Karachi requires no more prep than what we already plan to do (Navy & Air Force, because we need them regardless of Karachi), so for a few quarters minimum it's irrelevant and this argument is pointless, especially since it's heavily dependent on how the war shifts which we have absolutely zero way of predicting.
 
Logically this should really help reduce the pressure on our outstandingly high-confidence ground forces to actually make pushes and the like, right now the overwhelming air superiority of our enemy has likely forced them to go to ground and fight defensively as any high movement plays would backfire.

Air support is a big deal to an army.
I'm pretty sure Nod doesn't have overwhelming air superiority on the whole. In order to achieve anything like that they have to massively concentrate their air assets in one place.

That being said, i'm excited to see what happens with the new toys the airforce has
 
You will note I have cast no votes for any plan that does not renegotiate commitments, that's four dice at least. I have no idea what you are talking about or what your goal is. @Simon_Jester certainly would not claim his plan has nothing to do with Karachi.

And yet you did everything in your power to fear mongering that the one plan that gives sufficient dice to complete the merchant conversions in one turn would not win the vote.



Yes I'm surprised and confused because we all seem to have all gotten on the same page of it being a risky undertaking so I'm not sure what sin I committed by holding that opinion longer and stronger than the majority.

You committed the sin of being a strawmanning drama queen that vocally opposed giving the navy what it needs right now. So because of you there are people that voted for the lead plan. You where a false shepherd that came in near the end of the vote and used fear to sway votes.

That is why people are annoyed with you.
 
Fuck me, my under commitment was noted? I'm terrified. Quaking in my boots here.
Flat tops don't give immediate hulls, the conversions give hulls in around 9 months. I was a supporter largely for more frigates that gives more hulls in roughly 12 months. Frankly if 3 months makes that much of a difference our navy is fucked hard.
Also since you've been keeping tabs on me apparently you'd note that i repeatedly argued for 100% dice commitment on navy this turn for a chance of having enough hulls for karachi 2061 (a bad idea imo but maybe possible with enough escorts)

Gee wiz Mister Whitaker. It is almost like we are in a war and hulls can be lost in a war. Good thing we aren't barely meeting our naval commitments already... oh wait.

Which means the more hulls we lose the more openings there are for NOD to exploit.

As for what happened in the vote. I notice that you didn't similarly argue against the lead vote. Must mean that less dive into navy was perfectly fine for you. After all you argued against the plan that pushed more dice into the navy of the two that this vote came down to.

So whatever your position was before? It means jack.
 
Okay before this gets into sniping and possibly ban-worthy offences how about we all take a breath and step away? Yes Karachi is a contentious issue and yes a lot of arguing was done. But the accusations aren't helping and frankly it would be better if we all took a step back and come back to this topic with cooler heads okay?
 
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And yet you did everything in your power to fear mongering that the one plan that gives sufficient dice to complete the merchant conversions in one turn would not win the vote.

You committed the sin of being a strawmanning drama queen that vocally opposed giving the navy what it needs right now. So because of you there are people that voted for the lead plan. You where a false shepherd that came in near the end of the vote and used fear to sway votes.

That is why people are annoyed with you.

The winning plan that I didn't vote nor advocate for because it had conversations and no renegotiation? What is my plan here? What did I say that didn't apply to the other? Truly my powers of manipulation are great but to what motive they serve in your narrative I am blind.

And really? We're pairing accusations of dramatics with that declaration in bold? What's the endgame here man? What am I being unmasked as? Someone who was a bit overly-verbose when having a bit of fun going at it with Simon?
 
Gee wiz Mister Whitaker. It is almost like we are in a war and hulls can be lost in a war. Good thing we aren't barely meeting our naval commitments already... oh wait.

Which means the more hulls we lose the more openings there are for NOD to exploit.

As for what happened in the vote. I notice that you didn't similarly argue against the lead vote. Must mean that less dive into navy was perfectly fine for you. After all you argued against the plan that pushed more dice into the navy of the two that this vote came down to.

So whatever your position was before? It means jack.
And where did i argue we should build no naval dockyards?
If you'll actually bother to read you'd notice i thought the plans weren't bad as long as we don't do karachi. It's specifically if we do karachi that we need every hull immediately. Hence why i was arguing that against the person who was open to karachi q2 2061.
As for the personal attacks? Grow up
 
The winning plan that I didn't vote nor advocate for because it had conversations and no renegotiation? What is my plan here? What did I say that didn't apply to the other? Truly my powers of manipulation are great but to what motive they serve in your narrative I am blind.

And really? We're pairing accusations of dramatics with that declaration in bold? What's the endgame here man? What am I being unmasked as? Someone who was a bit overly-verbose when having a bit of fun going at it with Simon?

And yet you where perfectly happy with cutting the knees out from under the plan that put more dice into the navy. Ensuring that the conversions didn't finish this turn was apparently your goal. And you completed it wonderfully by strawmanning and fear mongering.

And yet you wonder why people are annoyed with you?

If you had refrained from the personal attacks and strawmanning then I wouldn't have an issue with you. My issue is your trying to cloak your actions in a robe of self righteousness when you really just relied on some of the worst debate tactics you could.
 
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Rules 3 & 4: Be Civil and Don't Be Disruptive
And where did i argue we should build no naval dockyards?
If you'll actually bother to read you'd notice i thought the plans weren't bad as long as we don't do karachi. It's specifically if we do karachi that we need every hull immediately. Hence why i was arguing that against the person who was open to karachi q2 2061.
As for the personal attacks? Grow up

Ah, strawmanning again. This time my arguments. What was i expecting? Actual honest introspection about your own action. Silly me.

And here you go crying foul at a personal attack... that never happened? It is called sarcasm dude.

All the while performing a personal attack on me... yeah I can see how you work. Really should have recognized that earlier. My bad. Enjoy the update.
 
From the Department of Randomness,

First off, we at the Department of Randomness would like to apologize for not sending an update on the current director luck levels last quarter. As a less critical department, some of the interns and office staff were pulled away to help with the war effort. In the future, our ability to calculate, receive, and send information should be back on track! On that note, these are the luck levels for the current and previous quarter.

This quarter the current luck level is 50.09, almost on average. The previous quarter's luck level was 49.93. Based on this and previous calculations, we have found that luck levels throughout the GDI have evened out. This should be good as it allows for better and more consistent planning during the war. However, it should be noted that this is the overall luck level. This does not prevent there from being places of low or high concentrations.

I bring this up because of the multiple emails we at the DR have received about various curses placed on different projects. Just because one project doesn't get completed on schedule, doesn't mean that it is cursed. The Department of Paranormal Phenomena has been working non-stop since the war started and they are currently understaffed as they are busy blessing military equipment and soldiers. If you are certain that there is a curse, after having gone through the checklist in the manuals given to your department, there are some brujería specialists that are waiting to be shipped to South America.

Morgan Crowley, Secretary of the Department of Randomness
P.S. Director Green recently got prosthetics for his missing legs and arm. He is having a great time with them, but don't do anything to spook him. He is a veteran of two Tiberium wars, an ex-in-ops operative, and holder of an extensive personal armory. The throwing knife missed the intern, but we don't want a repeat or fatality.
 
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Guys, leave it.

One plan won the other lost in a close vote, who cares? That's the nature of the game. People will vote for the plan the prefer or in some cases just for the poster they prefer.

Trying to insult, denigrate or otherwise invalidate a person or their position because your preferred outcome didn't happen is arguing in bad faith and bad manners.

Take a break for an hour and come back refreshed.
 
Here's next turn's preliminary Probability Array update, including a list of this turn's projects. Please inform me of... anything. Anything at all. (As long as it relates to the Array.)
-[] Yellow Zone Fortress Towns (Phase 6?) 0/350? 3 dice 60R 5%, 4 dice 80R 52%, 6 dice 100R 91%
-[] Rail Network Construction Campaigns (Phase 4) 128/325 2 dice 30R 38%, 3 dice 45R 92%
-[] Rail Network Construction Campaigns (Phase 4+5) 128/650 5 dice 75R 10%, 6 dice 90R 50%, 7 dice 105R 86%, 8 dice 120R 98%
-[] Rail Network Construction Campaigns (Phase 4+5+6) 128/975 8 dice 120R 3%, 9 dice 135R 21%, 10 dice 150R 56%, 11 dice 165R 84%, 12 dice 180R 97%
-[] Tick Rapid Digger System Development Done

-[] Continuous Cycle Fusion Plants (Phase 6) 30/300 3 dice 60R 38%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Continuous Cycle Fusion Plants (Phase 6+7) 30/600 6 dice 120R 14%, 7 dice 140R 51%, 8 dice 160R 84%, 9 dice 180R 97%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 3+4) 352/1800 15 dice 300R 2%, 16 dice 320R 8%, 17 dice 340R 25%, 18 dice 360R 50%, 19 dice 380R 73%, 20 dice 400R 89%, 21 dice 420R 96%
-[] Isolinear Chip Development Done

-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 1 die 20R 14%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Reykjavik Myomer Macrospinner (Phase 4+5) 514/1920 16 dice 320R 4%, 17 dice 340R 15%, 18 dice 360R 34%, 19 dice 380R 58%, 20 dice 400R 78%, 21 dice 420R 91%
-[] Medical Supplies Factories 129/225 1 die 20R 44%, 2 dice 40R 95%

-[] Blue Zone Aquaponics Bays (Phase 3) 30/140 1 die 10R 30%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%, 3 dice 30R 86%, 4 dice 40R 99%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%, 2 dice 40R 99%

-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 3 dice 60R 23%, 4 dice 80R 80%, 5 dice 100R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 9+10) 2/675 6 dice 120R 4%, 7 dice 140R 35%, 8 dice 160R 76%, 9 dice 180R 96%
-[] Intensification of Green Zone Harvesting (Stage 6) 46/100 1 die 15R 100%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1%, 2 dice 30R 82%, 3 dice 45R 99%
-[-] Intensification of Green Zone Harvesting (Stage 6+7+8?) 46/300 2 dice 30R 8%, 3 dice 45R 72%, 4 dice 60R 98%
-[] Railgun Harvester Factory (Dandong) Done
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%
--Note: Last turn's Dandong AA chance should have been 91%, not 90% *shrug*

-[] GDSS Enterprise (Phase 5) 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%

-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%

-[] Tactical Airborne Laser Deployment Done
-[] Apollo Wingmen Drones Done

-[] Plasma Warhead Factory (Phase 1) 53/90 1 die 10R 100%
-[] Plasma Warhead Factory (Phase 1+2) 53/180 1 die 10R 15%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Frigates (Quonset Point) Done
-[] Merchantman Carrier Conversions 150/200 1 die 20R 92%, 2 dice 40R 100%
-[] Neural Interface System Refits (Talons) Done
Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 6?) 0/350? 3 dice 60R 5%, 4 dice 80R 52%, 6 dice 100R 91%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/160 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Rail Network Construction Campaigns (Phase 4) 128/325 2 dice 30R 38%, 3 dice 45R 92%
-[] Rail Network Construction Campaigns (Phase 4+5) 128/650 5 dice 75R 10%, 6 dice 90R 50%, 7 dice 105R 86%, 8 dice 120R 98%
-[] Rail Network Construction Campaigns (Phase 4+5+6) 128/975 8 dice 120R 3%, 9 dice 135R 21%, 10 dice 150R 56%, 11 dice 165R 84%, 12 dice 180R 97%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%, 3 dice 90R 91%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 5%, 5 dice 135R+ 43%, 6 dice 160R+ 84%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 4%, 7 dice 185R 29%, 8 dice 210R+ 69%, 9 dice 235R 93%
-[] Chicago Planned City (Phase 4) 3/600 5 Tib dice 100R 2%, 6 Tib dice 120R 27%, 7 Tib dice 140R 72%, 8 Tib dice 160R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.
--Note: Karachi Phase 5 is a PITA.
Heavy Industry 5 dice +29
-[] Continuous Cycle Fusion Plants (Phase 6) 30/300 3 dice 60R 38%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Continuous Cycle Fusion Plants (Phase 6+7) 30/600 6 dice 120R 14%, 7 dice 140R 51%, 8 dice 160R 84%, 9 dice 180R 97%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 3+4) 352/1800 15 dice 300R 2%, 16 dice 320R 8%, 17 dice 340R 25%, 18 dice 360R 50%, 19 dice 380R 73%, 20 dice 400R 89%, 21 dice 420R 96%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%, 2 dice 20R 100%
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%, 3 dice 45R 74%, 4 dice 60R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 1 die 20R 14%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Reykjavik Myomer Macrospinner (Phase 4+5) 514/1920 16 dice 320R 4%, 17 dice 340R 15%, 18 dice 360R 34%, 19 dice 380R 58%, 20 dice 400R 78%, 21 dice 420R 91%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 19%, 4 dice 120R 68%, 5 dice 150R 94%
-[] Bergen Superconductor Foundry (Phase 1+2+3) 0/665 7 dice 210R 5%, 8 dice 240R 26%, 9 dice 270R 59%, 10 dice 300R 85%, 11 dice 330R 96%
-[] Civilian Drone Factories 0/380 4 dice 40R 13%, 5 dice 50R 55%, 6 dice 60R 87%, 7 dice 70R 98%
-[] Medical Supplies Factories 129/225 1 die 20R 44%, 2 dice 40R 95%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 3) 30/140 1 die 10R 30%, 2 dice 20R 90%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%, 3 dice 30R 86%, 4 dice 40R 99%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13%, 4 dice 40R 61%, 5 dice 50R 92%
-[] Wadmalaw Kudzu Plantations (Phase 2+3) 3/750 8 dice 80R 5%, 9 dice 90R 24%, 10 dice 100R 56%, 11 dice 110R 82%, 12 dice 120R 95%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%, 2 dice 40R 99%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 3 dice 60R 23%, 4 dice 80R 80%, 5 dice 100R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 9+10) 2/675 6 dice 120R 4%, 7 dice 140R 35%, 8 dice 160R 76%, 9 dice 180R 96%
-[] Intensification of Green Zone Harvesting (Stage 6) 46/100 1 die 15R 100%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1%, 2 dice 30R 82%, 3 dice 45R 99%
-[-] Intensification of Green Zone Harvesting (Stage 6+7+8?) 46/300 2 dice 30R 8%, 3 dice 45R 72%, 4 dice 60R 98%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[-] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 52%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 32%, 2 dice 60R 95%
-[] Railgun Harvester Factories 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Harvesting Tendril Development 0/40 1 die 30R 100%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 15 dice 300R 4%, 16 dice 320R 16%, 17 dice 340R 39%, 18 dice 360R 66%, 19 dice 380R 85%, 20 dice 400R 95%
-[] GDSS Shala - Same as Columbia
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%, 3 dice 60R 95%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 3 dice 60R 12%, 4 dice 80R 61%, 5 dice 100R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 25%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 2 dice 40R 4%, 3 dice 60R 54% 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 6 dice 120R 2%, 7 dice 140R 21%, 8 dice 160R 56%, 9 dice 180R 85%, 10 dice 200R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%, 4 dice 80R 67%, 5 dice 100R 94%
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%
-[] Strategic Area Defense Networks (Phase 1+2) 0/750 8 dice 160R 7%, 9 dice 180R 30%, 10 dice 200R 63%, 11 dice 220R 97%, 12 dice 240R 97%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/1150 13 dice 260R 9%, 14 dice 280R 28%, 15 dice 300R 55%, 16 dice 320R 78%, 17 dice 340R 92%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Firehawk Wingmen Drones 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Hammerhead Wingmen Drones 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
-[] Plasma Warhead Factory (Phase 1) 53/90 1 die 10R 100%
-[] Plasma Warhead Factory (Phase 1+2) 53/180 1 die 10R 15%, 2 dice 20R 83%, 3 dice 30R 99%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 47%, 2 dice 20R 96%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%, 3 dice 30R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%, 3 dice 30R 98%
-[] Ablat Plating Deployment (Stage 5+6) 54/400 3 dice 30R 2%, 4 dice 40R 34%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Escort Carrier Shipyards (Battleship Yards) 0/120 1 die 20R 22%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Merchantman Carrier Conversions 150/200 1 die 20R 92%, 2 dice 40R 100%
-[] Heavy Support Laser Development 0/50 1 die 20R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyards 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 72%, 2 dice 60R 100%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 2 dice 12 PS 3%, 3 dice 18 PS 49%, 4 dice 24 PS 89%, 5 dice 30 PS 99%
--Alt DC 200 2 dice 12 PS 21%, 3 dice 18 PS 77%, 4 dice 24 PS 98%
--Alt DC 160 2 dice 12 PS 54%, 3 dice 18 PS 94%
--Alt DC 120 1 die 6 PS 20%, 2 dice 12 PS 85%, 3 dice 18 PS 99%
Last Security Review
Services 2 turns ago 2060 Q1
Infrastructure 3 turns ago 2059 Q4
Tiberium 3 turn ago 2059 Q4
Military 5 turns ago 2059 Q1
Agriculture 6 turns ago 2058 Q4
Light/Chem 7 turns ago 2058 Q3
Orbital 10 turns ago 2057 Q4
Heavy Ind 11 turns ago 2057 Q3
Bureaucracy 13 turns ago 2057 Q1
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
--Note 5: Hello! 👋
 
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+35 Income
+35 Resources (One Time)
+8 Housing (Low Quality)
+1 Energy
+4 Logistics
+6 Food
-1 Capital Goods
-2 STUs
+2 Consumer Goods
-1 Labor (+3 This Turn)
+Low Orbit Support Satellites Unlocked
+2 Green Zone Harvesting Stages

Man, we used up that new energy as soon as we built it.
 
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Wazzuuuuuuuuuuuup!

Did we time travel to 2000 or something? ;)

That's a really good point, but I still believe in naval investments, even without a Bintang play. The naval investments NOW would have allowed us to have an aggressive naval presence that could cut off warlord from aid. We've seen the Indian warlord proliferate their weapons to other warlords, and I'm sure they aren't the only one supporting the others. A rapid naval development helps us defeat the warlords in detail, which is a massive advantage that a unified GDI has.
As a big proponent of the merchantman conversion CAMs, I'm praying she decides to do a "fleet in being" rather than actually start something. If she holds off til the end of the Regency War, then let's hope the war lasts through 2063, because depending on how fast we get CVE yards built, we'll likely have upwards of half or more of the CVEs the Navy wants by that point (plus surviving CAMs). And frigates are just gonna get printed. 3-5 turns per batch? If we start at 5 turns (15 months) (and build time decreases by a turn each batch from a given yard) this yard we just completed would have spit out 60 frigates alone by the end of 2063 and be most of the way to another 20. And we'd likely have 40-60 each from the other two yards by that point as well, so upwards of 140-180 frigate hulls at that point? There were, IIRC, 200 obsolete frigate/destroyer hulls in service.

--

Now, I'd like to suggest that, if we have the dice/resources before the end of the Plan, that we develop the Victory-class Monitor (not build a yard this Plan, just get it designed. Yard(s) would hopefully be early next Plan). It's a littoral combat ship with modular loadouts. As for why? What is a lot of the water around Indonesia and Indochina? Well, with average depths below 60m for the Straits of Malacca, Gulf of Thailand, and Java Sea... they count as littoral by the US Navy definition. West coast of India/Pakistan? Looks like they have large littoral areas. Arafura Sea north of Australia? It's pretty littoral (Timor Sea to its west, not so much).

If we want to kick Bintang's face in and burn her Navy to the waterline, those babies will likely come quite in handy. Karachi and India operations would likely love these babies, too. And if we decide we want to push into the Med and reclaim/reopen the Suez? There's decent chunks of littoral all over the sea should Nod decide to contest the waters and have units available or that make it past Gibraltar. Any offensive against Kane's Threshold tower in the future would likely make good use of them. Any naval invasion would benefit from them.

Plus, let's be fair. They're not going to be only used in littoral areas.
 
Man, we used up that new energy as soon as we built it.
Yes, energy and cap good is going to be a continuing concern, one reason i was pushing free dice into HI and going for HI laser dev.

LCI can help a bit but was refocused to Med Supplies this turn, though next turn we should be able to knock out Reyjavik 4 and Med Supplies.

Nuuk 3 +16 Cap Good - 8 Energy
Reyjavik 4 +4 Cap Good +2 Energy
LCI Med factories -1 Energy
2nd Frigate Yard -6 Energy -2 Cap Good
CVE Battleship Yards -3 Energy -1 Cap Goods

So we need another fusion phase to keep pace which means free dice into HI and less into Mil. Or slow roll Nuuk 3 in favor of fusion to avoid that energy hit but we still dont have the margin to do the energy demands without another fusion stage.
 
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