Holy crap...

We need so much energy and stuff.

All those docks and factories...

And all the new options.

Best of luck planning this one. I have no idea what we should be going for.
 
Goal of this plan is too grab as many of the new development/deployment options as is reasonable. It focuses on low balling options in deployments to save dice in the long run. In any event this should put us in a position where a couple of the deployments will complete from sheer statistics, the ones that don't can be pushed over the edge easily in Q3. Also invests enough in fusion that it is likely we will have 2 phases of Fusion complete.

[ ] Plan Should Have Studied Procurement
-[ ] Infrastructure 6/6 110R
--[ ] Yellow Zone Fortress Towns (Phase 4): 3 dice 60R 100% (17% Phase 5)
--[ ] Rail Network Construction Campaigns (Phase 3): 2 dice 30R 84%
--[ ] Tick Rapid Digger System Development: 1 die 20R 100%
-[ ] Heavy Industry 5/5 200R 5 Free Die
--[ ] Continuous Cycle Fusion Plant (Phase 5): 6 dice 60R 100% (96% Phase 6)
--[ ] Nuuk Heavy Robotics Foundry (Phase 3): 2 dice 30R 2/6.5 median
--[ ] Crystal Beam Industrial Laser Development: 1 die 10R 70%
--[ ] Isolinear Chip Development: 1 die 40R 90%
-[ ] Light And Chemical Industry 5/5 100R
--[ ] Reykjavik Myomer Macrospinner (Phase 4): 2 dice 40R 17%
--[ ] Medical Supplies Factories: 3 die 60R 60%
-[ ] Agriculture 4/4 50R
--[ ] Wadmalaw Kudzu Plantations (Phase 2): 3 dice 30R 13%
--[ ] Freeze Dried Food Plants: 1 die 20R 13%
-[ ] Tiberium 7/7 120R
--[ ] Yellow Zone Tiberium Harvesting (Phase 7): 2 dice 40R 97%
--[ ] Intensification of Green Zone Harvesting (Stage 5): 2 dice 30R 100% (91% Stage 6)
--[ ] Railgun Harvester Factories (Dandong): 1 die 10R 100%
--[ ] Railgun Harvester Factories (Porto): 1 die 10R 85%
--[ ] Harvesting Tendril Development: 1 die 30R 100%
-[ ] Orbital 6/6 110R
--[ ] GDSS Enterprise (Phase 4): 5 dice 100R 96%
--[ ] Orbital Cleanup (Stage 9): 1 die 10R 98% (13% Stage 9+10) //2 dice?
-[ ] Services 3/5 60R
--[ ] Neural Interfaced Operating Theaters: 3 dice 60R 96%
-[ ] Military 8/8 215R 2 Free Dice 1 Administrative Assistance
--[ ] Wingman Drone Deployment (Apollo Wingmen): 2 dice 40R 17%
--[ ] Tactical Airborne Laser Deployment: 2 dice 40R 17%
--[ ] Escort Carrier Shipyards (Battleship Yards): 1 die 20R 22%
--[ ] Heavy Support Laser Development: 1 die 20R 100%
--[ ] Shark Class Frigate Shipyards (Quonset Point): 3 dice 60R 14%
--[ ] Mastodon Heavy Assault Walker Development: 1 die 10R 100%
--[ ] Neural Interface System Refits (Talons): 1 die 25R 94% Administrative Assistance
-[ ] Bureaucracy 4/4
--[ ] Administrative Assistance: 2 dice (Neural Interface System Refits (Talons))
--[ ] Security Review (Bureaucracy): 2 dice 90%

Free Dice 7/7
R 965/935 + 30 Reserve
 
...okay, my initial argument against Heavy Support Lasers was based on a misreading of the Shark development results. I think they are worth developing to give our frigates better point-defense.
 
] Tick Rapid Digger System Development (New)
The Tick Tank, one of the Brotherhood's more creative ideas among a long list of them, used rapid automated diggers to allow it to entrench rapidly, even in an open field. The same technologies are likely to be quite useful in rapid construction efforts, and speed the works of many infrastructure programs.
(Progress 0/40: 20 resources per die)
With Fortress Towns, Railroads, Karachi and Chicago all being important projects, the sooner we start this the better.
[ ] Crystal Beam Industrial Laser Development (New)
Crystal Beam laser technologies, now released from military exclusivity, is likely to be a substantial upgrade to a wide variety of Initiative technologies, ranging from existing uses, where it is likely to be a substantial efficiency upgrade, to a number of new uses, such as long distance laser cutting.
I'm not entirely sure what this'll do, but it's cheap. Something to keep in mind.
[ ] Harvesting Tendril Development (New)
A substantial increase in efficiency, a rapid harvesting tendril disrupts the bonds between Tiberium crystals, before acting as an electromagnetic vacuum cleaner, speeding the harvesting process and pushing forward harvesting technologies.
FINALLY.
This is not perfection-trapping. This is 1 die going to something that will majorly improve naval survivability, as well as strategic defenses.
And no, they do not currently have Infernium PD lasers. "While the two point defense lasers are currently crystal beam designs, they are not intended to be such in the final product. Instead, as a naval point defense version of the new Infernium lasers is finalized, that will be installed in its place, with the greater heat efficiency offering a significant improvement in defense quality."
Considering how long it will take to get ships in the water, it's probably better to put it off for a turn and get the yards up and running, then do the laser.

Also there's a ton of new Steel Talon projects I'm in love with and want to dump money on, but alas, we have far more necessary projects. Such sadness.
 
Tick Rapid Digger System Development (New)
This is a breakthrough technology for after the war. Not only will it greatly benefit underground tiberium harvesting, it will benefit all earthmoving endeavours in general.

Harvesting Tendril Development
Something I'm really enjoying about your writing of this quest is how we're realistically becoming more and more alien as we advance on the tech tree. The description is things like "oh with rapid sweepy things we can better get at the tiberium" but rapid sweepies plus those hover chassis and you have Scrin floating harvesters. Human genome project plus Forgotten plus visceroid studies, and we'll have Scrin-like augmentations. Every step is "oh yeah that makes sense" but when you look back on it as a whole you get a very dramatic (and cool!) picture.
 
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Starting resources:
Energy: +9 (+4 in reserve)
Health: +2 (-7 from Wartime Demand) (-3 from Refugees)
Capital Goods: +17 (+20 in reserve)

[] Plan Sunrise
-[] Infrastructure 6 dice +34 100R
-[] Yellow Zone Fortress Towns (Phase 4) 232/250 1 die 20R 100%
-[] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[] Rail Network Construction Campaigns (Phase 3+4) (Updated) 159/625 4 dice 60R 2%
-[] Heavy Industry 5 dice +29 110R
-[] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 dice 40R 100% +16 Energy
-[] Nuuk Heavy Robotics Foundry (Phase 3) (Updated) 118/600 2 dice 40R
-[] Light and Chemical Industry 5 dice +24 110R
-[] Medical Supplies Factories 0/225 2 dice 40R 8% (+4 Health) (-1 Energy)
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17% +4 Capital Goods +2 Energy
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45% +1 Energy
-[] Agriculture 4 dice +24 50R
-[] Freeze Dried Food Plants 73/200 1 die 20R 13% (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13% (+4 Consumer Goods) (+10 Political Support)
-[] Tiberium 7 dice +39 130R
-[] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 5+6) 63/200 2 dice 30R 91%
-[] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100% (-2 Energy)
-[] Yellow Zone Tiberium Harvesting (Phase 7) (Updated) 183/300 3 dice 60R 100%
-[] Orbital Industry 6 dice +26 110R
-[] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96% (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
-[] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[] Services 5 dice +27 95R
-[] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60% (+6 Health, -2 Capital Goods)
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Automatic Medical Assistants 0/300 2 dice 40R
-[] Military 8+7 free +2 AA dice dice +26 315R
-[] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice +1 AA die 80R 40?%(-6 Energy, -2 Capital Goods)
-[] Shark Class Frigate Shipyards (Melbourne ) 0/300 4 dice 80R 64%(-6 Energy, -2 Capital Goods)
-[] Apollo Wingmen Drones (New) 0/210 2 dice 40R 17% (-4 Energy, -1 Capital Goods)
-[] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75% (-2 STUs, -3 Energy)
-[] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%(-3 Energy, -1 Capital Goods)
-[] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[] Neural Interface System Refits (Talons) 83/105 1 Admin die 25R 94%
-[] Plasma Warhead Factory (Phase 1) (New) 0/90 1 die 10R 52% (-1 STU)
910R/‌935R
Project with 20% or higher chance of completing:
Energy 9+16+1-2-6-6-3= 9
Capital Goods 17+2-2-2-2-1 = 12

Of all the issues our army has the largest two are the airforce having trouble with the new NOD planes and the navy lacking ships.
The navy gets a pair of frigate yards as I expect that is the fastest to build ships.
The airforce gets new laser weapons, plasma warheads, and a start on wingman drones.
Escort Carrier Shipyards won't be ready in time for this war but we got to start them so they are ready for the next.
Heavy Support Laser Development we can roll out across the navy on new construction and as existing ships come in for repairs we will see the result of this even before merchant conversions.
No merchant conversions I plan to use Request Reduction in Plan Commitments for a delay in Karachi and hope to start building proper escort carriers and finish them before we do Karachi or at least have two yards of frigates and a airforce that can take control of the skies from Oman(500km away) and the Himalaya blue zone

Can someone post this plan for me as i be asleep when the vote opens?
 
Something I'm really enjoying about your writing of this quest is how we're realistically becoming more and more alien as we advance on the tech tree. The description is things like "oh with rapid sweepy things we can better get at the tiberium" but rapid sweepies plus those hover chassis and you have Scrin floating harvesters. Human genome project plus Forgotten plus visceroid studies, and we'll have Scrin-like augmentations. Every step is "oh yeah that's cool and makes sense" but when you look back on it as a whole you get a very dramatic (and cool!) picture.
Thanks, it is very much intentional. Part of the quest, fundamentally, is hacking into the alien technologies that infest the setting, and making widespread use of them. Each element is supposed to make sense, and it is only when you put them together that things start going rapidly off the rails.
 
I mean, it's true that as our technology base advances, it becomes much more obviously alien and impacted by Tiberium/Scrin... but there's going to be a point where the society and civilization balks at that advancement. Scrin like augmentations are going to be the thing of nightmares for soldiers who fought Shocktroopers and Corruptors and all the myriad Scrin horrors on the ground. The political support tax on things like Visceroids isn't Ithilid trying to slow us down, it's our constituents being really averse to anything to do with tiberium and mutation. The Visceroids are just one visceral reminder among many of just how alien the Earth is becoming, there's probably going to be a backlash at the thought of humanity becoming more 'alien' due to Scrin and Tiberium influences sooner or later.

Examining the consequences of our tiberium dependency, the technologies and innovations we derived from both it, the Scrin, and the Brotherhood is probably only going to become more meaningful as things progress.
 
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I think we should cut back on new development unless it's a game changer or will directly help Karachi. This next year is going to be critical for building up the forces that break into India, and the military seems pretty clear that they need as many ships, drones and zone armors as they can get.
 
Frigates are going to be 9-15 months to start with, getting faster after the first wave. Escort carriers are somewhere in the 18-24 month range, again, getting faster after the first.
 
This is a good plan, but I have some reservations. I'm not sure if work on Bergen is worth doing when we can't completely protect our naval convoys, and I think that die would be better spent on Medical Supplies Factories. The 10 Resources saved could then go into modifying the battleship docks for escort carriers, unfortunately, at the expense of plasma warheads.

Frigates are going to be 9-15 months to start with, getting faster after the first wave.
Good to know. So, we can have them hit the water in time for Karachi 2061, we just have to do them immediately.
 
Is there a difference between the Carrier Refit and the normal Escort Carriers?
Carrier Refit is the option of refitting existing merchant ships as escort carriers. It isn't exactly popular and will require PS commitments.

I have an unrelated question: what is the role of the battleship in our navy? Is it an arsenal ship or something else?
 
Oh man, I'm really starting to be torn on everything there is to plan now. Do we keep throwing in on Rail despite knowing that it's just flat out not as good as other logistics options long-term, because it slightly helps with the war effort? Do we really try to keep Naval strong despite there being so little use for that as soon as we hit the 'space stage'?

And then all the new options, and all the resources we need going forward! Ahhhhhh!
 
[] Plan One Step Forward
-[] Infra 6/6 +2 free dice 145R
--[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 5 dice 100R 97%
--[] Rail Network Construction Campaigns (Phase 3) 159/300 3 dice 45R 99% (3/5.5 Phase 4)
-[] Heavy Ind 5/5 dice 165R
--[] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 die 40R 100% (2/4.5 Phase 6)
--[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 2 dice 40R (2/6.5 median)
--[] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[] L&CI 5/5 dice 100R
--[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17%
--[] Medical Supplies Factories 0/225 3 dice 60R 60%
-[] Agri 3/4 dice 40R
--[] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 2 die 20R 74%
--[] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[] Tiberium 7/7 dice 120R
--[] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/300 5 dice 100R 76% (Phase 7 100%)
--[] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100%
--[] Railgun Harvester Factory (Bissau) 0/70 1 die 10R 85%
-[] Orb Ind 6/6 dice 100R
--[] GDSS Enterprise (Phase 4) 456/765 4 dice 80R 71%
--[] Orbital Cleanup (Stage 9+10) 41/170 2 dice 20R 82% (Stage 9 100%)
-[] Services 2/5 40R
--[] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
-[] Military 8/8 +5 free 255R
--[] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75%
--[] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
--[] Plasma Warhead Factory (Phase 1) (New) 0/90 1 die 10R 52%
--[] Frigates (Quonset Point) (New) 0/300 4 dice 80R 64%
--[] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%
--[] Neural Interface System Refits (Talons) 83/105 1 die 25R 100%
-[] Bureau 4/4 dice
---[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%

965R/935R + 25R reserve 7/7 Free Dice

I'm not up for a big explanation right now; I'll make one when the vote opens. Basically, this is "One Step Forward" because it's aiming to guarantee we get the next phase of Steel Vanguard supporting projects done. Finishes up last turn's Fortress Towns and a phase for this turn. Works on getting the next two phases of YZ Tiberium Harvesting. And pushes three Air Force projects while building both Frigates and working on Escort Carriers.

I don't do the Harvesting Tendrils because all Tiberium dice should be dedicated to supporting Steel Vanguard, both now and the next few turns. A hundreds-of-progress refit project is not something we'll be able to afford next turn. So as shiny as the Tendrils are, it's best to delay that Development project for now.
 
[ ] Tick Rapid Digger System Development (New)
The Tick Tank, one of the Brotherhood's more creative ideas among a long list of them, used rapid automated diggers to allow it to entrench rapidly, even in an open field. The same technologies are likely to be quite useful in rapid construction efforts, and speed the works of many infrastructure programs.
(Progress 0/40: 20 resources per die)
Echoing what Nottheunmaker and Takareer have said given the many infrastructure projects that we have in the pipes or need to do in general (such as Karachi Planned City) something that Specifically increases the speed at which we are able to implement them is something that cannot be understated in how useful it is.
 
While the two point defense lasers are currently crystal beam designs, they are not intended to be such in the final product. Instead, as a naval point defense version of the new Infernium lasers is finalized, that will be installed in its place, with the greater heat efficiency offering a significant improvement in defense quality.
...okay, I did not make the misread I thought I did. @Ithillid, does outfitting the Sharks with Infernium PD lasers require the development of Heavy Support Lasers?
Edit: Yes, it does. I appear to be mis-misreading. Please ignore this.
 
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Something I'm really enjoying about your writing of this quest is how we're realistically becoming more and more alien as we advance on the tech tree. The description is things like "oh with rapid sweepy things we can better get at the tiberium" but rapid sweepies plus those hover chassis and you have Scrin floating harvesters. Human genome project plus Forgotten plus visceroid studies, and we'll have Scrin-like augmentations. Every step is "oh yeah that makes sense" but when you look back on it as a whole you get a very dramatic (and cool!) picture.
True, but I feel there's an element of taking the strange and making it our own. For example, when we did the Crystal Beam Lasers, we changed from Nod red to GDI green/blue. We're making new hover technologies, but while the underlying method is different, GDI had hover platforms in the past. It's still kinda familiar.

I think we'll see similar with these Harvesting Tentacles. They probably won't be so organic looking, more like mulit segmented robot arms. There's probably going to be a more inherently mechanical feel to everything. It might even be a deliberate design choice, because as @Karugus pointed out, it will remind people of Nod and the Scrin in the worst ways otherwise.
Thanks, it is very much intentional. Part of the quest, fundamentally, is hacking into the alien technologies that infest the setting, and making widespread use of them. Each element is supposed to make sense, and it is only when you put them together that things start going rapidly off the rails.
Hat's off to you then, because it's working.
 
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