[X] Plan Scattershot Space and Glacier Mining
-[X] Infrastructure (5/5 Dice, +27 bonus, 95R)
--[X] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
--[X] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%
-[X] Heavy Industry (5/5 Dice + 2 FD, +34 bonus, 135R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
--[X] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R
--[X] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
-[X] Light Industry (4/4 Dice, +24 bonus, 110R)
--[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 99%
--[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
-[X] Agriculture (6/6 Dice, +29 bonus, 55R)
--[X] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5R 77%
--[X] Tarberry Plantations (Phase 3+4) 3/130 2 dice 20R 91%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
-[X] Tiberium (7 Dice, +39 bonus, 190R)
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
--[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
--[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
--[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
-[X] Orbital (7/7 dice + 3 FD + Erewhon, +34 bonus, 220R)
--[X] SCOP Bay 0/295 2 dice 40R
--[X] High Density Housing 0/295 2 dice 40R
--[X] Assembler Bay 0/255 2 dice 40R 8%
--[X] Spaceport Bay 0/295 2 dice 40R
--[X] GDSS Shala (Phase 5) 868/975 1 die+Erewhon 40R 86%
--[X] Experimental Crops Bay 0/255 1 die 20R
-[X] Services (4/4 Dice, +32 bonus, 170R)
--[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
--[X] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
--[X] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%
-[X] Military (7/7 dice + 1FD + AA, +31 bonus, 160 R)
--[X] Department of Refits -1 Mil die -30 RpT auto
--[X] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
--[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
--[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
--[X] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
--[X] Governor-A Deployment (Refits) 0/350 1 die 20R
--[X] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
--[X] Modular Rapid Assembly Prototype Factory 102/265 1 dice 20R
-[X] Bureaucracy (4 Dice, +29 bonus 75R)
--[X] Administrative Assistance 2 dice auto
--[X] Transfer Funding to InOps
--[X] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)

I'm personally *very* interested to see if we can buy 1 Capital goods in perpetuity from the free market, but moving back up the plan-I take an Air Force and Navy focus, alongside core important technology. Drone Control Hub, because +labor is important. A wide scattering of space projects, including all the bays on Columbia, and one on Shala, putting us in easy striking distance of finishing several next turn. Doing all the refining, and getting more resources to offset what I spend.Agriculture, I aim to offset our meat with berries. And the rest is, well, pretty much standard.
 
Will have a more serious plan later. For now meme plan based on a typo. :D

[X]Plan attempting to Grill the Burrito's
-[X]Infrastructure 5 dice 85R
--[X] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
--[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
-[X]Heavy industry 5 dice 110R
--[X] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 3 dice 60R 99%
-[X]Light and Chemical Industry 4 dice 110R
--[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
--[X] Bergen Superconductor Foundry (Phase 4+5) 523/1750 3 Dice 90R (phase 4 completes)
-[X]Agriculture 6 dice +6 Free dice +Erewhon 160R
--[X] Reforestation Campaign Preparations (Phase 1+2) 737/1595 3 Dice 15R (phase 1 completes)
--[X] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 3 dice 30R 66%
--[X] Vertical Farming Projects (Stage 5) 78/215 2 dice 30R 80%
--[X] Dairy Ranches (Phase 3) 98/180 2 dice 40R 100%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice +Erewhon 45R 54%
-[X]Tiberium 7 dice 175R
--[X] Red Zone Containment Lines (Stage 6+7+8) 54/520 5 dice 125R 48%
--[X] Coordinated Abatement Programs (Phase 3) 93/175 2 dice 50R 100%
-[X]Orbital 7 dice 140R
--[X] GDSS Shala (Phase 5) 868/975 2 dice 40R 99%
--[X] Spaceport Bay 0/295 3 dice 60R 42%
--[X] Animal Husbandry Bay 0/255 2 dice 40R 8%
-[X]Services 4 dice 100R
--[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%
--[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
--[X] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%
-[X]Military 7 dice 140R
--[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20R 100%
--[X] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
--[X] Particle Shield Development (Tech) (New) 0/120 2 dice 50R 95%
--[X] Modular Rapid Assembly Prototype Factory 102/265 1 Die 20R
--[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
--[X] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%
-[X]Burrito 4 Dice 80R
--[X] Purchase Logistics: -5 resources per turn, +1 Logistics (Max 2)
--[X] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)
--[X] Transfer Funding to InOps 1 die auto -60 resources per turn
--[X] Hand Off 10 Capital Goods to Market 1 die auto
Total cost 1100 R
 
Still catching up, but I will be incredibly pissed if people vote to ban Inferno Gel. I've wanting that fucking tech for actual years, so even seeing that on the table pisses me off.

Edit: I can live with not doing it this turn or even a few turns, but please, don't take it away from me.
 
In regards to the Inferno Gel thing; AFAICT, IF went 'we want inferno gel', which made everyone worry about Initiative First wanting a Nod derived weapon that tends to be featured extensively in why Nod is terrible statements.

Open Hand asked 'against who do you want to use this thing that could be mistaken for a Nod weapon?' and did not like the answer they came up with. Political violence is nothing new to them.
I agree with you that IF likely started this. I don't think it has anything to do with wanting a weapon for political violence. They probably just wanted the GDI military to inflict upon Nod the same horrors that Nod has upon them. Open Hand didn't much care for the dehumanizing rhetoric, and thus started to lobby for the exact opposite.
 
I agree with you that IF likely started this. I don't think it has anything to do with wanting a weapon for political violence. They probably just wanted the GDI military to inflict upon Nod the same horrors that Nod has upon them. Open Hand didn't much care for the dehumanizing rhetoric, and thus started to lobby for the exact opposite.
An alternate possibility is that Open Hand decided that they wanted to advocate against weapons like that being used, for whatever reason, and IF reflexively opposed them. But IF starting it does seem more likely.
Still catching up, but I will be incredibly pissed if people vote to ban Inferno Gel. I've wanting that fucking tech for actual years, so even seeing that on the table pisses me off.

Edit: I can live with not doing it this turn or even a few turns, but please, don't take it away from me.
Just remember that there are people who dislike it as much as you like it, so... asking that is basically asking them to change their opinion of the project because you like it that much.
 
Hm. I think Plan Chippin' In:
1) Overdoes the refining development angle and neglects other matters.
2) Probably overinvests in the species restoration bay. Species restoration is not a quick project; rushing the bay to completion to be more confident of finishing it in one quarter is not likely to provide much better long term results on net. Rushing the spaceport bay is not such a bad idea in principle, though.
3) Does not do biowarfare readiness and I really think we should.
4) Does not do Stealth Disruptor Deployment and I really think we should.

Plan New Age of Refining:
1) Overinvests in repulsorplate factories. We don't need them with the kind of urgency that would justify a three-die investment as far as I can tell. Someone may have explained this already in the past ten pages or so, and I accept that there may be an argument for it.
2) Even more drastically overinvests in the refining development angle. The reason we 'need' those technologies is because we want more STUs. We're not actually suffering that badly from immediate STU shortage. We don't need to waste dice throwing everything at those projects like they were the only thing that mattered while neglecting things like Coordinated Abatement and Forgotten Research. Especially since we've already seen that the Forgotten have the power to affect our STU output, among many other strange abilities.
3) Does not do biowar preparations, see above.
4) Does not do Stealth Disruptor Deployment and I really think we should. Honestly, I think it overinvests in military development in general; we don't need to rush to develop every shiny at once. In particular, I think the Thunderbolt II missile should be postponed until after binary propellant and tiberium core missiles have been analyzed, rather than being done simultaneous with.

However, since I haven't had a chance to catch up on the mass of thread discussion, I will not post a plan of my own at this time, nor do I think it likely that any plan of my own would succeed under the circumstances by the time I've had time to read the discussion.

It is what it is. [shrug]
 
Liquid-T refining seems interesting, could be another step towards literally melting large quantities of Tib out in the field.
The problem is that liquid tiberium is so incredibly volatile (as I recall, amounts you could fit in a case of soda cans will explode with nuclear-equivalent yield) that I'm pretty sure nobody in their right mind would convert solid tiberium into liquid tiberium in the field if they could avoid it. Not without a way to prevent it from going 'boom' at all.

Might have interesting synergies with the Xenotech refining method as well.
I wouldn't be at all surprised.

"Large". That shit is going to vanish in the blink of an eye. It's something that's nice to have, but I honestly believe we can do without for a while.
I dunno. We don't actually have that many Capital Goods eating projects lined up for this Plan. Some, but nowhere near enough to balance the anticipated output of the DHIA and North Boston Phase 5 and Bergen Phase 4+5, all of which are likely to complete by the end of 2065 at this rate. I think we'll be okay. We're not in the killer scarcity environment for Capital Goods that we faced back in the '50s.

...god damnit. I suppose that I am now reminded that, sleezey wedge issue politics aside, Inferno Gel is an incendiary weapon and contrary to both my own beliefs and what I want GDI to be.

The troublesome thing here is that there are still legitimate utilities for inferno gel (anti-swarm weapons), even potentially some civil usages. However, Initiative First in their typical fashion have now found the perfect angle to make me want to get rid of it just to spite them, and to make sure it never gets in the hands of IF-friendly users.

Basically what I'm saying is, I'm closing down Friends of Inferno Gel and keeping the money-
Realistically, any such massively destructive incendiary weapon will be used against enemy infantry, not just as an antitank weapon.

[ ] Purchasing Contracts (New)
While the private economy cannot practically produce many of the goods the Initiative needs, some companies are trying to fill niches, and offering purchasing contracts for military and civil goods is one of the ways that the Initiative can provide support for those. (only one die needed)
-[ ] Purchase Logistics: -5 resources per turn, +1 Logistics (Max 2)
-[ ] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)
Holy shit, I can't believe i overlooked this. This is great and we should encourage it. Not this turn, but soon Thanks for re-quoting it!

It says orbital nuclear caches will disappear at the end of this plan. maybe we should do it real quick?
I think we should do it this year but not "real quick."

Among other things because I think we will need nuclear-tipped missiles in space as a weapon against the Visitors.

So uh, just learned some information regarding GDI's use of incendiaries that may change the opinion of at least some of the voters going "No Inferno Gel because incendiary weapons are inhumane!"

Namely, thanks to some WoG Ithillid just dropped, it is now known that GDI is already using incendiary weapons. In things such as Firehawk bombs, hand grenades and a bunch of other places. So don't think of Inferno Gel as giving GDI a new weapon. Think of it as GDI upgrading already existing weapon systems which may, admittedly, widen the variety of uses incendiary weapons are used for. But it's not starting from scratch.
I dunno. I think if the Open Hand Party is that against it and Initiative First is that much for it, then that's happening for a reason.
 
Still catching up, but I will be incredibly pissed if people vote to ban Inferno Gel. I've wanting that fucking tech for actual years, so even seeing that on the table pisses me off.

Edit: I can live with not doing it this turn or even a few turns, but please, don't take it away from me.
Personally, I don't see how it could be that appealing. Mind explaining your thought processes for me?
 
-[ ] Starbound: Complete all Shala bays before 2066 Q1

Costs 16-18 Orbital dice. That's expensive, but doruma1920's dice required analysis says we have way more than enough free dice.
I very much do not want to commit to spending 16-18 Free dice purely on Shala bays by the end of the plan. A lot of other stuff that we might see as more urgently important could be coming up instead.

-[ ] Militarists: Deploy two phases of GD-3 before 2066 Q1

Costs 4.5 Military dice.
Competes with things like zrbite guns, laser rollouts, and the Department of Refits in general. Again, I'd rather not.

The bare fact that the Militarists really want this does at least suggest that it's important- but we've already seen that quite often what the Militarist Party asks us to agree to doesn't line up well with what the actual service branches of the military want, gee I wonder why.

Thread consensus is to slam every die we can on it from 2064Q4, IIRC.
I dunno. It's about a 1600-point-ish project at this point, which means about twenty dice. I doubt it needs more than an eight-die investment (potentially split across Tiberium and Infrastructure). And since deliberately super-rushing projects is not necessarily a good idea, I'd say that something like investing 7-7-7-2 (a worst plausible case of cursed rolls) from 2064Q4 to 2065Q3 would be better than investing, say, 11-11.

There is also Talberries and spidercotton.
We have so many surplus Agriculture dice that we're quite likely to complete those projects just because we're bored. :p

I'm banning inferno gel specifically because of the political dynamic between Initiative First and Open Hand, as a punishment for the former and a means of messing with their internal stability. Because I can just see, in my mind's eye, why these are the two requests they logged with us. Banning Inferno Gel was not on Open Hand's provisional list of desired projects at all. It's there because Initiative First has, in their typical scummy way, decided that they are really quite interested in using this weapon of all weapons.

They're politically trolling. They know we don't listen to them, so they ask for "hey, you know what would be funny, what if-" and now Open Hand is throwing their minor weight behind not letting burning their former compatriots alive turn into a political meme. And I'm just so disgusted with Initiative First that I'm interested in showing them publicly that we'll even listen to Open Hand before them.

But Then, You Ask, Why Are You Promising IF Biowarfare Countermeasures: I know the position of trying to split IF's camp has been controversial in the past, but I think we have a good opportunity here. They are the only party to issue two different requests, and I think it shows some instability on their part. By suddenly taking this largely benign request from the "I'm afraid of everything" wing while also publicly snubbing the "inferno gel funny" wing by giving an early and unexpected win to Open Hand, we can introduce a crack in the overall unity of IF.

I'm not saying we have to continue on with this strategy at an extended basis. Even the fear wing of IF is only a little better than the hate wing, all things considered. But if they want to troll they ought to get trolled right back. Inferno gel is an acceptable sacrifice, and we can reverse it if a great need arises.
Damn, that's clever. I like that.

- With the addition of a third refit project we're officially losing progress on average if we continue to ignore the department of refits. This isn't just because I'm going to insist on using free dice on military for a while, though I am going to do that.
The trick is that not all progress is created equal. Ferro-Aluminum Armor Refits isn't that useful a project to us, and I'd consider progress towards that goal much less valuable than concentrating more progress towards the ship refit...

- I want to finish Dairy Ranches because I'm a completionist wreck of a human being because it will hit the agriculture plan goal and take that off our plate.
I respect the idea of finishing the Dairy Ranches, but do we really want to pick a Labor-consuming option that isn't mandatory when there are other ways to fulfill the same goal?

Wait, what? *Checks* Huh, that's new. Looks like its the direct result of the election last turn, going from (0;‌ ‌0;‌ ‌20; ‌315)‌ ‌to (0; 34; 100; 200). That's...actually good to know, since it might means that the new generation of IF MPs are less extremist, or that the party had to moderate its rhetoric to gain votes, possibly due to the political landscape post-Regency War .
That, or the ones with some awareness of the InOps side of things is aware that we've been pouring rivers of funding into InOps in the past two years and assume that this means we must be doing something right.

These needs to be done ASAP. The liquid one especially if it can provide a better way to draw out and make use of the liquid Tiberium deposits deep below the earth, which otherwise are growing sources of danger that can only be avoided but not reduced.
I think it needs to be done soon but not immediately, personally, because I rather doubt that it will let us remove liquid tiberium more safely, just dispose of the liquid tiberium we've already found.

Disposing of liquid tiberium safely would be very very good, but any existing amounts we have aren't doing much harm where they are.



There is currently no particularly safe way to harvest liquid tiberium.

There is also currently no particularly safe way to process liquid tiberium.

However, liquid tiberium is a known, very hazardous waste product of our tiberium harvesting and processing efforts. We have to deal with it somehow, and shoving it into tons of power plants is not going to make it all go away.
Our tiberium processing does not create liquid tiberium. We just don't have a good plan for dealing with the 'naturally' occurring liquid tiberium we find in the environment. GDI's existing method for dealing with this seems to be at least workable in the short run, as in "we do not need this technology on a crisis level in the next three months." Personally, I think that investing super-heavily in both this and the xenotech refinery is overdoing it.

We could always just not take promises.

We're kinda full up.
I don't mind promising to do things we already wanted to do anyway (oh me, oh my, MUST I develop the Scrintech refinery technology, oh whatever shall I do).

I don't mind promising things where we have literally nothing more urgent to do (okay, so you want me to use some of my many many unallocated Agriculture dice for this, sure fine OK).

It's where competition is already tight and a lot is on the line that I hesitate. Anything that involves using a dozen-plus Free dice (potentially, building out all the Shala bays in two years or less) or undertaking major otherwise optional projects in a hotly contested category (Military, especially) is going to be iffy to me.

As for military, nuclear caches make sense. Islands less so, but they're still nice to have, even if they won't be ready for Karachi. I still see a role for them in taking back Yellow and perhaps even Stahl's Cyan Zones, if he cannot be negotiated with.
I don't think we can mass-conquer much more Nod land without disaster, but isolated islands and other points are targets. Another thing is that the Island-class provides a capability literally nothing else in GDI's arsenal* can match. Letting a capability entirely degrade can be very expensive if it turns out to be important later on for some unforeseen reason, and finishing the deployment on the Islands so that the Navy doesn't entirely forget how to amphibious isn't that hard to do.
______________________

*(except aging amphibious assault ships from back when the US Navy was still a distinct going concern, so things over fifty years old in-game, very likely to be easily sunk or to be so old that they practically sink by themselves)

And so Open Hand reveal their true intentions, weaken the military so Nod has a better chance of taking out the GDI. Traitorous scum.
I mean, we'll just spend the Military die on some other, similarly ass-kicking weapon. :p

That's what I thought at first myself. Unfortunately, the devil is very much in the details with this, or more specifically, the deadline. The problem is that we'll need to give up the Cap Goods Q4 2064 in order to meet the deadline. Therefore, we'll have to get North Boston done Q3 in order to do what you describe. That will take up quite a bit of our free dice over the next few turns. It's far easier to set North Boston up to finish Q4 instead.
I think we'll be fine. We only need to hand over 10 Capital Goods. I'd bet real money on us having more than a +10 Capital Goods surplus as of 2064Q4, even without North Boston. We've just got so many +Capital Goods projects coming online, and relatively few things that eat Capital Goods except these specific things.

Two phases of Aberdeen would effectively cover the promise without North Boston.
Yeah, but we need to finish North Boston, and with the need to also prepare lots of second generation fusion plants for the upcoming shutdown of the first generation plants, we don't have that many Heavy Industry dice to spare.

Huh I just noticed that inferno gel no longer costs PS.
Honestly, the Political Support cost was half the reason I wanted to do it; I was hoping to "flare off" support that would otherwise just be wasted due to the 100-point cap.

I think that we should definitely do the Species Restoration Bay this quarter as opposed to later, simply because I anticipate that once Shala is finished this quarter we will get the Lunar colony options next quarter, and, justifiably, I expect us to be dumping a great deal of effort into building those out. Getting a phase of species restoration bays done will 'staunch the bleeding', as it were, allowing us to maintain our current stocks of viable biodiversity, and when we've got a few spare dice we can put up the second phase to work on building up greater reserves.
Respectfully, I don't think we need to rush the species restoration bay this quarter that way. If we put two or 2+E dice into the bay this turn, we're absolutely going to spend the one die likely to be required to finish it next turn.

To be clear, I'm not advocating postponing starting the bay. I just don't think it's a good choice for a rush-build.

Though... okay, as I reflect on this, it does at least have staged rollover, so overinvestment isn't necessarily so bad here.

I'm reconsidering my objections as of this writing, though I don't intend to say more in the next several hours on the subject. Still got a lot of thinking to do.
 
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Respectfully, I don't think we need to rush the species restoration bay this quarter that way.
Need, no, but as you've noted it's looking like a phased project now so it's not like the effort will be wasted. Frankly I don't really think any amount or distribution of space dice is really 'wasted' this turn, as long as people are aiming to finish Shala's core. We're stuck spinning our wheels for the moment until lunar colonies finally pop (which I could have sworn weren't reliant on Shala as well as Columbia, but ehh) and there's a limit to how much we can do to 'prepare the ground' so to speak.

Speaking of lunar prep though, I'm actually not sure how much the Spaceport Bay will help with that. The description really seems like it's not going to provide discounts to at least the early stages:
With GDI's space presence continuously expanding, management and distribution of increasingly civilian passengers and their limited cargo has become more and more complicated. The Spaceport Bay will streamline the connections between earth and all four current GDSS Stations, and future-proof the earth-orbit-lunar traffic of people for the manyfold future increase of orbital and lunar residents needing to move between locations. It will be a central hub for passenger shuttles and have the infrastructure to service to the needs of both the shuttles and their human cargo.
This really sounds like a logistical module that'll really come into play once we already have a foundational presence on Luna, not something that'll discount initial construction.
 
I have decided to say that I am bewildered by the allocations of 1 die on Food Stockpiling.
We have an impending war, a huge budget, excess Agriculture dice and a project that costs a whole 10R per die.
The 50% chance of saving a die and 10R will be game-changing!

But then we have overspending on the expensive refining techs that we don't urgently need.
For Science!
(You monster.)
 
I have decided to say that I am bewildered by the allocations of 1 die on Food Stockpiling.
We have an impending war, a huge budget, excess Agriculture dice and a project that costs a whole 10R per die.
The 50% chance of saving a die and 10R will be game-changing!
We don't have 'excess dice,' we have a very large, mandatory, somewhat cursed project (Reforestation) with a 4-die/turn budget and no reasonable likelihood of free dice in the department. And that project is 5R/die.

The bewildering thing is allocating any dice to stockpiles at all.
 
Just remember that there are people who dislike it as much as you like it, so... asking that is basically asking them to change their opinion of the project because you like it that much.
So what? I love it and I want it. If other people don't then all I can do is ask them to reconsider. It's not asking the world here, I'm ask for one dice for one project I've really been looking forward to.
Personally, I don't see how it could be that appealing. Mind explaining your thought processes for me?
Being honest, first and foremost is that I really love fire, and better, hotter fire is my jam.

On a more practical level, it would substantial improvement our existing incendiary weapons. Can't go wrong there. It's deployment phase would also be a new project for the Munitions Department, and we really want to take as much advantage of its automatic progress counter as we can. After all, we gave up a die to get it working. And finally, it's a project that would help GDI's understanding of chemical science, and could unlock new projects that are more broadly useful.

Now voting.

[X] Plan New Age of Refining
[X] Plan Bracing for Impact 1.3:

These do Inferno Gel, and I said I'd vote for any plan that did that project.

[X] Plan Give Me Science!

This does not do Inferno Gel, but 6 free dice dice in Services? That's bold, and I can't say no to it. Plus Services is overflowing with projects, and they're all great. Jumping into them head first is exactly what I want.
 
On a more practical level, it would substantial improvement our existing incendiary weapons. Can't go wrong there.
It's an improvement to what seems to be a pretty rarely used set of weapons. There's plenty of other things we can spend the dice on that we're likely to get more use out of
It's deployment phase would also be a new project for the Munitions Department, and we really want to take as much advantage of its automatic progress counter as we can.
Understandable but I don't think it's worth the 1 dice it would take to unlock it when we've got so many better projects in mil and seemingly never enough dice to spend on them
And finally, it's a project that would help GDI's understanding of chemical science, and could unlock new projects that are more broadly useful.
I seriously doubt we'll get anything other than turbo napalm out of this project. Besides, 'helps GDI's understanding of X science' applies to basically every single tech research


None of that goes into the other issues I have with funding it which are plentiful
 
[X] Plan New Age of Refining

I reserve the right to make gestures along the lines of "I told you so" if we end up lacking enough Capital Goods to take Systematic Planning by the end of this Plan. Or if the government and/or economy gets very worried about our quantity of Capital Goods when we write up the next Plan. But it's very clear folks are beelining PMM so I'll just vote for something which I don't mind and solves the Inferno Gel issue, even if I also am not necessarily against Shadows' plan.
 
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