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)
Sorry, did not see that.
This said, I like your plan more now, even if most plans have picked up isolinear chips at the cost of not being able to activate all dice. I still think putting the isolinear chips back one turn to activate all dice now would have been better, but this is not a criticism on your plan anymore.
 
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So would it be correct to say that Plan Shipyards, Tech and Industry is a set up plan? Cause it sure seems like it. At least from a military perspective
 
Credit to @Derpmind for most of the plan, but I have a personal draft that I think is different enough to be worth submitting on its own. I think there's three major difference worth pointing out.

1) R&D investments (Tick earthmoving system, ECCM, heavy support laser). We're in the middle of a war so too much R&D into speculative hardware that we can't deploy is wasted. But we have to build a LOT of stuff real fast with no end in sight so the Tick is a worthwhile upgrade that will pay for itself in the medium term at worst with reduced Infra costs. ECCM won't be free to deploy but it should be a cheap drop-in upgrade for hardware across the board to keep our sensors up to par, and the heavy PD laser has a big "INSERT INFERNIUM LASER HERE" box waiting for it on the frigate and CVL blueprints so we should clear it while we lay those down. To achieve this I have to drop the airborne lasers but I think the extra die on plasma missiles makes up for it in terms of getting the air force some new weapons ASAP and lasers can be rolled out Q3/Q4 with the Firehawk drones.

2) Green Zone harvesting. I traded one of the harvester factory dice in and then a Free die that used to be Mil to get 2 dice on GZ intensification. More logistical links and more military bases in the Green Zones is I think more immediately impactful for the advance. The roads, secondary rail lines, and firebases we build with GZ intensification start supporting the front right away and help us keep momentum in this critical period. A railgun harvester factory opening at the end of the quarter just puts commanders on a 6 month waitlist for a better harvester as production spools up, it doesn't IMMEDIATELY make their lives easier. Useful, but more of a long-term consolidation move once the momentum ebbs away from us than the best way to push the front forwards now while we're still advancing.

3) Requesting a reevaluation of Plan commitments along with interdepartmental favor trading. If nothing else, it's becoming clear that we're not capable of doing Karachi in 2061 without taking substantial losses to something, so negotiating a delay is important to do ASAP. 3 dice on renegotiating Plan targets gets us probably the third DC and a coinflip's chance for the highest, which is enough for me. A fourth die on negotiations starts us out of the gate with 48 PS before spending even more to drop targets or as a result of random events. I think that's too low, so 3 dice which leaves us above 50 and then favor trading to 1) sit all the bureaucrats down at the war table and see who needs what now that the fighting's started and 2) give us a chance to buy PS in case some big spends are necessary in the target renegotiation.

[X] Plan A Broader Step Forwards
-[X] Infrastructure (6 dice + 2 Free) (145 Resources)
--[X] Yellow Zone Fortress Towns (Phase 4+5), 4 dice 80R 72%
--[X] Rail Network Construction Campaigns (Phase 3), 3 dice 45R 99%
--[X] Tick Rapid Digger System Development, 1 die 20R 100%
-[X] Heavy Industry (5 dice) (120 Resources)
--[X] Continuous Cycle Fusion Plants (Phase 5), 2 dice 40R 100%
--[X] Nuuk Heavy Robotics Foundry (Phase 3), 2 dice 40R
--[X] Isolinear Chip Development (New), 1 die 40R 90%
-[X] Light and Chemical Industry (5 dice) (100 Resources)
--[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice 40R 17%
--[X] Medical Supplies Factories, 3 dice 60R 60%
-[X] Agriculture (4 dice) (50 Resources)
--[X] Blue Zone Aquaponics Bays (Phase 2), 3 dice 30R 98%
--[X] Freeze Dried Food Plants, 1 die 20R 13%
-[X] Tiberium (7 dice + 1 Free) (140 Resources)
--[X] Yellow Zone Tiberium Harvesting (Phase 7+8), 5 dice 100R 76%
--[X] Intensification of Green Zone Harvesting (Stage 5+6), 2 dice 30R 91%
--[X] Railgun Harvester Factory (Bissau), 1 die 10R 85%
-[X] Orbital Industry (6 dice) (120 Resources)
--[X] GDSS Enterprise (Phase 4), 4 dice 80R 71%
--[X] Lunar Rare Metals Harvesting (Phase 1), 2 dice 40R 58%
-[X] Services (3/5 dice) (60 Resources)
--[X] Automatic Medical Assistants, 1 die 20R
--[X] Neural Interfaced Operating Theaters, 2 dice 40R 60%
-[X] Military (8 dice + 4 Free) (225 Resources)
--[X] Advanced ECCM Development, 1 die 20R 100%
--[X] Apollo Wingmen Drones, 3 dice 60R 75%
--[X] Plasma Warhead Factory (Phase 1+2), 2 dice 20R 39%
--[X] Escort Carrier Shipyards (Battleship Yards), 1 die 20R 22%
--[X] Heavy Support Laser Development, 1 die 20R 100%
--[X] Shark Class Frigate Shipyards (Quonset Point), 3 dice 60R 14%
--[X] Neural Interface System Refits, 1 die 25R 100%
-[X] Bureaucracy (4 dice)
--[X] Interdepartmental Favors, 1 die
--[X] Request Reduction in Plan Commitments, 3 dice 18 PS
-[X] Total cost: 960R (5 reserved)
 
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[X] Plan One Step Forward
[X]Plan Second Vanguard, delaying Karachi, kudzu edition
[X]Plan Second Vanguard, delaying Karachi, vein edition
[X] Plan Shipyards, Air Force and Tech
 
[X] Plan: Factories, Refugees, Even More Vanguard-ees
[X] Plan One Step Forward
 
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[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
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?!
It would free up at least one die to put into Frigates, SADN (which I also think is unnecessary, but is a legit second-tier priority, and also somewhat of a judgement call), or something else of use.

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.
 
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I think so , continuing Steel Vanguard means moving further into Nod Territory and picking up possibly double digits worth of refugee population.
 
You know how gideon's response to us chopping him up and boxing in half of his territory was to break out the warcrimes WMDs to reduce Chicago?

And you know how, when we boxed people in in the middle east with forts and marvs, they used nukes to make an opening to get past?

And you know how steel vanguard is all about taking key territory to chop up and cut off nod territory, with the next phase even going for coastlines?
[ ] 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)
When, not if.

Gideon, a tier 1 warlord was willing to tempt MAD when his back wasn't even properly against the wall. With all the smaller warlords who would be making plays for our stockpiles back in TW3 now being completely boxed in and staring down an existential threat, our stockpile has never been more at risk.

SADS will protect a few sites... but not the ones that would be at risk when this shoe inevitably drops. If you feel you can spare the dice for missile defense, put them on preventing the increasingly desperate warlords who are most likely to use them from getting any in the first place instead.


Meanwhile, on the navy: Stop putting dice on Escort Carriers, and focus on Frigates.

There was a plan to turtle up and build lots of boats. That was Autumn Archer, and we did not pick it.

There was a plan to do Karachi during the war, staging landings on the pakistani coastline and strangling the export of Gana before the bulk went out. That was Eastern Paris, and we did not pick it.

Set aside any notion of considering naval projects on the basis of "we need to get these line items", because first and foremost you have to answer the question of what you're throwing money at the navy to actually do, and new CVEs stopped being relevant to the regency war the moment we decided to focus on land grabs. Escort Carrier construction takes too long to support Steel Vanguard.



Frigates take 9-15 months, per Ithillid. Those hulls can actually start hitting the water while the fighting is still good. Carriers? Carriers will be late to the party no matter what the dice say, and we all know the dice hate shipyards.

So, you know, just stop bothering with them. We'd be hard up on dice even without a single ship class to build, nevermind a second one that won't even do anything.
 
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[]Plan Second Vanguard, delaying Karachi, vein edition
[]Plan Second Vanguard, delaying Karachi, kudzu edition

edit: updated vote.
 
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Woah, that is a lot of railway networks to build. And a bit surprising that the digger system, despite being a technology development, is in the Infrastructure section. I wonder if it will reduce progress needed for certain projects that involve lots of digging or reduce resource cost. Perhaps both.

Agriculture Mechanization now gives a lot of food instead of saving labor. If we're willing to give up 2 Capital Goods. Certainly enough food to finish the Reserve Food goal.

Neural-Interfaced Operating Theaters gave more health and are cheaper than I thought they would be.

We can give the Talons as much R&D as they want, but they're not going to be truly happy until they get the Mastodon.
 
I have a question. Why is the winning plan only doing one phase of forts and rails? That seems extremely ill advised considering all the attacking that our military has to do next turn
 
*Stares* Oh for fuck's sake. Fine I'll see about voting if there is a plan that I think needs a boost later. I still need to catch up to the thread because as it turns out as soon as one problem is solved there is usually another one to deal with.
 
[X] Plan One Step Forward
[X]Plan Second Vanguard, delaying Karachi, kudzu edition
[X]Plan Second Vanguard, delaying Karachi, vein edition
[X] Plan Shipyards, Air Force and Tech
 
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