Keep in mind that MARVs can be built with tib dice. And MARVs currently take less progress, don't have their progress costs continually escalate, and provide more resources than YZ harvesting. And if we have better things to spend Tib dice on than MARVs (which I believe we do), then we really shouldn't be doing more phases of YZ harvesting.
Is it really so harmful to wait for the YZ progress costs to degrade to a more reasonable level before continuing?
As far as I can tell, if we don't do more Yellow Zone Harvesting,
specifically, we don't get more territorial Green Zone to convert into Blue Zone. This isn't all about the numbers that are easily computed.
(Also, MARVs can be built with Tiberium dice, but
only if you invest two Military dice as a minimum... and we really can't afford to repeatedly spend two Military dice per turn on MARVs in the next several turns)
I've also seen people wanting to put a couple dice on Chemical Fertilizer Plants to gain more Food that way.
Since Light Industry is a category with nothing we
must do, and where the only super-desirable short term project is the early stages of Bergen, where the Resource costs make it unlikely that we'll sink five dice into Bergen alone... Well, it seems the obvious thing to do. It also shores up Consumer Goods production a bit, which is good because it would be a pity to lose our shot at hitting
that target due to misfortune.
Freeze Dried Food Plants give +5 Food, and it's close enough to finishing that it's not worth dropping it. One die has a coinflip's 56% completion chance, and two dice is nearly guaranteed to finish it if the first die doesn't. Even if we renegotiate to delay upgrading our food stockpile, we should still do this project just for its Food gain.
Yes. Also, GDI's political desire for a large Stored Food stockpile isn't going to go away, so it's most likely that we'll still have to hit
A Stored Food target, just not such an ambitious one by 2061Q4. Therefore, we'll still be needing the freeze-drying plants soon enough, in addition to the part where at this point they're just plain a good idea for the sheer +Food benefits alone.
Going just by the numbers, the next phase of Yellow Zone Tiberium Harvesting now costs 174/350 progress, while a Reclamator Hub costs 0/335 progress. Presumably, YZ Harvesting will only cost more going forward. And while we need to "activate" a MARV hub with 2 Military and/or Administrative Assistance dice, we can still largely build MARV hubs using Tiberium dice. So from a dice and RpT income standpoint, a MARV hub may become more economical than a future phase of YZ Harvesting.
However, the reason YZ Harvesting is becoming so expensive isn't because we're lacking infrastructure to support it. It's because we're taking vast areas of land away from NOD. Each phase of YZ Harvesting is building the infrastructure needed for more mining. There is no supporting infrastructure project that will make more YZ Harvesting take less progress, and each phase secures much more land than any single MARV Hub could.
At this point, the main reason we do more Yellow Zone Harvesting is to secure more Green Zone so that we can continue to expand the Blue Zones and, in a more abstract sense, push back Nod.
Even after factoring the current progress in YZ Tib Harvesting, RZ MARVs are still more effective at providing income on a per R and per Die basis. The current phase of YZ Tib Harvesting is roughly equivalent to YZ MARVs in those same terms, and beats the BZ MARV's entirely. In fact, the current phase is better at generating Mitigation on a per die and per R basis then any of the MARV Hubs, and a hypothetical blank YZ Tib Harvesting Phase is equivalent or better in that respect to the MARV Hubs. However, the blank phase of YZ Tib Harvesting is still worse at generating income on a per die and per R basis, in fact it is the worst of all currently available income generators on that basis.
Notably, though, Red Zone MARV hubs put significant strain on ZOCOM, and we haven't actually done much to relieve the strain ZOCOM was feeling back in 2058 or so. We've made things a
little better for them, but we haven't rolled out comprehensive upgrades of their whole lineup or Ground Force power armor, after all.
So taking a lot of
anything that's based deep in the Red Zones and far from GDI territory is probably a bad idea right now. Unless we actually do something to support it.
(Like, if we're planning a glacier mining push in 2062 like the ones in 2058 and '54, we
really need to do a few Ground Force Zone Armor factories in 2061 to lay groundwork to support it)
While we're not quite ready to start buildings MARVs just yet, I have some suggestions for when we start building them again. Based on the very helpful map provided by
@Strunkriidiisk I've identified three "campaigns" of MARV deployment with clear benefits (and risks of course).
They are:
The South Australian campaign:
By building YZ-7 to secure existing GZ territory and following that with RZ-8S to start really reclaiming Australia I hope to open the Tib glaciers that surely exist in the Australian interior to mining. As a stretch goal I'd also like to build YZ-6 to secure western Australia. Longer term I hope that pushing the RZ back in the south would allow for over-land transportation across the south, somewhat reducing the need for naval shipping in one of the more at-risk areas in regards to Bintang.
- Pros: Limited scope, high relative income generation. Potential glacier mines in the near-ish future. Economic and strategic benefits to linking the livable Australian zones.
- Cons: Limited scope. Limited strategic benefits unless YZ-6 is included. Some susceptibility to naval interference, particularly around YZ-6. RZ-8N is IMO untenable, which bothers my completionist mentality.
As things stand now, RZ-8N would have to be supplied overland through a Red Zone, or by air through a Red Zone. Neither is out of the question (we've got glacier mines in
freaking Italy), but neither is any kind of easy. Alternatively, we may be in a better position to try RZ-8N, admittedly close to Bintang-infested waters, by, oh... 2065 or so. Which isn't so bad.
The Mediterranean Campaign:
By building hubs counter clock-wise around the Mediterranean we can secure a great deal of income and potentially achieve some very important strategic goals. Building YZ-15 would secure our positions in Iberia and effectively complete the reconquest of Western Europe. YZ-13N would restrict Mehrethu/The Ten Rings ability to deploy naval assets in the Med and in conjunction with YZ-15 would likely secure the Med as much as we can manage. RZ-1S I see primarily as a stepping-stone to RZ-3S and N, but it has a lot of potential as a larger military base and mining site as well. RZ-3S is what I consider the real prize here. It is likely the first step to reclaiming the Suez, and generally strategically significant. While I consider RZ-3N as less important, the potential economic benefits of relatively safe access to the Black Sea and the mining opportunities there is likely immensely valuable. Given how deep it is in the RZ Nod activity in the region is likely minimal.
- Pros: Secures the Med. Lots of income, especially in the long-term. Suez(eventually). Significant benefits even if the entire campaign isn't finished.
- Cons: Big investment. Pokes three separate Nod forces in short order: Reynaldo's remnants, Mehrethu/TTR, and The Inner Circle. Potentially makes al-Isfahani nervous. Will extend GDI influence into areas historically significant to Nod (Egypt), to uncertain response from the Brotherhood.
Also, Kane is probably chilling out in that Threshold tower in Italy, and we'd be doing a LOT more stuff close to him. Even our existing glacier mining operations in Italy make me nervous along those lines, because if we actually have bases in a position to do stuff close to him, he may well feel like his hand is forced to become involved in an uglier way.
The South American Campaign:
While the economic impact of the SA campaign would be somewhat limited, it has a lot of potential strategic value and some political significance as well. With our military difficulties in SA, I'd suggest starting by building BZ-8 to secure our back-line and restore some confidence in the region. I would then suggest YZ-12W to start expanding into Nod-held territory, without directly poking Stahl's main holdings, which seems to be located on the east coast. YZ-12E is of course the capstone to this campaign, but will almost certainly involve a direct confrontation with Stahl and should IMO only be tried when we are confident in our chances to beat him.
- Pros: Secures our most at risk area. Completes (first stage?) MARV deployments in SA. If successful, greatly weakens Stahl.
- Cons: Low income potential. Painful military defeat and potential political consequences if failed.
Yeah. It's the kind of thing we might want to do
after winning on some other front somewhere, enough that we know GDI actually has forces freed up to do other things.