So Housing went up... but we constructed +8 actual (low-quality) Housing, and wound up with +6 more surplus housing in total... even though we now have 27 units of population in low-quality housing instead of 17. I'm a bit confused about what that means. It sounds like we're not going to end up in a position where our Housing surplus evaporates overnight in the space of 1-2 turns and leaves us feeling foolish about not having constructed like seven phases of extra apartments as a precautionary measure, but I'm a bit nervous.

Food... yeah, we're at +22 instead of +14. Given that we seem (?) to only have increased actual production by +6 I'm a bit confused here too, but it's certainly not a bad thing or a bad sign.
This is a mistake that did not get caught and I have skipped over. I will see about fixing it in the morning.
 
I wonder, can the Navy's amount of ships and overall effective capability against the enemy navies be substantially boosted by the Plasma warheads? Because even if the carriers are slow to be produced in high quantities all that quickly, could the quality of their offensive capability be boosted quickly by having the aircrafts that the carriers use carry Plasma warheads to more than even the odds?

Basically, if the ships that can carry aircraft and drones can't be increased fast, why not make each aircraft more deadly by producing a lot of powerful missiles to shoot with at a fast pace instead? The ammunition, even if expensive in terms of STUs, are still much more quickly produced than ships right?
 
So Health, Infra, Logi, Energy and Cap Goods will be super hard to come by for another 3 turns, cuz everything turned into a shithole lol
I mean, we actually have big surpluses in some of those areas, where even massive enemy action would struggle to put dents in us. It's Health and Energy that are really tough, where we have to do some aggressive work (ongoing aggressive work, in Energy) to keep up.

Heavy Industry +29 (5 dice) 140R / 2FD
-[X] Continuous Cycle Fusion Plants (Phase 6)(Progress 030/300: 20 resources per Die) 2D+1FD
-[X] Nuuk Heavy Robotics Foundry (Phase 3)(Progress 352/640: 20 resources per die) 4D
This isn't so good. We really need to keep our Energy supplies comfortably high, because we're building doing aggressive programs of war factory construction. The typical turn plan for us is very likely to be eating up like -12 Energy per turn for the foreseeable future. Anything less than about four dice per turn on Energy is inherently going to cause us to fall behind the curve.

And the alternative is, what, four dice on Nuuk? Nuuk is important, but not urgent in the same sense; we need the Energy now but we don't have obvious immediate need for all the Capital Goods.

This is especially worrying to me because your plan probably won't finish the fusion reactors... but will probably finish this phase of Nuuk, costing -8 Energy. Our surplus ain't that big to begin with.

Agriculture +24 (4 dice) 60R
-[X] Freeze Dried Food Plants(Progress 126/200: 20 resources per die) 1D
-[X] Blue Zone Aquaponics Bays(Phase 2)(Progress 3/140: 10 resources per die) 3D
I'm actually tempted to go for caffeinated kudzu next turn. The Food surplus looks pretty solid, in that another turn of demand increasing by the same amount it increased this turn, or even 2-3 times as much, wouldn't burn through the whole surplus.

Orbital +26 (6 dice) 120R
-[X] Lunar Rare Metals Harvesting (Phase 1) (Progress 0/205: 20 resources per die) 3D
-[X] Lunar Heavy Metals Mines (Phase 2)(Progress 145/385: 20 resources per die) 3D
Rare Metals harvesting is NOT a good investment right now. It doesn't pay for itself in Resources before we hit reallocation. Heavy Metals and Regolith mining do. And since we're pre-committed to doing three phases of heavy/regolith mining anyway, it's just pointless to do the rare mines right now. We should instead prioritize the bigger projects that will pay for themselves in time to matter. I'm advocating a dice split between heavy and regolith mining next turn, personally, with the small 'rares' mining operations coming in after we get close to completion of the big mines.

Services +27 (5 dice) 100R
-[X] Automatic Medical Assistants(Progress 0/300: 20 resources per die) 4D
-[X] Neural-Interfaced Operating Theaters(Progress 122/160: 20 resources per die) 1D
I don't want to overreact. We have +10 Health coming down the pipeline just from completing the existing projects; it's not a good idea to freak out and button-mash to get an extra +2 if it means losing -4 Capital Goods from our solid but limited surplus stash before we get the third phase of Nuuk online. Though I suppose your plan kind of synergizes there, since it's got a good chance of making up for the loss by finishing Nuuk.

Military +26 (8 dice) 220R / 5FD
-[X] Melbourne (Progress 0/300: 20 resources per die) 4D
-[X] Seattle (Progress 0/300: 20 resources per die) 2D
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) (Updated) 2D
-[X] Plasma Warhead Factory (Phase 1) (New)(Progress 0/90: 10 resources per die) 1FD
-[X] Ultralight Glide Munitions Development(Progress 0/40: 10 resources per die) 1FD
-[X] Infantry Recon Support Drone Development(Progress 0/40: 10 resources per die) 1FD
-[X] Shell Plants (Phase 6)(Progress 7/150: 10 resources per die) 1FD
-[X] Merchantman Carrier Conversions (High Commitments 20R) 1FD
I think we should skip things like glide munitions and recon drones. The Air Force needs those Firehawk support drones, and there's about four dice in your plan that need reallocation to shell plants, Firehawk drones, or both.[/SPOILER]
 
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This is pretty far off. You can absolutely still fail against the Brotherhood's navy, and fail miserably at that. They don't have the capacity to Mahan you off the seas by any means, but at the same time you can very much fail to Mahan them off the seas.
I get that you're saying this is a negatory, and respect that, but it feels like the opposite given that my statement was largely intended as "We, the Treasury, could engineer a situation where they, the Navy, are capable of concentrating and directing a large enough force to isolate and destroy NOD's heavy surface assets, cost of doing so be damned."

I'm not saying this would be easy to do, or even close to something the Navy can do right now. And in fairness, the how of this almost certainly isn't just more hulls - though that's probably a lot of it. But simply as a matter of investment and visibility I can't see a way for NOD to effectively maintain heavy surface assets if GDI's Admirals go "I do not consent to your existence." and have the ability to concentrate enough of their heavy strike punch to make it stick.

Which is what I see the CCs and dedicated CLs being a primary pathway to.
 
I wonder, can the Navy's amount of ships and overall effective capability against the enemy navies be substantially boosted by the Plasma warheads? Because even if the carriers are slow to be produced in high quantities all that quickly, could the quality of their offensive capability be boosted quickly by having the aircrafts that the carriers use carry Plasma warheads to more than even the odds?

Basically, if the ships that can carry aircraft and drones can't be increased fast, why not make each aircraft more deadly by producing a lot of powerful missiles to shoot with at a fast pace instead? The ammunition, even if expensive in terms of STUs, are still much more quickly produced than ships right?
That... is sneakily clever.

[grins]

The only problem is that I suspect our problem with carrier performance has less to do with our carrier aircraft's ability to kill the things they shoot at, and more to do with just not having enough. I think it'd end up helping a little, but only a little, but that's nothing to sneeze at now that I think about it.

Naval SAMs tipped with plasma warheads might also help our carriers and other platforms defend themselves against air attack, which is nice too, mind you.

Damn. You've actually made me want to build Phase 2 of the plasma missile factories.

Good idea.

A full Karachi Sprint has not been viable since the outbreak of the Regency War. We shall see how the frigates and carrier conversions rolling off the line change the equation in the coming turns. I personally am not willing to state that a more limited Karachi Push during Q2 and Q4 in 2061 is completely off the table until at least the end of 2060.
What differentiates in your mind between a Karachi Sprint and a Karachi Push? Do you intend to spend less dice in the envisioned 'Push?' I'm not sure that's a good move, because it kind of half-asses our effort to hit the requirement target, which would involve finishing Phase 4 by 2061Q4. We can accomplish that if we start in 2061Q2 (assuming we even can given the war situation)... But we'd still need to do like @uju32 originally suggested, and throw all Infrastructure and Tib dice at the project for that specific turn.

This is the first update in a long time where they're not asking for Zone Armor at all:
They're clearly prioritizing immediate wartime requirements, and even the Ground Force generals know that a mass rollout of Zone Armor factories ain't happening during wartime. Besides, they'd have to pull troops off the line for months to train them in the use and field maintenance of the new armor, and that would be kind of a nonstarter right now.

I do think we should relegate most military dice to frigate/carrier yards. Even if we're not doing Karachi, we need new hulls yesterday.
I'd say we have four priorities, in rough descending order of importance:

1) Shipbuilding. Obvious.

2) Firehawk drones. Important, stops Air Force bleeding before it becomes crippling, even benefits the navy a bit by letting fleet carriers punch slightly harder in 'alpha strike' scenarios.

3) Shell plants. Needed to stop us from running out of guided shells in 2060Q4, which means we need to build them now. Other things may also be greatly needed, but this is too.

4) Plasma missiles. We want to at least finish what we started with Phase 1 of the production line. Two dice to push through the Phase 2 is probably ill-advised given that we could easily justify spending far more dice than we actually have on (1) through (3).

Everything else can wait even if we wish it didn't have to.
 
I wonder, can the Navy's amount of ships and overall effective capability against the enemy navies be substantially boosted by the Plasma warheads? Because even if the carriers are slow to be produced in high quantities all that quickly, could the quality of their offensive capability be boosted quickly by having the aircrafts that the carriers use carry Plasma warheads to more than even the odds?

Basically, if the ships that can carry aircraft and drones can't be increased fast, why not make each aircraft more deadly by producing a lot of powerful missiles to shoot with at a fast pace instead? The ammunition, even if expensive in terms of STUs, are still much more quickly produced than ships right?
4) Plasma missiles. We want to at least finish what we started with Phase 1 of the production line. Two dice to push through the Phase 2 is probably ill-advised given that we could easily justify spending far more dice than we actually have on (1) through (3).
You should probably both look at this:
Probably a 250mm version, but honestly, you don't need one. Conventional antishipping munitions work fine enough.
It's kinda a nuts on a brownie sorta situation.
 
I get that you're saying this is a negatory, and respect that, but it feels like the opposite given that my statement was largely intended as "We, the Treasury, could engineer a situation where they, the Navy, are capable of concentrating and directing a large enough force to isolate and destroy NOD's heavy surface assets, cost of doing so be damned."
Yes, you can make that happen with sufficient investment. It is something where you can't do it now, but if you are able to do things like stage a Normandy level invasion every six to nine months, there are only so many places the Brotherhood can hide shipbuilding.
 
Dr. James Granger
#FloatingWood. We tried to rebuild as best we could under my term, but even in a decade, it is a lot of work, and at many times we did not have the luxury of building up vast stockpiles of reserve supplies. And in all honesty, I am fairly certain that actual supplies are not the problem, so much as it is a skilled workforce. And that is a problem that I tried to solve, but almost certainly was unable to do enough to solve
Holy fuck Granger, could you please STFU, that's called OpSec. You don't talk about what you do or don't have. That's rule number one.

Also could you please stop talking about daily politics generally when not anymore in office? Kind of seems to be appropriate for a former Head of Government to not comment about the politics of his successor after leaving office unless it's in a really dire state.
 
I wonder, can the Navy's amount of ships and overall effective capability against the enemy navies be substantially boosted by the Plasma warheads? Because even if the carriers are slow to be produced in high quantities all that quickly, could the quality of their offensive capability be boosted quickly by having the aircrafts that the carriers use carry Plasma warheads to more than even the odds?

Basically, if the ships that can carry aircraft and drones can't be increased fast, why not make each aircraft more deadly by producing a lot of powerful missiles to shoot with at a fast pace instead? The ammunition, even if expensive in terms of STUs, are still much more quickly produced than ships right?
I don't believe that the Navy has plans to use plasma warheads soon - they are likely planning on seeing how the implementation by the Air Force goes, and then seeing if there are STUs to spare.
However, it is notable that both Firehawk and Orca drones would boost the Navy's carrier combat capability.
This isn't so good. We really need to keep our Energy supplies comfortably high, because we're building doing aggressive programs of war factory construction. The typical turn plan for us is very likely to be eating up like -12 Energy per turn for the foreseeable future. Anything less than about four dice per turn on Energy is inherently going to cause us to fall behind the curve.

And the alternative is, what, four dice on Nuuk? Nuuk is important, but not urgent in the same sense; we need the Energy now but we don't have obvious immediate need for all the Capital Goods.

This is especially worrying to me because your plan probably won't finish the fusion reactors... but will probably finish this phase of Nuuk, costing -8 Energy. Our surplus ain't that big to begin with.
I disagree. I'm pretty sure that we will be getting some major flak if we don't finish Nuuk 3 this coming turn. I'm surprised that we're still in double-digits of Capital Goods production, although that may well be from some of the sabotage not having fully taken effect yet.
Holy fuck Granger, could you please STFU, that's called OpSec. You don't talk about what you do or don't have. That's rule number one.

Also could you please stop talking about daily politics generally when not anymore in office? Kind of seems to be appropriate for a former Head of Government to not comment about the politics of his successor after leaving office unless it's in a really dire state.
The idea that NOD doesn't already know this is kinda laughable. These are things that any state would expect their enemy's intelligence service to keep track of.
 
I'm thinking clearer now after dinner and a shower. Nuuk is a priority for me, those tick drones are just- I have a hard time imaging a department that won't make use of them, they'd do so much to speed up construction. Anything that requires digging, which applies to basically anything taller then two stories, goes so much faster. I want this real bad.

Also a question for the @Ithillid. Is there synergy for the laser weapon development? Like if we did both the heavy and light lasers for the Steel Talons and the new navy lasers, would there be an bonuses?
 
So zeroing in on this again because frankly I'm so utterly over this. The conversion carriers are not trash. They are not useless. They would not be an option for construction if they were useless. They are literally the only way we pull fleet carriers off the more secure convoy routes at this point, and that's needed for far more than just Karachi right now.

The CCs will work. They're not what the Navy wanted, but they'll do the job well enough to allow some of those precious CVNs to come off of more secure routes and start doing their actual jobs.

We don't need to 'strip the entire convoy system' of CVNs. We just need enough CCs and Frigates that the Navy feels they can withdraw enough CVNs from escort duties to the battleline to make a concrete difference.

Like, just to make a point. I have this suspicion that it doesn't actually matter how badly we roll in some cases militarily at this point. We just need to allow the Navy to concentrate enough firepower and Nod's remaining true surface naval forces will die. The roll will just dictate how hard they go down swinging.

@Ithillid would it be alright to ask how close I am on this?
According to WOG if we try anything major like Karachi before significantly building up our naval forces we will probably lose conversions along with the convoys they protect due to having "marginal at best escort assets".
Also according to WOG trying to Karachi with our current navy will "force the readiness levels of the sealanes across the world to be lesser than that during the immediate aftermath of the Third Tiberium War". That is not something 20 small ships and conversions will fix. The conversions make Karachi possible, they do not make it a good choice.

As for whether they're "trash" or "useless" no, they're not. They're nowhere near as good as an actual military carrier at carrier ops but they aren't useless. What they definitely are is very fragile and that is why something like 2061 Karachi which forces us to reduce their escorts to a bare minimum is not a good idea.
 
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If we were hard-up for resources, they pay for themselves in 2-4 turns with a pretty low energy cost and no capital goods investment; capital goods will be a major problem post-war.
Ehh, we're already committed to building Nuuk Phase 3 and 4, which together put out +48 Capital Goods, by the end of the Plan. We should be fine, it's just gonna be a little tight if the "war's over, emergency allocations end" button gets pushed unexpectedly before we finish Nuuk Phase 3. But I don't think that'll happen, because it looks like the war's not gonna end before 2060Q4 at the earliest, and even a relatively slow roll on Nuuk gets us over the line by then. Of course, the big catch is that we really have to finish Phase 4 (a 1200-point project) by 2061Q4 come Hell or high water... but eh, that's only about sixteen dice, so we can make it work in the aftermath of the shooting dying down a bit.

Yes but can they swim? I want a varient that isn't a metal coffin if they fall off the boat.
We have shipboard marines in Zone Armor, based on the battle where Bintang unleashed killer cyborg squids on our fleet. I'm pretty sure the Navy would at least equip said shipboard marines with a flotation device in case they fall overboard.

Given the projected timeline for the first wave of Frigates (whose yards we completed last turn) and Merchantman Conversions (if they finish this coming turn) has them rolling off the line in the first two quarters of 2061, I respectfully disagree.
I'm not optimistic about Karachi 2061, but not completely ruling it out. Again, the only controversial thing I want to push is that we do SOME work on Blue Zone Arcologies Phase 4 in 2060Q4 and 2061Q1, so that if we need our Infrastructure dice for Karachi in 2061Q2 and 'Q4, we can do so without failing to keep that particular other Infrastructure Plan commitment.

I'm definitely for all the medical dice. It will help both with the front lines and the waves of refugees coming in.
I'm almost all the way with you. I want to slow-walk the 'assistants' project because it's a big Capital Goods investment and right now with the war, I'm averse to doing anything that causes our Capital Goods surplus to dip below about +10 if I can help it.

While Gideon did score a victory (or at least seems to have based on the dice rolls) it has not in any way reversed his fortunes. Given the situation in NA, I'd call him a solidly B tier warlord now. There is no longer a NA Brotherhood. There is a East Coast faction led by Giddy, a Mexican/West Coast group led by Mondragón and a Canadian splinter led by Major. This makes NA interesting, if not necessarily more problematic. Giddy is Giddy, so nothing new there, but his tech-guy being a somewhat more pragmatic sort isn't great news. Major seems like she could be a problem if she manages to establish regular contact with Krukov, since her thing seems to be having money to buy stuff with. While Alaska being Blue makes the lines over to Eurasia a bit more complicated, Nod (as we were told in this update) runs subs under the Arctic, which means contact isn't as hard as one might have hoped. Still, neither of the three Brotherhoods are a major power and can hopefully be dealt with individually.
One potential problem scenario is Mondragón hooking up with Stahl. We don't have a coastal presence between them on the Pacific coastline, and I can only assume Stahl has good subterranean connections deep under the Andes to connect his territories on the two sides of the mountain range.

Honestly, Mondragón swearing allegiance to Stahl (who is doing well) makes as much or more sense as it does for Waters to swear to Krukov.

In terms of projects for next turn, maybe we should focus more dice on GZ intensification over YZ expansion to solidify our hold over the new territory and more directly counter stay-behind forces and not overextend? On the other hand that would mean slowing our rate of advance and giving Nod's regular forces a chance to catch their breath. For military, it looks like we might want to go 1 die on plasma missiles, one or two on shells and the rest on wingmen and navy. The shell situation seems to be of little immediate concern, but it would be nice to get ahead and avert the situation before it becomes a crisis.
I am of much the same mind as you, except that I consider the shell situation to be "immediate concern" in that "we're gonna run out in 2060Q4 at this rate."

We have a shell problem right now, which merits immediate concern. If we don't act this quarter, we will have a shell crisis as GDI gunners all over the world start reaching into the cupboard for some more kaboom to throw at Nod and finding that the cupboard is bare, before our factories can fully come online and start meeting the demand.

At which point, the offensive will falter.

My view on Karachi Needs:
High Naval Confidence
High Air Force Confidence

All three current Frigate Yards
All Major CVL Yards
Himalayas BZ SMARV Hub
Wingmen Drones Orca and Firehawk
At least 1 Additional Apollo Factory
Zone Armor (at least 3 phases)

Which means Karachi is in limbo for the next 2 years at best, it could be more, depends on how well our rolls go and how much of a beating we take in the War.
I think some of those requirements are arbitrary extras that aren't needed.

Decent Naval confidence should be sufficient, if it's combined with us actually having the yards up and running and hulls in the water. If hulls aren't in the water, realistically Naval confidence won't be at 'Decent' anyway.

High Air Force confidence is kind of an arbitrary requirement; we don't know what the Air Force would need. The main real requirement is "can the Air Force concentrate huge forces in BZ-4 (Arabia, that is) to support the landings?" For which the real issue isn't "is the Air Force confident," it's "is Steel Vanguard over without the Air Force having been ground down to a nub?" Sure, we'll have to tangle with the Indian warlord's air forces, but we're tangling with Nod air forces all over the world anyway and there's no clear evidence that India's got significantly better kit than the stuff we're already fighting elsewhere. The Air Force can handle it if they can handle Krukov and Stahl's aviation threats.

The Himalayan Blue Zone MARV hub is not a clear necessity. If anything, working on Karachi makes it less likely that we will need that, because Karachi itself will be the target for any offensives that would normally target BZ-18.

The extra Apollo factory isn't necessary; even the Air Force doesn't really want them that much while fighting a global war. It won't need them extra-bad to fight a sudden expansion pack regional war shortly after the main war.

And "three phases of Zone Armor" is just you putting an arbitrary wish list on the project. We should probably try to get a factory for Zone Armor out in 2060Q4-2061Q1 if we can, just on general principles and so Ground Forces can start building competence, but Ground Forces' and the Steel Talons have plenty of heavy weaponry, and it's so far proved adequate if not optimal in countering biomonsters.

So they are a bit small to do real serious damage to something like a Governor, let alone one of your battleships or carriers. However, they would definitely be good at crippling anything on the surface of those ships.
Would Phase 2 of the plasma missile production project include heavy 'bunker buster' variants that would be suitable as warheads for antiship missiles?

Might we also see naval (ship-launched) SAMs with plasma warheads?

If more Power is a concern, has anyone considered Liquid Tiberium Power Cells yet?
Repeatedly. The problem is that we're anxiously hoarding Political Support for the inevitable Plan target renegotiation, and also there are important "directly support Steel Vanguard and mitigate Tiberium to expand the Blue Zones" projects that compete for a lot of our Tiberium dice.

Also, it's likely that completing any more than one phase of liquid tiberium power will cost us a lot of extra Political Support, with escalating costs per phase, from what we've been told. That tends to put a damper on people's enthusiasm.

The HI dice can be saved for other things needed like Nuuk or that new Tick Digger thing that probably needs deployment
It's heavily implied that we'll be getting Tick diggers out of Nuuk Phase 3. There may be additional deployment options but that will be a good start, and I think it's what we should focus on.

The frigates probably do get attached to whatever force we send into the Arabian Sea since they're the only modern blue water escorts we have and the navy isn't going to send a bunch of CVNs and BBs into the largest naval confrontation of the game with blind 50 year old escorts. But broadly, yes, everybody already knows that. When we talk about not having enough new hulls to support Karachi it's about not having sufficient reserves to cover the convoy routes and do Karachi.

If we hit the button the navy could scrape together a force right now, that's never been the problem. The problem is that our convoys everywhere else on the planet will start getting mauled thanks to all their useful escorts being pulled. Technically we want enough hulls to do Karachi without compromising convoy defense elsewhere and that's what "not enough hulls for Karachi" is shorthand for.
If we're lucky, the Nod raiders will suffer significant attrition over the next 6-9 months of warfare. They don't have unlimited assets or capabilities, after all. If the raiding dies down somewhat (we can roughly gauge this by seeing what happens to our Logistics malus caused by raiding), then we may well be able to just do it, accepting the scraping-loose of ships and taking the hit from the surviving (diminished) raiders being somewhat more effective.

Again, remember that we're already escorting convoys up the coast of East Africa and into BZ-4 on a massive scale. We have to, because the Medina-Jeddah refinery complex is a big slice of our overall tiberium economy now and it has to be a major source of our raw materials for other places and things. Escorting to Karachi is going to be an extra task, but it's an extension of something we're already doing, not a vast and unprecedented action. Especially with land-based aviation options out of BZ-4 being available on a potentially large scale.

We would need the naval war to go well, probably better than I expect, to be able to dare Karachi 2061Q2. But I'm not ruling it out. We'll have to wait and see.

We can't be spending Tib dice on power for as long as Steel Vanguard is still a going concern, because Tib dice are the Treasury's main way to support the offensives. Doing Tib power instead of fusion gets us +4 HI dice to play with on average, sure, but -3 Tib dice that would have gone into YZ harvesting that we now need to make up with Free dice which de facto means coming out of the Mil or HI pools right now. So just not worth it during the war IMO.
There are edge cases where using 1-2 Tiberium dice for one phase of the power plants helps us breathe easier and spend less on fusion reactors in the short term, but you're not wrong.

With conventional explosives. With a catalyst device, it's noticeably worse in terms of sheer energy released and a giant Tiberium explosion is also going to be correspondingly more expensive to clean up than an equivalent conventional or nuclear one. Tiberium remediation is a lot harder than even cleaning up a Chernobyl-style worst case dirty fission plant attack, with fallout and nuclear waste you can at least just stand back and wait for it to cook off. With Tib you need to actively contain it ASAP or it only gets worse.
Ehh.

Nod can do horrible things to a liquid tiberium plant with a catalyst warhead, but they can also do horrible things to anything with a nuclear warhead. And my impression is that catalyst munitions are if anything more tightly controlled among Nod's upper echelons than nuclear weapons are. The immediate 'fallout' problem from the catalyst-on-tib-plant scenario is worse, but on the other hand we can place liquid tiberium plants in fairly isolated locations where either way it's just... not that big a deal if the hundred square kilometers around the plant need to be locked down and re-swept to turn the local area back from Yellow Zone to Blue again.

I'm not too worried about the actual potential for damage, I'm worried about people being pissed about the damage.

In terms of opportunity cost concerns, my idea was mostly for plans that intend to spend Free dice on HI projects that includes dice usage on Fusion. Because if Free dices are needed in HI while Fusion Power is done at the same time, then the Free dice might as well be spent on Tiberium instead to gain the same amount of Power but at a cheaper price, in terms of both Free Dice and Resource costs, while keeping the rest of the HI Dice on whatever else that didn't need Free dice to complete.
The problem is that this is only a good plan if Political Support is free and costs us nothing. And it isn't, and doesn't. We have a fairly limited number of additional projects that net us +Political Support quickly and easily without being a bad idea during wartime, and we know we plan to spend at least -39 Political Support between now and the end of the Four Year Plan, while only specifically having plans to gain another +10 or so.

And we want to end the Plan is a comfortable position with a solid margin of Political Support to ensure that we can negotiate on good terms to get reasonable Plan commitments for the next Plan.

For all those reasons, people are understandably hesitant to spend Political Support, which is a genuinely valuable currency in this game and which tiberium power uses.

Holy fuck Granger, could you please STFU, that's called OpSec. You don't talk about what you do or don't have. That's rule number one.

Also could you please stop talking about daily politics generally when not anymore in office? Kind of seems to be appropriate for a former Head of Government to not comment about the politics of his successor after leaving office unless it's in a really dire state.
I think Granger's just relieved to be a private citizen and not have to worry about shit. He's always been politically tone-deaf; note how some of our project options grew a +PS benefit spontaneously when Granger left office.

Besides, this isn't the kind of stuff that can realistically be kept under op-sec. It's not hard to figure out roughly how many doctors GDI has, for instance, and that's the kind of question Granger's talking about.

And in a way, Granger's even laying covering fire for Seo here, because he's saying "the root cause of our current problem is something Seo couldn't fix by throwing more money at the problem, the problem is fundamental and it's something I tried to fix but could only do so much with, we're short on trained manpower to do things like this." That's not Seo's fault, whereas "didn't allocate enough R to Services" kind of is Seo's fault.

I don't believe that the Navy has plans to use plasma warheads soon - they are likely planning on seeing how the implementation by the Air Force goes, and then seeing if there are STUs to spare.
However, it is notable that both Firehawk and Orca drones would boost the Navy's carrier combat capability.

I disagree. I'm pretty sure that we will be getting some major flak if we don't finish Nuuk 3 this coming turn. I'm surprised that we're still in double-digits of Capital Goods production, although that may well be from some of the sabotage not having fully taken effect yet.
I don't know what your basis is for inferring that, but I'm going to have to ask for more detailed explanation.

It wouldn't surprise me if sabotage is mainly hitting Logistics (rail lines are long, strung out, hard to secure) and just not hitting Capital Goods (which tends to be produced in centralized, well-secured locations and where the workforce is relatively limited and it's probably hard to get in without a background check).
 
Draft plan:

Infrastructure 6/6 100R
-[] Yellow Zone Fortress Towns (Phase 6?) 0/350? 2 dice 40R
-[] Rail Network Construction Campaigns (Phase 4) 128/325 4 dice 60R 100%
Heavy Industry 5/5 + 4 180R
-[] Continuous Cycle Fusion Plants (Phase 6) 30/600 5 dice 100R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 4 dice 80R 93%
Light & Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 3 dice 60R 99%
-[] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4/4 60R
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 130R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
Orbital 6/6 120R
-[] Lunar Regolith Harvesting (Phase 2) 50/330 2 dice 40R
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 4 dice 80R 92%
Services 5/5 95R
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Hallucinogen Development 0/60 1 die 15R 88%
Military 8/8 + 3 200R
-[] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
-[] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
-[] Firehawk Wingmen Drones 0/450 4 dice 80R
-[] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[] Shark Class Frigate Shipyard (Melbourne) 0/300 1 die 20R
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
Bureaucracy 4/4
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%

7/7 free dice
985 R

Max:
+4 Logi
+2 Energy
+13 Cap
+12 Health
+17 Food
 
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With conventional explosives. With a catalyst device, it's noticeably worse in terms of sheer energy released and a giant Tiberium explosion is also going to be correspondingly more expensive to clean up than an equivalent conventional or nuclear one. Tiberium remediation is a lot harder than even cleaning up a Chernobyl-style worst case dirty fission plant attack, with fallout and nuclear waste you can at least just stand back and wait for it to cook off. With Tib you need to actively contain it ASAP or it only gets worse.
IIRC Catalyst Missiles are a tech restricted to Kane's inner circle. Which means we shouldn't have to worry about them normally.
 
What differentiates in your mind between a Karachi Sprint and a Karachi Push? Do you intend to spend less dice in the envisioned 'Push?' I'm not sure that's a good move, because it kind of half-asses our effort to hit the requirement target, which would involve finishing Phase 4 by 2061Q4. We can accomplish that if we start in 2061Q2 (assuming we even can given the war situation)... But we'd still need to do like @uju32 originally suggested, and throw all Infrastructure and Tib dice at the project for that specific turn.

So, in my mind there are 3 Karachi Xs. The Karachi Push, Sprint, and Bolt. The Karachi Sprint is as @uju32 has described, somewhere around 13-14 dice on Karachi for two turns, with mix of Infrastructure, Tiberium, and Free Dice. This practically guarantees Phase 4 in one turn and Phase 5 in the next. It is however a significant investment of resources, and may or may not be viable depending on the scale of what we want to accomplish with our Infrastructure, Tiberium and Free dice. I can easily see a scenario where we can and want to go for Karachi, but we also want to invest in our Rail/Fortresses/High Quality Housing in Infrastructure, and want our Free Dice in Military and Heavy Industry to continue Factory and Shipyard roll outs. That is where the Karachi Push comes in.

The Karachi Push is 7 dice on Karachi over two turns. It gives Phase 3 on the first turn and Phase 4 on the second (99% chance assuming average roll). It does not shoot for Phase 5 in this Plan. However, by only shooting for Karachi Phase 4 it frees up dice for other uses, such as Fortresses, Rail, High Quality Housing, Factories and Reactors. It is a smaller commitment, and it still gets us out of the Phase 1-2 beachhead zone on the first turn, and to the current Plan commitment, but it is less ambitious in that specific direction. The Karachi Bolt is the opposite.

The Bolt is an even quicker method for Karachi which would give a 15% chance it would complete Phase 5 in one turn. The plan is 6 Infrastructure dice, 7 Tiberium dice, 7 Free dice (all on Tiberium), and 2 Administrative Assistance dice. For a total of 22 dice and 440R on Karachi in one turn. That is the most dice we can currently put on one project in one turn. It would almost double the peak push for the Tiberium Stabilizers. It would have a base bonus of 750, meaning the first 3 phases would auto complete before any dice were even rolled. Further, the chance it wouldn't also complete Phase 4 is less than a percent of a percent of a percent. It would be a commitment of 44.7% of our current income, and 42.1% of our die pool.

This is no mere Karachi Sprint. This...

Is the Karachi Bolt.

It is also completely insane. I am in no way advocating for a Karachi Bolt as anything other than a meme plan. Not only is it unlikely to actually finish in one turn, it takes away too much of our ability to invest in other projects. But you asked for what was in my mind for the different Karachi die allocation possibilities, so behold its mad splendor.

I'm not optimistic about Karachi 2061, but not completely ruling it out. Again, the only controversial thing I want to push is that we do SOME work on Blue Zone Arcologies Phase 4 in 2060Q4 and 2061Q1, so that if we need our Infrastructure dice for Karachi in 2061Q2 and 'Q4, we can do so without failing to keep that particular other Infrastructure Plan commitment.

Karachi is a serious military and economic advantage that should not be discounted. Those advantages would be significant going into the next FYP and in the current Regency War. However, I am not hopeful or optimistic that things will go well for the Navy in the next few turns. However the uncertainty in what will occur between now and when we would launch Eastern Paris is large enough that things can change a lot. As such I do not think we should expend the Political Support just yet. Especially with how knife edge Heavy and Orbital Industry are with our current commitments. If the Navy are at 'Decent' confidence with the Frigate Yards and Carrier Conversions finished, that is my 'go' criteria satisfied.

I actually agree with you on putting some dice into Arcologies in Q4. My thought process was 3 in Rail and Fortresses each this turn, then 2 into Fortresses and 4 into Arcologies on the next (2 in Fortresses gives 99% chance of completing the phase assuming an average die roll).
 
Considering our global fleet is something like 2-300 hulls total right now, 20 more is a significant increase. Again, it depends on what the state of our and NOD's navy is in the new year. If the situation is unchanged then no, Karachi is not viable. However, saying that the conversions would be alone when we have other hulls is inaccurate. The hydrofoils alone would provide an escort within 400 nm of any friendly port, and we have a lot of those. It is no coincidence that the most dangerous routes are those from South America to Australia and New Zealand, and the routes from South Africa to the Middle East and Australia where we have few friendly ports along them to base the hydrofoils out of. We also have previous generation vessels which add to that defense.

The big issue with this is that the navy is bleeding hulls and is not able to replace them fast enough anyway. Even with the frigates coming online, the 1 shipyard we've build constructing them is likely to not be able to match the numbers of hulls lost in time to make the navy's hull count the same or bigger at the end of the war compared to the start of it. GDI is very much catching up in the navy game.

Luckily, GDI is both very good at catching up, and has an absurd military industrial complex that it can exploit for things like 'print me 240 frigates in 30 months', if we manage to build all the frigate yards.

And unless we are talking the battleships and carriers, previous generation vessels are obsolescent at best. Not outright useless, but they need replacement with new vessels. And GDI would've been lucky to have 50 blue water ships smaller than a cruise at the start of the war.

I wonder, can the Navy's amount of ships and overall effective capability against the enemy navies be substantially boosted by the Plasma warheads? Because even if the carriers are slow to be produced in high quantities all that quickly, could the quality of their offensive capability be boosted quickly by having the aircrafts that the carriers use carry Plasma warheads to more than even the odds?

Basically, if the ships that can carry aircraft and drones can't be increased fast, why not make each aircraft more deadly by producing a lot of powerful missiles to shoot with at a fast pace instead? The ammunition, even if expensive in terms of STUs, are still much more quickly produced than ships right?

The big issue isn't that the aircraft we are fielding aren't capable enough to destroy enemy ships and aircraft, it's that we have too few floating airfields to field them from. GDI needs more carriers more than it needs deadlier weapons for its aircraft, at least when it comes to maintaining convoy security.

I get that you're saying this is a negatory, and respect that, but it feels like the opposite given that my statement was largely intended as "We, the Treasury, could engineer a situation where they, the Navy, are capable of concentrating and directing a large enough force to isolate and destroy NOD's heavy surface assets, cost of doing so be damned."

I'm not saying this would be easy to do, or even close to something the Navy can do right now. And in fairness, the how of this almost certainly isn't just more hulls - though that's probably a lot of it. But simply as a matter of investment and visibility I can't see a way for NOD to effectively maintain heavy surface assets if GDI's Admirals go "I do not consent to your existence." and have the ability to concentrate enough of their heavy strike punch to make it stick.

Which is what I see the CCs and dedicated CLs being a primary pathway to.

That engineering is called 'we devote an entire Plan towards beefing up the navy', not because of resource costs, but because of time. Any shipyard we build will have its effect delayed into next plan anyway, basically. At that point though? Say, the mid to late 2060's? Nod's navy very rapidly stops existing, because the navy sinks its ships, and the rest of the military works to break every naval base they can get their hands on.

Bit confused about what this means- it sounds like we may actually get a "build more train factories" project soon. I imagine that continuous expansion of the rail network is being matched by production of rolling stock from the factories we built some years ago, but eventually we're bound to hit the limit of what the existing rail depot and roundhouse-type infrastructure can maintain and replace losses for, requiring further expansion of production.

Train manufacturing can't keep up with the speed with which new rail is laid, so existing rolling stock is getting a bit stretched, but if the pace of new track is slowed the factories should be able to fill demand over time. And to be fair, rolling stock always gets stretched in wartime, as are the tracks. During WW2 Great Britain's rail network degraded significantly as a result of neglected maintenance of the engines, wagons and tracks, for example.
 
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According to WOG if we try anything major like Karachi before significantly building up our naval forces we will probably lose conversions along with the convoys they protect due to having "marginal at best escort assets".
Also according to WOG trying to Karachi with our current navy will "force the readiness levels of the sealanes across the world to be lesser than that during the immediate aftermath of the Third Tiberium War". That is not something 20 small ships and conversions will fix. The conversions make Karachi possible, they do not make it a good choice.

As for whether they're "trash" or "useless" no, they're not. They're nowhere near as good as an actual military carrier at carrier ops but they aren't useless. What they definitely are is very fragile and that is why something like 2061 Karachi which forces us to reduce their escorts to a bare minimum is not a good idea.
I think what it comes down to is that that's an is statement, not a will be statement.

What you say is, as of 2060Q3, true. It may very well STILL be true as of 2060Q1 or 'Q2. But we should at least wait for the outcome of the 2060Q4 war turn before firmly making up our mind, and maybe the 2061Q1 war turn as well.

Agriculture 4/4 60R
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
I'm hesitant to do poulticeplants right now. We don't actually have a lot of spare Agriculture dice to play with, either if we need to actually meet our Stored Food target, or if we wind up needing large amounts of additional Food because of the impending refugee wave we're only starting to see settle into our cities.

-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 4 dice 80R 61%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 2 dice 40R
Lunar rare metals is a bad idea right now. It just postpones our construction of the other mines, which we are forced to build anyway, and which unlike the rare mines can pay for themselves if we build them now, but not if we delay much longer.

There is no actual benefit to having the rare phases done during 2060 as opposed to 2061, and some opportunity costs to doing them first, because we get about half as much RpT per die invested as we do for the other mines.

Services 5/5 100R
-[] Automatic Medical Assistants 0/300 4 dice 80R 67%
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
Again, I don't think AMA is actually a good idea right now. Like, start it, sure, but I don't want to commit to finishing a -4 Capital Goods option during wartime unless we're actually finishing a Capital Goods project to fully fund it and put us out of the range where we're likely to be hit with shortage pains.
 
The Homeland and Reclamation mini-parties don't seem to have shifted, which surprised me a bit. The big note here is that a bunch of Militarists like us more, apparently, despite the naval fuckup, probably because we're delivering elsewhere.
I think you might be misreading that. It looks like 50 militarists went from strong support to weak and 30 development did the same.
 
So, in my mind there are 3 Karachi Xs. The Karachi Push, Sprint, and Bolt. The Karachi Sprint is as @uju32 has described, somewhere around 13-14 dice on Karachi for two turns, with mix of Infrastructure, Tiberium, and Free Dice. This practically guarantees Phase 4 in one turn and Phase 5 in the next. It is however a significant investment of resources, and may or may not be viable depending on the scale of what we want to accomplish with our Infrastructure, Tiberium and Free dice. I can easily see a scenario where we can and want to go for Karachi, but we also want to invest in our Rail/Fortresses/High Quality Housing in Infrastructure, and want our Free Dice in Military and Heavy Industry to continue Factory and Shipyard roll outs. That is where the Karachi Push comes in.

The Karachi Push is 7 dice on Karachi over two turns. It gives Phase 3 on the first turn and Phase 4 on the second (99% chance assuming average roll). It does not shoot for Phase 5 in this Plan. However, by only shooting for Karachi Phase 4 it frees up dice for other uses, such as Fortresses, Rail, High Quality Housing, Factories and Reactors. It is a smaller commitment, and it still gets us out of the Phase 1-2 beachhead zone on the first turn, and to the current Plan commitment, but it is less ambitious in that specific direction. The Karachi Bolt is the opposite.
I feel like the problem with the Push is that if we have to wait until 2061Q2 and we want Gulati to actually believe we met our commitment, we need to hit the "get Phase 4 done" target in Q2. I've heard things from @Ithillid suggesting that we can't meet the target with Q4 spending if we fail to complete it in Q2.

So if we wait until 2061Q2- and if we're doing it at all in '61 there's a high chance we will need to... We can't afford to half-ass it. We need to plunk down 13 dice on that turn so that any additional funding required will be minimal, accept a hiatus in any projects that support Steel Vanguard (if the Steel Vanguard push is still even going at that point and hasn't petered out precisely to concentrate on Karachi), and make up for any shortfalls later.

We can't slow-walk Karachi if we actually intend to meet the Plan target, and I don't think it's beneficial to our posture with respect to India to half-ass it, either, because I think a Karachi Phase 2 or 3 is going to be considerably more vulnerable to Indian counterattack than a completed Phase 4.

I think you might be misreading that. It looks like 50 militarists went from strong support to weak and 30 development did the same.
Maybe I'm getting that backwards, or maybe it was a typo, dunno, not worrying about it. I'll take your word for it.
 
I don't know what your basis is for inferring that, but I'm going to have to ask for more detailed explanation.

It wouldn't surprise me if sabotage is mainly hitting Logistics (rail lines are long, strung out, hard to secure) and just not hitting Capital Goods (which tends to be produced in centralized, well-secured locations and where the workforce is relatively limited and it's probably hard to get in without a background check).
We've been being low-key yelled at about being low on CapGoods since at least the start of the Regency War. That's a decent chunk of it. Some of the rest is due to snippets of battle stuff from the Discord, and the rest is pretty much the tone I've been getting from various project results, that I can't really point at one specific thing. But I will be very surprised if we aren't in trouble, if we fail to complete Nuuk 3 next turn.
 
I feel like the problem with the Push is that if we have to wait until 2061Q2 and we want Gulati to actually believe we met our commitment, we need to hit the "get Phase 4 done" target in Q2. I've heard things from @Ithillid suggesting that we can't meet the target with Q4 spending if we fail to complete it in Q2.

I was under the impression that rushing Phase 4 from nothing in Q4 2061 is what would make Gulati not actually believe we met our commitment, while a significant investment earlier with a final investment in Phase 4 would be accepted, but is has been a while so I might be misremembering.
 
I feel like the problem with the Push is that if we have to wait until 2061Q2 and we want Gulati to actually believe we met our commitment, we need to hit the "get Phase 4 done" target in Q2. I've heard things from @Ithillid suggesting that we can't meet the target with Q4 spending if we fail to complete it in Q2.

Or... we could renegotiate.

Gulathi is not an idiot. She is also likely high up enough the chain of command to be able to access 'our navy is pretty fucked up right now and needs time to fix its everything' information, or at least be briefed on it. She wants Karachi. Seo failing to meet that desire this Plan because a war kicked off is inconvenient, but okay, that happens.

Now, renegotiating again, after the first time, probably won't be taken so kindly. And we will need to complete that demand. At least in part because the war is likely to be over by that time, or the navy has rebuild and expanded enough that it can take Karathi on as a project with minimal risk.
 
In the great north, there are dozens of minor warlords. While the region is mostly barren and relatively poor in Tiberium, it does have one thing that the Brotherhood of Nod desperately needs. Massive volumes of empty terrain. Jessica Majors, one of the most experienced mining hands in the region, has rallied them to Krukov's banner in the name of better working conditions and greater appreciation for their work

I really want to take her out first. I know she's kind of cutoff but we don't need our Russia issue becoming a Canada issue.

Additionally, while not particularly viable at this time, there has been some effort put towards offering up a plan to spin off a section of the military procurement bureau to focus entirely on the various consumables needed by the military

I would support this. It'd be good to spin off some of our responsibilities.

Got rotated off active duty due to the cyber-leg, and they put me in charge of the greenhorns and grandpas they have manning one of the new-build fortress towns. Thought we were gonna be pretty lonely, until an entire convoy of Forgotten rolled up, and the brass told us to ride herd on the lot of them until full services are hooked up for the duration of their stay. Which I mean, yikes, I don't want to think about having to fight those Gammas! One of those ladies clutching a couple of kids doesn't look like a mom, she looks like a scorpion-wearing militant hardass. She keeps eyeing my guns, and I'm not sure if she's plotting to steal them and kill me, or trying to figure out how to steal my job.
  • Owen Higgs, Foreman

Dudes worried about this lady. Meanwhile former militant lady is like "On no he's hot."

I would watch that anime.

As the production lines have finished their refits, the first neural interface systems have begun to hit field units. While so far only a marginal number have been deployed to the field, the units that have gotten the refits, mostly in the deeper Blue Zones, are quite happy with them. For one, they have begun requesting about half again as many units as previous copilots are now able to pilot a mech on their own. This is especially the case for Titan companies, as the integrated system now allows a mech to be adequately fought without a second person assisting. While there are still significant advantages to having a pair of operators, the Talons current thinking is that those best apply to the commanders rather than the rank and file. So, in the proposed system, a squadron of Titans would remain an eight man unit, but with six mechs instead of four, with the Commander and the Second operating in the rumble seat to manage the unit as a whole, while the pilot drives

Okay that's cool. That let's them staff up without necessarily expanding membership.
 
I would like to put forward for consideration: Operation Autumn Archer. (Or specifically, less Steel Vanguard.)
As in, we don't have to keep pushing forward with Steel Vanguard and depleting stocks of consumables and having our troops on full activity.
It is unlikely that NOD will be about to break under our aggressive pavement deployment, so it would be worth considering whether it would be beneficial for GDI to turtle while NOD keeps trying Masterstrokes.
A temporary switch to a defensive stance should give us less losses for a quarter or two, while also allowing stockpiles to build back up. We can then hammer NOD again when they are starting to slow. A turn or two to build up forces might be enough to help Eastern Paris look better.
As an added bonus, pushing the Autumn Archer button means Chicago Planned City. ;):);):);)
 
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