 
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Living in space is already hard enough, the least we can give people is the privacy of their own four walls.
Which would be fine if we went for a reasonable 10k population goal. But with 20k and the Qatarites dying off (and 3 free dice coming from them), we should figure out how to properly select the population of our initial space habitats so they can deal at least with communal dining and recreation areas. A small cabin for them is ok. But we might not have the dice for apartments in space.
 
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