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.
 
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)

For ZOCOM, I wouldn't object to taking four dice in Q2 or 3 and knocking out all of the currently available ZOCOM projects, or at least the Defender Revision and Lancer Development. All of them are one die 10-15 R projects and the lowest chance is 97% for the backpack rocket launcher.

Now it is possible that they may need deployment projects. The most recent Deployment project for ZOCOM was for the Pacifier Artillery System, and that cost 120 Progress or ~2 dice and was a 10 RpD project. So, hypothetically to give a massive upgrade to ZOCOM with all the current development projects and their deployment would cost ~10 dice over two turns. If we wanted to completely overkill it we could add a phase of Zone Armor or two, for around 3 dice each.

On the other hand it is possible that the drone, backpack rocket launcher, and lancer projects would increase the cost of the Zone Armor factories, and not have deployment projects of their own. We know that the Defender revision is like this in that it will reduce the cost of the Zone Armor factories.

Still, this is all for after the Navy's shipyards are in shipshape and the Firehawks and preferably the Orca Wingmen factories are operational.
 
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.
I think you're got some crossed wires here. MARV Hubs have always been self-supporting. Glacier Mines and (normal) Red Zone Tiberium Harvesting tax ZOCOM, but Red Zone MARV Hubs haven't ever been a problem.
 
Personally, once we're done with the big ticket military operations, I'd like to see those Tiberium inhibitors deployed. Since, you know, Tiberium.
The big issue is that Red Zone inhibitors require us to build MARV hubs, and the other types of inhibitors give us Yellow Zone mitigation which, well... we have a lot and we'll run out of Green Zone to convert pretty fast at this rate.

On the other hand, Blue/Yellow Zone inhibitors are good for some Political Support, and scraping up a bit before the 2062 reallocation would be nice.

I thought we were going to wait until after the end of the Regency War to build more MARV hubs?

Because of all the Military goals we need to finish before the end of the plan, and also because we're hoping to create an updated MARV design with harvesting tendrils and a hover chassis.
Hitting all our military goals is a great reason to delay building MARV hubs. Updating the design is not, because it could take years before the tech is ready and waiting on something that's good for mitigation is just a bad idea.

Before we start deploying more MARVs it would be nice to get them refit.

Pretty sure that one steel talons research would help it out.

Modular Rapid Assembly System Prototypes. That's the one.
What, the mobile base crawler tech? Not so sure about that. The problem with it is that setting up bases like that in a Red Zone is inherently an iffy proposition. In the places we like to use MARVs, we usually don't want to deploy bases.

Basically, it's a question between YZ Harvesting phases now and Chicago later, or Chicago now and YZ Harvesting later. Both help the war effort, and only use tib dice. The former has the advantage of immediately grabbing more clay, whereas the latter is digesting our gains and consolidating our forces before pushing for more.
The thing is, we're probably not going to see another coordinated general military push for quite a while after this one. I want us to keep pushing out as long as the military isn't saying "no stop," because I want more Blue Zone and I want less territory and resources for Nod to draw on.

I'm not sure if a large push on Bergen is the right move at this time, it might put even more pressure on our navy as the superconductors have to be shipped across the Atlantic.
That's among our safest long convoy routes, and the mass of superconductors can't be that big compared to everything else we deal with. We're not talking about Phase 5 here, not yet, anyway.

For ZOCOM, I wouldn't object to taking four dice in Q2 or 3 and knocking out all of the currently available ZOCOM projects, or at least the Defender Revision and Lancer Development. All of them are one die 10-15 R projects and the lowest chance is 97% for the backpack rocket launcher.

Now it is possible that they may need deployment projects. The most recent Deployment project for ZOCOM was for the Pacifier Artillery System, and that cost 120 Progress or ~2 dice and was a 10 RpD project. So, hypothetically to give a massive upgrade to ZOCOM with all the current development projects and their deployment would cost ~10 dice over two turns. If we wanted to completely overkill it we could add a phase of Zone Armor or two, for around 3 dice each.

On the other hand it is possible that the drone, backpack rocket launcher, and lancer projects would increase the cost of the Zone Armor factories, and not have deployment projects of their own. We know that the Defender revision is like this in that it will reduce the cost of the Zone Armor factories.

Still, this is all for after the Navy's shipyards are in shipshape and the Firehawks and preferably the Orca Wingmen factories are operational.
Yeah, sure. It's just that as a practical matter, we need to be mindful that the "ZOCOM strain" thing didn't really go away, we just kind of pushed it gently until it wasn't a huge problem anymore, then eased off doing the kind of tiberium projects that make ZOCOM's life materially harder.

I think you're got some crossed wires here. MARV Hubs have always been self-supporting. Glacier Mines and (normal) Red Zone Tiberium Harvesting tax ZOCOM, but Red Zone MARV Hubs haven't ever been a problem.
My intuition makes me feel weird about this but I'm not going to tell you you're wrong.
 
So, when it comes to RZ MARV hubs and straining ZOCOM, it heavily depends on what kind of strategy you are going with here. If your goal is finish the entire first wave of hubs in the next year and a half? Yeah, that will strain ZOCOM significantly. If you are wanting to do one or two, it is a lot more nominal.
 
I just want to give zocom more ability to do things other than guard red zone sites.

They scraped together enough units to fight... Gideon? I think? once to great effect.

Love for them to be able to do more of that.
 
I just want to give zocom more ability to do things other than guard red zone sites.

They scraped together enough units to fight... Gideon? I think? once to great effect.

Love for them to be able to do more of that.

They have been practically begging for those suits for a long time now, as has the army. The big issue being that we've been ignoring the Navy more and are trying to get them out of the situation we put them in.

A few dice for those suit factories would probably be a must before throwing a bunch 9f dice at MARVs or Tiberium mines. Throwing a bunch if dice at Chicago on the other hand is something we can do first.
 
Oh yeah. Military is booked solid for a while on major projects. Navy and wingmen. And we still have to do the mastodon unless we are going to try and negotiate that down.

Unfortunately, suits might have to wait for a bit.

On the plus side maybe we can get the last phase of that factory that provides suit discounts done. I think nuuk is probably better for cap goods but light industry doesn't have much else in it besides Bergan.
 
I think the problem is that the mastodon won't have a immediate impact on the war and we've been focusing on that and stuff we neglected like the navy.

If the war cools down this turn I think the mastodon moves up in priority quite a bit.
 
The Mastodon's not optional, we need to get it researched and in production by the end of next year lest 2 of our Mil dice walk off the job (unless we negotiate that promise away but tbh all of our military targets should stay. They're all needed except maybe ASAT, which I'd only want to change because the strategic situation has evolved to the point where another orbital ASAT hub is worth less than putting the same points into orbital lasers or SADN). Since there's going to be multiple factories and I don't think we'll wriggle our way out of being mandated to build them, I'd like to just get the Mastodon developed in Q4 so we can budget 2061 with the costs known.
 
As far as I'm concerned post Mastodon and potentially even Regency War is the perfect space to triple down on making more Zone Suits. We'll have the slack to afford it, and implementing all the advancements in doctrine, deployment and hardware for power armor is exactly what we should be doing while the Mastodon explores the cutting edge of what future heavy GDI armored vehicles are going to look like.
 
We could do the mastodon fairly easily I think. We meet the plan commitment just by designing it then doing one deployment.

It's just everything else on the list is a higher priority. So much to do, so few dice.
 
Don't forget we also have to design and develop the new vehicles, so I would say our military dice might be a little busy.
Literally only 1 die.
It can't even roll too low.
It is either complete or crit failed.

I'm expecting the Mastodon to be designed like a mobile fortress, which will be very useful for holding on to all the new territory we have gained.
 
When we do get around to the mastodon we should probably research the light vehicle laser as well.

I'm not saying delay researching mastodon or anything. Just that a mobile fortress would probably benefit heavily from having built in anti missile defense.
 
Literally only 1 die.
It can't even roll too low.
It is either complete or crit failed.

I'm expecting the Mastodon to be designed like a mobile fortress, which will be very useful for holding on to all the new territory we have gained.
Yea the development is one die but I would expect the deployment to be the big one, especially if because we have a lot of factories from the TW3 panic build.

Edit: the Paladin tank, Guardian mark 2 and the Armadillo HAPC (maybe Mammoth mk4)
 
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Yea the development is one die but I would expect the deployment to be the big one, especially if because we have a lot of factories from the TW3 panic build.

Edit: the Paladin tank, Guardian mark 2 and the Armadillo HAPC (maybe Mammoth mk4)
We finished Reyjavik 4 so it takes less progress now than it would have. Probably looking at something in the between 100 and 150
 
We finished Reyjavik 4 so it takes less progress now than it would have. Probably looking at something in the between 100 and 150
Sorry should have clarified, I'm talking about next FYP. I don't think we can leave the develop and deployment of the new ground vehicles for much longer with Kane possibly reappearing soon. It might be a little difficult to go hard into Zone suit factories in the first 9-18 months. With the remainder of this plan, we don't really have much flexibility with our dice.
 
So the gachas are coming back in Q1. We may want to consider focusing on critical service department projects in Q4 and cheaper projects elsewhere, so we have dice and resources available in Q1.
 
BZ-6,BZ-7 and BZ-16 i think it was. really cut into that china border.

I'm less then enthused about trying to operate in the East China Sea, what with Bintang to the immediate south. Especially while China itself is leaving well enough alone still being caught up in its new waring states period. But linking up BZ 7 and BZ 16 would secure the Sea of Japan, the Tatar Strait and the Sea of Okhotsk. That has potential, especially if Europe is secure and we want to start putting pressure on Krukov from both directions. Something to think about as we move forward.
 
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