Proper shipyards are definitely doable dice-wise, but what I'm worried about right now is the energy demand. I'm unsure if CCF is enough anymore. We have a few options: relegate LCI dice to one of the Macrospinners, which could only provide for one even with both phases, or Bergen, which has a very high dice cost, but could also lead to better fusion options, develop Tarberries, at least to see what they do, work on Liquid Tiberium power cells and deal with the consequences, or rapidly knock out 3 phases of Orbital Cleanup and unlock power satellites.
 
Although there have been at least twenty notable attempts to gain access to the team, all occurred before Erewhon was announced to the world, and showed his problems. After that point, infiltration attempts dropped down to a background hum, rather than being a substantial problem.
Yup. Kane thought we got the keys to the AI kingdom and could threaten his Archilect. After he learned that Erewhon sucks balls when compared to LEGION he dropped the attempts.
 
Running through the numbers on how High Commitments would affect our available dice.

High Commitments: 0/200 ~3 dice median
Battleship Yards: 0/120 ~2 dice median
Other Carrier Yards: 0/240 ~3 dice median x3

Carrier Total: 14 dice
Current Military Total: 23 dice
High Commitments Total: 37 dice
56 dice for the rest of the plan, 19 dice available.
 
-[ ] Escort Carrier Shipyard 0/240: 2 dice 4%, 3 dice 60R 54%, 4 dice 80R 91%

Dunno about the BB conversion precisely but a 0/110 military action is 1 die 20R 32%, 2 dice 40R 91%

3 dice for one new yard and one for the BB conversion at least I think, this turn. Or much better two dice for the BB conversion.

These shipyards are gonna eat a lot of Power. Fortunately we should have the CapGs for it thanks to Nuuk.
 
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Less of a fan of the conversion because that is 2 to 3 dice to do it, which is enough to get one carrier yard online. And we need dice elsewhere in mil and for energy
 
The carrier yards are distinctly second-string priority unless we go for conversions and thus have to build them. Scratch-built carriers are not going to be available before Q4 2061 at the absolute earliest.
 
[ ] Escort Carrier Shipyards
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Battleship Yards (Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Merchantman Carrier Conversions
With the Merchantman conversions, switching a substantial number of ships to carry Hammerheads and Orcas instead of cargo, it is a both politically and practically problematic approach. While certainly theoretically possible, and something that GDI has the design specifications to do. It will be a stop gap measure.
-[ ] Low Commitments (Complete all Escort Carrier Shipyards by end of Q4 2063) (Progress 0/200: 20 resources per die) (-15 PS)
-[ ] High Commitments (Complete all Escort Carrier Shipyards by end of Plan) (Progress 0/200: 20 resources per die) (-10 PS)


Bit of a spoiler for the next turn.
Ithillid, my one question is if we got the first Escort Carrier shipyard completed in Q2, would the first be available by Q1 of 2061 to free up Fleet Carriers for a push on Karachi? This is probably the make-or-break question for that. I'm presuming 'no' is the answer here since naval strategy is build strategy, but I'd like confirmation.
 
[ ] Escort Carrier Shipyards
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Battleship Yards (Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
With all the Power needs, it looks like it's time for Liquid Tiberium Power Cells to save the day. Because I think free dice on Liquid T power would generate power much faster than spent on regular fusion power instead, both due to how the progress required is slightly less per same power generated, while having much bigger bonuses on the Tiberium dice than HI dice. That is course for the next phase of Fusion power and not the current phase that is already partly completed.
 
I'm concerned about the latest refugee wave. With refugees deliberately being pushed into our territory I'd say that's an increased infiltration risk. Could we get some wartime refugee policy to keep em in yellow zones? Maybe assign the Open Hand to administering to them?
 
Well the Capital goods for shipyards are doable and we could probably swing the dice since right now there's no real military option that screams 'oh God everything is on fire please help'. The 18 energy causes some trouble since we're saving up energy for Nuuk.

And for conversions we have a choice between promising the shipyards in 7 turns or 11 turns.
 
With all the Power needs, it looks like it's time for Liquid Tiberium Power Cells to save the day. Because I think free dice on Liquid T power would generate power much faster than spent on regular fusion power instead, both due to how the progress required is slightly less per same power generated, while having much bigger bonuses on the Tiberium dice than HI dice. That is course for the next phase of Fusion power and not the current phase that is already partly completed.
We did just get storm collectors. Building them in red zone mining bases or planned cities could earn us a pretty penny.
 
Going "okay, but maybe the QM is lying to us" is not a good look. And that's what you are coming across as saying. Please don't.
Totally not my intent, I thought there was more uncertainty given the poster who burned his cover. I can't look at it all right now- but if I'm contradicting anything the QM's outright said, please ignore me.
 
-[ ] Escort Carrier Shipyard 0/240: 2 dice 4%, 3 dice 60R 54%, 4 dice 80R 91%

Dunno about the BB conversion precisely but a 0/110 military action is 1 die 20R 32%, 2 dice 40R 91%

3 dice for one new yard and one for the BB conversion at least I think, this turn. Or much better two dice for the BB conversion.

These shipyards are gonna eat a lot of Power. Fortunately we should have the CapGs for it thanks to Nuuk.

Not conversions. That's telling BB yards to build hulls to new specifications and cough up a CVE, but the BB yards remain BB yards. There is no way to do that and keep using the yards for that purpose because those yards are needed for more than just building and maintaining CVEs, but there's enough slack to make it possible for CVEs to be build in the BB yards for a one off project.

If it weren't for the war on, this wouldn't be a thing.

With all the Power needs, it looks like it's time for Liquid Tiberium Power Cells to save the day. Because I think free dice on Liquid T power would generate power much faster than spent on regular fusion power instead, both due to how the progress required is slightly less per same power generated, while having much bigger bonuses on the Tiberium dice than HI dice. That is course for the next phase of Fusion power and not the current phase that is already partly completed.

And get Seo fired if we dive deep into tib power.

The public and the politicians do not like the idea of tiberium power plants.
 
[ ] Escort Carrier Shipyards
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Battleship Yards (Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)

[ ] Merchantman Carrier Conversions
With the Merchantman conversions, switching a substantial number of ships to carry Hammerheads and Orcas instead of cargo, it is a both politically and practically problematic approach. While certainly theoretically possible, and something that GDI has the design specifications to do. It will be a stop gap measure.
-[ ] Low Commitments (Complete all Escort Carrier Shipyards by end of Q4 2063) (Progress 0/200: 20 resources per die) (-15 PS)
-[ ] High Commitments (Complete all Escort Carrier Shipyards by end of Plan) (Progress 0/200: 20 resources per die) (-10 PS)


Bit of a spoiler for the next turn.
Hmm.

Off the bat I'm thinking Battleship Yards and Low Commitments while Nuuks gets spooled up this quarter, then maybe hold off on CVL shipyards until Karachi gets rolling in favor of frigates, frigates, frigates. The BB yards are something we can do on two dice and we can eat the -15 PS and the -10 PS of LT Phase 1 and still have room to spare.

Less of a fan of the conversion because that is 2 to 3 dice to do it, which is enough to get one carrier yard online. And we need dice elsewhere in mil and for energy
I think the advantage here is we're converting existing hulls into carriers, not building new ones.

So we can get crappy CVL-M(Carrier Vessel, Light -- Merchantmen) freeing up our fleet carriers in time for Karachi where the proper CVLs will take a few years to hit the water in numbers.
 
Totally not my intent, I thought there was more uncertainty given the poster who burned his cover. I can't look at it all right now- but if I'm contradicting anything the QM's outright said, please ignore me.
It's important to remember that the QM is not writing all or even most of GDI online. Anyone with access to a given post can write whatever they want, telling the microstory that interest them, without any interaction with the grander narrative.
 
And get Seo fired if we dive deep into tib power.

The public and the politicians do not like the idea of tiberium power plants.

It's only -5.

They hate the carrier conversions much more.

We would be fine doing a few phases of tiberium power unless the political cost really starts going up each phase.

And we just took a -20 hit for putting electronics into capital reserves last turn.
 
-[] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Escort Carrier Shipyards (New) 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Merchantman Carrier Conversions (New) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%

Should be about 12.5 dice to do all four Escort Carrier Shipyards. (3.5 dice each for the three normal shipyards, plus the battleship yards for 2 dice more.) It's certainly possible to do them all before the end of the Plan, though as always that'll depend on a lot of factors.
 
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