- Location
- Oregon
Why are a bunch of potentials deep in blue territory?So I've made a map of all of our current and potential Reclamator Hubs.
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Why are a bunch of potentials deep in blue territory?So I've made a map of all of our current and potential Reclamator Hubs.
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Because blue zones have Tiberium too.
Because they are the Blue Zone hubs. Back when I was making the listing, a fair number of those were relatively near the edge. Others are in the locations that they are in because they are to maintain fleets defending particular sites of great importance.
We need a combat-only superheavy that fits in those bays then.Because they are the Blue Zone hubs. Back when I was making the listing, a fair number of those were relatively near the edge. Others are in the locations that they are in because they are to maintain fleets defending particular sites of great importance.
Quite the opposite; with the Navy at "Low" confidence, it would be an extremely reckless overextension.Would it be a good idea to make the MARV hubs at YZ-1 West, East, and South at the same time as the push for Karachi so we can force Nod to send units to multiple fronts?
I don't mean do it right away now, maybe when the Navy has very good or better confidence.Quite the opposite; with the Navy at "Low" confidence, it would be an extremely reckless overextension.
It's possible that it could support the landing if we're doing that at the same time. However, the most efficient way of constructing a MARV hub is with Tiberium dice (after the mandatory 2 military dice) and those are all going to be tied down constructing Karachi.Would it be a good idea to make the MARV hubs at YZ-1 West, East, and South at the same time as the push for Karachi so we can force Nod to send units to multiple fronts?
A comparable investment in Blue Zone Aquaponics yields a comparable amount of food, though. It's a good option, but it's not so great as to be overwhelming.We should try to do Agricultural Mechanization Next turn. 5-6 dice gives 20 food
I like YZ14 as a way to further push into Africa, secure coast, and give Mehretu a little less room to maneuver, I don't really dislike any of your other picks in terms of ease of supporting and covering our blue zones, but I think we probably shouldn't sleep on BZ1. Saint Petersburg is probably a majorly important city for BZ1 in its own right, but it would also guard the approach to Helsinki and station a fleet of super heavy armor well poised to confront Krukov. It basically heads off any easy way for him to approach the blue corridor leading into GDI territory directly without one hell of a fight.YZ-14 might be the best assist since it helps secure coast line and is not too far from an existing blue zone so it is not opening up further logistics the way the ones in Oceania would. After that YZ-3 would be the next pick in terms of securing coastline that reduces the area NOD navy has in the area while not stretching ourselves too much. YZ-13 S will help a bit with the atlantic. While the 2 YZ-12s (E and W) are for when we want another round with Stahl and should be delayed until we have spy sats and more anti stealth tools online.
They exist, you use them, they are just kind of expensive and not hugely effective.2. Has anyone in thread suggested Rods from God? We know Nod bases are ion disrupted, but there's nothing saying we can't just start dropping tungsten rods onto bases we find.
So increase our space mining infrastructure, to make them kind of cheap and not hugely effective instead?They exist, you use them, they are just kind of expensive and not hugely effective.
the issue is that anything a rod from God can do a missile from orbit can do betterSo increase our space mining infrastructure, to make them kind of cheap and not hugely effective instead?
That's something that the Division of Alternative Energy would be doing.@Ithillid, Treasury didn't have any Hydroenergy projects available since that Tidal Power station debacle.
Any chance for them to reappear? In new Green zones maybe?
I'd favor 3 dice for Fortress Towns, since we are likely to want more security in newly-conquered areas, as Steel Vanguard winds down.[] Plan: Protoplan q4 2061, v5.
Infrastructure 6/6 100R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 4 dice 60R 87%