[ ] Forgotten Experimentation (New)
Ooo, fun. Not quite as fun as Tiberium Wildlife, but still fun.
[ ] NovaHawk Development (New)
Hmm, I know everytime the Fire Hawk was talked about it was always mentioned how old it was. Nice that a fresh take available, even if it'll be a while before it's attractive to make it. Really hope its Wingmen Drones come as part of its production and won't need their own project.
[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) (New)
(Progress 0/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 0/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Ouch. Well that that's a lot more expensive then I expected. Worth it, but yeowch.
[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (Very High Priority)
Still? Shit, sounded like they were happyish last turn.
 
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This is Plan Attempting One More Phase of Alloys On Halloween with one change Interdepartmental Favors got replaced with Predictive Modeling Management
This takes us to +2 capital goods but both Chicago Planned City(+12) and Bergen Superconductor Foundry(+4) are only a turn away from completing

[X] Plan Modeling One More Phase of Alloys On Halloween
-[X] Infrastructure (5/5 Dice, +27 bonus, 100 R)
--[X] Chicago Planned City (Phase 5) 52/995 (6 dice, 100 R (in Infra)) (6/12 median)
-[X] Heavy Industry (6/6 Dice + 4 Free dice, +34 bonus, 280 R)
--[X] U-Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200 R) (~87% chance)
--[X] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R (in HI)) (see above)
--[X] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (94% chance)
--[X] Second Generation Fusion Plant 0/(325) (2 dice, 40 R) (2/4 median)
--[X] Security Review
-[X] Light Industry (5/5 Dice, +24 bonus, 140 R)
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 (4 dice, 120 R) (4/8.5 median)
--[X] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)
-[X] Agriculture (6/6 Dice, +29 bonus, 100 R)
--[X] Agriculture Mechanization Projects (Phase 2) 26/240 (2 dice, 30 R) (18% chance)
--[X] Dairy Ranches (Phase 1+2) 155/385 (2 dice, 40 R) (Phase 1, 10% chance Phase 2)
--[X] Poulticeplant Deployment 0/150 (2 die, 30 R) (71% chance)
-[X] Tiberium (7/7 Dice + 2 Free dice , +39 bonus, 200 R)
--[X] Tiberium Vein Mining (Stage 6+7+8) 25/525 (5 dice, 100 R) (Stage 6, 98.5% Stage 7, 29% chance Stage 8)
--[X] Red Zone Energy Refits (Phase 1) 0/315 (4 dice, 100 R) (84% chance)
-[X] Orbital (7/7 dice, +34 bonus, 140 R)
--[X] GDSS Columbia (Phase 5) 146/1065 (3 dice, 60 R) (3/10 median)
--[X] GDSS Shala (Phase 4) 92/530 (4 dice, 80 R) (14% chance)
---[X] Some slowdown from the breakneck construction of Q3
-[X] Services (4/4 Dice + EREWHON!!!, +32 bonus, 70 R)
--[X] Regional Hospital Expansions 213/295 (1 die, 25 R) (66% chance)
--[X] Kamisuwa Optical Laboratories 79/240 (1 dice, 20 R) (1/2 median)
--[X] Occult Investigations 0/30 (EREWHON!, 5 R) (85% chance)
--[X] AEVA Deployment (Services) 167/200 (1 die, 20 R) (100% chance)
--[X] AEVA Hungers (1 die)
-[X] Military (8/8 Dice, +31 bonus, 130 R)
--[X] Zrbite Sonic Weapons Deployment 0/380 (4 dice, 80 R) (39% chance)
--[X] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
--[X] Railgun Munitions Factories (Phase 2) 89/190 (1 die, 10 R) (46% chance)
--[X] Medium Tactical Plasma Weapon Deployment 0/75 (1 die, 30 R) (71% chance)
--[X] Security Review
-[X] Bureaucracy (4/4 Dice + 1 Free die, +29 bonus, 60 R)
--[X] Heavy Bureaucracy dice investment is in part a funds-saving measure.
--[X] Transfer Funding to InOps (1 die, -60 RpT)
--[X] Security Review: Heavy Industry (1 die)
---[X] Last done 7-8 turns earlier. Both not in normal rotation yet. Surprise!
--[X] Security Review: Military (2 dice)
---[X] Last done two turns ago. They'll never see it coming.
--[X] Predictive Modeling Management
 
So your saying that we won't deplete our pool of volunteers because it is not as small as the QM has indicated. The pool of volunteers to live in space decreases as it is depleted and desperation for safety decreases, it grows as people became more desperate for safety. We have made the Blue Zones Earth a rather nice (and safe) place to live, our space habitats are having to compete with those. Can you say you would like to live in a cramped place in an orbital hab over a comfortable house/apartment on the ground.

There's a difference between 'there is a pool of trained volunteers willing to do colonizing in the admittedly dangerous environment of space as a test bed', and 'space living is a solved problem, just need to build enough housing and provide enough jobs'. What GDI is tapping now is the former, with tens of thousands of people trained over most of a decade. What an expansive space colonization effort will tap is the people willing to engage with the latter, and frankly, that pool is as large as GDI requires it to be for as long as tiberium is a threat on Earth, even if it seems to be mostly under control right now.

Ouch. Well that that's a lot more expensive then I expected. Worth it, but yeowch.

It will rather substantially decrease the attrition caused by tiberium, especially in Red Zone operations. It's expensive, but I wouldn't be surprised by narrative consequences along the lines of 'and GDI no longer loses 1% of its ZOCOM manpower pool every month, and only throws away 20% of the material instead of 40% in the same span of time, because tiberium contamination is much less of a concern'.

Number, of course, pulled out of my ass.
 
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I don't think we need DAE this turn, thanks to Red Zone Refits. But if we want to keep Fusion power dice spending at three or less dice per turn, I think we're going to either need:
-More red zone operations, purely for the energy gain (after refits are done)
-DAE
-Liquid Tib Power (hopefully an improved version)
-Third Generation Fusion
-Tarberries
-Drastically cut back on energy-hungry military projects
 
As evidenced in my plans, I just prefer biting the bullet and doing DAE. It's the equivalent of one extra phase of fusion plants per year (technically per 5 quarters) and it may/will improve further over time with technology/further spending as Ithillid has hinted at in the past. Need is perhaps a strong word, but it definitely can't hurt - and we do have the dice to support it, and still do all the projects that need doing afterwards.

It's cushioning against Nat 1s and disappointing turns for 2nd gen buildouts.

On the subject of plans, I am considering updating Two Turns to Chicago to remove the Department of Core Crops, to add the dice to the Dairy Ranches project to get some more overcompletion/a second phase (maybe). Any thoughts?

(As a reminder, the plans in question: )
[X] Plan Two Turns to Chicago
-[X] Infrastructure (5/5 Dice, +27 bonus, 100 R)
--[X] Chicago Planned City (Phase 5) 52/995 5 dice 100R
-[X] Heavy Industry (6/6 Dice + 2 Free, +34 bonus, 130 R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[X] Low Velocity Particle Applicator Development 0/120 2 dice 40R 97%
--[X] Microfusion Cell Development 0/60 1 die 20R 95%
--[X] Second Generation Repulsorplate Development (Tech) 0/60 1 die 20R 95%
--[X] Division of Alternative Energy -1 die -10R auto
--[X] Chicago Planned City (Phase 5) 52/995 1 dice 20R
-[X] Light Industry (5/5 Dice, +24 bonus, 95 R)
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 2 dice 60R
--[X] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[X] Home Robotics Factories 114/140 1 dice 15R 100%
--[X] Security Review
-[X] Agriculture (6/6 Dice, +29 bonus, 105 R)
--[X] Dairy Ranches (Phase 1) 155/195 2 dice 40R 100%
--[X] Tarberry Development 0/40 1 dice 20R 100%
--[X] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[X] Department of Core Crops -1 dice -15R auto
-[X] Tiberium (7 Dice, +39 bonus, 140 R)
--[X] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 6 dice 120R 4%
--[X] Tiberian Prediction Algorithms (New) 0/120 1 die 20R 40%
-[X] Orbital (7/7 dice + 5 Free Dice, +34 bonus, 240 R)
--[X] Medium Density Housing Bay 0/350 4 dice 80R 62%
--[X] Fruticulture Bay (New) 0/350 4 dice 80R 62%
--[X] Fusion Shipyard 0/475 4 dice 80R 4%
-[X] Services (4/4 Dice, +32 bonus, 65 R)
--[X] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R 100%
--[X] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
--[X] Occult Investigations 0/30 E 5R 86%
-[X] Military (8/8 dice, +31 bonus, 160 R)
--[X] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[X] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[X] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
--[X] Department of Munitions -1 dice -20R auto
-[X] Bureaucracy (4 Dice, +29 bonus, 60R)
--[X] Administrative Assistance (Infrastructure)
--[X] Transfer Funding to InOps -60R
--[X] Interdepartmental Favors
---[X] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
---[X] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
---[X] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
---[X] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
---[X] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
---[X] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Total plan cost is: 1155.
[X] Plan I Need My Space
-[X] Infrastructure (5/5 Dice, +27 bonus, 100 R)
--[X] Chicago Planned City (Phase 5) 52/995 5 dice HI dice, 100R
-[X] Heavy Industry (6/6 Dice, +34 bonus, 110 R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[X] Low Velocity Particle Applicator Development 0/120 1 dice 20R 35%
--[X] Microfusion Cell Development 0/60 1 die 20R 95%
--[X] Division of Alternative Energy -1 die -10R
--[X] Chicago Planned City (Phase 5) 52/995 1 HI dice 20R
-[X] Light Industry (5/5 Dice, +24 bonus, 95 R)
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 2 dice 60R
--[X] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[X] Home Robotics Factories 114/140 1 dice 15R 100%
--[X] Security Review
-[X] Agriculture (6/6 Dice, +29 bonus, 105 R)
--[X] Dairy Ranches (Phase 1) 155/195 2 dice 40R 100%
--[X] Tarberry Development 0/40 1 dice 20R 100%
--[X] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[X] Vertical Farming Projects (Stage 4) 1 die 15R 49%
-[X] Tiberium (7 Dice, +39 bonus, 140 R)
--[X] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 6 dice 120R 4%
--[X] Tiberian Prediction Algorithms (New) 0/120 1 die 20R 40%
-[X] Orbital (7/7 dice + 7 Free Dice, +34 bonus, 320 R)
--[X] Medium Density Housing (New) 0/335 3 dice 60R 10%
--[X] Fruticulture Bay (New) 0/335 3 dice 60R 10%
--[X] Fusion Shipyard 0/475 4 dice 80R 4%
--[X] Gravitic Shipyard 0/430 3 dice 90R
--[X] Conestoga Class Development 0/60 1 dice 30R 94%
-[X] Services (4/4 Dice, +32 bonus, 50 R)
--[X] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R
--[X] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 66%
--[X] Security Review
--[X] Occult Investigations 0/30 E 5R 86%
-[X] Military (8/8 dice, +31 bonus, 160 R)
--[X] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[X] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[X] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
--[X] Department of Munitions -1 dice -20R auto
-[X] Bureaucracy (4 Dice, +29 bonus, 60R)
--[X] Security Review (Services)
--[X] Security Review (LCI)
--[X] Transfer Funding to InOps -60R
--[X] Interdepartmental Favors
---[X] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
---[X] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
---[X] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
---[X] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support

Total Cost: 1155
 
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No One Double-Checks Things Double-Checking Is Hard, Q4 2062 Edition.
[X] Plan Attempting One More Phase of Alloys For The Road
--[X] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R (in HI)) (see above)
52/995. Though this is correct in the Infra section.
--[X] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (94% chance)
95% chance. (HI +34, +5 Tech, +15 Omake, total bonus +54. Need to roll a 6 or higher, so can only fail on rolls of 1 to 5. 5% chance of failure therefore a 95% chance of success.)
--[X] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)
79% chance.
--[X] Regional Hospital Expansions 213/295 (1 die, 25 R) (66% chance)
This is correct. However, on my end, I accidentally assigned Infra's bonus of +27 instead of Service's +32 here, so in the Array I had this down as 61%. Which I've now fixed, so thank you.
--[X] Occult Investigations 0/30 (EREWHON!, 5 R) (85% chance)
86% chance. (With +15 from omake bonus, need to roll a 15 or higher. Can only fail on rolls of 1 to 14, so a 14% chance of failure. And therefore an 86% chance of success.)
--[X] Zrbite Sonic Weapons Deployment 0/380 (4 dice, 80 R) (39% chance)
26% chance.
--[X] Medium Tactical Plasma Weapon Deployment 0/75 (1 die, 30 R) (71% chance)
This is at 0/70 this turn, and so has a 77% chance.

Lastly, a mechanical criticism:
--[X] Railgun Munitions Factories (Phase 2) 89/190 (1 die, 10 R) (46% chance)
This is one of our 3.5 (Munitions) projects. (I'm counting GD-3 Phases 4 and 5 as half here.) When we start the Munitions Bureau, this project will get +50 progress per turn, meaning this Phase would finish in two turns, and the entire project in 6 turns. (The 4th Phase has been removed this turn, so there's only Phases 2 and 3 left.) This makes manually assigning a die here super inefficient, and given the recent peace deal, we seriously don't have a reason to want this one ASAP compared to doing other projects. I would suggest doing one of the following alternatives:
  1. Switch the die here to one of the other two 10R Military projects, that being the GD-3 and Infantry Recon Support Drones. The latter would be 1/2 dice for median completion chance.
  2. Switch this die and the die on Ultralight Glide Munitions to two dice on Infantry Recon Support Drones, as that'll be a 49% chance for quickly supporting future ZOCOM efforts.
  3. Switch the ZOCOM die from Medium Tactical Plasma Weapon to one of the cheaper projects, gaining 5 R or 10 R to then switch the Railgun die to a more expensive project. This would open up options like doing 1/2.5 dice for the Stealth Disruptor Deployment, or doing Advanced ECCM, as it's the other (Munitions) research project and would easily lead to us starting the Bureau next turn.
  4. Save R from elsewhere to upgrade this die to another project.
[X] Plan I Need My Space
--[X] Chicago Planned City (Phase 5) 52/995 5 dice HI dice, 120R
--[X] Chicago Planned City (Phase 5) 52/995 1 HI dice 20R
This is more of a clarity problem. You have the 20R from the HI die both here and in Infra section. It would be clearer for either the Infra line to show 100R, or the HI line to not have 20R shown. (The header amounts for both Infra and HI are still correct.)
-[X] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 2 dice 90R
--[X] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[X] Home Robotics Factories 114/140 1 dice 15R 100%
--[X] Security Review
This should be 60R, not 90R. And therefore the section header should say the cost is 95R, not 125R.
--[X] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 6 dice 140R 4%
This should be 120R, not 140R.
-[X] Orbital (7/7 dice + 7 Free Dice, +34 bonus, 350 R)

--[X] Gravitic Shipyard 0/430 3 dice 120R
This should be 90R, not 120R. And therefore the section header should say the cost is 320R, not 350R.
--[X] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%
This is 66%.
--[X] Occult Investigations 0/30 E 5R ???
This is 86%.
This should be 1110, not 1170. Infra 100R + HI 110R + L&CI 95R + Agri 75R + Tib 140R + Orbit 320R + Services 50R + Mil 160R + Bureau 60R.

As a mechanical criticism, you have 110R left over in your budget. It would be very hard to spend all of it without doing U-Series Alloys, which your plan pointedly does not do. But there are many other places where you could "upgrade" to more expensive dice, such as switching off the Reforestation Campaigns or switching in a 4th die on the Gravitic Shipyard.
 
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No One Double-Checks Things, Q4 2062 Edition.


52/995. Though this is correct in the Infra section.

95% chance. (HI +34, +5 Tech, +15 Omake, total bonus +54. Need to roll a 6 or higher, so can only fail on rolls of 1 to 5. 5% chance of failure therefore a 95% chance of success.)

79% chance.

This is correct. However, on my end, I accidentally assigned Infra's bonus of +27 instead of Service's +32 here, so in the Array I had this down as 61%. Which I've now fixed, so thank you.

86% chance. (With +15 from omake bonus, need to roll a 15 or higher. Can only fail on rolls of 1 to 14, so a 14% chance of failure. And therefore an 86% chance of success.)

26% chance.

This is at 0/70 this turn, and so has a 77% chance.

Lastly, a mechanical criticism:

This is one of our 3.5 (Munitions) projects. (I'm counting GD-3 Phases 4 and 5 as half here.) When we start the Munitions Bureau, this project will get +50 progress per turn, meaning this Phase would finish in two turns, and the entire project in 6 turns. (The 4th Phase has been removed this turn, so there's only Phases 2 and 3 left.) This makes manually assigning a die here super inefficient, and given the recent peace deal, we seriously don't have a reason to want this one ASAP compared to doing other projects. I would suggest doing one of the following alternatives:
  1. Switch the die here to one of the other two 10R Military projects, that being the GD-3 and Infantry Recon Support Drones. The latter would be 1/2 dice for median completion chance.
  2. Switch this die and the die on Ultralight Glide Munitions to two dice on Infantry Recon Support Drones, as that'll be a 49% chance for quickly supporting future ZOCOM efforts.
  3. Switch the ZOCOM die from Medium Tactical Plasma Weapon to one of the cheaper projects, gaining 5 R or 10 R to then switch the Railgun die to a more expensive project. This would open up options like doing 1/2.5 dice for the Stealth Disruptor Deployment, or doing Advanced ECCM, as it's the other (Munitions) research project and would easily lead to us starting the Bureau next turn.
  4. Save R from elsewhere to upgrade this die to another project.



This is more of a clarity problem. You have the 20R from the HI die both here and in Infra section. It would be clearer for either the Infra line to show 100R, or the HI line to not have 20R shown. (The header amounts for both Infra and HI are still correct.)

This should be 60R, not 90R. And therefore the section header should say the cost is 95R, not 125R.

This should be 120R, not 140R.

This should be 90R, not 120R. And therefore the section header should say the cost is 320R, not 350R.

This is 66%.

This is 86%.

This should be 1110, not 1170. Infra 100R + HI 110R + L&CI 95R + Agri 75R + Tib 140R + Orbit 320R + Services 50R + Mil 160R + Bureau 60R.

As a mechanical criticism, you have 110R left over in your budget. It would be very hard to spend all of it without doing U-Series Alloys, which your plan pointedly does not do. But there are many other places where you could "upgrade" to more expensive dice, such as switching off the Reforestation Campaigns or switching in a 4th die on the Gravitic Shipyard.
Thank you! I triple checked it but apparently I need a plan-editor.
 
Thank you! I triple checked it but apparently I need a plan-editor.
I always find it best to take a break, then come back later and check things from top to bottom. That way you're more likely to see it fresh and break any patterns/habits you've inadvertently ended up with while you were making the plan/essay/whatever.
 
Do we know what happens if we take, and fail, the Steel Talons promise this turn (so long as we put a die on the project, that has a 77% CoS)?
 
Tbh I am glad that we chose the "DAE upgrade" guy which forces us to do DAE. Cause otherwise it would never have gotten done. Like straight up. The cruelty of the "Auto-Dice system" is that the options can never be as good as regular projects(unfortunate I know) so efficiency-wise they will always be argued down(barring a really good plan and convincing Simon) but they are very useful for having a consistent source of increase and gives us breathing room in HI for power. If 4 power is coming next turn, our "Oh shit we need power" threshold is a lot lower and that is useful.

Edit: DAE is one dice on 4 power at all times. A consistency that we lack as we tend to fluctuate wildly with varying priorities
DAE is slightly worse on pure Energy numbers than doing CCF, because it also provides significant background benefits - it hardens the energy grid against attack/sabotage, by providing redundancy and increased re-routability. Which is something we might not need right now, but likely will once the TCN War happens. (If it happens.)
I would honestly argue that it should be the opposite. If the objective is to encourage us to give up dice.

The Auto dice options should be slightly better than regular projects. The trade off is then that you lose the dice forever and the loss of the ability to invest it in other projects. A steady increase in housing or energy doesn't do anything to research new tech or build a factory. Losing a dice hurts.

Then the argument becomes when to lose the flexibility and ability to focus on projects to instead just make numbers go up slightly faster.

Right now a lot of the auto dice options are less effective than a normal dice and I have no idea why we would go for them. They are literally worse choices.
There's also the Dice Cap mechanic, but to make that really effective, it would have to be a bit lower of a cap than we currently have.
It's, I dunno, Nwabudike Morgan talking.
IIRC, The Morgan is John Henry Morgan, cousin of Nwabudike who was killed by alien attack. Fortunately, he has been mostly sidelined by early action of the Treasury.
 
I'm all for us doing the Division of Energy action, its probably better than us micromanaging the direct refitting of fusion plants.

Also may I sugggest we consider this action too:

Postwar Housing Refits (Phase 1)
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 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)

---

Also I think the idea of us spinning off various elements to create their own branches of the GDI bureaucracy makes a lot of sense. We paved the way and so there is no negative for us to have it so that the budget automatically has that component inside it.
 
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