1130/1130 Resources
6/7 Free dice

2061Q2 Draft Plan Civil Focus

Infrastructure (+34) 6/6 Dice 95 R
-[] Blue Zone Arcologies (Stage 4) 1/650 3 dice 45R
-[]Blue Zone Apartments (Stage 6?) 0/169 2 dice 20 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R

Heavy Industry (+29) 5/5 Dice + 2 Free Die 170 R
-[]Continuous Cycle Fusion Plant (Phase 8) 243/300 1 die 20R 88%
-[] Crystal Beam Industrial Laser Deployment 0/600 5 dice 100R 2%
-[] Isolinear Chip Foundry Anadyr 258/320 1 dice 50R 83%

Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%

Agriculture (+24) 4/4 Dice + 1 Free Die + EREWHON 70 R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[] Freeze Dried Food Plants 151/200 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3+4) 86/375 3 dice 50R 16%
-[] Extra Large Food Stockpiles 1 E die auto

Tiberium (+39) 7/7+1 free Dice 270 R
[ ] Harvesting Tendril Deployment (Phase 2) 74/750 8 dice 270 R

Orbital (+26) 6/6 +2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)

Services (+27) 5/5 Dice 180R
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (46% chance)

Military (+26) 8/8 Dice 130R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Mastodon Heavy Assault Walker Deployment (New) 2 dice 20R 9%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%

Bureaucracy 4/4
 
@doruma1920 , I think for this specific statistical purpose, it might be best to aggregate Yellow and Green Zones together, because this particular graph is about monitoring the relative spread (or containment) of tiberium since the end of TWIII, not about who politically controls which patches of land.

So something more along these lines?

And do something similar line for Purple Zones (NOD Blue Zones) if/when they appear.
 
1130 Income
1125 Used, 5 Open

[ ] Plan
Infra 6/6 90R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 4 dice 40R 71%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
HI 5/5 +2 free 170R +29
-[] Continuous Cycle Fusion Plants (Phase 8) (Updated) 243/300 2 dice 40R 100%
-[] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 0%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
LCI 5/5 135R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
Agri 4/4 +2 Free+1 AA +1 Erewhon 70R +24
-[] Security Review (Via Admin Assistance)
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18% (100% for 4)
-[] Freeze Dried Food Plants 181/200 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 3 die 30R 16% (100% for 3)
-[] Extra Large Food Stockpiles 1 Erewhon die auto
Tiberium 7/7 160R +39
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 4 dice 100R 99%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%
Orbital 6/6 +2 free 160R +26
-[] GDSS Enterprise (Phase 5) 348/1535 7 dice 140R 0%
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
Services 5/5 180R +27
-[] Professional Sports Programs 102/250 2 dice 20R 70%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[] NOD Research Initiatives 0/200 2 dice 60R 32%
Military 8/8+ 1 free 160R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 5 dice 100R 98%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Escort Carrier Shipyards (New York) 138/240? 1 die 20R 40%
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
Bureau 4/4 +19
-[] Security Review (Agriculture) 2 dice + 1 Agri (from Admin Assistance) 100%
-[] Administrative Assistance (Sec Review Agri) 2 dice
Free 7/7
2 HI, 2 Agri 2 Orb 1 Mil


Plan Goals
Looking to Finish:
Complete Isolinear Chip Foundry Anadyr- 83%

Making Progress:
Complete at least one phase of Space Mines- 38%
Complete GDSS Enterprise- in progress (7 dice)
Consumer Goods: 6 Points - 4 points this turn
Food: 16 points in reserve -10+possible additional 2 this turn
Processing: 280 points 50 this turn
Complete OSRCT Phase 4- 98% for phase 3
Complete at least one more phase of URLS production- 23%
Complete last remaining Escort Carrier Shipyards- 40%?
Deploy Mastodon- 30%
Deploy Crystal Beam Industrial Laser- in progress (4 dice)

Future Turns:
ASAT Phase 4- Q3
Complete Karachi Planned City by end of Q4 2065 - next plan


Some early thoughts going for some min dice needed to finish several projects to save on dice if those pass with Q3 letting us finish them fairly easy. Mil puts progress with min dice needed to complete all plan goals except ASAT. 4 dice on crystal lasers to try and get some good progress so we don't have to overkill it Q4 plus it will help our energy out quite a bit. 2 free dice on agri projects, and using Erewhon to get the extra large stockpile up and an admin assistance for security review. With any luck we can pull ahead enough in agri, crystal laser and mil to move some free dice into orbital Q3 to push enterprise so we can start the gravitic drive bay without running the risk of falling short of plan goals.

Edit- flipped 2 dice from OSRCT to enterprise

Edit 2- dropped the 1 die tendril for a 4th on border offensives, keeping 5R for changes after Q1 results get posted
 
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That's real good, Doruma, I like that.

Also, general observation:

I am hopeful and optimistic that claw rollout tech will be a smaller and cheaper project than tendrils. This is because:

1) Our existing new tendril hardware is likely to be already superior to Nod claw hardware in a variety of applications, so we hopefully won't need to do a 1350 Progress megaproject to roll it out to our entire harvester fleet.

2) Consider that Nod adheres to a high-low mix. Most of their low-end hardware is cheap and easy to replicate, at least given their own standards of "easy," which include some things we don't have access to. Even so, GDI probably wouldn't have any real difficulty in duplicating, say, a Nod rocket launcher, Venom VTOL, or attack buggy if it really wanted to. After all, we have our own versions of all these systems, whose performance is broadly comparable. And by extension, tiberium harvesters are low-end, basic tech. Nod needs them all over the place, and even low-tier Brotherhood warlords must perforce harvest tiberium to even participate meaningfully in Nod's military economy. Thus, harvester claws (a part of the harvester that probably needs to be maintained or replaced regularly) cannot be anything particularly exotic or difficult to make within Nod's industrial base. There is clearly some specific trick to making the things that we hitherto did not know, but having learned the trick, presumably we can make our own easily enough.

I'm guessing that this will be a 20 R/die project, not a 30 R/die project.

1130/1130 Resources
6/7 Free dice

2061Q2 Draft Plan Civil Focus

Infrastructure (+34) 6/6 Dice 95 R
-[] Blue Zone Arcologies (Stage 4) 1/650 3 dice 45R
-[]Blue Zone Apartments (Stage 6?) 0/169 2 dice 20 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R
Hm. A deliberately non-Chicago plan, which is quite respectable. Though if we avoid Chicago in Q2 and Q3, realistically we're going to need to build an extra wave of tiberium refineries as a Tiberium action at some point.

On the other hand, I think it's probably not a great idea for us to invest dice in building arcologies at this point. We might as well just create the Bureau of Arcologies and spin off responsibility for the project altogether. Arcologies are simply not a viable way to solve the Housing crisis at this point; they are more or less a pure prestige project and we have too many non-prestige needs.

Such as fortifying the borders with fortress towns, and constructing apartments for the refugee wave, and (important reminder!) making sure we don't run down our Logistics numbers too far with all the apartments we're building!

Heavy Industry (+29) 5/5 Dice + 2 Free Die 170 R
-[]Continuous Cycle Fusion Plant (Phase 8) 243/300 1 die 20R 88%
-[] Crystal Beam Industrial Laser Deployment 0/600 5 dice 100R 2%
-[] Isolinear Chip Foundry Anadyr 258/320 1 dice 50R 83%
Bear in mind that we're down to +5 Energy. Unless you have a specific plan for where new Energy is going to come from, spending one die on fusion power isn't enough to be confident of getting any more. This severely limits our potential options for other actions this turn. For example, Anadyr will consume -2 Energy, the fertilizer plants -1, the drone factories -2, and the Mastodon plants (fairly likely to complete with two dice, as they're already at something like 100/225) cost -3.

And you can't compensate with the laser deployment, because that's vanishingly unlikely to finish under your plan.

Tiberium (+39) 7/7+1 free Dice 270 R
[ ] Harvesting Tendril Deployment (Phase 2) 74/750 8 dice 270 R
Aggressive pursuit of Phase 2 of the harvesting tendrils is not necessarily a bad idea. However, it's important to note two things:

1) Even if we get Phase 2 in 2061Q2, we will not see enough return on investment in 2061 for the option to pay for itself. Thus, it is a net decrease in our discretionary spending budget for other things, not an increase.

2) With this in mind, it is probably better to invest dice spread out over 2-3 turns in this project, because we're doing it for the long-term benefits, not for short-term gain. To be reasonably assured of getting the project in a single turn, we would need to painfully overinvest- as we did with Phase 1, which is how we ended up with 75 points of rollover despite mediocre rolls on the project in the first place.

Orbital (+26) 6/6 +2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)
Respectable, but if I had your priorities, I'd drop the free die on tendril harvesting and put it on Enterprise.

Military (+26) 8/8 Dice 130R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Mastodon Heavy Assault Walker Deployment (New) 2 dice 20R 9%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
An interesting attempt to minimize expenditure on the military, in dice, resources, and energy. On the other hand, this comes at the cost of delaying ship construction from all remaining incomplete yards by another quarter, and leaving us with some pretty big/important projects that we haveta haveta get finished in Q4, which may result in multiple parallel projects getting 2-3 dice when they probably only need one. Not so happy there.

1130 Income
1130 Used, 0 Open

[ ] Plan
Infra 6/6 90R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 6) 0/160 4 dice 40R
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R
...
Tiberium 7/7 165R +39
-[] Red Zone Border Offensives (Stage 1) (Updated) 0/250 3 dice 75R 74%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 1 dice 30R
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%
I infer that your plan is to avoid Chicago Phase 4 entirely this plan, and instead use the upgraded Hewlett-Gardener process to build the first of a new generation of tiberium refineries entirely using the Tiberium option for building new refineries?

My one objection is that if you're planning to only put one die into the tendrils this turn, you might as well just invest in something else entirely that we'll also want done by end of plan. I nominate a fourth die on the border offensives, or a die on the RZ-7 tiberium inhibitor.

LCI 5/5 135R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Bergen Superconductor Foundry (Phase 3) (Updated) 0/380 4 dice 120R 13%
Bold and aggressive; I was putting off Bergen until Q3-Q4 and anticipating another turn focusing on 10-15 R/die light industry projects, such as more consumer goods production and the drone factories. I don't disapprove, mind you, assuming the political situation supports it.

Agri 4/4 +2 Free+1 AA +1 Erewhon 70R +24
-[] Security Review (Via Admin Assistance)
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 2 dice 20R 100%
-[] Freeze Dried Food Plants 181/200 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 3 die 30R
-[] Extra Large Food Stockpiles 1 Erewhon die auto
I think this is a bad time to do security reviews of Agriculture. It hasn't been that long. Also, I'm not sure you can do that with AA dice.

Orbital 6/6 120R +26
-[] GDSS Enterprise (Phase 5) 348/1535 5 dice 100R 0%
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 1 die 20R
I'm anxious about not investing any Free dice into Orbital. We have 15 dice left to go on the project as a median investment requirement, and we could get unlucky on our rolls again. I want to have some wiggle room left, and that means investing Free dice now.

Military 8/8+ 3 free 200R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10% (100% for phase 3)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Escort Carrier Shipyards (New York) 138/240? 1 die 20R ??%
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R
While I would personally rather put a few dice into Seattle, I can understand the desire to monofocus heavily on OSRCT at the moment.
 
My guess is advanced hardlight does not have the strength and power to be used as a weapon.
At least not over useful combat ranges.

Because if the only way to make it weaponizable is to lure the enemy into a holodeck, well, you could probably kill your enemy any number of ways if you lure them into a sealed container completely surrounded by complex technological gizmos under your control.

Likewise, if the only way to make the hardlight weaponizable is to poke them with it while holding the field effect projector within a meter or so of their person, then congratulations, you've developed a very expensive and redundant form of what the ancients called "spear" technology.
 
All these 99's…
In Anadyr and census…
I really hope we get the "99's are crits" employee this time around.

Scrin are not gone.
Well, not entirely unexpected, but after 15 years of silence I kinda began to think that they are.
Bogatyr and space navy just have become mandatory.
On the other hand, renewal of Scrinata.

Apropos Scrinata - if the codes allow us to board the Scrin, I will laugh, so hard.

Advanced hard light should revolutionize entertainment, lab setups, simulations, surgical theaters, military command and control, and hundred things I didn't think of…
Oh, if we are lucky, nearly all our industrial instruments will now be hard light - things like mill heads, drills and so on.
This has potential to be huge.

…and better drone control… just as we are heavily investing into drones… and portals that will eventually allow us FTL drone control… So delicious…

Last but not least, apartments were meant to be intermediate solutions till we can afford building arcologies. I would be more than a little miffed if we suddenly began to see them as main living space for our citizens.
 
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A holodeck as a malleable set of high powered, instantly replaceable industrial tools is not an application that I considered, but in a controlled environment- you probably could have a complicated and flexible hard light array making manufacturing more programmable.
 
A holodeck as a malleable set of high powered, instantly replaceable industrial tools is not an application that I considered, but in a controlled environment- you probably could have a complicated and flexible hard light array making manufacturing more programmable.

Even more than that - current CNC machines have dozens, partly hundreds (with replacements) different instrument heads they exchange during production cycles.
If it were possible to replace all these heads with an infinitely malleable hard light one, not only would it cut down on maintenance by an insane degree, it also would allow for production of structures only possible with additive manufacturing so far since a hard light instrument could change its geometry during processing, thus for example "milling" complicated internal structures into a part, impossible with a none inherently malleable tool.
Another thing - perpetually renewable tools can hold edges to a degree literally impossible for any conventional tools.

Edit:
This said, this all can only be possible as long as "hardness" of hard light exceeds the hardness of material it is to machine - I expect thresholds, with, say, aluminum alloys being relatively easy to work with, while some STU's being extremely hard to impossible.
 
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There's also the fineness of the tools we can potentially be working with, better men than me can quantify how small a photon actually is, but at the very least- the answer is 'very'. Making things involving a lot of precision might very well benefit from an etching tool with a tip smaller than an atom or what have you. In fact, given Tiberium's current state as a proton lattice, it's entirely possible this is a part of what Scrin do to directly manipulate atoms on a subatomic level. Presuming they invented the stuff of course, they evidently had to make matter composed purely of protons in a stable state at one point or another.
 
So, with the eventual capture and use of Ganatech and whatever the drones turn into, are we making client species? This already sounds like we are capable of making Geth and Vorcha. Eventually. That is going to be a can of worms. Little E proves that they are people, when the greater drone network eventually gets enough traction, then what? Same with NOD's Gana, they are slowly becoming more intelligent to fight us. We might get sophont Gana soon as a consequence of NOD needing more bodies.
 
Thus, harvester claws (a part of the harvester that probably needs to be maintained or replaced regularly) cannot be anything particularly exotic or difficult to make within Nod's industrial base. There is clearly some specific trick to making the things that we hitherto did not know, but having learned the trick, presumably we can make our own easily enough.

I'm guessing that this will be a 20 R/die project, not a 30 R/die project.
Should remember that while Nod's Claws may not have been too far ahead of our old Tib miners, the Tendrils were a very big step up. While Nod Claws may not have anything that could be applied to our Tendrils, the opposite will not be true. There's advanced tech we could and should apply to the Claws, and while they will be better and worth it, they won't be that cheap.
So, with the eventual capture and use of Ganatech and whatever the drones turn into, are we making client species? This already sounds like we are capable of making Geth and Vorcha. Eventually. That is going to be a can of worms. Little E proves that they are people, when the greater drone network eventually gets enough traction, then what? Same with NOD's Gana, they are slowly becoming more intelligent to fight us. We might get sophont Gana soon as a consequence of NOD needing more bodies.
I was posing such questions earlier. My take was just to use the laws we have for humans, swap the names around and use it as a base. Right now the drones aren't a concern. Gana? If they can prove their sentience and sapience, if captured in combat treat them like POWs. I doubt we'll find any noncombatants.

Edit: Okay, not exactly like normal POWs. They are by design, Tiberium infused bioengineered combat cyborgs. They'll need some special holding areas. But you know, I'd have it be they be held as humianly as possible, circumstances permitting.
 
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So, with the eventual capture and use of Ganatech and whatever the drones turn into, are we making client species? This already sounds like we are capable of making Geth and Vorcha. Eventually. That is going to be a can of worms. Little E proves that they are people, when the greater drone network eventually gets enough traction, then what? Same with NOD's Gana, they are slowly becoming more intelligent to fight us. We might get sophont Gana soon as a consequence of NOD needing more bodies.

Short answer?
Yes, we already are.

We do not even have any choice with Gana - the new "lizards" we have seen may very well already be fully sapient, so this ship may well have sailed.
Erewhon is also fully sapient with full rights, and while for now our ability to build AI's is, well, not very advanced, I fully expect AI's to proliferate with time, till, for example, ship AI's or research centre supervisor AI's will become standard.

So humans are already not the only sapient race on Earth, tendency rising.
 
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Suborbital Shuttle Service 92+30+34 = 156/200
Blue Zone Apartment Complexes (Phase 3) 72+88+10+85+32+23+170 = 480/160 (Phase 4) 320/160 (Phase 5) 160/160 -5 Log +18 House
Continuous Cycle Fusion Plants 67+25+93+58 = 243/300
Isolinear Chip Foundry Anadyr 85+16+99+58 = 258/320

Crystal Beam Industrial Laser Deployment 0+22+12+58 = 92/600
Civilian Support Expansion 0+32+42+8+85+96 = 263/250 +6 ConG -1 Lab
Freeze Dried Food Plants 151+6+24 = 181/200
Agriculture Mechanization Projects (Phase 1) 0+73+55+48 = 176/150 (Phase 2) 26/250 +8 F -1 E -1 CapG
Strategic Food Stockpile Construction (Phase 2) 38+68+34+23+72 = 235/150 (Phase 3) 85/175 +2 FiR -4 F
Harvesting Tendril Deployment (Phase 1) 0+89+16+64+33+35+68+35+22+312 = 674/600 (Phase 2) 74/750 +90 RpT -1 STU
Tiberium Harvesting Claws Development 0+54+44 = 98/80

GDSS Enterprise (Phase 5) 102+23+91+39+93 = 348/1535
Lunar Rare Metals Harvesting (Phase 1) 45+37+17+52 = 151/140 (Phase 2) 11/125? +5 RpT
Lunar Regolith Harvesting (Phase 2) 276+65+26 = 367/310 (Phase 3) 57/??? +15 RpT
Professional Sports Programs 0+75+27 = 102/250
Scrin Research Institutions 0+85+90+40+72+128 = 415/400
Skywatch Telescope System 64+13+26 = 103/95
Hallucinogen Countermeasures Development 0+53+31 = 84/40
Railgun Munitions Development 38+38+31 = 107/60

Mastodon Heavy Assault Walker Deployment 0+39+22+52 = 113/225
Escort Carrier Shipyards Nagoya 171+31+26 = 227/240 Finishes with a +15 Canon Omake. -5 E -2 CapG
Escort Carrier Shipyards Dublin 0+97+93+52 = 242/240 -5 E -2 CapG

Escort Carrier Shipyards New York 0+1+85+52 = 138/240 NAT 1
Conduct Economic Census 25+99+69+69+8+76 = 346 DC MAX 250 @Ithillid you forgot to designate the Erewhon Die
Security Reviews Light and Chemical Industry 82+19 = 101 DC 50

Resources:‌ ‌1020+90+5+15 = 1130? + 0 in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread

21.29-0.51+0.98 = 21.76 Blue Zone
2.16+0.51-0.98 = 1.69 Green Zone
22.82-0.21+0.7 = 23.31 Yellow Zone (98 Points of Abatement)
53.73+0.21-0.7 = 53.24 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36+18-10 = +44 (31-18+10 = 23 population in low quality housing) (-10 per turn from refugees)
Energy: +16-1-5-5 = +5 (+4 in reserve)
Logistics: +26-5 = +21? (-7? from raiding) (-7? from military activity)
Food: +22+8-4-4? = +22? (+10+2 = +12 in reserve)
Health: +9? (-8? from Wartime Demand) (-10? from Refugees)
Capital Goods: +27+1-10-1-2-2 = +13 (+101+27 = +128 in reserve) [-10 at End of War (Will go back this turn) ] [+1 in Q1 2061 ]
STUs: +11-1+1 = +11
Consumer Goods: +37+16+6+3 = +62? (-22? from demand spike) (+3 from Private Industry)
Labor: +43-1 = +42? We don't have Labor gain right now probably because of the refugees taking up so much +Health
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925+90 = 2015/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30?
Space Mining Per Turn: +75+5+15 = 95
Green Zone Water: +6

[ ] Plan Running on Glass v2.0:
-[ ] Infrastructure 6/6 + 3 Free Dice Dice 185 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 6 Dice = 120 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 156/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[ ] Heavy Industry 5/5 Dice + 1 Free Die 140 Resources:
--[ ] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 1 Die = 20 Resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated) 243/300 20 Resources per Die, 2 Die = 40 Resources
--[ ] Crystal Beam Industrial Laser Deployment (New?) 92/600 20 Resources per Die, 1 Die = 20 Resources
--[ ] Isolinear Chip Foundry Anadyr 258/320 50 Resources per Die, 1 Die = 50 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Support Expansion (Phase 2) 13/??? 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice + 3 Free Dice 85 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 26/250 15 Resources per Die, 3 Die = 45 Resources
--Strategic Food Stockpile Construction (Phase 3) 85/175
--[ ] Freeze Dried Food Plants 181/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die
-[ ] Tiberium 7/7 Dice 210 Resources:
--[ ] Harvesting Tendril Deployment (Phase 2) 74/750 30 Resources per Die, 7 Dice = 210 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] GDSS Enterprise (Phase 5) 348/1535 20 Resources per Die, 5 Dice + Erewhon Die = 120 Resources
--[ ] Lunar Rare Metals Harvesting (Phase 2) 11/125? 20 Resources per Die, 1 Die = 20 Resources
-[ ] Services 5/5 Dice 180 Resources:
--[ ] Professional Sports Programs 102/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
--[ ] NOD Research Initiatives (New) 0/200 30 Resources per Die, 2 Die = 60 resources
-[ ] Military 8/8 Dice 135 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 1 Die = 15 Resources
--[ ] Escort Carrier Shipyards (High Priority) New York 138/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Shark Class Frigate Shipyards Seattle (High Priority) 0/300 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 113/225 10 Resources per Die, 2 Die = 20 Resources
-[ ] Bureaucracy 4/4 Dice:
--[ ] Conduct Civil Satisfaction Surveys DC 90/120/150/180 4 Dice

185+140+55+85+210+140+180+135 = 1130/1130

So here is my first preliminary plan for next turn. It doesn't do the Improved Hewlett Gardener Process Development because we haven't done the NOD gatcha yet which might get us some sort of better Tiberium Processing:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 6 Infrastructure Dice and 1 Heavy Industry Die on Chicago Planned City for a 75% chance and an Average DC of 43 to complete Phase 4 and be done with a plan goal.
- 1 Die on Suborbital Shuttle Service for a 100% chance and a DC of 1 to complete Phase 1 and get the Himmalayan Blue Zone some logistical support.
- 1 Die on Bureau of Arcologies so we are always building at least a small amount of High Quality Housing so that we don't have to do Housing actions every turn.

- 2 Die on Continuous Cycle Fusion Plants for a 100% chance and an Average DC of 1 to complete Phase 8 so we have enough Energy.
- 1 Die on Crystal Beam Industrial Laser Deployment to continue building that up.
- 1 Die on Anadyr for a 83% chance and a DC of 18 to complete this plan goal.
- 1 Die on Division of Alternative Energy so we can get a trickle of Energy each turn.

- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Support Expansion because that is a running issue until it is complete.

- 3 Dice on Agriculture Mechanization Projects Phase 2 for a 61% chance and an Average DC of 46 to complete that line of Action. For now.
- 2 Die on Strategic Food Stockpile Construction for a 97% chance and an Average DC of 14 to complete Phase 3.
- 1 Die on Freeze Dried Food Plants so it is finally done.
- 1 Die on Extra Large Food Stockpiles to get that done.

- 7 Dice on Harvesting Tendril Deployment Phase 2 for a 33% chance and an Average DC of 56 to complete and get us enough Resources per Turn that we will start storing them so we have some extra after Reallocation so we can hit the ground running.

- 6 Dice, one of them Erewhon, on Enterprise to continue working towards that Plan Goal.
- 1 Die on Lunar Rare Metals Harvesting to slow roll that goal.

- 2 Die on Professional Sports Programs for a 70% chance and an Average DC of 40 to complete this action and get the PS. We can't do it on 1 Die.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.
- 2 Die on NOD Research Initiatives for a 25% chance and an Average DC of 66 to complete that and know what sort of tech we have coming down the pipeline for the foreseeable future.

- 1 Die on Universal Rocket Launch System Deployment to get started on that Plan Goal.
- 1 Die on Escort Carrier Shipyards New York for a 40% chance and a DC of 61 t ocomplete this plan goal.
- 4 Dice on Shark Class Frigate Shipyards Seattle for a 64% chance and an Average DC of 46 to complete the Shark Frigate Deployment
- 2 Die on Mastadon deployment for a 90% chance and Average DC of 23 to get Steel Talons a new set of bases. If this was just the Mastadon Deplyoment then I would slow roll it, but read the text of the action these are the start of new Steel Talon bases for field testing.

- 4 Dice on Conduct Civil Satisfaction Surveys for a 98% chance and an Average DC of 20 to pass the highest DC.
 
Should remember that while Nod's Claws may not have been too far ahead of our old Tib miners, the Tendrils were a very big step up. While Nod Claws may not have anything that could be applied to our Tendrils, the opposite will not be true. There's advanced tech we could and should apply to the Claws, and while they will be better and worth it, they won't be that cheap.
Yes, but the question is whether the claws will be a beneficial addition when we have just refitted the harvester fleet with tendrils. It seems likely that the answer will be "in some circumstances, yes, in other circumstances, no."

And even where it is beneficial, we have already refitted the harvest fleet supply chain with tendril equipment, so working backwards to retrofit that equipment into a claw-based system is not going to be as expensive as creating the tendril equipment in the first place.

It may even be that claws are incompatible with tendril hardware (say, because they are based on the idea of driving the claw firmly into stony ground, which is incompatible with keeping your tendril tiberium-vacuum-hose working well).

So I do not foresee the claw refit being either as far-reaching (Progress-intensive) or as costly in terms of the required equipment (costly-per-die) as the tendril refit.

I could be wrong.
 
I'm skeptical the Gana can naturally reproduce, and even the ones expressing some kind of intelligence to issue commands are probably so heavily riddled with evolutionary trade offs and shortcuts suited for cloned disposable weapons that the prospect of Gana developing into a stable and sustainable species seems incredibly unlikely and a bit contrived.

There's a few animals today humans have optimized so much they'd basically be hosed in the wild, and Gana are likely orders of magnitude more optimized for short, violent, and disposables lives than any domesticated animal I can think of. If we secure Gana prisoners, I'm all for treating them with respect and dignity, but I imagine they'll probably have horrifying health problems over any long periods, and the sort of genetic engineering to try and remove those issues is something I can't even begin to speculate on.

Like pretend you're a sociopathic NOD geneticist splicing species to try and create super soldiers, soldiers you don't remotely consider people. What terrible compromises are you willing to give this lizard man to give it the reflexes to dodge a barely subsonic bullet? Hypersensitive nerve bundles and constant pressure in the cranium from engorged blood vessels- hardly even a compromise. This form of regen leads to cancerous tissue? Who cares! Telomeres rapidly degrading from being copied so frequently as a result of their accelerated life cycle? All the better for disposable shock troops!

It's hard to quantify the sheer inhumanity at play here if NOD really is treading the line of sapient Gana.
 
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Skipping away from Gana and Scrin a bit, is the Ranching Domes a one time thing or will there be other phases available each. I kinda imagine the huge demand for steaks, butter, eggs and milk from both the Blue Zone Populace and the new arrivals so there will be a major demand for farmers that a single batch of domes will not be able to cover.


Also, will there be an option to build dedicated industrialized Hog Farms? Considering how easy it is to farm pork for meat?
 
So I do not foresee the claw refit being either as far-reaching (Progress-intensive) or as costly in terms of the required equipment (costly-per-die) as the tendril refit.

I could be wrong.
True, I just want to keep the possibility in mind.
I'm skeptical the Gana can naturally reproduce, and even the ones expressing some kind of intelligence to issue commands are probably so heavily riddled with evolutionary trade offs and shortcuts suited for cloned disposable weapons that the prospect of Gana developing into a stable and sustainable species seems incredibly unlikely and a bit contrived.

There's a few animals today humans have optimized so much they'd basically be hosed in the wild, and Gana are likely orders of magnitude more optimized for short, violent, and disposables lives than any domesticated animal I can think of. If we secure Gana prisoners, I'm all for treating them with respect and dignity, but I imagine they'll probably have horrifying health problems over any long periods, and the sort of genetic engineering to try and remove those issues is something I can't even begin to speculate on.

Like pretend you're a sociopathic NOD geneticist splicing species to try and create super soldiers, soldiers you don't remotely consider people. What terrible compromises are you willing to give this lizard man to give it the reflexes to dodge a barely subsonic bullet? Hypersensitive nerve bundles and constant pressure in the cranium from engorged blood vessels- hardly even a compromise. This form of regen leads to cancerous tissue? Who cares! Telomeres rapidly degrading from being copied so frequently as a result of their accelerated life cycle? All the better for disposable shock troops!

It's hard to quantify the sheer inhumanity at play here if NOD really is treading the line of sapient Gana.
Natural reproduction may or may not possible, but they are possible to create now, and so long as the technology exists to create more, there will be more.

And it is clear the Gana are improving. Improving in a way that gives them long term viability isn't clear, but in general it's usually better for your bioweapons to have a long shelf life, especially if they're intelligent. You don't want to have to reteach your NCOs and junior officers how to lead every few years. A human life span isn't necessary, but twenty to thirty years? That's enough, especially if they reach maturity quickly.

And yes, creating beings like this is horrible, but that's rather besides the point. They exist now, and until we feel brave enough to reach out and touch India, they will continue to exist, and more will be made. It isn't a question of how long they'll live, it's a question of what to do with them while they're alive.
 
It may even be that claws are incompatible with tendril hardware (say, because they are based on the idea of driving the claw firmly into stony ground, which is incompatible with keeping your tendril tiberium-vacuum-hose working well).

o_O Simon what exactly in this:

[ ] Harvesting Tendril Development
A substantial increase in efficiency, a rapid harvesting tendril disrupts the bonds between Tiberium crystals, before acting as an electromagnetic vacuum cleaner, speeding the harvesting process and pushing forward harvesting technologies.
(Progress 98/40: 30 resources per die)

The Harvesting Tendril is a marvel of modern engineering: mating short range sonic emitters, electromagnets, and human-adapted xenotechnology to the problem of tiberium harvesting. While the Scrin managed to fit the system into a long, flexible tendril, GDI's version is significantly more crude – more or less a simple tube with quite a large number of greebles on it, attached to a sweeping turret.

While so far testing has occurred on a modified railgun harvester platform, it has demonstrated significant advantages, with tests suggesting an efficiency improvement of approximately ten percent over previous designs, and more importantly in some ways, deeper penetration than existing sweepers, with less soil disruption.

In late September, the testbed was transported to the Northern Italian Red Zone, where it underwent a further round of testing, this time against a glacier face. While not enough to stop a glacier, the system fundamentally simplified harvest, being able to play back and forth across over a dozen square meters, rather than needing to sweep up shards of Tiberium from a shattered face.

In terms of safety, it is very important that the sweeper be cleared and turned fully off before the harvester returns to base. In two cases, the stripping functions compromised crew PPE during testing. While certainly worrying, it is simply another dangerous piece of equipment, and in some ways significantly less dangerous than the sweeping arms, which can and have removed limbs caught inside them.

makes you think the tech is incompatible with NOD digging arms?

Skipping away from Gana and Scrin a bit, is the Ranching Domes a one time thing or will there be other phases available each. I kinda imagine the huge demand for steaks, butter, eggs and milk from both the Blue Zone Populace and the new arrivals so there will be a major demand for farmers that a single batch of domes will not be able to cover.


Also, will there be an option to build dedicated industrialized Hog Farms? Considering how easy it is to farm pork for meat?

We should have done Ranching Domes literally years ago, but there hasn't been funding available for a 20 RpD project in Agriculture until recently. We need the Ranching Domes both for advancing Tissue Replacement and doing more complex artificial ecosystems. We should probably do them before/along with Shala.
 
True, I just want to keep the possibility in mind.

Natural reproduction may or may not possible, but they are possible to create now, and so long as the technology exists to create more, there will be more.

And it is clear the Gana are improving. Improving in a way that gives them long term viability isn't clear, but in general it's usually better for your bioweapons to have a long shelf life, especially if they're intelligent. You don't want to have to reteach your NCOs and junior officers how to lead every few years. A human life span isn't necessary, but twenty to thirty years? That's enough, especially if they reach maturity quickly.

And yes, creating beings like this is horrible, but that's rather besides the point. They exist now, and until we feel brave enough to reach out and touch India, they will continue to exist, and more will be made. It isn't a question of how long they'll live, it's a question of what to do with them while they're alive.
The latter is something I'm in agreement over at least. I don't see GDI ever creating or condoning the use of Gana unless they've been so drastically altered to arguably be something completely different (eg not a purpose made janissary slave race) But we have every obligation owed to them as we owe to Erewhon.
 
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Here's a preliminary Array for next turn. As always, it's big. Like really big. Wow. please report any potential errors, missing projects, ideas for improvements, etc. etc.

-[] Blue Zone Apartment Complexes (Phase 6?) 0/160? 2 dice 20R 72%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 6+7?) 0/320? 3 dice 30R 16%, 4 dice 40R 71%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 6+7+8?) 0/480? 5 dice 50R 26%, 6 dice 60R 72%, 7 dice 70R 95%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Suborbital Shuttle Service (Phase 1+2) 156/450 3 dice 80R+ 32%, 4 dice 105R+ 84%, 5 dice 130R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 156/650 5 dice 130R+ 20%, 6 dice 155R+ 65%, 7 dice 180R+ 93%

-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 8+9) 243/600 3 dice 60R 2%, 4 dice 80R 34%, 5 dice 100R 80%, 6 dice 120R 97%
-[] Crystal Beam Industrial Laser Deployment 51/600 5 dice 100R 2%, 6 dice 120R 22%, 7 dice 140R 62%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%, 2 dice 100R 100%

-[] Civilian Support Expansion (Phase 2) 13/250? 2 dice 20R 4%, 3 dice 30R 52%, 4 dice 40R 90%

-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Freeze Dried Food Plants 181/200 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 1 die 10R 50%, 2 dice 20R 97%
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 3 dice 30R 16%, 4 dice 40R 65%, 5 dice 50R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4+5?) 85/600? 5 dice 50R 2%, 6 dice 60R 23%, 7 dice 70R 61%, 8 dice 80R 88%, 9 dice 90R 98%

-[] Harvesting Tendril Deployment (Phase 2) 74/750 6 dice 180R 4%, 7 dice 210R 33%, 8 dice 240R 75%, 9 dice 270R 95%
-[] Tiberium Harvesting Claws Development Done

-[] GDSS Enterprise (Phase 5) 348/1535 12 dice 240R 3%, 13 dice 260R 14%, 14 dice 280R 39%, 15 dice 300R 67%, 16 dice 320R 87%, 17 dice 340R 96%
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%, 2 die 40R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/290? 2 dice 40R 6%, 3 dice 60R 59%, 4 dice 80R 94%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/570? 5 dice 100R 4%, 6 dice 120R 30%, 7 dice 140R 69%, 8 dice 160R 92%

-[] Professional Sports Programs 102/250 2 dice 20R 70%, 3 dice 30R 98%
-[] Scrin Research Institutions Done

-[] Skywatch Telescope System Done
-[] Railgun Munitions Development Done
-[] Hallucinogen Countermeasures Development Done
-[] Escort Carrier Shipyards (Nagoya) Done
-[] Escort Carrier Shipyards (Dublin) Done

-[] Escort Carrier Shipyards (New York) 138/240? 1 die 20R 40%, 2 dice 40R 94% (Nat 1)
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%, 2 dice 20R 91%

-[] Conduct Economic Census DC 250 Done
-[] Security Review L&CL Done
Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Blue Zone Arcologies (Stage 4+5) 1/1300 13 dice 195R 4%, 14 dice 210R 18%, 15 dice 225R 44%, 16 dice 240R 72%, 17 dice 255R 90%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 33%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Blue Zone Apartment Complexes (Phase 6?) 0/160? 2 dice 20R 72%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 6+7?) 0/320? 3 dice 30R 16%, 4 dice 40R 71%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 6+7+8?) 0/480? 5 dice 50R 26%, 6 dice 60R 72%, 7 dice 70R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 11%, 7 dice 105R 48%, 8 dice 120R 83%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 3%, 10 dice 150R 21%, 11 dice 165R 54%, 12 dice 180R 82%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Suborbital Shuttle Service (Phase 1+2) 156/450 3 dice 80R+ 32%, 4 dice 105R+ 84%, 5 dice 130R+ 99%
-[] Suborbital Shuttle Service (Phase 1+2+3) 156/650 5 dice 130R+ 20%, 6 dice 155R+ 65%, 7 dice 180R+ 93%

-[] Chicago Planned City (Phase 4) 3/550 5 HI dice 100R 2%, 6 HI dice 120R 23%, 7 HI dice 140R 63%, 8 HI dice 160R 90%
--Alt: 1 HI 4 Infra dice 100R 4%, 1 HI 5 Infra dice 120R 34%, 1 HI 6 Infra dice 140R 76%, 1 HI 7 Infra dice 160R 96%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/240 +60/turn 2 dice 30R 54%, 3 dice 45R 96%
--Alt 1: Q3 2061 0/180 +60/turn 1 die 15R 30%, 2 dice 60R 94%
--Alt 2: Q4 2061 0/120 +60/turn 1 die 15R 90%
--Alt 3: Q1 2062 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) 0/80 1 die 10R 70%, 2 dice 20R 100%
-[] Emergency Caloric Reclamation Processor Installations (Phase 1+2) 0/160 2 dice 20R 72%, 3 dice 30R 99%
-[] Bureau of Arcologies 1 Infra die -15R auto
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 8+9) 243/600 3 dice 60R 2%, 4 dice 80R 34%, 5 dice 100R 80%, 6 dice 120R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74% 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment 51/600 5 dice 100R 2%, 6 dice 120R 22%, 7 dice 140R 62%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%, 2 dice 100R 100%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Division of Alternative Energy 1 HI die -10R auto
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--Alt: 1 AA die 15R 92%
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Civilian Support Expansion (Phase 2) 13/250? 2 dice 20R 4%, 3 dice 30R 52%, 4 dice 40R 90%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development 0/60 1 die 10R 85%, 2 dice 20R 100%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%, 2 dice 20R 100%
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Blue Zone Aquaponics Bays (Phase 4+5+6) 75/420 4 dice 40R 30%, 5 dice 50R 74%, 6 dice 60R 95%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 181/200 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 1 die 10R 50%, 2 dice 20R 97%
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 3 dice 30R 16%, 4 dice 40R 65%, 5 dice 50R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4+5?) 85/600? 5 dice 50R 2%, 6 dice 60R 23%, 7 dice 70R 61%, 8 dice 80R 88%, 9 dice 90R 98%
-[] Extra Large Food Stockpiles 1 die auto
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 54%, 3 dice 30R 94%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) 0/500 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%, 16 dice 400R 96%
-[] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 17%, 7 dice 175R 60%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2?) 41/280? 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 6 dice 180R 4%, 7 dice 210R 33%, 8 dice 240R 75%, 9 dice 270R 95%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 348/1535 12 dice 240R 3%, 13 dice 260R 14%, 14 dice 280R 39%, 15 dice 300R 67%, 16 dice 320R 87%, 17 dice 340R 96%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Satellite Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
--Alt: 1 AA die 63%, 1 AA die 1 Orb die 99%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
--Alt: 1 AA die 1 Orb die 54%, 1 AA die 2 Orb dice 95%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%, 2 die 40R 94%
-[] Lunar Regolith Harvesting (Phase 3) 57/290? 2 dice 40R 6%, 3 dice 60R 59%, 4 dice 80R 94%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/570? 5 dice 100R 4%, 6 dice 120R 30%, 7 dice 140R 69%, 8 dice 160R 92%
-[] Lunar Heavy Metals Mines (Phase 4) 25/355? 3 dice 60R 5%, 4 dice 80R 44%, 5 dice 120R 85%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/700? 7 dice 140R 5%, 8 dice 160R 28%, 9 dice 180R 63%, 10 dice 200R 87%, 11 dice 220R 97%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Professional Sports Programs 102/250 2 dice 20R 70%, 3 dice 30R 98%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%, 2 dice 200R 91%
-[] NOD Research Initiatives 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

MARVs
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt B: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt C: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

--Note: Red Zone Reclamator Hubs have been with +1 Energy each.

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%

Air Force
-[] Orca Wingmen Drones (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drones (Phase 1+2) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drones (Phase 1) 0200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drones (Phase 1+2) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 39%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Bogatyr Research Projects 0/120 1 die 30R 27%, 2 dice 60R 91%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Infernium Laser Refits 0/450 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (New York) 138/240? 1 die 20R 40%, 2 dice 40R 94%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%, 2 dice 20R 91%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +19
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 85%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
--Note5: I don't know if the -5 to Bureaucracy dice penalty expires this turn or after this turn. *shrug*
 
Last edited:
--Note5: I don't know if the -5 to Bureaucracy dice penalty expires this turn or after this turn. *shrug*

After this turn. Everything that said:

-[ ] Eliminate Outside Influence
While a complete purge of the bureaucracy is inadvisable, a few rounds of firing, and a series of mandatory refresher courses on information security may help stem the outflow of information. However this is likely to only be a very temporary solution, as the Treasury will still maintain an extremely large role in the overall economy, and therefore be of great interest to other parties.
(-5 to Bureaucracy dice until Q2 2061)
until a quarter came into use after that quarter was done from out point of view as players.
 
"Until Q2 2061" could mean 'until we reach Q1 2061', in which case next turn we won't have the penalty, or it could mean 'until after Q1 2061', in which case then penalty is still in effect next turn. While for gameplay reasons I'd guess it's the latter meaning, the statement itself is ambiguous. (Sorry if this isn't clear because of language reasons.)
 
Has anybody floated the idea of talking to the scrin/visitors?

We have just got the tech to do that.

Even if they don't want to talk to the annoying monkeys who interrupted their 'perfectly legal mining operation'. GDI know that the scrin/visitors know who Kane is and apparently hate him. At the end of TW3 the scrin/visitors flipped out and launched an all out assault on NOD after a Kane broadcast.

They may just answer some questions about Kane given that we very much wish him ill. If for no other reason than 'screw that guy'.
 
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