So, we owe (9*16+3) 147 energy.

We make +4 energy/turn from DAE.
From Fusion, (84 progress / die, 19 energy/290 progress) +5.5 energy/die.

The final phase of fusion would be 'due' in 2068 Q2, or 20 turns from now.
For a heavily simplified (147/20) 7.35 Energy/turn.
9.5 - 7.35 = 2.15 net Energy/turn
---------
Or, if we want to handle preparations for every plant simultaneously (I doubt it, but it's fun to look at it this way),

Assuming we don't want to touch our current energy, or energy reserves outside of the peaker plants.
Using the lowest risk option (6.5 years), our due dates are:
1 - 2064 Q3 (16 Energy due in 05 turns) (-3.2 Energy/turn)
2 - 2065 Q2 (16 Energy due in 08 turns) (-2.0 Energy/turn)
3 - 2066 Q1 (16 Energy due in 11 turns) (-1.5 Energy/turn)
4 - 2066 Q2 (16 Energy due in 12 turns) (-1.3 Energy/turn)
5 - 2066 Q4 (16 Energy due in 14 turns) (-1.1 Energy/turn)
6 - 2067 Q1 (16 Energy due in 15 turns) (-1.1 Energy/turn)
7 - 2067 Q2 (16 Energy due in 16 turns) (-1.0 Energy/turn)
8 - 2067 Q4 (16 Energy due in 18 turns) (-0.9 Energy/turn)
9 - 2068 Q2 (16 Energy due in 20 turns) (-0.8 Energy/turn)

12.9 Energy/turn (decreasing as we hit each phase of replacement)
So, 2 Dice + DAE = 15 Energy/turn
15-12.9 = 2.1 net Energy/turn
 
One thing we could consider doing is just building a new tranche of IHG refineries. We'll need to do it anyway, before all this is over, and the payoff hits faster. Sure, it costs Energy and Logistics, but we have those.
It saves you one die-but then costs you 3-5 dice long term as you still have to do all the refits, so the payoff isn't actually much faster and you do have to pay 1/2 a fusion plant and 1 phase of suborbital shuttles.
 
Was asking if it was Peaker or all regarding the decommissioning policy.
I found it a little unclear to start with a mention that Peaker plants are going off line, and then asking for a decommissioning timeline.
We know that the CCF plants need replacing, but the text didn't actually mention them. Is ambiguous.
 
The remaining peaker plants represent a grand total of 3 energy, are the earliest built, and the most volatile of the lot. They aren't worth a vote. No matter what we choose they're going to be decommissioned very soon, and we'll barely note the indicator loss.

The decommissioning vote is mostly about CCF plants 1.0 (144 energy).
 
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The peaker plant project provided +4 Energy, of which we've lost 1.
Well yes, but there were also the phase of plants after the first peaker prototypes, which were good for +8 Energy and ran on the principle of "what if we built like six peaker plants and switched each one on just as we needed to switch the last one off, then ganged them together and called it a power plant."

Since those use the same basic reactor design as our +4 Energy peaker plants, I'd expect them to have to shut down too for the same reasons. And probably for our first generations of prototypes (which as I recall contributed +1 and/or +2 Energy) to need to be shut down as well.

So if we didn't have to worry about the first-generation continuous cycle power plants, only everything built on the peaker plant design, we'd have about 12-15 Energy worth of fusion plants to worry about.

I dont think we have another way to increase our processing capacity with Chicago done so yeah we will need to do so at some point. When is the question.
Well, building new refineries sooner rather than later means more tiberium goes through the IHG process, and may get us a smidge more STU's than we otherwise would at some point.

And since building new refineries is actually cheaper than refitting old ones, we might as well do the new refineries soon if we're willing to spend dice on IHG upgrades at all anyway.

(Also, the refinery upgrades are a promise to a party and will need to be upheld pretty much no matter how the election plays out. Cynically, it is possible that Litvinov will no longer be head of state after the 2064 elections, and that we will no longer need to worry too much about whether every last plant including the ones we aren't even using is running the IHG process, as long as the plants we ARE using are running it)

I take it we have not heard one way or the other?
I'm very rarely on Discord, so I don't get privileged information on subjects like this. It's just speculation since the text explicitly says "you're looting some cool Scrin stuff that looks cool."

My point is we do have a buffer for if plants started offlining faster than expected, we could have RZER, as a backup energy supply in case we have a "shit hit the fan, took the fan, ceiling, and the roof" scenario, which knowing how we might do things, is entirely probably, even with us going for 2D for the next 2 to 3 years in CCF2, we could still be redlined on energy and have to do some janky accounting.
I've actually put considerable effort into convincing people to plan ahead for this exact scenario for quite some time, and so far people have come through and been working on it. So... like, I'm not going to get mad at you for suggesting that we might need to panic and "oh shit" a bunch of power plants into existence at an extreme hurry, even at the price of inefficiently burning dice we really do need doing other things.

But please believe me when I say I don't think it'll come to that. Considerable time, effort, and preparation are going into keeping us from needing to do that.

So, we owe (9*16+3) 147 energy.
+8 more, I think, because I'm pretty sure there was that phase of "round-robin" peaker plant arrays I mentioned to Lightwhispers. If the original peaker prototypes are coming offline, so are those, and soon.

We make +4 energy/turn from DAE.
From Fusion, (84 progress / die, 19 energy/290 progress) +5.5 energy/die.

The final phase of fusion would be 'due' in 2068 Q2, or 20 turns from now.
For a heavily simplified (147/20) 7.35 Energy/turn.
9.5 - 7.35 = 2.15 net Energy/turn
---------
Or, if we want to handle preparations for every plant simultaneously (I doubt it, but it's fun to look at it this way),

Assuming we don't want to touch our current energy, or energy reserves outside of the peaker plants.
Using the lowest risk option (6.5 years), our due dates are:
1 - 2064 Q3 (16 Energy due in 05 turns) (-3.2 Energy/turn)
2 - 2065 Q2 (16 Energy due in 08 turns) (-2.0 Energy/turn)
3 - 2066 Q1 (16 Energy due in 11 turns) (-1.5 Energy/turn)
4 - 2066 Q2 (16 Energy due in 12 turns) (-1.3 Energy/turn)
5 - 2066 Q4 (16 Energy due in 14 turns) (-1.1 Energy/turn)
6 - 2067 Q1 (16 Energy due in 15 turns) (-1.1 Energy/turn)
7 - 2067 Q2 (16 Energy due in 16 turns) (-1.0 Energy/turn)
8 - 2067 Q4 (16 Energy due in 18 turns) (-0.9 Energy/turn)
9 - 2068 Q2 (16 Energy due in 20 turns) (-0.8 Energy/turn)

12.9 Energy/turn (decreasing as we hit each phase of replacement)
So, 2 Dice + DAE = 15 Energy/turn
15-12.9 = 2.1 net Energy/turn
I'm a little confused by what these numbers are supposed to be telling us.

If I understand you correctly, what you're saying is that if we only spend exactly two dice on fusion plants per turn, and also benefit from the DAE, and if there are no other +Energy projects, then with the 6.5-year option, we'd be averaging about +2 Energy surplus per turn, with DAE and the fusion plants just barely keeping our heads above water.

Given that we will need Energy for plenty of new projects during the time between now and 2068, that's a problem, of course. Fortunately Bergen will help, among other things, but it's definitely sobering.

Still, personally I favor pushing the seven-year timeline, which I think stretches things out just a bit more and gives us a bit more wiggle room. Especially since Bergen is likely to be next on the menu for Light Industry and we'll be more free to rapid-construct fusion plants if we have to after we get farther along there.

It saves you one die-but then costs you 3-5 dice long term as you still have to do all the refits, so the payoff isn't actually much faster and you do have to pay 1/2 a fusion plant and 1 phase of suborbital shuttles.
I disagree with your assessment.

We have an "expand refinery capacity" target to hit and not just a "refit existing refineries" target. Thus, while doing all the refit phases is necessary for us to fulfill our current Plan targets, it is not sufficient. Because we aren't getting more actual refining capacity out of the IHG refits.

So we still have to build new refineries somewhere in the world at some point during the plan, and doing so falls under the same "have to bite the bullet and do it by late 2065 anyway" category as the refits themselves.

And honestly, as long as the refits aren't yet finished and we still have tiberium going to first-generation H-G refineries, I'd argue that building one phase of the new refineries is a better way of helping with our short-term problems than refitting one phase of refineries.

Narratively, there's some synergy, too, because building new IHG refineries will make it a lot easier to shut down and overhaul old H-G refineries.
 
Though with all the equipment we've already got for the moon mining, you'd think digging out a few thousand cubic meters wouldn't be that much of a problem in and of itself...

It's not, but why bother when you don't need to?

Interesting. GDI shadow teams.

DAGger teams.

Which totally don't exist.

InOps was very clear on that.

An interesting look at how the Ground Force is using the armor.

I'm a bit unclear on what "sequence of developments" means in context, though. Is it that Ground Force isn't deploying to directly relieve ZOCOM units in the Yellow Zones and/or shallow Red Zone borders soon enough?

We've generally worked ZOCOM very hard, to the point of breaking if not outright doing so, as we had them chew upon the Red Zone for money and abatement.

It's understandable they're salty about that.

One option for further ZOCOM relief efforts would be the next phase of ZA deployments. But we probably should do the new vehicles first.
 
It's not, but why bother when you don't need to?
Well, if you want two answers:

1) Because you have much more control over the shape of the excavated space.
2) Because you have much less cause to worry about flaws in the rock that you didn't know enough moon-geology to detect, because you have more thorough control over what you're doing to reinforce the hole you've excavated. That's my opinion.

One option for further ZOCOM relief efforts would be the next phase of ZA deployments. But we probably should do the new vehicles first.
Uh, could you clarify that? Because do you just mean developing the new vehicles, or more than that?
 
I'm a little confused by what these numbers are supposed to be telling us.

If I understand you correctly, what you're saying is that if we only spend exactly two dice on fusion plants per turn, and also benefit from the DAE, and if there are no other +Energy projects, then with the 6.5-year option, we'd be averaging about +2 Energy surplus per turn, with DAE and the fusion plants just barely keeping our heads above water.

Given that we will need Energy for plenty of new projects during the time between now and 2068, that's a problem, of course. Fortunately Bergen will help, among other things, but it's definitely sobering.

Still, personally I favor pushing the seven-year timeline, which I think stretches things out just a bit more and gives us a bit more wiggle room. Especially since Bergen is likely to be next on the menu for Light Industry and we'll be more free to rapid-construct fusion plants if we have to after we get farther along there.
If we want to pursue flat investment (relying on our current reserves to even out the rate), DAE+1 die fusion slowly pulls us ahead of our energy commitments.

If we want to pursue 'proportional' investment on all power plants simultaneously, DAE + 2 Fusion dice slowly pulls us ahead for the next several quarters, and after 2065 Q2 we can draw down to one Fusion die per quarter, and eventually just DAE.

I suspect that we'll choose a path between these two extremes (flat investment vs 'proportional' investment).

Other energy needs are not included, solely what is needed for the fusion plant replacement.
 
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So was putting together a plan and uh I feel like I did math wrong because I spent 1065... though some categories feel like they will get new options.

1065/1225 ( rollover)

[] Proto Plan
Infra 5/5 65R +27
-[] Suborbital Shuttle Service (Phase 2) 110/225 1 die 25R 82%
-[] Postwar Housing Refits (Phase 1+2+3) 114/485 4 dice 40R 22%
HI 5/5+3 free 260R +34
-[] U Series Alloy Foundries (Phase 5) 136/485 5 dice 200R 91%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 3 dice 60R 100%, 11% for Phase 3
LCI 4/4 90R +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
-[] Bergen Superconductor Foundry (Phase 4) 235/640 1 die 30R
Agri 6/6 30R +29
-[] Reforestation Campaign Preparations (Phase 1) 252/815 6 dice 30R 16%
Tiberium 7/7 200R +39
-[] Red Zone Tiberium Harvesting (Stage 12) 29/125 1 die 25R 59%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/200 3 dice 90R 95%
-[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
-[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
Orbital 7/7+1 free 180R +34
-[] GDSS Columbia (Phase 5) 643/1030 4 dice 80R 41%
-[] GDSS Shala (Phase 4) 486/520 4 dice+ Erewhon 100R 100%
Services 4/4 90R +35
-[] Regional Hospital Expansions (Phase 2) 85/275 3 dice 75R 47%
-[] University Program Updates 137/250 1 die 15R 38%
Military 7/7+2 free 150R +31
-[] Strategic Area Defense Networks (Phase 4) 125/365 3 dice 60R 65%
-[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%
-[] GD-3 Deployment (Phase 1) 0/295 3 dice 30R 25%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
Bureau 4/4 +29 0R
-[] ????

Free 6/6
3HI, 1 Orbital, 2 Mil


Some projects are placeholders, others like GD-3 is prep for karachi. Also some of them might see some dice shifted to elsewhere depending on what new projects pop up. Probably could shift some housing dice to orbital shuttle
 
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Development and, I suspect, a phase of the vehicles.

However, IIRC at least some of the vehicle replacement project phases will be Refits.
I think we need to prioritize the Set 2 zone armor plants as being at least co-equal with the new vehicle factories.

There's a reason why we got a "build way more than six zone armor factories" commitment, but a "develop and deploy next-generation main battle tank" commitment option wasn't even on the table.

If we want to pursue flat investment (relying on our current reserves to even out the rate), DAE+1 die fusion slowly pulls us ahead of our energy commitments.

If we want to pursue 'proportional' investment on all power plants simultaneously, DAE + 2 Fusion dice slowly pulls us ahead for the next several quarters, and after 2065 Q2 we can draw down to one Fusion die per quarter.

I suspect that we'll choose a path between these two extremes (flat investment vs 'proportional' investment).

Other energy needs are not included, solely what is needed for the fusion plant replacement.
Okay. I see how this is the thesis of what you're saying with:

[snip]
The final phase of fusion would be 'due' in 2068 Q2, or 20 turns from now.
For a heavily simplified (147/20) 7.35 Energy/turn.
9.5 - 7.35 = 2.15 net Energy/turn
...

But then what is the rest of the calculations and the "proportional" telling us? It sounds like some unnecessarily complicated scheme for front-loading our investment and I'm not sure what actual building policy it would correspond to in practice.

With that said, the italicized text suggests that we do need a baseline of DAE + (2 fusion plant dice per turn) overall, because as you say, this isn't taking into account normal construction needs.

As I'm sure we all agree, we want enough left over for our normal Energy needs... which will be considerably more than -2 Energy per turn, unless we're more fortunate than I expect. And we certainly don't want to skimp now, because we want to be ahead of the game now and need to do less later, not the other way around.

So was putting together a plan and uh I feel like I did math wrong because I spent 1065... though some categories feel like they will get new options.
It's the GD-3 dice and six-die reforestation effort. They really cut the budget costs.

I could work with this plan apart from petty quibbles, except for one thing: I think we do have other Military projects more pressing than the rifle factories, unfinished loose ends I'd very much like to wrap up. Such as the shipyards. We have done very little for the Navy since early 2062, as I recall, and we should probably give them the specific shipyards under immediate consideration.
 
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It's the GD-3 dice and six-die reforestation effort. They really cut the budget costs.

I could work with this plan apart from petty quibbles, except for one thing: I think we do have other Military projects more pressing than the rifle factories, unfinished loose ends I'd very much like to wrap up. Such as the shipyards. We have done very little for the Navy since early 2062, as I recall, and we should probably give them the specific shipyards under immediate consideration.
Yeah thanks to SADN not needing too much it felt like the time to try and followup on some older projects. Could shift over to the shipyard, though getting one phase of GD-3 out would likely mean we have it for units in the Karachi push, then again more ships also benefits Karachi. Also guess worst case is we are rolling over a good chunk of R for more expensive turns- though I might drop the RZ glaciers for more effort elsewhere and also less stress on Zocom if we don't need the income beyond what we get from border offensives?

It is a partial refresh on the Visitor Gatcha, yes.
Neat! And would getting access to more towers also provide partial refreshes?
 
ZOCOM seems to be OK for last Border Offensive, but can they handle 2 Deep Glaciers on top of that?

It's Somewhat ambiguous on their current limits.
 
-[] Postwar Housing Refits (Phase 1+2+3) 114/485 4 dice 40R 22%
It appears that doing this project is quite disruptive for the remaining people in low quality housing.
I think we should either go one die more, so that at least we minimise the period of disruption.
Or we could build another Arcology phase first, which should make it easier to refit around the people still using these houses.

-[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
This may be a bad project to slow walk.
It would be good to show commitment to fulfilling the agreement, and also getting that abatement in place before anyone changes their mind.

It is a partial refresh on the Visitor Gatcha, yes.
Nice, I was wondering if it required us to do anything more to unlock it.

Sigh. I'm now rather torn as to whether I'm more interested in North Boston 5 or Nuuk 4 done next.
Both of them have rather large uses.
Annoying Alloy Foundries getting in the way of everything!
 
KneeDeepInTheTib
#GDIWife I must have missed that memo. Instructions unclear, joined ZOCOM

I love this poster.

While we have a mandate to finish the current generation of Deep Red Zone projects, I think we need to keep it to containment lines and MARVs and inhibitors after that if any more Deep Red options arise. ZOCOM is under a lot of strain from the existing Deep Red stuff.

I really want more MARVs. Not just for abatement but the defense value they add. Each of those things and the bases that service them is a further complication to enemy planning.
 
So, safest schedule means that first shutdown will be in Q3 2064, full year from now.

If we keep 2 Fusion dice per Q, we should have 2-3 CCF phases by then.

But we need to keep those 2 Fusion dice all the time.
 
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Yeah thanks to SADN not needing too much it felt like the time to try and followup on some older projects. Could shift over to the shipyard, though getting one phase of GD-3 out would likely mean we have it for units in the Karachi push, then again more ships also benefits Karachi.
My read on the value of the GD-3 is that the shipyards are honestly the higher priority, but I could be wrong and I'm open to arguments on the narrative merits.

I haven't really changed my mind about what the "next wave" of relatively small projects I want to complete in the near future are in some time, but there's room for change there:

Orca Wingmen Phase 2
Seattle Frigate Yard
Island-Class Assault Ship Yards
Stealth Disruptor Deployment
ZOCOM Infantry Recon Drones


Those five are the ones I want to wrap up in the next 2-3 turns alongside finishing SADN, before we do much (not anything, much) with other projects that are either more futuristic or less directly aimed at specific military needs.

I kind of would like to have at least prototype stealth disruptors fielded during the probable Karachi fighting, if only because I'm pretty sure Nod doctrine hasn't adapted to them, but that's details.

Also guess worst case is we are rolling over a good chunk of R for more expensive turns- though I might drop the RZ glaciers for more effort elsewhere and also less stress on Zocom if we don't need the income beyond what we get from border offensives?
Hmrm. It might actually be worthwhile to hold off on the super glacier mines in favor of more 'containment' oriented anti-Red Zone strategies. We have an income commitment to meet and there's no reason to dawdle, but we're doing quite well for ourselves and even the places we're classically "supposed" to be happily pouring money into just don't seem to need it that badly.

On the other hand, I'm quite sure we'll see an influx of new expensive projects somewhere soon enough.

ZOCOM seems to be OK for last Border Offensive, but can they handle 2 Deep Glaciers on top of that?

It's Somewhat ambiguous on their current limits.
There is an argument for taking it a bit slow, finishing the last border offensive and holding off on the glacier mines, yeah.

This may be a bad project to slow walk.
It would be good to show commitment to fulfilling the agreement, and also getting that abatement in place before anyone changes their mind.
The flip side of that is that if we go whole hog on the project (say, trying to clear two phases in one turn), then the sheer scale of our operations may result in some of the local Nod commanders feeling like they're being invaded and reacting badly, or of GDI pushing assets into the operation that were hastily trained and causing, ah, cultural misunderstandings.

1-2 dice per turn should be a reasonable pace, and it'll get the project done fast enough that it's very unlikely anyone will think we're dawdling or unserious. The goal here is to learn to work together, not to overawe Nod factions with the sheer industrial might of GDI. They already know about that.

Sigh. I'm now rather torn as to whether I'm more interested in North Boston 5 or Nuuk 4 done next.
Both of them have rather large uses.
Annoying Alloy Foundries getting in the way of everything!
North Boston's a Plan commitment, so hands down that. The only thing definitely on the priority list above that is finishing Alloys Phase 5 for the cost reductions (including to North Boston itself).

I'm tempted to try for repulsorplate production first, but I dunno. I'm honestly tempted to just bow out of planning entirely in the turn after Alloys Phase 5, dodge that debate, and see what people come up with.

I really want more MARVs. Not just for abatement but the defense value they add. Each of those things and the bases that service them is a further complication to enemy planning.
Well, the Red Zone MARVs (the ones I, for one, want most) don't complicate Nod's life nearly so much. The Yellow Zone MARVs, which do... Well, the problem we've seen is that Nod has the temptation to go nuclear if they're pushed much harder.
 
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