- Location
- Minnesota
[X] Plan One Step Forward
[X] Plan Shipyards, Air Force and Tech
[X] Plan A Broader Step Forwards
[X] Plan Shipyards, Air Force and Tech
[X] Plan A Broader Step Forwards
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Sorry, did not see that.I have heavy lasers in already as well since that implies some improvement for some of our current manufacturing in addition to future dev. And I cut the 2 dice on Kudzu to cover the Neural Refit admin assistance so that is in there now ( I had 5R left over before)
One big question regarding your plan: WHY are you not doing the battleship yard for escort carriers, since it requires less progress, and costs less in Energy and CapGoods?![X] Plan Shipyards, Tech and Industry
Infra 6/6 110R +34
-[X] Yellow Zone Fortress Towns (Phase 4) 232/250 3 die 60R 100% (17% for phase 5)
-[X] Rail Network Construction Campaigns (Phase 3) (Upated) 159/300 2 dice 30R 84%
-[X] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
HI 5/5+3 free 170R +29
-[X] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 3 dice 60R 100%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 3 dice 60R 0%
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Isolinear Chip Development (New) 0/60 1 die 40R 90%
LCI 5/5 110R +24
-[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 4 dice 80R 97%
-[X] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
Agri 3/4 20R +24
-[X] Security Review
-[X] Blue Zone Aquaponics Bays (Phase 2) 3/140 2 dice 20R 74%
Tiberium 7/7 140R +39
-[X] Yellow Zone Tiberium Harvesting (Phase 7) 181/300 4 dice 80R 99% 23% for phase 8
-[X] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
-[X] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
Orbital 6/6 110R +26
-[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
-[X] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
Services 2/5 40R +27
-[X] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
Military 8/8+4 free+1 admin assitance 265R +26
-[X] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%
-[X] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
-[X] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
-[X] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice 60R 14%
-[X] Neural Interface System Refits (Talons) 83/105 1 admin assistance 25R 94%
Bureau 4/4 +24
-[X] Administrative Assistance (Neural Interface) 2 die auto
-[X] Security Reviews (Agri) 2+1 dice 100%
Free 7/7
3 HI, 4 Mil
965/935 (+30 reserve)
Current thoughts- 5R left over, another orbital cleanup both for additional R next turn and to make stuff fit (2 dice in kudzu as a 10R project). Also grabbing a bunch of dev projects to improve our abilities in various categories while going in on 4 different mil projects with 3 dice each. Tib actions are 6 dice on supporting the offensive (and increasing money). Services will provide the health boost instead working on finishing Reyjavik 4 and starting Bergen for more energy and cap goods.
Apollo wingmen drones since those are our top tier fighters so improving our interception and dogfighting capabilities first seems the move. Also starting on two shipyards, one for frigates and one for escort carriers and working on the 1st Phase of SADN.
Extra dice on fusion for rollover for the next phase and the bergen start will work towards improved fusion down the line and some energy from LCI in the mean time. Industrial laser dev as it mentions improved efficiency for some of our existing industries in addition to opening up new ones so possible rollout project to improve some of our industrial output which will help.
Edit- Dropped 2 Kudzu dice to get enough R to do admin assistance to finish of the Neural interface refits
Are we expecting the Wartime Demand modifier to double this turn?Edit: also, we need more +Health than just the Neural Interfaced Operating Theaters. This gives a 40% chance of being in significant danger of going negative on Health.
Not necessarily double, but we're currently at +2. If it goes up by more than 2, we'll be in the negatives.Are we expecting the Wartime Demand modifier to double this turn?
When, not if.[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)