As has been said, we'll see, but I hope there's more than one phase. We need to get on the "Bread and Circuses" "Bacon and Chairs" train, HARD. Getting more Apartments done, and the first phase of LCI Civilian Support Expansion, has probably taken the edge off of it, but I'd be surprised if IF doesn't get a major jump in support just because they're the opposition party, and GDI is still facing shortages of what most people consider necessities.
Out of curiosity when in the tib timeline did a lot of this stuff dissappear? During TW3? TW2? The time between 2 and 3?
 
As has been said, we'll see, but I hope there's more than one phase. We need to get on the "Bread and Circuses" "Bacon and Chairs" train, HARD. Getting more Apartments done, and the first phase of LCI Civilian Support Expansion, has probably taken the edge off of it, but I'd be surprised if IF doesn't get a major jump in support just because they're the opposition party, and GDI is still facing shortages of what most people consider necessities.

The counterargument to that is that they started their operations by attacking cities, targeting civilians, as a diversion. They are, on a human ethical scale, at best "as bad as Kane, or worse".

This is true but a long standing thread plan is to cut a deal with Kane. If we're willing to cut a deal with him? Might as well see what they sell if they are selling.
 
Draft Plan: Anadyr, Bogatyr, and Chicago
Infrastructure 6/6 Dice 150 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[] Chicago Planned City (Phase 4) 3/550 (6 Dice, 120 R) (76% chance) (see Heavy Industry)

Heavy Industry 5/5 Dice + 1 AA Die 150 R
-[] Chicago Planned City (Phase 4) 3/550 (1 Die, 20 R) (see Infrastructure)
-[] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99% chance)
-[] Crystal Beam Industrial Laser Deployment 51/600 (2 Dice, 40 R) (2/7 median)

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

Agriculture 4/4 Dice + 2 Free Dice + Erewhon 80 R
-[] Agriculture Mechanization Projects (Phase 2) 26/250 (2 Dice, 30 R) (8% chance)
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 (1 Die, 10 R) (75% chance)
-[] Freeze Dried Food Plants 181/200 (1 Die, 20 R) (100% chance)
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 (2 Dice, 20 R) (97% chance)
-[] Extra Large Food Stockpiles (E, 0 R) (Auto)

Tiberium 7/7 Dice 155 R
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 (1 Die, 15 R) (100% chance)
-[] Red Zone Border Offensives (Stage 1) 0/250 (2 Dice, 50 R) (10% chance)
-[] RZ-7 Tiberium Inhibitor 0/120 (1 Die, 30 R) (35% chance)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Improved Hewlett Gardener Process Development 0/160 (2 dice, 40 R) (85% chance)

Orbital 6/6 + 2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/15 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)

Services 5/5 Dice 180 R
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (70% chance)
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)

Military 8/8 Dice + 2 Free Dice 210 R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (4 Dice, 80 R) (81% chance)
-[] Bogatyr Research Projects 0/120 (1 Die, 30 R) (27% chance)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[] Escort Carrier Shipyards (New York) 138/240 (1 Dice, 20 R) (40% chance, unless Nat 1 has impact)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (2 Dice, 60 R) (2/4 median)
-[] Mastodon Heavy Assault Walker Deployment 113/225 (1 + AA Dice, 20 R) (76% chance)

Bureaucracy 4/4
-[] Administrative Assistance- Mastodon Walker
-[] Administrative Assistance- Fusion Power

1130/1130
Energy Worst Case: 5 (Current) – 4 (Chicago) + 16 (Fusion) -2 (Anadyr) – 1 (Chemical Fertilizer) – 1 (Freeze Dried) – 1 (Agriculture Mechanization) – 2 (URLS) – 5 (New York) – 3 (Mastodon) = 2 Energy
Food Worst Case: 21 (Current) – 5 (Refugees) + 6 (Freeze Dried) – 12 (Extra Large Stockpiles) – 6 (Stockpile Construction) = 4 Food

This plan doesn't go full ham on the Plan Goals, but it does make good progress to them. I believe we are going to have plan goals being finished in Q4. At this point the only way we would not is if we rolled exceptionally well and if we went full Plan Goal maximizer for Food Reserves with no regard to our PS situation. We are not doing great with Agriculture or Orbital. With Agriculture at least we have a break glass option in the form of the Emergency CRPs in Infrastructure. In Orbital we don't have that option.
 
Depending on our PS at the start of next turn, I think I'm leaning towards putting a die in Tib Power. They can be built in the middle of nowhere (like, say, Eastern Australia?), and might allow us to reduce our HI expenditures on Fusion from 2 dice (100%) to 1 die (88%). That free die could be better used for either CBILD (getting us closer to its +10 energy), or the Division of Alternative Energy (+3 energy/turn, +9 energy through the rest of the plan).

Both
[ ] Advanced Alloys Development (Tech)
[ ] Suzuka Prototype Hover Chassis Factory
are likely to lead to significant transformations and improvements of our economy. Getting through some of the HI backlog will help a lot.
 
Out of curiosity when in the tib timeline did a lot of this stuff dissappear? During TW3? TW2? The time between 2 and 3?
A lot of it was blown up by the Scrin during their initial invasion "destroy the Blue Zones" phase. They explicitly attacked civilian targets as a distraction, and also cranked up Tiberium growth. Both GDI and NOD lost a lot of territory to Tiberium because of the Scrin.
Maybe I am just dense but why are we pushing tendrils for income increase this close to re-allocation? Shouldn't it be a post allocation project?
Partly what has already been said, partly because the more money that gets re-allocated to other departments, the fewer demands are put on the Treasury.
 
-[]Agriculture 4/4 75R
I think another free dice for strat reserve is warranted. We need 4 phases and there is a bit of increase in progress needed for the later phases.

-[]Military 8/8 200R
-[] ASAT Defense System (Phase 4) 1 die 20R 0%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Universal Rocket Launch System Deployment (Phase 3) 2 dice 30R 23%
(Progress 0/200: 15 resources per die) (-2 Energy)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 3 dice 60R 28%
(Progress 5/295: 20 resources per die)
-[] Bogatyr Research Projects 1 die 30R 27%
(Progress 0/120: 30 resources per die) (Expires Q1 2062)
-[] Escort Carrier Shipyards
--[] New York 1 die + 1 free die 40R 94?%
(Progress 138?/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 2 free dice 20R 91%
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
2 dice on Mastodon seems excessive when we want to avoid overkill, better to try at 1 die and move that die onto something like OSRCT which needs 8-9 to finish the plan goal, also just 1 die on ASAT seems a bit odd. New york, my own feeling is go 1 die to see if that can finish it off and use the other die elsewhere (OSRCT or a 2nd die on ASAT so that has a chance to finish)


Depending on our PS at the start of next turn, I think I'm leaning towards putting a die in Tib Power. They can be built in the middle of nowhere (like, say, Eastern Australia?), and might allow us to reduce our HI expenditures on Fusion from 2 dice (100%) to 1 die (88%). That free die could be better used for either CBILD (getting us closer to its +10 energy), or the Division of Alternative Energy (+3 energy/turn, +9 energy through the rest of the plan).

Both
[ ] Advanced Alloys Development (Tech)
[ ] Suzuka Prototype Hover Chassis Factory
are likely to lead to significant transformations and improvements of our economy. Getting through some of the HI backlog will help a lot.
We have reallocation coming up in a few turns, I would rather stockpile PS for that and then spend on stuff like tib power next plan after we see what we have. Also Q3/Q4 should let us get through a bunch of the tech dev in HI.
 
The counterargument to that is that they started their operations by attacking cities, targeting civilians, as a diversion. They are, on a human ethical scale, at best "as bad as Kane, or worse".
Totally agree they are monsters in the moral sense. Kane thought it was a good idea to bring them to earth. So the evil Olympics is a tie in my book so far. Doesn't mean we shouldn't use them for getting intel on each other.

You know if we do try to play our enemies against each other, we could send word through the caravansei to Kane asking for info about the aliens we got hanging around Jupiter since he seems to know them.

If nothing else it should distract the best NOD shadow teams from the freeze dried food plants.
 
I think another free dice for strat reserve is warranted. We need 4 phases and there is a bit of increase in progress needed for the later phases.
It was all the free dice I could shake lose at the time and while I will consider it I think that the current free dice spread I currently have is for the best.

2 dice on Mastodon seems excessive when we want to avoid overkill, better to try at 1 die and move that die onto something like OSRCT which needs 8-9 to finish the plan goal, also just 1 die on ASAT seems a bit odd. New york, my own feeling is go 1 die to see if that can finish it off and use the other die elsewhere (OSRCT or a 2nd die on ASAT so that has a chance to finish)
I'll think on that but my thinking was try to finish Mastodons in Q2 so we can concentrate on everything else later, as for New York I'm going to keep it at 2 dice until we have word from the QM about the effects of that nat 1
 
'll think on that but my thinking was try to finish Mastodons in Q2 so we can concentrate on everything else later, as for New York I'm going to keep it at 2 dice until we have word from the QM about the effects of that nat 1
Fair on new york, seeing the results for that Nat 1 will be a fairly important factor. But for Mastodon worst case is we put a die on it Q3, and wherever we slid the 2nd die in Q2 needs 1 fewer Q3 so we end up dice neutral best case it finishes on 1 die and we save a die in mil overall.
 
Fair on new york, seeing the results for that Nat 1 will be a fairly important factor. But for Mastodon worst case is we put a die on it Q3, and wherever we slid the 2nd die in Q2 needs 1 fewer Q3 so we end up dice neutral best case it finishes on 1 die and we save a die in mil overall.
Another thing to consider is budget Mastodon costs 10R while ASAT costs 20R and I only have 5 spare so something elsewhere would have to go, I could move it to URLS though so that's something to consider.
 
Another thing to consider is budget Mastodon costs 10R while ASAT costs 20R and I only have 5 spare so something elsewhere would have to go, I could move it to URLS though so that's something to consider.
URLS already has a shot to proceed and yeah that might be an issue trying to free up 5R, though as a free die you could slide it up to strat food to get some more progress there.
 
URLS already has a shot to proceed and yeah that might be an issue trying to free up 5R, though as a free die you could slide it up to strat food to get some more progress there.
I'll consider it but I'm reluctant to go below three free dice in military just now due to not wanting to fall behind on the military plan goals, if we didn't have them then I would be full steam ahead but right now I don't think it's a great idea to go below three free dice.
 
I'll consider it but I'm reluctant to go below three free dice in military just now due to not wanting to fall behind on the military plan goals, if we didn't have them then I would be full steam ahead but right now I don't think it's a great idea to go below three free dice.
I think its doable, I went down to 1 die though I went plan goals only in mil. But the chance to get some flex back into agri and orb or at least not fall short I feel is worth it.
 
I think its doable, I went down to 1 die though I went plan goals only in mil. But the chance to get some flex back into agri and orb or at least not fall short I feel is worth it.
I'm actually tempted to move a free die from military to Agriculture Mechanization right now.

Completely unrelated but I really wish we would build Orbital Defense Laser Satellites so that the next time some pulls out an ion disrupter we could respond with "orbital lasers bitch!".
 
Last edited:
Lets see how many Mil Plan Goals will we get for this Quarter

[] Draft Plan Goals and Bacon 1015/1130
Infrastructure 6/6 Dice 70 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Dice, 20 R)
-[] Blue Zone Apartment Complexes (Phase 5+6) 0/160 (4 Dice, 40 R) (Phase 5 100% chance of Phase 6, 20% Phase 5)
[ ] Emergency Caloric Reclamation Processor Installations (Phase 1)
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support) (1D, 10 R)
Heavy Industry 5/5 + 1 Free Dice 180R
[ ] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) (2 Dice, 100 R)
Continuous Cycle Fusion Plant (Phase 8) 243/300 (+16 Energy) (-1 Labor) (2 D, 40 R)
Crystal Beam Industrial Laser Deployment 51/600 (20 resources per die) (+6 Capital Goods, +10 Energy) (2D 40R)
Light and Chemical Industry Plants 5/5 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
[ ] Civilian Support Expansion (Phase 2)(Progress 0/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor) (4 D, 40R
Agriculture 4/4 + 1 Dice 100R
-[] Freeze Dried Food Plants 181/200 (1 Die, 20 R) (99% chance)
[ ] Ranching Domes (Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support) (4 D, 80 R)
Tiberium 7 + 2 Free Dice 270R
-[] Harvesting Tendril Deployment (Phase 1) (Progress 0/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations) (9D, 270R)
Orbital 6/6 120 R
-[] GDSS Enterprise (Phase 5) 102/1535 (6 Dice, 120 R)
Services 5/5 Dice 95R
[ ] Professional Sports Programs
(Progress 102/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) ( 2 Dice, 20 R)
[ ] Hallucinogen Development (Tech)(Progress 0/60: 15 resources per die) (1 Dice, 15R)
[ ] NOD Research Initiatives(Progress 0/200: 30 resources per die) (1d10-1 technologies) (2D, 60R)
Military 8/8 Dice + 3 FD +2 AA
[ ] Universal Rocket Launch System Deployment (Phase 3) (3 Dice, 45 R, 75%)
[ ]Escort Carrier Shipyards (New York) 138/240(-5 Energy, -2 Capital Goods) (2D, 40R 99%)
[ ] Orbital Strike Regimental Combat Team Stations (Phase 3)(Progress 5/295: 20 resources per die) (4D, 80R, 85%)
[ ] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 3D,60R)
Mastodon Heavy Assault Walker Deployment (High Priority)(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU) (2 AAD, 20R)
Bureaucracy 4/4
Mastodon Heavy Assault Walker Deployment 4 AA
 
Guys, can we just have more consoom ya know and those arcology departments. The people of GDI yearn for better food etc.

I know the urge to go for the maximally mathematically efficient actions is strong but it's unironically not the most optimal way to play this game because the mechanics doesn't incentize caring about the population, just weird numbers. And we do need to give them what they want since we are a democracy and because more QOL is important to keep people content and ya know in proving that the system works.

Alright then Ranching Domes Plan:

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 v2.1:
-[ ] 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 110 Resources:
--[ ] Ranching Domes 0/250 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Strategic Food Stockpile Construction (Phase 3) 85/175 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Freeze Dried Food Plants 181/200 20 Resources per Die, 1 Die = 20 Resources
-[ ] Tiberium 7/7 Dice 180 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 resources
--[ ] Harvesting Tendril Deployment (Phase 2) 74/750 30 Resources per Die, 4 Dice = 120 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 140 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 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, 1 Die = 10 Resources
-[ ] Bureaucracy 4/4 Dice:
--[ ] Conduct Civil Satisfaction Surveys DC 90/120/150/180 4 Dice

185+140+55+110+180+140+180+140 = 1130/1130

My plan still 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 Ranching Domes for a 42% chance and an Average DC of 55 to complete.
- 3 Dice on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 1 to complete Phase 3 and a 16% chance and an Average DC of 68 to complete Phase 4.
- 1 Die on Freeze Dried Food Plants so it is finally done.

- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 20 to complete Stage 2 and a 3% chance and an Average DC of 83 to complete Stage 3.
- 4 Dice on Harvesting Tendril Deployment Phase 2 to work towards finishing that. My argument remains the same: The more Tib income we build up before reallocation, the less we will have to catch up after it.

- 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.

- 2 Die on Universal Rocket Launcher Deployment for a 23% chance and an Average DC of 67 to complete 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
- 1 Die on Mastadon deployment for a 30% chance and a DC of 71 to get Steel Talons a new set of bases. I don't like having this low a chance for new Steel Talons bases.

- 4 Dice on Conduct Civil Satisfaction Surveys for a 98% chance and an Average DC of 20 to pass the highest DC.
 
Does anyone know the overall biomass (Carbon weight) consumed by Tiberium since it arrived on Earth? If not that, does anyone know the overall mass of Tiberium currently on Earth? I'm trying to model and see how much of Earth's biosphere has been destroyed by the arrival of Tiberium.
 
Does anyone know the overall biomass (Carbon weight) consumed by Tiberium since it arrived on Earth? If not that, does anyone know the overall mass of Tiberium currently on Earth? I'm trying to model and see how much of Earth's biosphere has been destroyed by the arrival of Tiberium.
Taking into account the subsurface spread of Tiberium (Which we have little idea on how extensive it is exactly) the total mass of Tiberium on Earth likely goes into the billions of tons. We probably wont get accurate numbers because each given to us by Ithillid is one we can analyse holes into.
 
Back
Top