That's quite a bit of mountainous RZ to carve through for that, I think, compared to just shipping it past Gibraltar to the West Africa and European BZs. Not necessarily saying it's not feasible, but it might be more costly than glancing at the map might indicate.

For instance, there's lots of plains between Monfalcone in the east and Venice in the west, and Ravenna south of Venice. But to the north? That's the Alps. Now, we probably could carve a path west and connect to the Genoa mining operation... but what's the point of that from a transporting tiberium perspective? Alternately, we could put a port on the Croatian coast, carve a path up to the Zagreb area, then head NE into former Hungary before turning north to go to Vienna. At that point, it should be fairly close to or in a GZ.

But is building and maintaining that better than just running shipping through Gibraltar to Africa and Europe?

No idea. But it can't be any more mountaneous than going north from Genoa straight through Switzerland, so it's apparently a reasonably effective option, at least, or else we wouldn't have done that either. I was as surprised at that as you are.
 
I would recommend some caution as we have PS needs for reallocation. Cause they will try to take us for all we are.

Even with aggressive mad science, we'll still be going into reallocation either near or even possibly above 100PS. I don't think we should burn PS just to burn it, 100 isn't our hard cap it's just the cap above which excess PS starts to evaporate each turn, but there's lots of projects we legitimately want for reasons other than "costs PS" that we should get while we're sitting on a giant mountain of the stuff. Stuff like enhanced Tib spikes would just be burning PS to burn it, don't do that, but visceroid research or human genetic engineering etc. is stuff we genuinely want to do on their own merits IMO.
 
I want to exit reallocation with 75 PS. Other than that, I'm happy to use it for MAD SCIENCE, spinning off budget items, or decreasing plan goals.

HGE and Visceroids I want sooner, rather than later. There is probably a ton of fun stuff gated behind them.
 
The next couple turns I want to do every single option with tech option on it (not platform) next to it so we can knock them all out quick, get all the benefits from them and make sure future deployment benefits from them, so we can just better the gdi understanding of science and most of them are low progress so we can devote a dice or 2 maybe three for some of them and quickly get it done
 
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In order, 1 is addressed by pointing out that the failure was not due to develop yet not deploy, but due to partial deployment, and then not enabling the military's plans that were stated after said deployment started.

I feel 2 is addressed by pointing out that infiltration and exfiltration of forces using stealth has been one of the largest sources of nod getting licks in on us, and that Kane yanking the leash leaves such actions as one of, if not the main method of nod's proactive military engagement. Likewise, the threat of strategic action is exacerbated by their stealth technology, and disruptors have a well deserved place in any defensive doctrine against that.

On 3 - Ithillid has repeated stated (mostly on discord, granted) that it is an entirely sensible strategy to just literally take a moment to spam every single technology project out before resuming the rest of our business. Sensor technology have developed considerably since their initial development, and it is characterized as a race - one that disruptors haven't even started yet. But there is one impact of having the tech developed that very much stands above the rest:

4 - We have already committed to developing the Governor A, and the primary tactical role of disruptors is to rule out or confirm sensor detections at lower cost than firing actual weapons at it - and this is incredibly important when the things being fired at are stealth bombers and munitions and the Gov A design's entire point is to reorient towards a greater emphasis on Laser PD. They can be designed WITH this technology that massively frees up PD capacity in mind, or without it. There is no such thing as saving the disruptors for right before karachi, the idea that they can be just bolted on in a hurry after most of the rest of our build-up is pure guesswork, as is any other characteristic of its deployment. We cannot effectively plan around how to use it until the research is done, and I reiterate that we were not punished for developing sensors early, we were punished for partially deploying it early. If we had never made that first factory the secret getting out would not have happened.

The idea that underlying research and feasibility studies need to be saved for the right time has been discredited for a while now. We do not know what the requirements to apply the technology will be until we actually research it, and planning around how we want to save applying it for the right time is putting the cart before the horse, AND it's micromanaging the military whose actual job it is to decide if that's worth it or not.

I fundamentally dispute your prior about why sensors went wrong. Whole-sale.
...At some point, all I can do is present reasoning. Yes, this reasoning can be pecked and picked at. Some of it may be wrong. At the same time, while the reasons may be incorrect, they are not unfailingly stupid, even if some of them may have learned some of the wrong lessons from past experiences in your opinion.

I am not telling you that you should abandon your desire to see stealth disruptors developed soon. I have not told you this. I will not tell you this. But I would ask that you at least try to be open enough to the mentalities and viewpoints of others that you can comprehend why others have not done so, rather than going on at length about how "I don't understand why other people don't see this and do what I want, it's confusing and bewildering and it makes me upset."

...

Do you want to know some of the reasons [THING] has not been done? Here they are.

Do you disagree with those reasons? That is your right. You may even be correct to do so.

But I hope you can recognize that there were reasons, and that these reasons reflected good faith attempts by people roughly as intelligent and committed as you to figure out what to do.

Perhaps they missed some specific detail uttered by Ithillid in a Discord chat at two o'clock in the morning on some particular Monday. Perhaps they are overreacting to a bad experience. Perhaps they have not considered this or that detail.

But I hope we can at least come together around the idea that each other's decisions DO exist for articulatable reasons that do, in point of fact, make sense in an objective manner even if they are not optimal.

The desire to avoid designing things one cannot implement is logical. The desire to design things one is likely to benefit from is also logical. One desire or the other may be stronger than the other, or even too strong. Both desires can make sense and be worthy of respect, rather than angry bewilderment with an implied overtone of betrayal and confusion and "how could you-all be so stupid as to not see what I happen to believe so keenly at this particular moment?"

Actually, something similar may be on the docket in the near-ish term if we manage to push down the repulsor tree. MARVs hovering from island to island is a very amusing image.
Possibly, though ocean waves on the deep blue sea are the kind of thing a hover vehicle might or might not cope with gracefully. There's a difference between being able to hover across a millpond and being able to hover through, say, hurricane-force wind and wave action.

Though I hope Malta can get reclaimed while we're building Tripoli/Beirut/Istanbul. It's well placed for hydrofoil/Ox maritime patrol operations and locking down access to the eastern Med from the western Med while still covering Tripoli. I don't know what Nod raiding activity there is in the Med, but there is two chunks of YZ in Nod hands on the coasts, so there's probably some. And it'll eventually kick back up again.
The trick is that Nod raiders there have a version of the same problem Mondragon does over in western Mexico. Look at the geography; those stretches of Yellow Zone coast are firmly within range of GDI hydrofoils and land-based aviation operating out of bases near the Strait of Gibraltar. There's a small, very restricted region of sea where Nod can raid GDI convoys as they enter or exit the Mediterranean, and past that it's all stormy Red Zone-surrounded, ion-storm-tossed seas with neither side having local bases within easy reach... which tends to favor the guys with more expeditionary warfare focus and bigger ships. Nod's good basing locations in the region are too easy to interdict for them to have it all, or even mostly, their own way in the Med.

(EDIT: Now, really determined efforts by Nod could probably close the Med... but only by clamping down the kind of hard blockade that GDI could then concentrate forces to break, and again, you'd be operating within striking distance of threats like hydrofoils from GDI bases, Orcas and air attacks in general, and even mechanized units pushing across the Yellow Zones to hit your raiding ports from the landward side if you get annoying enough.)

TLDR: I broadly agree with Simon's analysis, but I'd also like to draw your attention to the hubs of YZ16 (Horn of Africa) and RZ2 South (East African coast), which would excavate valuable ports and airbases to secure the sealanes to the middle east, and anchor Karachi. And the sooner we build them, the more time they have to work.
One thing to bear in mind is that all this is being planned with Steel Vanguard so recent in our past. And Steel Vanguard ended in a very specific moment of Nod's command structure going "oh shit, are we going to have to bust out the nukes to keep them from just rolling up all our territory entirely?"

So we need to be cautious about not putting MARV hubs in places where Nod is likely to see it as a land grab. This presents problems for strategies that rely on plunking down MARV hubs to tighten our grip on certain territories. RZ-2 South/East is probably fine because Red Zones are no man's land. YZ-16 is probably safe because the Caravanserai doesn't think of us as enemies and won't view us as a threat. The YZ-14 MARV hub, by contrast, is a very differnt matter.

Likewise, we can probably get away with building RZ-1S, RZ-3N, and RZ-3S without anyone freaking out. The hubs for YZ-13N and YZ-15, by contrast, might provoke a nuclear response just by existing.

The danger of this may decline if we wait a bit. On the other hand, if we're planning to do anything specifically pre-Karachi, we only have so much time to play with.

We're somewhat well-situated to construct a tiberium port at the Adriatic and then ship north through the Eastern Europe GZ, if I don't miss my guess.
That sounds like more trouble than it's worth. Hammering a passage through the tiberium-haunted wastelands of the Alps in that region, where we are significantly closer to the Temple Prime Ground Zero than over by Genoa, sounds problematic for mass-scale shipment of tiberium overland. Especially since every time tiberium is crossloaded from one mode of transportation to another, risk increases.

If it were me, I'd say just sail the stuff out through Gibraltar and take one's chances running that gauntlet; it's a small area of operations where GDI can bring a lot of concentrated firepower to bear, and that favors us.

Hey, are you okay? I have been trying to write, rather than ride herd on the thread, but people shutting down in discussion is rarely a good thing.
I've been doing this as more or less my sole diversion from something else I've been doing for the past few days, and I just felt kind of overwhelmed by some of the "you are wrong and here's why" stuff. I'm not saying anyone did anything wrong, I just kind of hit a bluescreen moment trying to figure out what to even say for a little while there.

I'll be fine.
 
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Even with aggressive mad science, we'll still be going into reallocation either near or even possibly above 100PS. I don't think we should burn PS just to burn it, 100 isn't our hard cap it's just the cap above which excess PS starts to evaporate each turn, but there's lots of projects we legitimately want for reasons other than "costs PS" that we should get while we're sitting on a giant mountain of the stuff. Stuff like enhanced Tib spikes would just be burning PS to burn it, don't do that, but visceroid research or human genetic engineering etc. is stuff we genuinely want to do on their own merits IMO.
Hey, Seo doesn't think that the enhanced Tib spikes would be burning PS just to burn it...
But most other people probably do.

As for PS, we're not going to need to burn PS in Q4 so long as we don't go crazy on taking options that give us PS in Reallocation, rather than spending it.
I want to exit reallocation with 75 PS. Other than that, I'm happy to use it for MAD SCIENCE, spinning off budget items, or decreasing plan goals.

HGE and Visceroids I want sooner, rather than later. There is probably a ton of fun stuff gated behind them.
I would like to exit Reallocation with no more than 70 PS. Because I really want to have more flexibility next plan, and we should be able to get 30PS back in the first 2-3 turns from getting Columbia and Shala up to Phase 3 each.
One thing to bear in mind is that all this is being planned with Steel Vanguard so recent in our past. And Steel Vanguard ended in a very specific moment of Nod's command structure going "oh shit, are we going to have to bust out the nukes to keep them from just rolling up all our territory entirely?"

So we need to be cautious about not putting MARV hubs in places where Nod is likely to see it as a land grab. This presents problems for strategies that rely on plunking down MARV hubs to tighten our grip on certain territories. RZ-2 South/East is probably fine because Red Zones are no man's land. YZ-16 is probably safe because the Caravanserai doesn't think of us as enemies and won't view us as a threat. The YZ-14 MARV hub, by contrast, is a very differnt matter.

Likewise, we can probably get away with building RZ-1S, RZ-3N, and RZ-3S without anyone freaking out. The hubs for YZ-13N and YZ-15, by contrast, might provoke a nuclear response just by existing.

The danger of this may decline if we wait a bit. On the other hand, if we're planning to do anything specifically pre-Karachi, we only have so much time to play with.
Regarding MARVs - it's likely that the new NOD refining tech will affect them, and if so I'm going to be in favor of plunking down RZ MARV hubs... but I don't think we will be wanting to do MARVs in the next year or so - we have too much else to do, both in terms of Tiberium mining ( 📈 ), and working on military projects like Zone Armor, SADN, and other smaller things.
 
I'm still a bit worried that Kane might show up in Q1. I'm not particularly enthused about going into negotiations under 75 ps, but 70 is tolerable.
 
I'm still a bit worried that Kane might show up in Q1. I'm not particularly enthused about going into negotiations under 75 ps, but 70 is tolerable.
Er won't we have nearly 100 even if we go crazy in Q4 right now?

EDIT: oh you mean post re-allocation. I thought we decided not re-allocating after Kane shows up would be a dick move and it would be a waste of the quests time to do two re-allocations so it probably won't work like that.
 
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SCEDQuest Q3 2061
[X] Plan Remember Eris...next turn?:
-[X] Earthside Fascilities Unlimited Dice:
--[X] Hover Rover Workshop 20IP
-[X] Earth-Orbit Fascilities:
--[X]Gagarin Station (Stage 4) 1/10 Gagarin Station Parts +1 Part 5C
--[X]Enterprise Orbital Assembler (Phase 2 of 4) 27IP
-[X] Lunar Fascilities 3/3 Dice:
--[X] Craterscope Foundations (Phase 2) 90/300 3 Dice
-[X] Assembly:
--[X] Craterscope Mirror tools 30IP
-[X] Development 6 Dice + 5 Craterscope Dice +30:
--[X] G-Drive Improvement Program 46/400 (15C/Die +10IP)(max 1 die per turn) 1 Die = 15C +10IP
--[X] Gravity Particle Sample Collection Machine 0/100 (10C/Die+20IP/Die) (New) 1 Die = 10C + 20IP
--[X] Union Fabricator Craft Development 79/225 (6C/Die+6IP/Die) 2 Die = 12C + 12IP
--[X] Tick Tank Dig Experiments 0/150 (3C/Die+4IP/Die) 2 Die = 6C + 8IP
--[X] Craterscope Imaging Sensor Development 277/500 (8C/Die+1IP/Die)(Required) 3 Dice = 54C + 3IP
--[X] Craterscope Atmospheric Analyzer Development 0/200 (10C/Die+1IP/Die)(Optional) 2 Die = 40C + 2IP
-[X] Space Command Mission Planning 4 Dice +5:
--[X] Mission: Orbital Scan: (Eris) 1 Die
--[X] Mission: Research Base (Mercury) 0/150 2 Die
--[X] Voyager Visitation 102/150 1 Die
-[X] Mission
--[X] Manned Mercury Landing (Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 14+12 = 26 Pathfinder days)
--[X] Ceres Pathfinder Survey I 20 Pathfinder days
--[X] Ceres Pathfinder Survey II 20 Pathfinder days



SCEDQuest Q2 2061 Results

Hover Rover Workshop
During the last three months the workshop has started to produce the first repulsor plates. For now the output is low with many plates being not up to the high standards of the SCED for use off world. Most can still be used elsewhere, but enough have been made to produce a single scouting vehicle for the Pathfinder.
20/20 IP

[]Craterscope Foundations (Phase 2)
The foundations for the reflective dish were completed ahead of schedule as the foundation needs to no longer take into account the vibrations caused by vehicles - by the time the Craterscope is completed all transport to the facility will be handled by hover vehicles.
This will be combined with a 10 km mining exclusion zone around the Craterscope.
361/300


Craterscope Mirror tools
During the Second World War the Manhattan Project used magnets made out of silver due to a shortage of copper, which was being used for shells. The mirror that is being built at the Enterprise station is facing similar issues as the mirror is intended to be used for years, with the structure and other modules built around it. A single speck of tiberium would ruin the mirror but a solution has been found - making out of the metals mined on the Moon before they reach Earth. This does limit construction to metals currently mined at the Moon but it is considered worth the effort.
30/30IP

G-Drive Improvement Program
After reading all existing research papers on the G-Drive Samantha Carter (Admiral Harrison Carter's niece) has several theories about how the drive works and designed experiments to find out which of those theories is the correct one.
114/400

Gravity Particle Sample Collection Machine
A machine to gather the gravity-affecting particles which were found on Mars has rather impressive requirements, given their particular qualities and rarity. Its unique reactions to electromagnetic fields has made its detection simple in theory, but simple and easy are rarely the same. A prototype device has been completed, but with just one sampler, throughput is likely to be lower than desirable.
111/100

Union Fabricator Craft Development
The Union Fabricator is designed to be able to land anywhere on the Moon using the VTOL system of the Union and then provide a workshop where there is none. While constructing a workshop that can handle acceleration is not a trivial task, it is also one that has known solutions.
225/225 +1 Lunar die

Tick Tank Dig Experiments
The experiment with the new diggers inspired by the Tick Tank have gone well. Now the next step is adapting the diggers to operate in a vacuum.
102/150

Craterscope Imaging Sensor Development
The craterscope imaging sensor will be one of the most advanced pieces of technology GDI currently is capable of producing. It will need to be capable of detecting single photons in a wide frequency range and allow the SCED to extract useful data from the minimal data collected.
519/500

Craterscope Atmospheric Analyzer Development
The Atmospheric Analyzer is a dedicated computer to calculate the effect of the light from a target system's sun traveling through the planet being analysed.
89/200

Mission: Orbital Scan: (Eris)
Eris is the most distant target for exploration considered by SCED so far - it is the second-largest known dwarf planet in the solar system, and is over 90AU away from Earth. Its elliptical orbit would bring it far closer to the inner solar system in time, but a century-long wait has been considered impractical.
1 Die

Mission: Research Base (Mercury)
The plans for the Mercury research base are nearing completion. The current plan is a base buried deep into the soil of Mercury where the rocks can be used to store heat during the long day and recover it once more during the night.
124/150

Voyager Visitation 102/150
The debate about what to do when the Voyager visitation mission reaches the probes continues and little about the mission can be decided before the goal has been decided.
131/150

Manned Mercury Landing
Once the idea of a manned landing was something that was planned for years followed by several years of building a dedicated spacecraft to carry out the mission. In the age of the Pathfinder this is no longer the case.

Ceres Pathfinder Survey
The survey of Ceres spent forty days collecting samples at two sites and came to the following conclusions: The first site has water crystals mixed into the soil in amounts great enough to supply a base if built at that spot. While the second site lacked that water but there was a deposit of heavy metals close to the surface there. The size of the deposit is minor but where there is one there might be more.

Mars resupply missions
With a manned presence at the transfer station in Mars orbit the Pathfinder needs to make a visit once per year to rotate the crew and provide fresh food. There is enough freeze dried food and water for the crew to last three years but a stay that long on freeze dried food would not be good for morale.

SCEDQuest Q2 2061

This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in SCEDQuest will be affected by the main one, but unless Ithillid says otherwise it is only semi-canon.


Budget: 411, income: 125 Capital per turn
Industrial Capacity: 200 IP
Pathfinder Time: 90 Days
Astronaut Teams: 3 (+5 per Plan)
Astrotech Teams: 4 (+1 per turn, +5 per year)

Earth-Luna:

Earthside Facilities (Unlimited Dice)

[]Isolinear Computing Center(Updated)
Now that we can print Isolinear chips, we can build dedicated computers for the development department who are eager to get the increased calculation power.
Now that the fabricator at Anadyr is completed we can get some of the needed chips from there reducing the cost of the project.
(Phase 1)(25 Capital per Die 0/200)
(Phase 2)(0/50 IP)(+5 to development dice)


Earth-Orbit Facilities:
[]Gagarin Station (Stage 4)
(2/10 Gagarin Station Parts; 5C and 10 IP per Part)(-1 Pathfinder maintenance time, +2 Mission planning die, +1 Research Die)(-3 Astrotech Teams)(For one station part per turn, the IP cost is waived)

[]Enterprise Orbital Assembler (Phase 2 of 4)(Updated)
With the industrial space and resources available on Enterprise station steadily growing has come the possibility of other GDI departments besides the Treasury to get a piece of the orbital manufacturing station's capacity. Luckily Developmentalist, Starbound and even a few Militarist politicians continue to look out for the SCED and have reserved some of the station space for the small organization. With the completion of the Station it has become easier to request help from the existing workshops on the Enterprise.
(65/80 IP)(+30 IP)(was 100 IP per phase)

Lunar Facilities (4 Dice available):


[]Craterscope Structure (Phase 1)
The construction of the main building will be a major effort that can be begun as soon as the foundations have been completed.
(Phase 1)(0/30 Structure Parts, 4C and 4IP per Part)
(Phase 2)(0/400)

[]Ore Electrolysis Test Facility Foundations (Phase 1)
With Luna not really offering potential for a chemical industry, ore will need to be refined with other methods. Electrolysis is not a new process to GDI, but trying it on Luna is no doubt going to result in new issues that need solving. The SCED can try to work out some of these kinks before work begins in earnest. Step 1 is a building to house the test facility.
(Phase 1)(0/3 Foundation Parts, 4C and 4IP per Part))
(Phase 2)(0/85)

[]Lunar Imaging Seismic Array (Phase 2 of 10)
LISA can be deployed from orbit, the pods landing and burying their sensors by themselves. The SCED will expand the array region by region, scanning each for available volcanic caves.
(0/10 Sensor Pods; 4C, 4 IP per Sensor Pod)

Martian Facilities (13 Pathfinder days):
[]Initial Martian SCED Research Base (Northern polar region)
The initial base will follow a similar pattern to the lunar one. A number of prefabricated habitat units, connected to life support and power. However, the different environmental needs require custom-built facilities to deal with the slight atmosphere, windblown dust, and more normalized day-night cycle.
(0/8 Facilities; 7C, 5 IP per Facility)(-1 Astronaut Team)

Venus Facilities (12 Pathfinder days):

[]Venus Research Station
A station in orbit of Venus has been requested to safely study tiberium samples collected there as they can easily be returned to the surface if needed. The station will float in the upper atmosphere with oxygen-nitrogen as a lifting gas. A second goal of the station would be a study of Venus's unique weather phenomena
(0/20 Station Parts; 5C and 10 IP per Part)(Astrotech Teams -2)(For one station part per turn, the IP cost is waived)

Assembly

[]Craterscope Imaging Sensor(NEW)
The craterscope imaging sensor will be one of the most advanced pieces of technology GDI currently is capable of producing. It will need to be capable of detecting single photons in a wide frequency range and allow the SCED to extract useful data from the minimal data collected.
0/120 IP

Development (6 Dice) +30

[]Curiosity Shuttle Prototype 0/200 (25C/Die +20IP)
With work on new variations of the Leopard underway the research department has asked permission to build one to test new technology. The plan is to start with one of the new VIP Leopards and refit it with a hover landing system and artificial gravity. Other planned additions include large sensor arrays, an isolinear EVA, and extensive monitoring systems to study the craft while it is flying.

[]G-Drive Improvement Program 114/400 (15C/Die +10IP)(max 1 die per turn)
Now that our understanding of the science behind gravity manipulation, STU's and superconductors has increased we can try to improve the G-Drive. Due to the high volatility and danger of improperly aligned G-Drives and the limited number of scientists yet qualified to study them, SCED cannot rush this research.

[]He-3 Experimental Reactor 0/200(20C/Die +10IP)
To prepare for the next wave of construction on the Moon the construction of a HE3 reactor is planned. It will power SCED operations for years to come with power to spare for the Treasury's mining operations. The reactor will be designed to experiment with He-3 based fusion processes. While this means the reactor is unlikely to be an optimal design for power production, it allows for a greater range of operating options, and room for extensive sensor networks to study its function. The already extant mines on the Moon are not designed to capture and store He-3 locked in mined materials, but the small quantity that can be recovered will easily provide for the operating of a single reactor.

[]Europa Deep Ocean Sample Extraction Drone 0/200 (4C/Die+4IP/Die)
It has long been theorized that Europa contains oceans of liquid water under its icy surface, heated by geothermal forces. If this should prove to be the case, there may be life in some form huddled around the energy providing deep sea volcanoes on Europa. A specialized, disinfected robot would have to be designed to take samples without contaminating any potential ecosystem already in place.

[]Ore Electrolysis Smelter Development 0/200 (2C/Die+4IP/DIe)
Electrolysis can be used to extract metal from oxidized ore. With Luna lacking the prerequisites for a chemical industry, electro-chemistry will be needed for all on-site refinement. While Enterprise has seen and solved many of the issues involved already, it does so through sheer brute force. SCED is looking to refine the ores without needing to dedicate as much space, power and other resources for the production of raw material in a lunar environment.

[]Atmospheric Containment Shimmer Optimization 0/400 (1C/Die)
Hypothetically, a shimmer shield could be used to keep oxygen atoms from being sucked out into vacuum, however doing so will require a lot of tweaking of shield parameters.


[]Tick Tank Dig Experiments 102/150 (3C/Die+4IP/Die)
The Tick Tank has a unique digging system that may be useful in extraterrestrial construction, but first a few groundside experiments will need to be performed.

Craterscope Projects (Warning: Some of these will have quality rolls; Quality can be improved)(Access to up to 5 Outside Dev Dice, each costs an extra 10C/Die)

[]Craterscope Atmospheric Analyzer Development 89/200 (10C/Die+1IP/Die)(Optional)
Using spectroscopy on the light given off by a planet's atmosphere, the makeup of that atmosphere can be extrapolated. Given the distances and projected minimum data required the Analyzer will need to be able to extract even more information out of an even smaller area of the sky.

[]Craterscope Asteroid Belt Detector 0/200 (10C/Die+1IP/Die)(Optional)
Detection of an Asteroid belt will be an even greater challenge since they are barely hotter than the cosmic background in most cases. However, using anomalies in photon gravitic phase shift should allow for at least confirming the position of asteroid belts in a solar system as long as they are not too far away from their center star.

[]Craterscope Tiberium Detector 0/125 (10C/Die+1IP/Die)(Optional)
Tiberium gives off very particular frequencies of light and radiation patterns. By adding a sensor module tweaked for these frequencies and particles, we could detect Tiberium on planets in other solar systems.

[]Craterscope Moon Detector 0/125 (10C/Die+1IP/Die)(Optional)
Moons are in a similar spot as Asteroid belts, but require a less specialized sensor module to detect the subtle shifts in orbital movement and gravitic redshift caused by orbiting moons.


Space Command Mission Planning (4 Dice) +5
[]Mission: Orbital Scan (Write-in) (for example: Neptune, Saturn or Uranus) (Requires one Die)(Gas Giants have the main planet, each major moon, and rings+minor moons as locations)

[]Mission: Surface Exploration (Write-in) (Requires one Die)
-Charon
-Pluto

[]Mission: Manned Landing (Write-in) (Requires one Die)
- Charon

[]Mission: Research Base (Write-in) 0/150
-Ceres 0/150
-Europa 0/150
-Mercury 0/150

[]Voyager Visitation 102/150
The Voyager probes were the first and only of Mankind's creations that reached the Interstellar void between the stars. Their position has long been lost, but it could be extrapolated and, using Pathfinder, the SCED could catch up to their theoretical position to place a higher power beacon next to them and the probes inside a protective, armored shell if found.



Missions
Total Pathfinder Time: 90 days
Current Maintenance time: 3 days

Mercury: 9 days
Venus: 9 days
Mars: 10 days
Asteroid Belt: 13 days
Jupiter: 20 days
Saturn: 26 days
Uranus: 36 days
Neptune: 45 days
Pluto: 51 days

Mercury (12 Pathfinder days)
[]Manned Mercury Landing
(Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 14 Pathfinder days)

Venus (12 Pathfinder days)
---

Mars (13 Pathfinder days)
[]Rover Delivery-Mars
(Required for activation: 4IP per Location, 2 Capital per Location)(22/50 locations surveyed)

[]Mars Pathfinder Survey
Send the pathfinder to Mars to stay there for 20 days so the geology team can live inside while investigating the area. The Pathfinder can carry enough supplies to do two surveys before needing to return to the Moon for resupply.
(Required for activation: 20 Pathfinder days)(shares sites with Rover Delivery)

[]Mars particle collection mission 0/6 max attempts
Before we can study the gravity altering particle we need more than the handful we have now. By landing the pathfinder at the site where the particles were first found we can get a better idea of how rare they are by examining far more materials then the rover could.
(Required for activation: 20 Pathfinder days, DC80 can be repeated, DC lowered by 5 per attempt)

Asteroid Belt (16 Pathfinder days)
[]Ceres Rover Delivery
(Required for activation: 4IP per Location, 2 Capital per Location)(0/15 Locations surveyed)

[]Manned Ceres Landing
(Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 14 Pathfinder days)(Cannot do Rover deliveries at the same time as Manned Landing)

[]Ceres Pathfinder Survey
Send the Pathfinder to Ceres to stay there for 20 days so the geology team can live inside while investigating the area. The Pathfinder can carry enough supplies to do two surveys before needing to return to the Moon for resupply.
(Required for activation: 20 pathfinder days)(shares sites with Rover Delivery)

Jupiter (23 Pathfinder days) Banned due the Scrin presence
[]Observation Array - Jupiter
(0/10 Observation Satellites 6IP+3 Capital per Satellite)

[]Callisto Rover Delivery
(Required for activation: 4IP per Location, 2 Capital per Location)(0/15 Locations surveyed)

[]Surface Scan - Ganymede
(Required for activation: 6IP+ 3 Capital or 4 Pathfinder days)

[]Surface Scan - Io
(Required for activation: 6IP+ 3 Capital or 4 Pathfinder days)

[]Manned Landing Europa
(Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 23 Pathfinder days)(Cannot do Rover deliveries at the same time as Manned Landing)

[]Observation Probes - Minor Moons + Rings
(Required for activation: 6IP+ 3 Capital or 4 Pathfinder days)


Saturn (29 Pathfinder days)
[]Observation Array - Saturn
(0/10 Observation Satellites 6IP+3 Capital per Satellite)

[]Observation Probes - Minor Moons + Rings
(Required for activation: 6IP+ 3 Capital or 4 Pathfinder days)

Pluto (51 Pathfinder days)
---
Eris(85 Pathfinder days)
[] Orbital scan
There is little practical benefit of scanning a planet this far away but it would be the most distant object visited by the Pathfinder
(Required for activation: 6IP+ 3 Capital or 4 Pathfinder days)


Other


Earthside Facilities (Unlimited Dice)
-[] Isolinear Computing Center (Phase 2) 0/200 3 dice 18%, 4 dice 52%, 5 dice 79%, 6 dice 93%
Lunar Facilities (3 Dice)
-[] Craterscope Foundations (Phase 2) 90/300 3 dice 13%, 4 dice 45%, 5 dice 74%, 6 dice 90%
-[-] Craterscope Structure (Phase 2) 0/400 6 dice 9%, 7 dice 28%, 8 dice 52%, 9 dice 73%, 10 dice 87%, 11 dice 95%
-[-] Ore Electrolysis Test Facility Foundations (Phase 2) 0/85 1 die 16%, 2 dice 65%, 3 dice 90%
Development (6 Dice) +30
-[] Curiosity Shuttle Prototype 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] G-Drive Improvement Program 46/400 3 dice 1%, 4 dice 30%, 5 dice 77%, 6 dice 97%
-–Note: Only 1 die per turn.
-[] He-3 Experimental Reactor 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] Europa Deep Ocean Sample Extraction Drone 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] Ore Electrolysis Smelter Development 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] Atmospheric Containment Shimmer Optimization 0/400 4 dice 9%, 5 dice 52%, 6 dice 88%, 7 dice 98%
-[] Gravity Particle Sample Collection Machine (New) 0/100 1 die 31%, 2 dice 93%
-[] Union Fabricator Craft Development 79/225 2 dice 64%, 3 dice 97%
-[] Tick Tank Dig Experiments 0/150 2 dice 61%, 3 dice 97%
[slide=Craterscope (Up to +5 extra Dice) +20]-[] Craterscope Imaging Sensor Development 277/500 2 dice 7%, 3 dice 64%, 4 dice 96%
-[] Craterscope Atmospheric Analyzer Development 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] Craterscope Asteroid Belt Detector 0/200 2 dice 19%, 3 dice 79%, 4 dice 98%
-[] Craterscope Tiberium Detector 0/125 1 die 6%, 2 dice 80%, 3 dice 99%
-[] Craterscope Moon Detector 0/125 1 die 6%, 2 dice 80%, 3 dice 99%
Space Command Mission Planning (4 Dice) +5
-[] Mission: Orbital Scan (Write-in) 0/100 1 die 6%, 2 dice 61%, 3 dice 90%
-[] Mission: Research Base (Write-in) 0/150 2 dice 19%, 3 dice 63%, 4 dice 89%, 5 dice 97%
-[] Voyager Visitation 102/150 1 die 58%, 2 dice 93%



Vote by Plan. Comments and critiques are welcome.
 
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Regarding MARVs - it's likely that the new NOD refining tech will affect them, and if so I'm going to be in favor of plunking down RZ MARV hubs...
It occurs to me that the combination of MRASP letting you put a whole-ass mobile base's infrastructure on a single superheavy vehicle, plus field tiberium refining capabilities, plus a MARV's power to act as a giant crawling/floating fortress, gives you a pretty strong set of options for taking the memetic and absurd capabilities of RTS logistics and actualizing them, at least to the extent of being able to construct the buildings. Churning out tanks might be impractical, but you could have all the steel you wanted.
 
Er won't we have nearly 100 even if we go crazy in Q4 right now?

EDIT: oh you mean post re-allocation. I thought we decided not re-allocating after Kane shows up would be a dick move and it would be a waste of the quests time to do two re-allocations so it probably won't work like that.
Some people speculated that it would be a dick move.

I think it would be perfectly in character for Kane, and something that we as players should keep in mind as a possibility.

We had to renegotiate our plan goals thanks to the war, after all. So it's not like there isn't precedent for it.

I want the (70+) PS specifically to allow us more flexibility in the Kane negotiations, not for the hypothetical plan goal renegotiation later.
 
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I think we should try not to burn down all our Political Support during reallocation... But I think we should be willing to leave reallocation with, say, 70 PS or less, and accept that maybe we'll have to use it carefully during any hypothetical negotiations with Kane.

Remember that we can go down into the 30s without getting fired or anything, and that Kane might not actually show up.
 
I'm hoping that Kane doesn't show up in Q1. An entire plan with Seo Mad Sciencing things up (with Litinov covering his backside) would be really fun, which the TCN would probably make more difficult.

I don't think we'll go below 75 PS for setting the goals themselves, but we may be tempted to do so for spinning off expenses. And I do expect that we'll probably want to spin off something (at the very least, to simplify the income calcs), but I hope that we refrain from the more costly options.
 
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We finally have a semi-permanent presence of people living away from Earth and Luna. Neat.
That's some expensive imaging software. We're going to have to develop that in parts like the workshop on Enterprise. Which also got a nice discount in total IP required.

If we want our Lunar dice to do anything we're going to have to lay down some serious IP. 120IP/C for continuing construction of the Craterscope. Which leaves us 80IP to play around with.

We should finally start on Ore Electrolysis and go forward with more Lunar Imaging since that project is only 10% complete.
 
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So, time to get SCED's Construction and Science on! Getting both the Craterscope Structure started, and the initial Marsbase built!
Which mostly means that Pathfinder gets to play freighter, and then science lab trying to find very elusive needles in a planet-sized haystack.
And I decided on the planning for Uranus not for the puerile jokes, but because it's close to 120 degrees away from Jupiter at this point.

[X] Plan CraterMarsscopebase
Earth-Luna:
Earthside Facilities (Unlimited Dice) 100C
-[X] Isolinear Computing Center (Phase 2) 0/200 4 dice 52% 100C
Earth-Orbit Facilities:
-[X] Enterprise Orbital Assembler (Phase 2 of 4)(Updated) (65/80 IP) 15IP
Lunar Facilities (4 Dice available):
-[X] Craterscope Structure (Phase 1) 30 Structure Parts: 120C, 120 IP
(Phase 2) 0/400 4 dice
Martian Facilities (13 Pathfinder days): 56C 40IP
-[X] Initial Martian SCED Research Base (Northern polar region) 8 Facilities: 56C 40IP, -1 Astronaut Team
Venus Facilities (12 Pathfinder days):
-[X] Venus Research Station 2 station parts: 10C 10IP(10IP waived)
Development (6 Dice + 1 Outside Development Die) +30 42C 15 IP
-[X] G-Drive Improvement Program 114/400 1 die 15C 10IP
-[X] Atmospheric Containment Shimmer Optimization 0/400 4 dice 4C 9%
-[X] Tick Tank Dig Experiments 102/150 1 die 3C 4 IP 83%
-[X] Craterscope Atmospheric Analyzer Development 89/200 1 die 20% 20C 1 IP
Mission Planning: (4 Dice) +5
-[X] Mission: Orbital Scan Uranus 1 die autosuccess
-[X] Mission: Orbital Scan Titan 1 die autosuccess
-[X] Voyager Visitation 131/150 1 die 87%
-[X] Mission: Research Base Mercury 124/150 1 die 80%
Missions:
-[X]Mars particle collection mission 3/6 attempts 60 Pathfinder Days DC80, 75, 70

328/411 C - 83C Reserve
200 IP
85/90 Pathfinder days
 
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I feel like any Discussion with Kane is gonna work on "Leverage" rather then political support, if simply for gameplay/player reasoning if nothing else.

The forgotten was essentially another "faction", not on the same scale as Kane, and without several other political GDI member's interested, but i think overall, we can expect any Kane discussion to be the same, where it functions of leverages and promises to build stuff then having political cost. Even if a few options may be -PS

Alla
"Make advanced bay for cool ship" +1 Leverage
"Kane shares shiny otherworldy tech" -1 leverage

Where like the forgotten, we may get stuff that is "-10 capital goods/Energy" and so on, but most options there didn't have much if any political cost. At least, that's how i'd feel about it.

It would make sense in the context of the million people in space, giving us something like +1 leverage
 
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I feel like any Discussion with Kane is gonna work on "Leverage" rather then political support, if simply for gameplay/player reasoning if nothing else.

The forgotten was essentially another "faction", not on the same scale as Kane, and without several other political GDI member's interested, but i think overall, we can expect any Kane discussion to be the same, where it functions of leverages and promises to build stuff then having political cost. Even if a few options may be -PS

Alla
"Make advanced bay for cool ship" +1 Leverage
"Kane shares shiny otherworldy tech" -1 leverage

Where like the forgotten, we may get stuff that is "-10 capital goods/Energy" and so on, but most options there didn't have much if any political cast. At least, that's how i'd feel about it.

It would make sense in the context of the million people in space, giving us something like +1 leverage
If I had to guess, I'd say there will be three main currencies involved:
Net Leverage against Kane: The more there is, the more we can demand, and the more likely that he sticks to the longer-term provisions (for what that is worth).
Net Leverage against Nod: The more we have, the more we can demand, and the lower their tensions post-deal.
Net GDI acceptance: The higher this is, the more likely that parliament ratifies the deal, and the less likely that other parts of the GDI will rebel.

With the minor currencies:
Warlord acceptance (per warlord, may be hidden): Same as Net Leverage against Nod. The lower this is (by say, demanding that Gideon be excommunicated by the rest of Nod) the greater chance that the warlord will go independent, restart active conflict with the GDI, or to go to war against the rest of Nod. The higher it is, the more likely that they will actively co-operate with the GDI (or even defect) post-war.

Political Support: Spendable to increase net GDI acceptance.

On that thought, it might be fun to make a deal that is palatable to both Kane and Nod as a whole, but causes every notable remaining warlord (except maybe Reynaldo) to either defect or rebel.
 
If I had to guess, I'd say there will be three main currencies involved:
Net Leverage against Kane: The more there is, the more we can demand, and the more likely that he sticks to the longer-term provisions (for what that is worth).
Net Leverage against Nod: The more we have, the more we can demand, and the lower their tensions post-deal.
Net GDI acceptance: The higher this is, the more likely that parliament ratifies the deal, and the less likely that other parts of the GDI will rebel.

With the minor currencies:
Warlord acceptance (per warlord, may be hidden): Same as Net Leverage against Nod. The lower this is (by say, demanding that Gideon be excommunicated by the rest of Nod) the greater chance that the warlord will go independent, restart active conflict with the GDI, or to go to war against the rest of Nod. The higher it is, the more likely that they will actively co-operate with the GDI (or even defect) post-war.

Political Support: Spendable to increase net GDI acceptance.

On that thought, it might be fun to make a deal that is palatable to both Kane and Nod as a whole, but causes every notable remaining warlord (except maybe Reynaldo) to either defect or rebel.

That's probaly how it went in "cannon", where you ended up with a deal that had Leverage that Kane and NOD mostly found acceptable, but Warlord like Gideon was in the negatives and thus he "rebelled" against the deal
 
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