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.
We'll see how that shapes up.

If we lose Free dice from the Qatarites dying in the near future, then yeah, that does complicate things a bit.

But with Orbital AEVA and recruitment coming up, I really do think there's hope.
 
Does it work at all?

From what I read currently available IRL Space food is basically very high quality MREs.

GDI did have 30 years to figure it out, so who knows?
 
GDI, to my understanding, has enough gravity control to do artificial gravity in space. So presumably they just do cooking like you would anywhere else. Not the ventilation, that probably is directly connected to a filtering system, but otherwise they just do things the same.
 
Wouldn't it just be the same as industrial processes like smelting, but on a smaller scale.
You just do it mostly like you do on Earth, but you don't have a convenient atmosphere you can dump excess heat / air into.

The access to micro gravity though... I'm thinking we could make some amazingly light pavlovas and mousses.
 
Wasn't Communal housing was for People who was conformable with it? Some select demographic of Yellow zoner. So it shouldn't negatively effect the majority of Our Ciz

Yep. Yellow zone 'clans' large extended families and groups of people who identify as a community/kin despite lack of direct blood relations.

Possibly some blue zoners who want to live communally, either short term or long term.

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?

already had this conversation actually I've been corrected that it's for satellites not stations. Still doesn't change my mind. Orbital cleanup gives discounts on stuff. And as for unlocking other space infrastructure. Great. Fantastic. More space stuff is cool. Granted, I don't think we needed to take 20k people in space as a goal, but that's the goal and unlocking more space stuff seems great.

Plus, on top of that I still want to get rid of our space trash. It would be nice to be able to say we've cleaned up our orbits and the only stuff there is stuff that's meant to be there.

Leopard. Okay, fine, finish that later. I mean. I'd have loved to start doing Colombia and Shala multiple turns ago as I put in my plans on multiple different occasions. But no no, as I've repeatedly been told it's better to get a bunch of discount stuff first, so that's exactly what I'm doing. If leopard doesn't finish this turn I just plug more dice into it next turn. And any other discount providing space things I absolute 'need' to do. Because apparently dice into the stations can't happen until then. That's what I've been told many many times.

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.

Still enough money to activate all dice. As you make clearer by pointing out how to get cheaper projects, so thanks for that by the way.

Specifically regarding fortress towns. I Want Fortress Towns. I want them right at the very edges of our borders as close as possible to any nod population centres to make it as easy as possible for any yellow zone refugees to claim asylum in GDI. Again, fortress towns do all sorts of good things for us. They're safe housing, protected, they lock down out territory

Microfusion cell is optional. I want it. I could spend a second dice in electric vehicles but that wouldn't help it complete.

Free dice at agriculture is in fact wise if I want oodles of surplus food. I said we could probably ignore the stored food goal. Was ignored, the stored food goal was completed.

Despite that. Within the updates we see that there's people making private stockpiles of food, either out of worry that the public stockpiles won't be enough. Or just for their own peace of mind. Either way, increasing food availability further should put some of those worries to rest. I want food. Using agriculture to get food seems eminently sensible and wise to me.

Marvs? Marvs are efficient because they're one of the only ways to allow us to use military dice to generate income. It does that. it creates abatement. And again. Just as important to me if not more so, is where the abatement is, not just the amount. We could push back kilometres of red zone in north america, south america, europe, australia and it would likely not get us much other than mostly blank featureless wasteland.

Red zone 3 south hub meanwhile? Sits right on top of what used to be the worlds most famous shipping lane. The Suez Canal. It's a port in the eastern med that possibly allows us to ship directly from spain/italy to Blue Zone 4. Without sailing the whole way around africa, or flying over dangerous red zones. It has the potential to massively simplify worldwide logistics for the entirety of GDI. And sure, it will take a while but that means it's better to get started with abatement in that area.

Beyond that, if you've been following the maps you should have noted that the caravanserai have been pushing north up the Arabian peninsula, and I like the caravanserai. I like them a lot. I want to be friendly with them, but as I have been reminded they are still potential threats alongside the rest of nod. Bluntly, they're already placed themselves between our harvesting operations and the red zone, any territory the caravanserai claim from the red zone is likely to be theres to keep. So, land in north egypt, and push east to prevent their expansion along that route. Doubly so if the caravanserai take YZ16 for their own and use that to push north as well. The caravanserai being able to claim the coastline of the red sea in an unbroken line from their current territory to yz16 would mean they could effectively control the single most historically important trade lane in the history of humanity. In my mind it is vital that we begin our own harvesting operations in north europe to claim territory there as soon as possible. Abatement in north egypt needs to begin now. Not next turn. Not in a year. Now. In my mind it is the single most critical thing we can do to influence the global effort against nod by securing that supply line for our own use, as a shipping lane and a base to harvest one of the deepest red zones in the world from.

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.

To be clear. The pattern we have seen thus far with the disposal of redzones. Has largely been GDI nibbling at the edges, all over the world. And in one of our most recent map updates nearly all territory reclaimed from red zone ended up being turned yellow, even when GDI was touching those zones and in my opinion they should have been turning green.

This is my coherent picture. Opening up a brand new green (and eventually blue zone) in north africa starting on the egyptian coast. Using that to link europe to africa more easily, and simplifying and shortening transit worldwide.

No amount of glacier mining or red zone harvesting anywhere else in the world can have that effect.
 
Presumably pressure cookers are not allowed, anything that can explode is too much of a risk. Climate control allows for amazing fire fighting methods by just sucking the air out of rooms with fire. I think safest is probably cooking with induction heating.
 
Wasn't Communal housing was for People who was conformable with it? Some select demographic of Yellow zoner. So it shouldn't negatively effect the majority of Our Ciz
Well, the problem last time is that we built the communal housing in the middle of the worst throes of the housing crisis, to the point where lots of people were signing up to live in communal housing who were just random poor suckers who were like "hey, at least it's in a Blue Zone and I can go outside without a hazmat suit." Because the alternatives were, basically, all bunkers in a fortress town in a Green Zone.

Now the situation's less extreme and less stressed, and we have the experience of what went wrong last time, so hopefully things will go better.


I...I have no answer to this. How the fuck does cooking in space work.
I mean, you can still have electric ranges and microwaves and stuff; cooking doesn't necessarily involve much combustion. And all our big stations have artificial gravity, spin gravity, or both, so that's not necessarily a problem.

It's just that you don't want fire hazards aboard the station, so ideally you want things like kitchens to be a bit more centralized in ways that make it easier to slam down on them with a fire suppression system.

Does it work at all?

From what I read currently available IRL Space food is basically very high quality MREs.
Growth mindset. I fully intend to have Shala significantly underway within about two years.

already had this conversation actually I've been corrected that it's for satellites not stations. Still doesn't change my mind. Orbital cleanup gives discounts on stuff.
Discounts are useless unless we're actually gonna build the stuff we get a discount on. Something to bear in mind. Nobody gives a damn if they get a 10% off coupon on something they don't want.

Furthermore, while most other plans agree that orbital cleanup is desirable, yours is unusual not in having it, but in investing so much in it, as if it were vitally important to get it done right away even at the expense of accomplishing other projects.

Which you've never really explained beyond the level of "I don't care, I want this, so I put a ton of dice on it."

Plus, on top of that I still want to get rid of our space trash. It would be nice to be able to say we've cleaned up our orbits and the only stuff there is stuff that's meant to be there.

Leopard. Okay, fine, finish that later. I mean. I'd have loved to start doing Colombia and Shala multiple turns ago as I put in my plans on multiple different occasions. But no no, as I've repeatedly been told it's better to get a bunch of discount stuff first, so that's exactly what I'm doing. If leopard doesn't finish this turn I just plug more dice into it next turn. And any other discount providing space things I absolute 'need' to do. Because apparently dice into the stations can't happen until then. That's what I've been told many many times.
Salt aside, the point of the exercise is to balance "get things done" against "spend minimum total number of dice doing them." Because it's pointless to rush the front end of the project if on net you wind up finishing the back end at the same time anyway. Planning ahead for things helps.

But in this case, the problem is that you've caught yourself in the worst of both worlds. By overinvesting dice on Orbital Cleanup, you have no dice to give the Leopard II plant a realistic chance of completion, forcing you to invest dice again in 2062Q2 and delay start of Columbia until 2062Q3, when you'd have a significantly better chance of getting a Q2 start date if you were willing to just take one die off cleanup (or even two) and put them on the shuttle factory.

...

As for the rest, I dunno. You see it as pointless for GDI to slowly grind away at the Red Zones, but you don't see it as pointless for the Caravanserai to slowly grind away at the Red Zones; that's something that's worrying you. I'm not sure what to tell you there.

You see the strategic advantages of reopening the Suez route, but I see the disadvantages of having Nod raiding ports on both sides of the western Mediterranean and trying to run a gauntlet with every shipping convoy we send that way, plus God knows what kind of tiberium weather the Med gets these days given that it's effectively surrounded by Red Zones.

All of which we can deal with, but it turns opening the Mediterranean route into a complicated project that will require a lot of time and resources, which in turn makes getting the budget up and running as fast as possible imperative, which in turn means that just mashing the "FOOD NOW DAMMIT" button to the point where it interferes with income restoration becomes an invitation for things to backfire.

You're counting the advantages of doing certain things, but in my opinion you're expecting far too much of them. And I see some real disadvantages and opportunity costs associated with the projects you have in mind.
 
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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.

The apartment program expires with the two visible phases, yeah. So we've got 12 HQ housing for cheap, but after that our only option is BZ Arcologies, which are ruinously expensive and just not a reasonable solution unless we want to permanently write off a bunch of people as stuck in low quality for the forseeable future. Not because "lol evil Soviet bureaucrat charicature" but because there's a dozen other things Parliament has democratically ordered us to do that take dice away from a 3,000-point series of projects to build a useful amount of arcologies.

I'm personally hoping that between green architecture and a decent quality roll on communal housing, we can get either a communal housing daughter project or an upgrade to the Lesser BZ Arcologies project or something that will get us affordable HQ housing again. If that doesn't happen... I guess we have to build full Arcos, but the dice just aren't there to actually house everybody in them quickly so it's not just cheap to hold out for some other source of HQ housing it's also the egalitarian move that means we don't have to write off some fraction of the population as perpetually screwed over for the next 10 years.
 
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Post-war refits are available as well, but They're not very effective.

Also Reforestation - I haven't seen preparation projects for that? Are they gated behind something?
 
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Post-war refits are available as well, but They're not very effective.

Also Reforestation - I haven't seen preparation projects for that? Are they gated behind something?

True on the Post-War refits. They are an effective drop of 6 Housing over all, which is affordable, as we currently have a surplus of 39 Housing Even factoring in the Refugees this turn, its going to be relatively easy to offline 15 LQ Housing to upgrade it to 9 HQ Housing. The issue I can see happening is that we currently have 32 pop in low quality housing, and are gaining refugees at a steady rate of 5 per turn. That means we need at minimum 37 HQ Housing to get egalitarian living. 21 of that is available via the Apartments and Refits. That leaves 16, technically that means the Dept of Arcologies will build enough to house everyone in High Quality Housing before the end of the plan if no more refugees arrive after this turn and we complete both the Apartments and the Refits.

Reforestation is gated behind something, but we don't know what yet. I'd say the Agri Mech project, maybe, as that is the introduction of vast swarms of drones for tending crops, something we will need if we are going to plant whole forests.
 
Yeah, not happening. Karachi most likely will generate another big wave of refugees.
Less of one since the Indian Nod branch is making their own blue/cyan zone. There might be some that jump to the Initiative but I suspect most locals will move to the expanding Nod blue zone equivalent. And Karachi will take care of those who don't want to move. Maybe Communal Housing and Green Architecture could upgrade Karachi housing to High Quality levels. Especially if we plop down a reclamation hub right next to it and turn the area into a Blue Zone.
But honestly those who would live there will most likely be willing to wait for better housing.
As to the Karachi operation I hope the plans will be able to make room for a YZ-1W Reclamator Hub to help secure the new city. And to be honest I can't get the image of a SMARV towing a land train towards BZ-18. At least until a train line is secured.
 
If we lose Free dice from the Qatarites dying in the near future, then yeah, that does complicate things a bit.
Ugh...

If we're at risk of losing free dice, which seem absolutely essential given our rather ambitious goals, we should probably do everything we can to advance medical tech and try and prevent it.

What actions do we have for that? Genelabs and poulticeplants?
 
So full on lining the new urban cores will take the new metro phase and new regional hospitals but what about industrial and commercial opportunities for them. Have we gotten any options to provide jobs for the Apartment dwellers directly? Is it gated behind metros?
 
Ugh...

If we're at risk of losing free dice, which seem absolutely essential given our rather ambitious goals, we should probably do everything we can to advance medical tech and try and prevent it.

What actions do we have for that? Genelabs and poulticeplants?
Get Gene Clinics done early and create reginal hospitals to reduce medical load will definitely help. Poulticeplant development, visceroid research, and Forgotten research coming up with something is my hope.

I am wondering why the two most popular plans don't put 2 dice on Gene Clinic and instead give one to Specialist Isolinear. Is it just for the off chance that one or both of them complete? There is a 47.64% chance of that happening, but I'd prefer the 88% chance of Clinics.
 
What actions do we have for that? Genelabs and poulticeplants?
I think that sounds about right currently.

IIRC Poulticeplants are a stepping stone to Quest!medi-gel, and given the amount of gene-engineering ME!medi-gel apparently had, I wouldn't be surprised if genelabs were too.

--

On raiders in the Med:

Yeah, a bit of an issue, however, if the navy put hydrofoil bases at YZ-15 and YZ-13N (after we put the hubs in), then much of the Nod controlled YZ coast is within hydrofoil range. A hydrofoil base at Nador in North Africa and Almeria (I think that's about where the GZ border is?) in Spain would then cover the rest of the coastline. Toss in some frigates and/or escort carriers to go the entire route in case of subs, and heavier escorts could largely just pick up convoys coming west at a designated point for the last bit of the trip, and drop off convoys heading east at that same general point.

Who knows? Maybe the military will use some Islands in the future to take the Balles Balears, making it easier to lock down the Spanish coast.


On a semi-related note, how confused would the Bannerjees get if we slammed out the YZ-1 trio of hubs, then immediately slapped down the Inhibitor and ignored India again? ;)
 
So full on lining the new urban cores will take the new metro phase and new regional hospitals but what about industrial and commercial opportunities for them. Have we gotten any options to provide jobs for the Apartment dwellers directly? Is it gated behind metros?
Metros will help, grants and providing CapGoods for the civilian economy will help, as will any action that has "-X Labor"
 
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