kind of the point i was making? not really sold on doing a hopping campaign with the local queen of the sea and all that tib out there mucking things up.

but trying too link some blue zones up and get a connected front going into ether the north or old china lands sound like a not horrible idea.
oh maybe get the horn of africa going just too get more of a front and maybe some more red zone mining access.
 
I'm of the opinion that we should spend most of our military dice next plan on getting the next generation of vehicles out along with more Zone armour. That's significantly more important than MARV hubs. We have other options for both mitigation and resource extraction that don't cost military dice which are likely going to be needed
 
I think playing defense is the role that GDI is the best at, hands down, unless NOD/Kane pulls out a trick of their hat.

Fortifying territory, defensive emplacements, and remove/mitigate Tiberium wherever possible.
Buy time to put enough infrastructure, resource extraction and industry into orbit to support a population.
Get off this green nightmare of a planet, and let Nod choke on their 'holy rock'.

MARV hubs are excellent, since they function as both defence and Tiberium deterrents, making it easier for regular military personnel to fight without worrying too much about an awful green death.

The hubs would have been amazing sooner, but so many other fires have put them down on the priority list. Having taken a lot of new territory via Steel Vanguard, emplacements that remove Tiberium from all of that territory, and can defend itself against small strike groups, would be a boon to GDI's future operations.

And, the hubs are necessary for When the inhibitors become a must.
 
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Hmm?
A RZ MARV Hub + Inhibitor costs 455 progress at 20/30 per die, and produces 5 abatement, 25 RpT and 2 PS.
Red Zone Border Offensives cost 200 progress at 25 per dice, and produces 2 abatement, ~22.5 RpT and 0 PS.
Hubs are the superior abatement option, and we can use free dice for the Military part. So we don't actually have to cut back on Military spending.
 
I primarily like MARV's and their hubs for their strategic role in claiming territory. While I probably over-estimate it a lot of the time, a fortress + land battelships is a very efficent deterrent to most Nod day-to-day operations. Resources and mitigation is nice, but a lot of the time I see it as secondary. And the ability to functionally turn military dice into income would be a lot more useful if we didn't have so many important and expensive military projects to do.
 
Hmm?
A RZ MARV Hub + Inhibitor costs 455 progress at 20/30 per die, and produces 5 abatement, 25 RpT and 2 PS.
Red Zone Border Offensives cost 200 progress at 25 per dice, and produces 2 abatement, ~22.5 RpT and 0 PS.
Hubs are the superior abatement option, and we can use free dice for the Military part. So we don't actually have to cut back on Military spending.
In addition to the Super Glacier Mine issue, we *really* need to keep hitting the "income 📈 " button. Both because our projects are going to keep getting more expensive, and because other departments need a fuckton more money.
We do need to keep working on abatement, but we also need to consistently keep working on income, throughout the plan.
 
Hmm?
A RZ MARV Hub + Inhibitor costs 455 progress at 20/30 per die, and produces 5 abatement, 25 RpT and 2 PS.
Red Zone Border Offensives cost 200 progress at 25 per dice, and produces 2 abatement, ~22.5 RpT and 0 PS.
Hubs are the superior abatement option, and we can use free dice for the Military part. So we don't actually have to cut back on Military spending.

Note, the Border offensives also produce super Glacier Mines.

Super Glacier Mines wins, HousePet.
 
Hmm?
A RZ MARV Hub + Inhibitor costs 455 progress at 20/30 per die, and produces 5 abatement, 25 RpT and 2 PS.
Red Zone Border Offensives cost 200 progress at 25 per dice, and produces 2 abatement, ~22.5 RpT and 0 PS.
Hubs are the superior abatement option, and we can use free dice for the Military part. So we don't actually have to cut back on Military spending.
We need both of a Red Zone's MARV hubs to build that location's (one) Inhibitor.
 
Getting back into discussing plans for next turn, now that we have confirmation that there are going to be major benefits to RZ Border Offensives, I'd like to propose the following plan:

[] Draft Plan: Erewhon On The Moon
Infrastructure 6/6 Dice 105 R
-[] Yellow Zone Fortress Towns (Phase 6): 112/300 (3 Dice, 60 R) (95% chance)
-[] Rail Network Construction Campaigns (Phase 5): 39/325 (3 Dice, 45R) (37% chance)

Heavy Industry 5/5 Dice + 2 Free Dice 130 R
-[] Continuous Cycle Fusion Plant (Phase 7): 153/300 (3 Dice, 60 R) (99% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 4): 143/1200 (3 Dice, 60 R) (3/13 median)
-[] Crystal Beam Industrial Laser Development: 0/80 (1 Die, 10 R) (70% chance)

Light and Chemical Industry 5/5 Dice 120 R
-[] Chemical Fertilizer Plants (Phase 2): 94/300 (2 Dice, 30 R) (17% chance)
-[] Bergen Superconductor Foundry (Phase 1-2): 71/285 (3 Dice, 90 R) (68% chance of both)

Agriculture 4/4 Dice 50 R
-[] Blue Zone Aquaponics Bays (Phase 3-4): 30/280 (3 Dice, 30 R) (86% chance of both)
-[] Freeze Dried Food Plants: 126/200 (1 Die, 20 R) (56% chance)

Tiberium 7/7 Dice + 1 Free Die 165 R
-[] Yellow Zone Tiberium Harvesting (Phase 10): 174/350 (3 Dice, 60 R) (99% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (2 Dice, 30 R) (100% chance, 82% chance of Stage 7, 8% chance of Stage 8)
-[] Red Zone Border Offensives (Stage 1): 0/200 (3 Dice, 75 R) (95% chance)

Orbital 6/6 Dice + Erewhon 140 R
-[] Lunar Rare Metals Harvesting (Phase 1): 0/150 (2 Dice, 40 R) (67% chance)
-[] Lunar Regolith Harvesting (Phase 2): 50/330 (3 Dice, 60 R) (32% chance)
-[] Lunar Heavy Metals Mines (Phase 3): 217/375 (1 Die + E, 40 R) (36% chance)

Services 3/5 Dice 60 R
-[] Automatic Medical Assistants: 101/300 (2 Dice, 40 R) (26% chance)
-[] Mind Shield Deployment?: 0/? (1 Die, 20? R) (?% chance)

Military 8/8 Dice + 4 Free Dice 215 R
-[] Firehawk Wingmen Drones: 215/450 (3 Dice, 60R) (57% chance)
-[] Ablat Plating Deployment (Stage 5): 54/200 (2 Dice, 20 R) (70% chance)
-[] Escort Carrier Shipyards (Nagoya): 0/120 (3 Dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Melbourne): 172/300 (2 Dice, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development: 0/30 (1 Die, 10 R) (100% chance)
-[] Light Combat Laser Development: 0/40 (1 Die, 25R) (100% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Bureaucracy): (3 Dice, two rolled) (100% chance)
-[] Interdepartmental Favors: (1 Die, Auto)

985/985 (975+10)
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 15 Current + 16 Fusion + 1 Bergen - 1 Fertilizer - 1 Freeze Dried - 2 AMA - 6 Firehawk - 5 Battleship Yards - 6 Melbourne = 11

Potential Income Gain: 7.5 * 99% YZ Harvesting + (7.5 * 100% + 7.5 * 82% + 7.5 * 8%) GZ Intensification + 22.5 * 95% RZ Border Offensives + 5 * 67% Rare Metals + 15 * 32% Regolith + 20 * 36% Heavy Metal = 57.2 RpT
Estimate Q1 2061 Budget = 1032.2 Average

Infrastructure: keeps what has been working in securing Steel Vanguard, though the expectations are switched up from last turn's. Goal is to finish a phase of Fortresses and if not finish a phase of Rail, get very far along it.

Heavy Industry: Knock out the next phase of Fusion, work on Nuuk, and develop Industrial Lasers. The last to see if that provides any efficiency bonii to Nuuk and to the other HI items we'd like to do this plan like the isolinear chip foundry and hover plant.

LCI: Focus on Bergen with the remaining dice going into Fertilizer plants Goal being to not over complete the latter and slow walk it. No current need to rush Food, especially with the agricultural dice allocations. Speaking of.

Agriculture: One die on Freeze Drier Plants to give it a coin flip. It is a good source of Food, and we are likely to want it anyway depending on the scale of the commitment renegotiation. BZ aquaponics takes the rest of the dice with the goal being to shore up our Food surplus. It was this or mechanization, and I'd prefer a larger initial boost to Food just cause our situation could change rapidly.

Tiberium: Next phase of YZ Harvesting along with catching up on the GZ Harvesting to add some income along with securing our backline now that the war is sort of winding down. Similar logic for the RZ Border Offensives, where the goal is to generate income and unlock the super glacier mines.

Orbital: This is a shameless copy of Simon's strategy to complete the remaining Lunar Mines plan goal. It's not getting Erewhon on exploration, but we are short in Orbital and I'd prefer to concentrate on what we need to do for the Plan.

Services: I don't know if there is going to be a deployment project for Mind Shields. If there is, it seems prudent to rush for it as we need a solid counter to the Order's haxx. If not AMA and Hallucinogens should help continue to fortify our Health situation.

Military: Continuing the rollout of the shipyards and Firehawks, along with improving our consumables situation via the Ablat. As of last, we knew that things would need to slow down if our stockpiles were not reinforced, but we only had a hardish timeline for the shells, which will have improved with the completion of the last phase of shell plants. We know that the shells were in the worst state so we can assume that Ablat and URLS have a bit more wiggle room. Additionally, getting the Mastodon to more accurately plan out the last year of the plan, and to improve the Steel Talon's situation. They are the ones primarily going up against the Order thanks to their task of defending key sites, and I'd really like to reduce the Order's ability to run wild. If Mind Shield refits are an option, I'd happily switch out the Light Combat laser, or the free die in Tiberium for them.
 
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Note, the Border offensives also produce super Glacier Mines.
Well, that's good to know. And now I'm expecting someone to come in and try to game the system by doing Red Zone Offensives up through Q4 of 2061 so that the Glacier Mines can be jumped on straight away in Q1 2062, rather than doing them hand in hand. Parliament and everyone else would probably prefer to get a chunk of the change from those instead of the Treasury doing the usual thing and hogging it for the whole 4YP.
 
I wouldn't mess with red zone stuff till we can free up the zone troops with the armor factories or something.

Also probably very risky to do during a war. Maybe when stuff cools down we can more easily move troops towards red zones to help?

Especially with huge amounts of rail we've been putting down.
 
Well the rail lines are definitely going to be a requirement for actually creating the deep red zone mines. How else are they going to ship all of that tiberium otherwise? So definitely a requirement.
 
Tiberium: Next phase of YZ Harvesting along with catching up on the GZ Harvesting to add some income along with securing our backline now that the war is sort of winding down. Similar logic for the RZ Border Offensives, where the goal is to generate income and unlock the super glacier mines.
I'd question why do Red Zone Border Offensive when you could put 1-2 dice on Tiberium Processing Refit and get that finished off, which helps Plan Goals. 2 dice + 40R for 100% chance of completing it. Frees up a die and 35R for something else. Particularly when we'd be losing 60-70% of that RZ income at most 4 turns later.

Perhaps put the freed up die on Chicago Phase 4? Take a Tib die for that + 20R and keep the free die on other Tib projects. Or instead take the free die and put it on Rail with 15R?

--

Even if the Red Zone Border Offensives are coming from Green Zones, I think I'd honestly want to wait until we had Zone Trooper Armor factories going for GF first. Otherwise we're sending somewhat under geared GF people into RZs or we're stretching ZOCOM forces more.
 
The Red Zone Border Offensives aren't military offensives into hostile territory, they're engineering/abatement offensives on the edge of the Green Zones. We're not charging into the deep Red 5,000km away from the nearest Initiative city trying to pick a fight. It's bringing up civilian engineering teams to nom at the Red Zone border at the end of a secure rail line, 30 minutes away from the nearby fortress town, under constant air cover, with a relief shift coming in 6 hours and a bunk in a real town to go back to at night.

Not that I think Zone Suits are a low priority, we should be trying to fit in at least 1-2 factories this FYP and really step up production next FYP. But I don't think they're an absolute prerequisite to wait on before we start exploiting our secure Red-Green borders, the deep Red adventures where we go pick a fight on Brotherhood turf is still modeled as a distinct thing in the traditional RZ mining action.
 
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Would like to confirm that, but if we can do one in the next turn or two to see more details on the glacier mines locked by them we can make a call on when we can do those (because I am leery about spending logistics while we are still getting raided). But I can see trying to get more process on tib refinery refits before we expand tib production too much
 
We do need another phase of Chicago to meet possessing capacity plan goals, right?

Probably not a bad idea to consider putting tib dice there instead of red zone stuff.
 
Chicago is one option for how to meet our processing target but just doing another phase of the distributed refineries also massively overkills our target and is significantly cheaper. Chicago's probably worth trying to make progress on this year anyways for the abatement and building up the logistical/industrial hub feeding most of our newly acquired Green Zone in the region, but it's not required for plan targets specifically.
 
Even if the Red Zone Border Offensives are coming from Green Zones, I think I'd honestly want to wait until we had Zone Trooper Armor factories going for GF first. Otherwise we're sending somewhat under geared GF people into RZs or we're stretching ZOCOM forces more.

More the latter. Although the areas will be relatively secure, that is not the same as 'safe'.
 
Chicago is one option for how to meet our processing target but just doing another phase of the distributed refineries also massively overkills our target and is significantly cheaper. Chicago's probably worth trying to make progress on this year anyways for the abatement and building up the logistical/industrial hub feeding most of our newly acquired Green Zone in the region, but it's not required for plan targets specifically.
Chicago is however required to clear out a Planned City slot (reminder that we can only have two in the pipeline at any time), so if we want to be able to do Adelaide or whatever next plan we need it out of the way. It's also (potentially) still gating our ability to start creating new Blue Zones.
 
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