Talking of extra options for Agriculture, what sort of things would Novel Crops Experimental Laboratories open up?
Immediately, not all that much. Give it some time, and you are likely to see a fast growing perennial glutinous grain, beans, and a few other things. As a rule of thumb, you are looking at stuff that is aimed towards hydroponic/aquaponic growing conditions, is nutritious, tasty, and not particularly well adapted for life outside. Few to no measures for insect resistance, disease resistance, etc.

Edit: it is not so much looking at new projects, although some will come with time, but the thrust, at least initially, will be making existing grow operations more effective/productive with the introduction of new plants.
 
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My early thoughts are running along the lines of:
Infra 2/6 30R +8
- Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
HI 3/3 +3 free 90R +8
-North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
-New Moscow Robotics Works 0/200 2 dice 40 R 5%
-Yellow Zone Power Grid Extension (Phase 2) 74/300 1 dice 5 R 0%
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 5/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 2 dice 40 R 99%
-Red Zone Enclosure Campaigns 0/200 3 dice 60 R 84%
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
Services 3/3 25R +23
-Reopen the Publishing Houses 0/150 2 dice 20 R 62%
- Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
Military 3/3 + 1 free 55R +3
-Zone Suit Factories(Newark) 0/75 2 dice 30 R 86%
-Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 97%
-Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
Bureau 3/3 0R +8
-??? (security review if nothing new)
Free 5/5

350/350 R
65 PS

YZ recon helps with logistics inside the YZ and will ease the food distribution problems we have there
Chip Fab is self explanatory- all of our stuff needs chips and this supplies that need on the cap goods side with a bonus of consumer goods
Saarland is a long term project so chipping away at it since unlikely we can spare more than 1 tib dice a turn and we want this done this plan before our income drops
New Moscow Robotics is chipping away as finishing it will: replacing humans in construction will speed along many projects and with the chips phase 3 finishing we will have full capacity
Lithium Battery- reduces cost of some Mil projects by 5 R per dice which means we can activate more dice each turn once this finishes- helpful now as we still have idle dice (10 this turn and a lot more once we get to the next plan phase and are down to about 200 income per turn) and reduces progress needed for some projects, as a bonus we get +1 to logistics

Redoubts are 4 mitigation (of the 24 we need for plan and also to reduce tib spread) and +5 R so no brainer there
Red Zone gives us 4 mitigation in the RZ an area that we are low on mitigation so it will slow the shrink of the YZ, we would need 5 dice on BZ fencing for a worse chance to finish this turn, BZ outpost phase 4 is unknown and if that has same or better odds that would get subbed in here instead
Enterprise once we hit phase 2 makes space actions easier and allows easier cleanup of the orbit- using our fusion lift dice each turn for the rest of the plan since we get a discount and we will have to go back to ignoring orbital for the start of the next plan given our income reduction
Publishing Houses- +2 Consumer Goods, +5 PS and aids in counter NOD propo

More Zone suits, this one near the chip factory in Boston as we are short on those and with the tool plant and boston phase 3 plus robotics coming online production should increase as we rely less on hand labor to make these
Orb Strike- finish the 1st phase of this so we can do 2nd phase the following turn and finish our space requirements for the current plan
Hydrofoils- gives us a patrol craft we can use to intercept NOD raiders as we control a lot of island territory they would otherwise have difficulty accessing
Also 4 dice on the mil because as we saw NOD is not staying idle in Mil development, we cannot afford to either
Bureau is security review or new project or both

For capital goods- one more push this turn should mean we do not need to spend free dice on it (outside Saarland depending on our Tib dice use) for the 3 remaining turns on the plan. Follow up Q2 would be 1 or 2 dice on moscow to finish, 1 dice on sarland and if only 1 dice on moscow use the 3rd on a power project (because we have a lot of power demands coming up). That means with keeping 4 or 5 dice on mil we can use the other free dice on LC, Agri and Services (and the resources too) to work on food diversity, education and consumer goods.

Note: North Boston changes Cap goods to --- --
New Moscow drops it further to --- (or -4)
Sarland would drop it to -2 so we would need one more project to bring it to no shortages

This is contingent on Forgotten negotiations and new options but a lot of it is stuff we need to do. This does also give +6 consumer good this turn (+4 from boston and +2 from publishing house) out of the 32 we are short


Edit-

On Tiberium options-
Right now we need 24 points of mitigation to hit our goal (let alone that mitigation has value in reducing how much our blue and yellow zones shrink by)
Going off known projects (and not assuming additional phases or how much progress those additional phases need) and going for 75%+ for completion.
Blue Zone Fencing- 5 dice +4 YZ Mitigation
Blue Zone Redoubts 1 dice +4 YZ Mitigation +5 R
YZ Harvesting 5 dice +4 YZ Mitigation +5-10 R
Intensify YZ 1 dice +1 YZ Mitigation +5-10 R (requires yz fortress cities under infra)
RZ Enclousre 3 dice +4 RZ Mitigation

So current options (those that did not have phases finish last turn) provide +17 mitigation requiring 15 dice to do so, or just under 3 full turns. We have 4 turns to hit 24- this does mean some of these should have additional phases but keep in mind as the phases increase so to does progress required. It is for this reason that I do not find Glacier Mining feasible Q1 as doing so would require free dice to be used to hit the 24 mitigation goal and even that might not be enough

Edit 2- had wrong cost for zone suit, dropped sarland for the 10 R needed, that also left 10 R more so 5 R to YZ power and 5 R to craft shops to get some progress on them (++ energy and + con good +5 PS for the two)
 
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I still want to spread all of our services dice between different projects. The services projects are not massively urgent, but they are things we want to make steady progress towards.

Putting each of our 3 services dice toward a different project each turn means we can get that 23 point bonus 3 times each turn instead of only once. In the long run, that will save us time and resources.
 
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Tiberium 6/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 2 dice 40 R 99%
Military 3/3 + 1 free 45R +3

It's pretty good. If your right about the 5R reduction from the lith batteries then it's the correct choice to pick it up now (remember, our budget is getting cut at end of year).

On the tiberium front, reading Redoubts makes it sound like it might be the final phase for Blue Zone Redoubts? I'd like to confirm if the overflow would go anywhere before we commit to a 99% chancer.

On military, we've been told on discord that a new artillery project should be coming up - ammunition plants - and I think hitting that straight away might be a good idea.
 
It's pretty good. If your right about the 5R reduction from the lith batteries then it's the correct choice to pick it up now (remember, our budget is getting cut at end of year).
QM has confirmed in thread of what the lithium battery plants do so yeah even before the budget cut getting 1-3 more dice a turn active would be big, after the budget cut? That is going to be huge to keeping military rolling as we rebuild income
It applies mostly to the resource part of military developments. Look at cutting typically 5 resources from many of them, but it would apply to rollout as well, mostly by cutting progress needed. It does not apply to everything, but it applies to a bunch of stuff.

On the tiberium front, reading Redoubts makes it sound like it might be the final phase for Blue Zone Redoubts? I'd like to confirm if the overflow would go anywhere before we commit to a 99% chancer.

On military, we've been told on discord that a new artillery project should be coming up - ammunition plants - and I think hitting that straight away might be a good idea.
If redoubts are on the last phase I can drop it to 1 dice and put the freed up dice on some other tib project, something to get confirmation on. For mil- I am not in the discord so I can only go by what is posted in thread, as is the 2 dice on zone suits is for rollout projects as opposed to development (like the orbital or hydrofoil), depending on what the ammo plants are resource and progress cost wise they can be weighed against zone suits.
 
My early thoughts are running along the lines of:
Infra 2/6 30R +8
- Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
HI 3/3 +3 free 105R +8
-North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
-Saarland Heavy Industrial Plant 0/400 1 HI(free)+1 Tib dice 20 R 0%
-New Moscow Robotics Works 0/200 2 dice 40 R 5%
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 6/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 2 dice 40 R 99%
-Red Zone Enclosure Campaigns 0/200 3 dice 60 R 84%
-1 dice to Saarland
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
Services 2/3 20R +23
-Reopen the Publishing Houses 0/150 2 dice 20 R 62%
Military 3/3 + 1 free 45R +3
-Zone Suit Factories(Newark) 0/75 2 dice 20 R 86%
-Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 82%
-Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
Bureau 3/3 0R +8
-??? (security review if nothing new)
Free 5/5
Feels very politically insensitive though and our political group would be screaming at us to reallocate resources to consumer goods production so that in the next election there would be more friends of the Treasury.
 
Feels very politically insensitive though and our political group would be screaming at us to reallocate resources to consumer goods production so that in the next election there would be more friends of the Treasury.

The next election is 12 turns away. This plan that doesn't emphasis consumer goods at all does 6/32. As long as we give consumer goods some attention over the next 12 turns we should be meeting demand without having to go all in.
 
Feels very politically insensitive though and our political group would be screaming at us to reallocate resources to consumer goods production so that in the next election there would be more friends of the Treasury.
Cap goods shortage means projects are taking longer to do and a lot of manual labor at that, like our last zone suit factory we were making zone suits by hand. It is critical to our ability to operate to fix that problem. And we still are working on consumer goods, we get +6 total from that plan it is just that consumer goods are not as critical to our ability to undertake actions in Q1.

As for politically insensitive? We have YZ development for the YZ list, capital good production (Boston Phase 3 for full chip deployment and Robotics work is a new type of cap good factory) so the devlopmentists are happy. We have mil spending with a new mil factory and some mil development projects that makes the Hawks happy. For free market they get publishing houses opened back up. Also keep in mind this is over 3 months and as we have time until the next election follow ups in Q2-Q4 (which I have mentioned are going to shift towards agri and consumer goods compared to the HI investment this turn) are going to start cutting in on that.

But the difference is that Cap good shortage- one results in a collapse if not fixed, and two reduces our ability to do work and reduces the output of factories and such. Not much point in opening up consumer good plants if the output is anemic due to manual labor from cap good shortage.
 
My ideas for next turn -

-Infrastructure (3/6 dice) 50 resources
--Yellow Zone Reconstruction (Phase 3) (82/200)
--- 2 dice, 30 Resources
--Yellow Zone Fortress Towns (0/250)
---1 dice, 20 resources
-Heavy Industry (3/3 dice + 3 free dice) 60 Resources
-- North Boston Chip Fabrication (Phase 3) (474/600)
---3 dice, 45 Resources
-- Yellow Zone Power Grid Extension (Phase 2) (74/300)
---3 dice, 15 Resources
-Light and Chemical Industries (3/3 dice) 30 Resources
--Lithium Battery Plants (0/200)
---3 dice, 30 resources
-Agriculture (0/3 dice)
-Tiberium (5/6 dice) 120 Resource
--Blue Zone Perimeter Redoubts (Phase 3) (138/200)
---1 dice, 20 Resources
--Blue Zone Perimeter Outposts (61/???)
---2 dice, 40 Resources
--Tiberium Glacier Mining (Phase 3) (68/200)
---2 dice, 60 resources
-Orbital (0/3 dice)
-Services (3/3 dice) 15 Resources

--Technical School Program (0/300)
---3 dice, 15 Resources
-Military (3/3 dice + 2 free dice) 75 Resources
--Orbital Strike Regimental Combat Team Development (53/75)
---1 dice, 15 Resources
--Wolverine Mark 3 Deployment
---4 dice, 60 Resources



Resources: 350
Expenditure: 350 (50+60+30+120+15+75)
Remaining: 0



* Yellow Zone Reconstruction to improve Logistics
* Yellow Zone Fortress Towns to start improving Housing, especially in the Yellow Zones. With NOD cyborgs running around attacking GDI forces it makes sense that people in the Yellow Zones would want to live in communities that are more defensible.
* North Boston to complete Phase 3 and really kick chip production into high gear, and help with the Consumer Goods shortage
* Yellow Zone Power Grid Extension (Phase 2) to keep improving our Energy supply which can really take a hit from all the factories we're looking to build for Military production
* Lithium Battery Plants to reduce cost of Military projects and improve Logistics a bit
* Blue Zone Perimeter Redoubts because it's relatively cheap to improve mitigation and get a few more resources. Starting with 138 pts and +28 from a single Tiberium dice gives a total of 166 pts, so a single dice only needs to get 32 or more to complete it, and that's without the omake bonuses.
* Tiberium Glacier Mining for more resources - 68 pts at start +56 from two Tiberium dice takes us to 124 pts, leaving 2 dice to get 76 pts to complete it.
* Technical School Program to start training people in vocational skills - probably won't complete it this turn but should line it up for easy completion in the following turn, with enough dice left over to complete Toy Factory
* Finish developing the doctrine for the Orbital Strike RCTs - that will let us determine how much effort it will take to actually get them operations, especially as getting them in operation counts as an objective set by our political masters
* Wolverine Mark 3 deployment to get the Wolverines into the field and support the ground forces, and take advantage of the railgun refits we completed earlier.
 
Re: Void Stalker's plan:

I'm not sure about the YZ Reconstruction at the moment. We barely have enough Food as it is. I think we'd be better off not needing to transport so much of it to YZs.
I'd like to see a bit more Agriculture in general.

Also not sure about Saarland at the moment. Chemical Precursors looks cheaper for the same Capitol Goods, and it doesn't use HI and T dice.

Wouldn't build a new Zone Suit Factory until we have the backlog of existing suits finished. Use that Free die on getting the Lithium Batteries done first.
 
It seems like it would make more sense to do vat grown meat then anything resembling conventional cattle farming. The vats would be cheaper and more compact.
You're not wrong; the ideal thing would be something like Chicken Little from The Space Merchants. However, actually getting that going would be a big project and may involve unsolved science.

(I'll write more about Chicken Little later if people are curious)

Why would you even go for cattle though, if you want protein insects are by far the best response as they are very calorie efficient, provide vital nutrients, and can be factory farmed in a variety of sizes enabling flexibility.

The only thing against it in modern society is western cultural squeamish, however when your facing starvation as the GDI have for a long time you easily get over that and eat far less pleasant and appetising things.
Because the topic under discussion isn't "how can we find sources of protein and calories to enable human survival," it's "how can we diversify the food supply so that people aren't constantly stuck eating ration bars made out of ground-up crickets and slabs of fungus, which they do not like."

One of the big places people will want to go with the consumer goods expansion is food that is not only nutritious, but also palatable, diversified, and with some allowances for diverse flavors and styles of cooking.

Farming insects is a good solution to the first problem. Not so good to the second- you will note that while there are no doubt plenty of places where people have eaten bugs, there are few places where people eat them preferentially to other available foods that compete as sources of protein.
 
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Re: Void Stalker's plan:

I'm not sure about the YZ Reconstruction at the moment. We barely have enough Food as it is. I think we'd be better off not needing to transport so much of it to YZs.
I'd like to see a bit more Agriculture in general.

Also not sure about Saarland at the moment. Chemical Precursors looks cheaper for the same Capitol Goods, and it doesn't use HI and T dice.

Wouldn't build a new Zone Suit Factory until we have the backlog of existing suits finished. Use that Free die on getting the Lithium Batteries done first.
YZ recon helps get rid of the distribution delays and we are sitting at a surplus, plus I am intending Q2 to take at least 1 +food option in agri. Better logistics in YZ also will help with our mil deployments in the YZs. Agri is something I want but to get our fundamentals in order first and as mentioned the extra cap good investment does mean that we can go to only using the 3 HI dice in future turns which opens up consumer goods and agri investment Q2-Q4

Saarland is needed long term for the boost to max income and it is not going to kick in right now and drain energy the way precursor does plus it is way to much progress to try and rush so chipping away helps (and the tib dice gets the tib bonus on it). Precursor likely gets finished Q4 or next plan since there are more urgent LC projects and certain cap good projects that provide better boost to construction and factory output.

For suits- the backlog was lacking chips for them to operate (so boston phase 3 fixes that) and we have had a few Qs of machine tools rolling out, plus new moscow robotics will clear up any remaining issues. We need more mil deployments as we were short on suits in the most recent battle and newark gives a local production to protect New boston chip factory.
 
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

We should do it soonish. It's consumes energy and has not very good progress to goods ratio, but is relatively inexpensive, and narrative effects sound important.
 
It also sounds like it would be great for low initial production for all sorts of things.
 
We basically have to at least start Blue Zone Energy grid next turn. At least one of the proposed plans has the possibility to drop us to 0 energy next turn, which will massively hinder us until BZ power finishes.
 
3D printing is, even by your standards, capital intensive. It is something where you can't really parcel out a task into discrete time units to ensure good workflow, or work with specialized movements. Instead, the whole process for fabricating each component as an essentially craft process.
 
@Ithillid What's the title used for the politicians that we keep track of in the political parties at the start of each update? Are they referred to as Senator, Congressman, etc? I'm just wondering in case someone wants to write an omake involving one of them.
 
We basically have to at least start Blue Zone Energy grid next turn. At least one of the proposed plans has the possibility to drop us to 0 energy next turn, which will massively hinder us until BZ power finishes.

I put Yellow Zone Power Grid Extension on my tentative plan specifically for that reason - it doesn't supply much but it supplies some, and it can be completed quickly to buy time while we get the Blue Zone Power Grid back on its feet.
 
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