What do you think she will do after war? She has 2 BZ right next to her, so if GDI decides to attack she's in deep trouble. Krukov is fairly far away and he won't be in any shape to help her. Bintang...honestly I'm not sure she has Ground forces to spare.
Hard to say. She could be sitting it out to rebuild and everything, or just not have the forces. She's not likely to attack though. GDI is on high alert, so she'd be attacking forces likely ready for possible Nod incursions.

Details. My point is that sailing around a large warship in range of enemy antiship missies is risky, and especially in a threat environment where the enemy has a lot to throw at us (Nod India's resources along these lines are far greater than IRL Ukraine's)... Well, missiles are gonna be coming in a lot. You need good defenses. That's my reason for wanting the lasers and really wanting to get the refit rolling in 2061 if possible, and done before Karachi in any case.
Especially since Nod love their decoys and ECM and ECCM.
 
Hard to say. She could be sitting it out to rebuild and everything, or just not have the forces. She's not likely to attack though. GDI is on high alert, so she'd be attacking forces likely ready for possible Nod incursions.
Importantly, Bintang doesn't really have the right kind of forces to stop GDI from attacking Qinglian. She doesn't have divisions upon divisions of heavy combat ground troops that can be easily dropped off in Qinglian's territory to reinforce her from a land invasion. She could try to cut the links from Japan to Korea and Vladivostok, but that probably wouldn't go too well.

First, because she'd have to fully defeat GDI's Pacific Fleet, which as we just saw isn't necessarily something she can do.

Second, because she'd have to get her ships into littoral waters to cut the links, easily attacked by hydrofoils and land-based aviation.

Third, because they'd have to stay there, for a long time, being whittled away. The effects of cutting GDI's maritime supply line wouldn't be felt immediately, especially when there was still a supply base in Korea.

Fourth, because GDI could still air-bridge emergency supplies between Japan and their continental holdings, which would let them stretch things out by providing whatever things from Japan were most urgently required.

All in all, that sounds like a good recipe for Bintang's fleet to get ground up pretty badly. It wouldn't go well.

Especially since Nod love their decoys and ECM and ECCM.
Yeah, well, I'm hoping that between now and 2063Q4, we can make that a high-maintenance relationship. :p
 
If it does work, it just creates bigger problems for Qinglian on the ground. If Sea lanes between Vladivostok and Korea are cut, then GDI will just steamroll through Manchurian YZ and link those BZ via land.
I was talking about the connection between Japan on the one hand, and GDI's continental East Asian holdings on the other.

I'm pretty sure that Japan is the linchpin of GDI power in the region- not where everything is, but where the most is. Cutting the sea lines of communication between GDI in Japan and GDI on the mainland would seriously impair our efforts to fight Qinglian.

It's just that Bintang would have to let her fleet be ground into catmeat to accomplish the goal for any real length of time.
 
Also Blockading Japan will require a lot of ships, Bintang might leave her coastal facilities poorly guarded. GDI might use that opportunity to raid and burn those facilities to the ground and then start hitting her ships.

She isn't dumb or arrogant enough to do that, right?
 
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That's why I listed "step one" of Bintang's notional plan for this notional operation as having to be "defeat GDI's Pacific Fleet."

That would necessarily include everything in a good position to raid her.

Basically, she'd have to really, really stick her neck out to do this, unless she has some kind of assets in a whole category we've never seen her use.
 
That's why I listed "step one" of Bintang's notional plan for this notional operation as having to be "defeat GDI's Pacific Fleet."

That would necessarily include everything in a good position to raid her.

Basically, she'd have to really, really stick her neck out to do this, unless she has some kind of assets in a whole category we've never seen her use.
Or the rolls are heavily in her favor.

So we need to get the new shipyards up so we can better take blows from Bit and eventually outnumber her. Plus having more ship types will mean her weapons won't have as much of an impact.
 
I generally agree with this.

Pre-Granger GDI behaved like a "normal" nation-state; it took care of its citizens, and it generally didn't care about everyone else. Civilian deaths outside their territory were Not Their Problem, and collateral damage in military operations was a minor detail. I'm not trying to make pre-Granger GDI out to be some kind of benevolent hegemon.

It's just that Nod is vantablack, not dark grey. We're gradually changing from a selfish nation-state that turns away refugees to an open-handed world government that views ourselves as responsible for everyone; Nod, at best, is gradually changing from a death cult into warlord states that use Kane's ideology as a justification for ongoing military rule.

Nod must be destroyed because there is absolutely no place for theocratic warlord states in the world we seek to create. Especially theocratic warlord states with a long history of trying to kill the planet.

An interesting parallel I want to point out is.... (and credit to https://www.youtube.com/c/JacobGeller For part of this. Any mistakes are my own)

Take for example the USA. Much like GDI It has a lot of sordid history, and has made mistakes. Even post-slavery it was a segregationist nation and further had much discrimination against other minorities.

The basic elementary school understanding of america is that, ww2 it fought the nazi's because it was 'good'. But the matter is more complex than that, the overarching USA culture was, immediately prior to ww2, interested in idea's of racial superiority and white supremacy. It was only really by it's opposition to Nazi Germany and the genocide of minorities they carried out. Even then, the USA has a complex history on race and while ww2 provided the impetus for desegration that began post war, there's still issues today. The point here however, is that the US culture(with some exceptions) largely defined itself by its opposition to things like genocide and the idea of white supremacy.

GDI's culture, much like any places is evolving. With historical and cultural trends, the rise of new ideas and old ones falling out of favour, and cultural exchange through migration and international co-operation. GDI, despite its roots as a largely western nation is, particularly nowadays, a global organisation. Further aided by successive refugee waves since Tib war 1 it has took in, learned from and been shaped by other cultures. While English is a major lingua Franca within GDI multiple other languages are officially spoken. And not only european either, but also a number of asian dialects. It is not, as others have accused. USA+ others. But includes german, french, danish, russian, korean, japanese, tibetan, south american, african and middle eastern nationalities within the blue zones.

It's not new, indeed, in between tib war 1 and 2 the world endured mass migration movements as nation states broke down and ceded power to GDI. But, from then until tib war 3, the blue zone borders largely became decided and GDI shut itself and its population off from most outside influence.

That changed with tib war 3. One Major factor being the disaster in eastern europe with the destruction of Temple prime and Tiberium being spread throughout the continent. Turning eastern europes yellow zones red practically overnight and causing the collapse/migration of most warlords in the region. But that, and then later the alien invasion and destruction of blue zone cities in germany and the destruction of many cities around the world. (helped by the loss of the old political class and a new generation of leaders) Meant that GDI defined itself by providing housing and welfare to its people who were in need.

Oh certainly GDI had welfare before that, a holdover from states with high welfare. But GDI very specifically provided homes to refugees. And further, with rationing due to the war effort meant GDI switched from a wealthy nation with cheap food that most people could afford to buy. Into a relatively less wealthy nation which had to directly provide for all of it's citizens most basic needs.

It's not the whole story of course. There's many other factors. Particularly say the Qatarists, from whom GDI (or at least the treasury) used their knowledge in order to aid in exploiting Tiberium to greater degrees than previous GDI administrations. And whom have provided a model for 'reformed nod' to be integrated into the GDI. But on the whole, the war. And GDI defining itself by taking in refugees (even if only internal refugees at first) changed the overall culture and feeling. Not only in government itself, but also among the populace many of it's citizens are proud of GDI for taking in the needy. In some ways tying it back to the ideals of at least some of GDI's founders, chiefly America and american blue zones in this instance, by taking in refugees.

If not 'pivoting' then at least somewhat altering it's focus from a post scarcity capitalist economy. Defined by capitalism and heavy militarism. To a home for immigrants, hearkening back to the early days of the american state, and certain socialist ideas such as the 'New Deal'.

GDI isn't a cultural monolith, and there are differences between blue zones. Or even between its people within a single location.

But, much like the players. GDI identified itself largely first and foremost as a welfare state and a home for refugees. There's some disagreement and differing viewpoints within that identity, but the overarching cultural trend is fairly clear.

In summation. GDI had its population displaced by war and took a look at itself, and some of its previous iterations. And said loudly and clearly. "Those are areas I need to improve on. Let's do better." Not only identifying and stating it's ideals. But working hard to live up to them. As best it can at least.

At least. That's my reading of GDI as it stands currently. In my opinion there's some clear parallels. And while I wouldn't accuse Ithillid of making them deliberately, I'm fairly sure as a historian they're aware of and have noted the similarities.
 
I think we're going to have to prioritize for the next few turns, we have several >20 RpD expensive projects that we might really want to invest in, some of which we have to invest in. This list is clearly not compete as things could change with the new update, but we do need to prioritize:
Note that this list is only the things we currently know to be available, there are several projects that may unlock in the coming turns that are more expensive then the 20 RpD median.

-Suborbital Shuttle Service (Phase 1): 92/200 30 RpD (1 die median)
--Starts Suborbital Shuttles
--Supply line to BZ-18
-Isolinear Chip Foundry Anadyr: 85/320 50 RpD (3 dice median)
--Required for Plan Goals
-Bergen Superconductor Foundry (Phase 3): 0/380 30 RpD (5 dice median)
--Advances V2.0 Fusion development
-Red Zone Tiberium Harvesting (Stage 12): 29/130 25 RpD (1 die median)
--Income/Abatement
--Unlocks Glacier Mines
-Red Zone Border Offensives (Stage 1): 0/200 25 RpD (2 dice median)
--Income/Abatement
--Unlocks Super Glacier Mines
-Red Zone Containment Lines (Stage 6): 54/200 25 RpD (2 dice median)
--Income/Abatement
-Tiberium Glacier Mining (Stage 13): 38/130 30 RpD (2 dice median)
--Income/Abatement
--Would be better to unlock several with Red Zone Tiberium Harvesting and then complete the Glacier Mines in the new Plan
-Tiberium Processing Plants (Stage 2): 20/200 30 RpD (2 dice median)
--most die efficient option for Plan Goals
--Increases economic resiliency
-Tiberium Inhibitor Deployment BZ, YZ-11 and RZ-7: 30 RpD (2 dice median each)
--Abatement
--Cost Energy in BZ
-Harvesting Tendril Deployment (Phase 1): 0/600 30 RpD (7 dice median)
--Income
-Conestoga Class Development: 0/60 30 RpD (1 die median)
--Unlocks mass G-drive ships
--No current shipyard for those ships
-Human Genetic Engineering Programs: 0/120 (2 dice median)
--Health potential
--Costs PS
-Pinhole Portal Early Primitive Prototype Construction: 56/180 100 RpD (2 dice median)
--Very Expensive
--Thinking with Portals
-Infernium Laser Refits: 0/450 30 RpD (6 dice median)
--Point Defense
-Medium Tactical Plasma Weapon Deployment: 0/80 30 RpD (1 die median)
--Beating Nod at their own game
-Light Combat Laser Development: 0/40 25 RpD (1 die median)
--Point Defense

Of these there is only one we must complete for the Plan and that is Anadyr, all the others are optional, it is not. For the various Red Zone projects I would prefer to focus on Red Zone Border Offensives to unlock a bunch of Super Glacier Mines to then be completed in the new Plan. The Conestoga Class Development should be delayed for how tight our Orbital dice are. Human Genetic Engineering should be put off to stockpile PS for Reallocation. Medium Tactical Plasma is hopefully unneeded with the rollout of Railgun munitions.

For Tiberium Processing Plants. It is not strictly required for the Plan as we can complete Chicago Phase 4 instead to meet the goal, however in that scenario we might want to think about completing it anyway to get ahead of the income we plan to generate early next plan. Of course it is also possible and likely that part of the next Plan will be a Processing Goal and so it might be wise to save this project for that.

That leaves:
-Suborbital Shuttle Service (Phase 1): 92/200 30 RpD (1 die median)
-Isolinear Chip Foundry Anadyr: 85/320 50 RpD (3 dice median)
-Bergen Superconductor Foundry (Phase 3): 0/380 30 RpD (5 dice median)
-Red Zone Border Offensives (Stage 1-3): 0/600 25 RpD (7 dice median)
-Tiberium Inhibitor Deployment BZ, YZ-11 and RZ-7: 30 RpD (2 dice median each)
-Harvesting Tendril Deployment (Phase 1): 0/600 30 RpD (7 dice median)
-Pinhole Portal Early Primitive Prototype Construction: 56/180 100 RpD (2 dice median)
-Infernium Laser Refits: 0/450 30 RpD (6 dice median)
-Light Combat Laser Development: 0/40 25 RpD (1 die median)

Of these we'd want to first invest in the required project Anadyr to prevent any last minute scramble, then we'd want to invest in the Income generators.

Comparing the income generators of Red Zone Border Offensives Phase 1-3 and Harvesting Tendril Deployment Phase 1:
ProjectProgress TargetCurrent ProgressMedian DiceRpDTotal CostIncomeIncome per DieIncome per RNet R by End of Plan
Harvesting Tendril Deployment Phase 1
600​
0​
7​
30​
210​
90​
12.8571​
0.4286​
60​
Red Zone Border Offensives Phase 1
200​
0​
2​
25​
50​
22.5​
11.25​
0.45​
17.5​
Red Zone Border Offensives Phase 1-2
400​
0​
5​
25​
125​
45​
9​
0.36​
10​
Red Zone Border Offensives Phase 1-3
600​
0​
7​
25​
175​
67.5​
9.6429​
0.3857​
27.5​

As the comparison shows, Harvesting Tendril Deployment will give us more R per die invested and more R by the end of the plan over the Border Offensives even when scaled up to the first 3 Phase of the latter which gives a comparable die requirement. Therefore it is more advantageous to invest in Harvesting Tendrils before Border Offensives. A choice we will have to make as they are both in Tiberium.

The Tiberium Inhibitors will likely be constructed in the final two turns of the Plan as while they aren't required they are very good to have and help pad our mitigation efforts. Infernium laser refits along with Light Combat Lasers will need to wait until the other required Naval and Steel Talon projects are completed which likely also puts them in the last two turns of the Plan.

For Shuttles, I don't particularly care when we invest in them, other then how we'll want to trickle dice in as the RpD price goes down for Phase 2. For Bergen, it has unfortunately moved solidly to nice to have rather then an opportunity cost to not get with the advent of Anadyr and Pinholes. Its still and opportunity cost, but with how expensive Anadyr and Pinholes are, Bergen can be put off.

For the Pinholes we do not want to only put dice on them in the last turn of the plan, as that would be insanely expensive. We want to trickle dice in. However due to Pinhole's excessive RpD cost, I don't think we can afford it simultaneously with Anadyr and Harvesting Tendrils. Which as previously discussed we want to finish early, to prevent a last minute scramble and get the most net income respectively.

Therefore I would support a plan in Q1 that focuses on Anadyr and Harvesting Tendrils as its RpD expensive projects over one that puts a die on Pinholes. With maybe a die in Shuttles or some other new RpD expensive project, like the research gatchas.
 
First time theory crafting a plan, any criticism or improvements?

980r/1020r spent 1 Free Dice and 45r in Reserve
6/7 Free Dice 1/1 Erewhon Dice

Infrastructure 6+2/6 125r

-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 3 dice 30R 65%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%

Heavy Industry 5+1/5 180r

-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%

Light and Chemical Industry 5/5 45r

Security Reviews: 1 die
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%

Agriculture 4+1 /4 50r

Security Reviews: 1 die
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%

Tiberium 7/7 170r

-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 2 dice 30R 96%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 4/7 dice 140R

Orbital Industry 6+E/6 140r

-[] GDSS Enterprise (Phase 5) 102/1535 4/15 dice 60R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 60R 12%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 E die 20R 82%

Services 2/5 115r

-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%

Military 8+2/8 150R

Security Reviews: 1 die
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Escort Carrier Shipyards 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%

Bureaucracy 4/4
-[] Security Reviews: Light and Chemical Industry DC50 1 die 90%
-[] Security Reviews: Agriculture DC50 1 die 90%
-[] Security Reviews: Military DC50 2 dice 100%

Infrastructure: Slow walk the shuttles, work on various things to set us up to start on Chicago in the next few turns..

Heavy Industry: Power and a small chance to either finish Anadyr or set it up to slow walk to completion.

Light and Chemical Industry: 10 turns from the last review, and finish off the fertilizer plant, with a minor chance to finish off the drone factory.

Agriculture: 9 turns from the last review, keep grinding out the freezers, food and start on the stockpiles.

Tiberium: Slow walk tendrils at 4 dice a turn for this plan, leaving a it only needing a few dice to finish it next plan, everything else is just finishing off current projects.

Orbital Industry: Start work on Enterprise, finish one mine, with a good chance at a a second, with a small chance of a third.

Services: Portal work, hallucinogen dev, and some floating budget for anything interesting.

Military: 2 years from the last review, and finishing off works in progress, slow walking the remaining navel yards.

Bureaucracy: Finishing off the security reviews that haven't been done fore over two years, and setting us up to work on the survey and review in the next few turns.
 
I am looking forward to getting a bunch of dev and backlog factories pushed through once we finish off the navy yards and laser refit and plan goals.
What do you think the items most important to have between now and Karachi are? Got a list? My list is:

1) Infernium Laser Refits (350 Progress) We're sailing large fleets into antiship missile infested waters
2) Orca/Hammerhead Wingmen (550+400 Progress) Antisubmarine warfare and volume of air support are both key
3) SADN Phase 3 (975 Progress) Strategic weapons are not out of the question, we need this anyway, likely Plan goal next turn
4) Ground Forces Zone Armor, 3+ Factories At Least (600+ Progress) We need at least enough to equip a corps or two...
5) Advanced ECCM Development and Rollout (??? Progress) To increase the effect of all our munitions and decrease theirs
6) Stealth Disruptor Development and Rollout (??? Progress) Because unleashing this by surprise would be a good way to disrupt all existing Nod plans and defensive arrangements, which is a good thing to be doing right before you launch a major attack

Highly desirable:
7) Zone Defender Revision (40 Progress) Makes the above Zone Armor factories cheaper or more productive
8) Ferro Aluminum Armor Refits (350 Progress) Not a Karachi prerequisite, but if we won't do it in 2062, when?
9) GD-3 Development and Rollout (??? Progress) Our infantry will be facing biomonsters. They won't all be in Zone Armor.
10) Ultralight Glide Munitions Dev & Rollout (??? Progress) Standoff munitions good when attacking defended enemy coast

Now, the problem is that all by itself, this gives us a pretty full docket for work to do between now and, say, 2063Q4. I'm not sure exactly how many Military dice this works out to, not least because four of the projects are gated behind development rolls, but it would be grossly optimistic to expect this to be less than about 4000-4500 Progress worth of Military rolls... Which, at about 75 Progress per die, means we're looking at something like 50-60 Military dice rolled, which is most of all we have between 2062Q1 and 2063Q4, positioning us to do the invasion and initial construction around Karachi in 2064Q1 and 'Q2, pause for the monsoon season, and then finish off Phase 5 as necessary when our troops have hopefully secured a beachhead large enough to make further construction efforts tenable.

If we're trying to go much sooner than that, we have to cut a lot of this stuff out and give up on it, which I am loath to do except for Ultralight Glide Munitions.

Or the rolls are heavily in her favor.
The problem is, it's quite possible to indulge in a hair-brained military scheme where to succeed, you have to roll in the nineties and your enemy has to roll in the single digits. Ithillid generally doesn't have his commanders do that.

So we need to get the new shipyards up so we can better take blows from Bit and eventually outnumber her. Plus having more ship types will mean her weapons won't have as much of an impact.
I mean, yeah, sure, but remember, her navy isn't really a match for "all of GDI," it's a match for "one of GDI's multiple large fleets." The problem is that we have to spread our forces all over the world, while she is operating in only one place- but we saw what happened when she fought a battle against us; she was able to inflict comparable losses on our surface fleets and her submarines heavily scarred Tokyo. And that was not her rolling badly.

She couldn't have stayed loitering in the Sea of Japan, literally boxed in by our Blue Zones and their airbases and hydrofoil forces, without something bad happening to her. Not unless she'd rolled a LOT of really really great rolls in a row, and we'd rolled badly over and over. Like, Gideon-tier bad luck, or worse.

Infernium laser refits along with Light Combat Lasers will need to wait until the other required Naval and Steel Talon projects are completed which likely also puts them in the last two turns of the Plan.
By "required naval and Talon projects" do you mean stuff we've specifically promised to do during the current Plan, such as the carrier and Mastodon rollouts?

For Shuttles, I don't particularly care when we invest in them, other then how we'll want to trickle dice in as the RpD price goes down for Phase 2. For Bergen, it has unfortunately moved solidly to nice to have rather then an opportunity cost to not get with the advent of Anadyr and Pinholes. Its still and opportunity cost, but with how expensive Anadyr and Pinholes are, Bergen can be put off.
I'm going to be very unhappy if we don't get to Bergen Phase 3 by the end of the Plan, not least because of the potential for impact on fusion research and so on.

For the Pinholes we do not want to only put dice on them in the last turn of the plan, as that would be insanely expensive. We want to trickle dice in. However due to Pinhole's excessive RpD cost, I don't think we can afford it simultaneously with Anadyr and Harvesting Tendrils. Which as previously discussed we want to finish early, to prevent a last minute scramble and get the most net income respectively.

Therefore I would support a plan in Q1 that focuses on Anadyr and Harvesting Tendrils as its RpD expensive projects over one that puts a die on Pinholes. With maybe a die in Shuttles or some other new RpD expensive project, like the research gatchas.
My own, admittedly a bit less mathematically rigorous, analysis had come to the same conclusions. I'll repost my own plan draft some time soon with this in mind.



-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 3 dice 30R 65%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%
Finishing the apartment Plan target isn't so urgent that it's worth spending Free dice on. We have plenty of time. If you want to push the railroad construction right now that is perfectly respectable, but it should probably be instead of, not along with the apartments.

Light and Chemical Industry 5/5 45r

Security Reviews: 1 die
...
I would like to argue in favor of doing Economic Census this turn in Bureaucracy, because we really do need those data and have needed them for a long time. I consider this a higher priority than security reviews, especially since we haven't got anything especially earth-shaking going on in Light Industry right now.

Tiberium 7/7 170r

-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 2 dice 30R 96%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 1) 0/600 4/7 dice 140R
You've got your cost calculation for tendrils off; it's 30 R/die. Also, I strongly recommend focusing in on the tendril project, because if it's not completed this turn, then it starts being actively a drain on our discretionary budget for the year- that is, finishing it this year won't pay back the resources during this year. This is a bad thing because, as Doruma just pointed out, we have a lot of expensive projects.

Neither the intensification nor the refits are so urgent that they need to detract from the tendril harvesters right now.

Services 2/5 115r

-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
I strongly recommend that we NOT do pinhole portals next turn. There's a LOT else to do, and it will be a LOT easier to find 100 R in the budget for portals AFTER we finish the tendril harvesters.

Bureaucracy 4/4
-[] Security Reviews: Light and Chemical Industry DC50 1 die 90%
-[] Security Reviews: Agriculture DC50 1 die 90%
-[] Security Reviews: Military DC50 2 dice 100%
We don't need security reviews so urgently that we need to scattershot three of them, in any case. I suggest dropping the LCI review and focusing dice on Agriculture, since it's a fairly likely place for Nod sabotage to be impactful right now, so failure would be awkward.
 
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So, here's a repost of my current plan draft, which reflects some of the same principles @doruma1920 discussed in his recent post- though my own analysis on this subject was less rigorous than Doruma's, as is often the case.




RESOURCES
1020 R in 2061Q1.

ENERGY
+15 initial. +16 from fusion power, +3 from Bergen Phase 1+2.
-4 from railgun harvester factories, -2 from AMA, -6 from Firehawk drones, -6 from Melbourne yard
New Energy level:
+34-18 = +16



Budget:
1020/1020 R
7/7 Free Dice

Energy Budget:
+16 -1 (fertiizers) -2 (drones) -1 (freeze drying) -5 (Nagoya) -6 (Seattle) = +1

Awkward if both shipyards complete and the fusion reactors don't (roughly 1/6 chance of this happening)... But it's survivable for a single turn. And it lets us surge tendril harvesters, which makes the last three turns of the Plan way easier to handle.

I have a 65 R budget in Services, which is enough to fund two Nod gacha dice or a variety of interesting other options... But not enough for portals. Sorry, can't fit it in with tendrils and Anadyr and those really are projects we have special reasons to get done. Portals will still get done, we have three turns after this one.

[] Draft Slight Fusion Slowdown- For Tentacles!
Infrastructure (+34) 6/6 Dice 85 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (2 Dice, 40 R) (Phase 6, median 104/300 on Phase 7)
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/160 (3 Dice, 30 R) (Phase 3, 65% chance of Phase 4)
-[] Tokyo Harbor Reconstruction 0/300 (1 Die, 15 R) (1/3.5 median)
Heavy Industry (+29) 5/5 Dice + 1 Free Die 180 R
-[] Continuous Cycle Fusion Plant (Phase 8) 67/300 (3 Dice, 60 R) (65% chance)
-[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[] One Die on Laser Project (???, 20 R just in case)
Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (4 Dice, 40 R) (74% chance)
Agriculture (+24) 4/4 Dice + 1 Free Die 60 R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 (1 Die, 10 R) (75% chance)
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance, but this doesn't count any consequences of the crit-fail)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
Tiberium (+39) 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital (+26) 6/6 Dice + 1 Free Die 140 R
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (3 Dice, 60 R) (Phase 1, 39% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services (+27) X/5 Dice 65 R
-[] 65 R WORTH OF OTHER SERVICES STUFF (Nod gacha, hallucinogens, ???, Heaven knows what all)
Military (+26) 8/8 Dice + 3 Free Dice 195 R
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (2 Dice, 40 R) (2/3.5 median)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (1 Dice, 20 R) (1/3 median)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (4 Dice, 80 R) (64% chance)
Bureaucracy 4/4 + EREWHON!!!
-[] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (96.1% chance of DC 250, 99.6% chance of DC 200)
 
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By "required naval and Talon projects" do you mean stuff we've specifically promised to do during the current Plan, such as the carrier and Mastodon rollouts?
Yes. I also include the last frigate shipyard in that category as while it is not required for the Plan, it is required for our trade and logistics networks continued well being.

I'm going to be very unhappy if we don't get to Bergen Phase 3 by the end of the Plan, not least because of the potential for impact on fusion research and so on.
I would be as well, but If I had to choose between Bergen Phase 3, Red Zone Border Offensives, Infernium Lasers, and Pinholes, I would regretfully drop Bergen Phase 3. I don't think that will be necessary with the cash infusion Harvesting Tendrils brings though. With your, or a similar, plan that prioritizes them that should give us an income of (1020+90+5+15=) 1130 RpT, enough for all 54 non bureaucracy dice (counting Erewhon) to be activated at 20 RpD with 50 R left over.

With that going into Q2 and more income from the Border Offensives and finishing the last Lunar mine in Q2 if it doesn't in Q1 we should be able to fund quite a few expensive projects. Especially given how many dice we are going to need in Agriculture to complete our goals there.

Edit: An argument could be made to go for Phase 2 of the Harvesting Tendrils in Q2, assuming Phase 1 rolls well. It would give us absolutely absurd amounts of income for the last two turns of the Plan. We'd probably end up automatically building a reserve while still investing in expensive projects. However, assuming we did that in Q2, we would most likely not make back the invested R before the end of the Plan unless we roll exceptionally well on Phase 1 in Q1.
 
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I'd aim for harvesting tendrils phase 2 and tiberium claws development in Q2. We'll want the modifier to new operations at the start of the next plan and we won't have the resources until 2063 if we put it off.

Getting the rest of the iniatiative an extra chunk of resources to work with throughout the next plan wouldn't hurt, either.
 
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But, much like the players. GDI identified itself largely first and foremost as a welfare state and a home for refugees. There's some disagreement and differing viewpoints within that identity, but the overarching cultural trend is fairly clear.

I generally agree with this interpretation of what's going on.

The Overton window of GDI has shifted and would appear somewhat alien to earlier versions of GDI. There isn't even debate about saving people outside our borders. It is all literally what's the best strategy and build plan. Hell a good portion of our space worries is less resources or space combat force than it's how does it let us save the most people in an emergency.
 
Infrastructure (+34) 6/6 Dice 85 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (2 Dice, 40 R) (Phase 6, median 104/300 on Phase 7)
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/160 (3 Dice, 30 R) (Phase 3, 65% chance of Phase 4)
-[] Tokyo Harbor Reconstruction 0/300 (1 Die, 15 R) (1/3.5 median)
I disagree with 2 dice on Fortresses to ensure its completion, though I do understand the logic behind it. I'd prefer just one die there and risk the 70% chance to free up another die for Apartments or a second die on Toyko. Preferably the latter. As the progress requirement decreases by 60 every quarter the ideal scenario is we just barely get 60 below the DC as it will drop by that amount in the following turn. That means targeting 240 Progress this turn for it to autocomplete at the start of Q2, 180 Progress for Q3, and 120 for Q4.

With one die it will have a 90% chance of autocompleting at the end of Q4 and a 30% chance at the end of Q3.
With two dice it will have a 94% chance of autocompleting at the end of Q3, a 54% chance at the end of Q2, and a 10% chance at the end of Q1.

I think the trade off of having a 30% chance of not getting Fortresses in Q1 is worth on average getting Tokyo back up and running a turn earlier. But that is a matter of opinion and I can see the reasoning the other way.
Heavy Industry (+29) 5/5 Dice + 1 Free Die 180 R
-[] Continuous Cycle Fusion Plant (Phase 8) 67/300 (3 Dice, 60 R) (65% chance)
-[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[] One Die on Laser Project (???, 20 R just in case)
Worst case the die on the Laser project can be moved to Fusion and have a 96% chance of +16 Energy if there is a serious concern over it. We shall see how the Laser project looks and what needs to be done to complete it.

Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (4 Dice, 40 R) (74% chance)
Agriculture (+24) 4/4 Dice + 1 Free Die 60 R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 (1 Die, 10 R) (75% chance)
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance, but this doesn't count any consequences of the crit-fail)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
No complaints on saving R here.

Tiberium (+39) 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
My gut instinct is to only put 7 dice on Harvesting Tendrils in Q1 to potentially save some R for something like Shuttles or research gatchas, and to put another die in Military, but I agree with the extra Free die on it to help ensure its completion. Especially if we decide to go for Phase 2 in Q2.

Orbital (+26) 6/6 Dice + 1 Free Die 140 R
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (3 Dice, 60 R) (Phase 1, 39% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Wait a minute. Uhh, @Derpmind I believe there is an error in the current version of your Probability Array. I think you applied a minus 20 Progress modifier for the Regolith and Rare Lunar mines from the completion of Heavy Metal Phase 3 not the minus 10 Progress as was last observed with Phase 1. Given the previous turns Progress requirements for Rare Metal Mines Phase 1 and 2 were 160 and 145 respectively and Regolith Harvesting's Phase 2 was 330 and given the previous effects of Heavy Metals Mines Phase 1, I believe the new Progress requirements should be: 150, 135 and 320 respectively. Your array currently has them as 140, 125, and 310.

Your array shows:
-[] Lunar Rare Metals Harvesting (Phase 1) 45/140 1 die 20R 47%, 2 die 40R 96%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%, 3 dice 60R 68%, 4 dice 80R 96%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
--Alt: 1 AA die 20R 82%, 2 AA dice 40R 98%
-[] Lunar Regolith Harvesting (Phase 2+3) 276/610 3 dice 60R 4%, 4 dice 80R 42%, 5 dice 100R 83%, 6 dice 120R 98%

I believe it should be:
-[] Lunar Rare Metals Harvesting (Phase 1) 45/150 1 die 20R 37%, 2 die 40R 93%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/285 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Lunar Regolith Harvesting (Phase 2) 276/320 1 die 20R 98%
--Alt: 1 AA die 20R 72%, 2 AA dice 40R 99%
-[] Lunar Regolith Harvesting (Phase 2+3) 276/630 3 dice 60R 1%, 4 dice 80R 29%, 5 dice 100R 75%, 6 dice 120R 96%

Services (+27) X/5 Dice 65 R
-[] 65 R WORTH OF OTHER SERVICES STUFF (Nod gacha, hallucinogens, ???, Heaven knows what all)
Hopefully the Security Lasers are an R cheap project, but we are not likely to activate all Services dice this turn.

Military (+26) 8/8 Dice + 3 Free Dice 195 R
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (2 Dice, 40 R) (2/3.5 median)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (1 Dice, 20 R) (1/3 median)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (54% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (4 Dice, 80 R) (64% chance)
The one die on Nagoya should be giving 73% chance not 54%.

Bureaucracy 4/4 + EREWHON!!!
-[] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (96.1% chance of DC 250, 99.6% chance of DC 200)
Hopefully Erewhon'll be good at understanding the economy, lord knows it drives people mad.
 
Definition: I say "discretionary budget" to refer to "R available to be spent on projects with costs of something like 30+ R/die, after spending an average of roughly 17.5 R/die on the rest of the budget."

At this point, we have enough budget that we can take it as given that all projects costing 25 R/die or less are covered, with the 10 R/die cheap projects offsetting the 25 R/die expensive ones as outliers from a mix of 15-20 R/die projects in the middle.

However, paying for anything that costs 30 R/die or more imposes significant opportunity costs, requiring us to either nix a project that is similarly expensive in another area, or impose austerities on one or more departments (e.g. deliberately cutting the LCI budget back to 55 R and doing nothing but 10 and 15 R/die projects in that area, or doing nothing but apartments and railroads in Infrastructure for the same reason)

Yes. I also include the last frigate shipyard in that category as while it is not required for the Plan, it is required for our trade and logistics networks continued well being.
Yes. Me too; the list of examples I gave was not intended to be exhaustive.

I would be as well, but If I had to choose between Bergen Phase 3, Red Zone Border Offensives, Infernium Lasers, and Pinholes, I would regretfully drop Bergen Phase 3. I don't think that will be necessary with the cash infusion Harvesting Tendrils brings though. With your, or a similar, plan that prioritizes them that should give us an income of (1020+90+5+15=) 1130 RpT, enough for all 54 non bureaucracy dice (counting Erewhon) to be activated at 20 RpD with 50 R left over.
My own analysis, while again less rigorous, aligns with yours. If we push tendrils/Anadyr this turn, we should have little trouble funding one die on portals, one die on Anadyr, and at least a few Bergen dice next turn.

If anything prevents us from getting to Bergen Phase 3 by plan end, I think it'll be either the Scrin research gacha (30 R/die on Service dice, at least four of 'em), or some entirely unforeseen project that isn't even on the list right now and has comparably high costs per die.

Edit: An argument could be made to go for Phase 2 of the Harvesting Tendrils in Q2, assuming Phase 1 rolls well. It would give us absolutely absurd amounts of income for the last two turns of the Plan. We'd probably end up automatically building a reserve while still investing in expensive projects. However, assuming we did that in Q2, we would most likely not make back the invested R before the end of the Plan unless we roll exceptionally well on Phase 1 in Q1.
If we roll well enough that a second eight-die sprint can get us to the end of Harvesting Tendrils Phase 2 in a single turn, I'm going to be tentatively willing to do this in 2061Q2, even knowing that it won't pay for itself by the end of the Plan. However, the catch is that doing this would mean we use up much of the discretionary budget for Q2, which is problematic in its own right. In Q2 we will almost certainly need to roll another Anadyr die (our fourth), we will want to roll pinholes (because if we wait until Q3 to resume portal research, we have considerably more risk of 'needing' to roll two dice in Q4 to be sure the project completes, and that is stupidspensive).

So I might want to slow-walk Tendrils Phase 2, giving us more wiggle room elsewhere. I'd have to think about it depending on how the dice shape up.

I'd aim for harvesting tendrils phase 2 and tiberium claws development in Q2. We'll want the modifier to new operations at the start of the next plan and we won't have the resources until 2063 if we put it off.
I'm not clear on when Claws becomes available as a project, so I'm not currently planning for that.

Getting the rest of the iniatiative an extra chunk of resources to work with throughout the next plan wouldn't hurt, either.
Any Tiberium project we are likely to do in 2061 is righteous. Most options are lucrative and will provide income for the Initiative as a whole. Those that are not lucrative will be contributing to Red Zone abatement, which is important in its own right, or to future advances that will be very important.

Honestly, if it weren't for Nod, I'd be wanting to throw the great majority of our Free dice into tiberium every turn; it'd be the most surefire way to prolong the longevity of the Earth.

I disagree with 2 dice on Fortresses to ensure its completion, though I do understand the logic behind it. I'd prefer just one die there and risk the 70% chance to free up another die for Apartments or a second die on Toyko. Preferably the latter. As the progress requirement decreases by 60 every quarter the ideal scenario is we just barely get 60 below the DC as it will drop by that amount in the following turn. That means targeting 240 Progress this turn for it to autocomplete at the start of Q2, 180 Progress for Q3, and 120 for Q4.
All this is logical and reasonable. My concern is that I expect Nod's capacity for counterattacks to be globally, on average higher in 2061Q2 than in 'Q1. The longer we wait to complete this fortress phase, the greater the risk of military embarrassments. As it stands we may well take some embarrassments, but I'm worried about getting the fortresses actually done, especially since many of them are hundreds of kilometers forward of what was previously our main defense line.

Worst case the die on the Laser project can be moved to Fusion and have a 96% chance of +16 Energy if there is a serious concern over it. We shall see how the Laser project looks and what needs to be done to complete it.
My main point is just that we can make good solid progress towards our Plan commitments without having to throw four dice at "must complete fusion." This gives us considerably more wiggle room with Free dice.

My gut instinct is to only put 7 dice on Harvesting Tendrils in Q1 to potentially save some R for something like Shuttles or research gatchas, and to put another die in Military, but I agree with the extra Free die on it to help ensure its completion. Especially if we decide to go for Phase 2 in Q2.
There is a big, consequential difference between finishing and not finishing that phase.

With something like the food storehouses, if we almost-finish a phase this turn and have to knock it out next turn, it's not really a problem. With something like this, that's 90 R of income down the drain.

Very few things we could plausibly do with the extra die I'm investing with Tiberium are, to me, worth accepting a +24% chance of the Tendrils Phase 1 not completing and causing us to not get those extra 90 R in the budget in 'Q2. So my upcoming plan will very definitely be investing there, just as my plan for 2060Q4 did.

Wait a minute. Uhh, @Derpmind I believe there is an error in the current version of your Probability Array. I think you applied a minus 20 Progress modifier for the Regolith and Rare Lunar mines from the completion of Heavy Metal Phase 3 not the minus 10 Progress as was last observed with Phase 1. Given the previous turns Progress requirements for Rare Metal Mines Phase 1 and 2 were 160 and 145 respectively and Regolith Harvesting's Phase 2 was 330 and given the previous effects of Heavy Metals Mines Phase 1, I believe the new Progress requirements should be: 150, 135 and 320 respectively. Your array currently has them as 140, 125, and 310.
Quite frankly, I have no idea what the cost reductions due to the lunar mine phases are. I am treating those probability numbers as rough approximations only. The point is to try to pick a lineup that gives us a low but plausible chance of completing each specific project, and put the rest of the dice on Enterprise. Good enough.

Hopefully the Security Lasers are an R cheap project, but we are not likely to activate all Services dice this turn.
I know, and I don't like it, but I dislike a lot of the other things I could do to cut budget and fund those dice more.

Having a number of cheap Services projects in the docket will help us out in 2062 and early '63, when we start having time to fully fund non-essential but desirable Services projects.

The one die on Nagoya should be giving 73% chance not 54%.
Ah? Hm, you're right. I'll have to do some minor edits.


 
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Wait a minute. Uhh, @Derpmind I believe there is an error in the current version of your Probability Array. I think you applied a minus 20 Progress modifier for the Regolith and Rare Lunar mines from the completion of Heavy Metal Phase 3 not the minus 10 Progress as was last observed with Phase 1. Given the previous turns Progress requirements for Rare Metal Mines Phase 1 and 2 were 160 and 145 respectively and Regolith Harvesting's Phase 2 was 330 and given the previous effects of Heavy Metals Mines Phase 1, I believe the new Progress requirements should be: 150, 135 and 320 respectively. Your array currently has them as 140, 125, and 310.
This is because in Q3 2060, after we finished Heavy Metals Phase 2 Ithillid forgot to discount the Lunar Rare Metals Harvesting and the Lunar Regolith Harvesting in the following Q4 2060 turn. Rare Metals should have already been at 0/150 and 0/135, and Regolith Harvesting should have been at 50/320. (I had them as such in the Array for that turn, but didn't notice the error until after the vote had ended.) With us finishing Heavy Metals Phase 3, the discounts will go down by 10 point again next turn, to where I have them in the Array now. I did confirm this with Ithillid on Discord, so it should be corrected for next turn.

(We know it's a 10 point discount because that's how much the discount was following the completion of Heavy Metals Phase 1 in Q4 2059.)

Also, uh, @Ithillid, could you please move the latest SCED update from Sidestory to Apocrypha? Splitting it between the two tabs will make it much harder for people to follow it.
 
What do you think the items most important to have between now and Karachi are? Got a list? My list is:
Only difference I would have is moving the rifle into the first group of 6. Adv ECCM and Stealth Disruptors to try and reduce NOD stealth edge is a must. Also I would include the Apollo-A and factories which we should be getting soon since that puts lasers on the apollos and should help with the more armored NOD fighters we have seen.

[] Draft Slight Fusion Slowdown- For Tentacles!
Hmm I might need to do the Erewhon swap (move free dice to orbital and Erewhon down to census, pushes us hopefully ahead in orbital so we have more flex room). I do dislike not doing portals because 1 die a turn is affordable and means we can get it down without worrying about potential overkill (and with dice being that expensive not something we want).
 
From what I remember about Bintang and Karachi the problem was never really that Bintang was actually expected to attack the fleet and more that in order to protect the fleet from an attack they had to take so many escorts that it would be open season on all our convoys elsewhere around the world.
 
From what I remember about Bintang and Karachi the problem was never really that Bintang was actually expected to attack the fleet and more that in order to protect the fleet from an attack they had to take so many escorts that it would be open season on all our convoys elsewhere around the world.

Correct, but there is always the concern that Bintang could raid west across the Indian ocean and hit us while we are supporting the landing operation or just after to isolate it. The sea distance from Ho Chi Min City to Karachi is not far greater than the distance from the same to Tokyo, 3964 nm vs 3088 nm respectively. I don't know that Bintang is based out of Ho Chi Min City, but she likely has a depot in the area, just due to how strategic the location is on the South China Sea. So such a raid is not out of the question, even if NOD India didn't give her access to fleet basing on the Indian subcontinent.

But yes, the main concern would be increased raiding of the trans Indian Ocean logistics routes by Bintang and other minor NOD raiders there and elsewhere caused by the scarcity of escorts.
 
In summation. GDI had its population displaced by war and took a look at itself, and some of its previous iterations. And said loudly and clearly. "Those are areas I need to improve on. Let's do better." Not only identifying and stating it's ideals. But working hard to live up to them. As best it can at least.
In a very real way, our GDI is fundamentally a different state to the pre-TW3 GDI - pretty much none of our administrative population are the same people as before the last government got blown to bits, and most of the rest have lost vast amounts of money in the very near total economic collapse we suffered. Further, the admission of former NOD members en masse means that a very large fraction of our population is made up of our former enemies and people theoretically aligned with them, even if those people are probably even more heavily monitored by InOps than an American muslim in 2002. I don't think GDI could have ever been able to reform and realign as hard as we've had it without such radical changes in the population, ruling class, and the near collapse of the economy.
 
In a very real way, our GDI is fundamentally a different state to the pre-TW3 GDI - pretty much none of our administrative population are the same people as before the last government got blown to bits, and most of the rest have lost vast amounts of money in the very near total economic collapse we suffered. Further, the admission of former NOD members en masse means that a very large fraction of our population is made up of our former enemies and people theoretically aligned with them, even if those people are probably even more heavily monitored by InOps than an American muslim in 2002. I don't think GDI could have ever been able to reform and realign as hard as we've had it without such radical changes in the population, ruling class, and the near collapse of the economy.

Pretty much.
Remember the first turns of the quest, when the clock was very literally ticking down on total economic collapse and we were barely scratching by on some last scraps of stored goods.
While a catastrophe, it did allow for unprecedented reforms to happen, since everything needed to be rebuilt from the ground up and thus there was barely any resistance - after all everything was already destroyed.
 
I know that this is an unpopular opinion but we might need to consider removing Pinhole for the remainder of the Plan, between Anadyr, The Tendrils, The shipyards, Zone Armor, Bergen and food reserves and the remaining military request like ASAT and OSRCT. Delaying a Prototype for at least a year that will have a minimal effect for the next decade might not be a bad option.

This is not without precedent considering the Liquid Tiberium Plant was delayed up until now. We just need to make some sacrifices with regards to resources like we did for Political Support.
 
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