Pretty much. His particular policies would have been a bit of a grab bag "whatever works to fund space" program.And Vice Admiral Harrison Carter would have been space, space, and more space, correct?
This is exactly what the Forgotten are, except they got it the hard way. (By most of the Tiberium-infected dying, and a very few surviving mostly by chance.)Because the thought of humanity being able to actually physically coexist with Tiberium on a biological level and not just keep it away to stay safe is pretty amazing to me.
I suppose that's somewhat true in the sense in that they can survive with it, but not entirely sure if it's a safe option in the long term with all the obvious mutations they have to live with.This is exactly what the Forgotten are, except they got it the hard way. (By most of the Tiberium-infected dying, and a very few surviving mostly by chance.)
Nod gives out "tiberium infusions" to its expendable squads of militants and fanatics which makes them tougher, faster, and turns them seemingly immune to the effects of tiberium. It also causes the person to emit tiberium vapor. However, it is telling that Nod only gives the tiberium infusions to its expendable forces. The infusion probably has negative long term effects. GDI has probably captured some Nod militants who have taken tiberium infusions who could be studied.Maybe the Treatment Facilities can study them to understand how they can survive as they do, and find a way to give the same benefits for normal people with minimal to no mutations. That and it sounds like what Nod already tried and succeeded in doing with the way they can make their troops immune to Tiberium, so perhaps it's more feasible than expected.
Where at 78 of the 95 we need so 17 to go.How many points of Tiberium mitigation do we need to complete our target?
95 points. We'll have 78 after this turn.How many points of Tiberium mitigation do we need to complete our target?
It all depends on what mitigation they provide, for example we have some options that provide 1 mitigation which is not that great for hitting the goal compared to the 4s and 5s. But yeah Tib dice are going to have to be all in on mitigation projects and even 50% is pushing it since if we get some low rolls (just look at boston this turn) we could fail the goal. So that is about 120R-150R a turn for the last 3 turns.-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 28%, 5 dice 75R 75%, 6 dice 90R 96%
-[] Blue Zone Perimeter Redoubts (Phase 3) 174/200 1 die 20R 100%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 0/300 3 dice 60R 17%, 4 dice 80R 69%, 5 dice 100R 95%
-[] Red Zone Tiberium Harvesting (Phase 5) 22/150? 1 die 25R 16%, 2 dice 50R 85%, 3 dice 75R 99%
-[] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 99%
Are the 5 projects to get there 11 dice at minimum 15 if we want 50% odds of making it(we have 18 tiberium dice left in this plan)
If the new options are income only ones, i would go with 1 dice on Redoubts, 2 on Red Zone Enclosure Campaigns to see if it completes with 2 dice as it has no additional phases and 3 on Yellow Zone Tiberium Harvesting as it gives income.
I'd imagine that a surplus being too high for too long can result in political complications as accusations of wasteful management are made, expect for Labor. Very high labor surpluses is basically saying lots of people have no job. And as such, I imagine is directly bad for us because it means less consumers and tax payers.So, since you are looking like you are on course to fix a bunch of stuff in the next few turns, going by the plans discussed both here and on discord, I am going to bring up the other side of insufficiencies. Surpluses.
Surpluses are good. Now, that should not be particularly surprising to anybody. Having a large surplus in pretty much any area will see you getting projects to either
A. Turn that surplus to something else. (For example, a large logistics surplus might well allow you to turn it into tourism with things like civil travel aviation or cruise liners as you move resources from transporting goods to mass people transport)
B. Turn that surplus into another shiny (Like a large energy surplus will get you things like particle accelerators, supercomputers, or similar.)
C. Generate a stockpile of that resource for future use (like you have already seen with the farms)
Basically all of these take substantial penalties to that form of supply, but give you some other major shiny in return, or proof against negatives in the future.
Well it depends. A high excess of housing that leads to ghost cities or a high excess of logistics that leads to a bunch of empty warehouses and ships might get that reaction, but I somehow doubt that anyone is going to complain about an excess of food for example.