[X] Plan The Fire Shall Not Touch Them
-[X] Infrastructure 5 dice +27 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 +6 free dice +34 195R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
--[X] North Boston Chip Fabricator (Phase 5) 406/1805 7 dice 105R
--[X] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
-[X] Light and Chemical Industry 4 dice +29 110R
--[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
--[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
-[X] Agriculture 6 dice +29 70R
--[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
--[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
--[X] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
-[X] Tiberium 7 dice +39 185R
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R
--[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
--[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
--[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 dice + Erewhon +34 160R
--[X] Spaceport Bay 0/295 3 dice 60R 42%
--[X] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
--[X] Species Restoration Bay (Stage 1) 0/255 3 dice 60R 71%
-[X] Services 4 dice +35 80R
--[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
--[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
--[X] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
--[X] Biowarfare Countermeasures Development (Tech) (New) 1 die 15R 100%
-[X] Military 7 + 1 AA dice +31 150R
--[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] Advanced Armor Composites (Tech) (New) 0/80 2 die 30R 100%
--[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] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
--[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
-[X] Bureaucracy 4 dice +29
--[X] Administrative Assistance 2 dice auto (Orcas)
--[X] Make Political Promises 1 die auto
---[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
---[X] Militarists: Deploy two phases of GD-3 before 2066 Q1
---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations
---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
---[X] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
---[X] Initiative First: Complete Biowarfare Countermeasures Development before 2066 Q1
---[X] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
--[X] Predictive Modeling Management 1 die auto
1005/1335R (-30Rpt from Dept of Refits)
This is pretty similar to the first "live" iteration of a Plan from
@Lightwhispers (thank you kind sir).
Main changes are:
-Dropping Portals to do the Biowarfare Countermeasures
-Dropping Advanced Articulation Systems to try and slam through Advanced Armor Composites on 2 dice aka a guarantee (so that next turn we slam through Particle Shields and Novahawks)
-Adding a promise to IF to complete the Biowarfare Countermeasures, which should complete this turn.
I've stated before, but I'll state again for the record, my reasoning on the 2 most controversial Promises in my plan.
1.) I have been pretty consistent against doing Inferno Gel from the beginning, as it's been made repeatedly clear by the QM that the project is about Munitions, not Defenses or Fuel or anything else. It's figuring out how to burn things with burning super-napalm that sticks to people and objects. We have plenty of other anti-armor options, including the upcoming GD-3 project (which as I understand and recall will equip non-ZA troopers to have a good chance of taking down most Gana and the like, at minimum). I don't see Inferno Gel as necessary; if we want anti-napalm defenses, we can research those separately.
2.) I view Biowarfare Countermeasures as something not just against Nod, but also against the likes of the Visitors, who if they didn't deploy bioweapons, likely only didn't do so because it was a half-cocked PMC working for a wildcat mining company, and not the full force of their frontline military. A fair number of the "War Crime Weapons" that both GDI and Nod have had lately are derived from scraps of their tech. So.
3.) Because I view that project as very worthwhile anyway, and because, looking at the most recent update, something is happening inside Initiative First to shift how they view Seo and the current GDI Government/Leadership, I am trying to encourage this split, or moderation, or whatever, by doing projects that I'm pretty sure everyone is 100% fine with doing in and of themselves. People may disagree with this logic, but to me, it's a worthwhile shot. We aren't going to suddenly hand the keys to the kingdom over to them, it's pretty clearly something that's a single specific point. I think even Open Hand would have a hard time arguing with this project, and we're making them a promise as well. At worse, IF gets confused and we stay net "neutral" in terms of Support changes with them.