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
IIRC, the canon defectors were Gideon, Reynaldo, and Mehretu.

Reynaldo is probably off the table, thanks to his pilgramage at the start of the last war.

At this point, I'd say that the most likely defectors/rebels are Bintang (independent/defects if we bribe her enough), Mehretu (rebels if we push for excommunication/execution), and Gideon (rebels if peace is made).
 
So out of curiosity, which warlords could we actively work with, which would we be neutral with, which would we want a retirement from, and which would we want dead?

For example, if we made a treaty or something we would probably work with the Indian ones just for whatever science bonus for building the control thing.
 
We could probably work with Stahl, Krukov and the Bannerjees. Bintang is a huge maybe. Yang is already halfway to our side, we have to see what she does after Kane told her to move her ass one way or another.

Gideon and Mehretu are hardcore believers, they're gone one way or another.
 
The Bannerjees are likely to be an active asset in building the TCN if Kane tells them to. They may be the ones actively workshopping and prototyping some of the tech for him, anyway, and I suspect they're his Plan N+1 if he can't get cooperation out of GDI, because they have a big enough intact industrial base that they might at least be able to build him an escape ship even if they can't save the planet by themselves.

Stahl is dispassionate and competent. Kane treats him with respect and understated praise. Stahl is also pragmatic enough to get out of the way and not be a problem, or to lend material support to a project that would help clear out tiberium. We can deal with him as a neutral local government willing to assist in the overall undertaking.

I think Mondragon and probably Waters in North America are cut from the same cloth as Stahl in this respect, if not with his exceptional generalship.

Chinese Warlady (what was her name?) is likely to be effectively similar to Stahl in terms of stance, if less likely to, say, actively smack down a hostile Nod faction for us because Kane said to do it. She'll waver, but since in this case she's being told to get the fuck out of the way, compliance will not be hard for her.

BIntang is an adventuress. She craves battle on some level. However, she has never shown any sign of disloyalty or of bearing GDI any particularly great malice. I think she'll be reasonable, but could cause disruption or quietly do something that benefits a hostile faction.

Krukov has a grudge against GDI, but has failed time and time again. A crit on Diplomacy by someone like Gideon might turn him against us, but he might also choose to just stand down and make it as an independent cobelligerent in the war on tiberium, like Stahl.

Reynaldo has been humbled. He was always low on the pecking order of Nod warlords, remaining in power in large part just by surviving in Europe where others did not. He approached Kane with humility, got aid... and then used that aid in keeping with his normal tactics, only to be upbraided by Kane for doing so. He may react rebelliously (since he clearly has enough hate to inflict cruelty on GDI), or he may not. It all depends on whether his obedience or his hatred is stronger.

Mehretu is enough of a fanatic to attack other Nod factions just for... not attacking GDI themselves. He's gonna stir shit up.

Giddyboy rebelled in canon, went underground, and came back with an army of Nod renegades, as I understand it. I'm betting on the same thing happening here.

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
To be fair, Kane has a lot of power over Nod, so you can usually get a big chunk of Nod to do whatever Kane wants just by having Kane show up and tell them to do it.

About the only time Kane can't control most of Nod is when Kane is missing-presumed-dead and hasn't gotten around to convincing people he's alive again.
 
So out of curiosity, which warlords could we actively work with, which would we be neutral with, which would we want a retirement from, and which would we want dead?

For example, if we made a treaty or something we would probably work with the Indian ones just for whatever science bonus for building the control thing.
We'd probably be happy to have Stahl, Krukov, Yao, Bintang, the Bannerjees, the Caravanserai, Ibrahim, Yao, or Majors as independents or onside. They all belong to the relatively 'sane', 'non-hardliner', side of Nod, and treat their people comparatively well. They also mostly treated warfare with respect, such as conducting prisoner exchanges and refraining from targetting ambulances. Unfortunately, most of them really don't have any obvious division points with Kane or Nod as a whole, so it will be difficult to get them to desire to leave the organization.

Mondragon is a relative hardliner, but not as dangerous or as ideological as Gideon and Mehretu. Independence or capture.

Mehretu and Gideon are likely too dangerous to let live. Although I'd probably push for 'neutrality' with them as part of the overall deal, then wait for them to inevitably restart hostilities. Cheaper that way. They are also the ones who are heavily out-numbered and out-gunned by the sane faction of Nod, so they are the most likely to leave without us having to lift a finger.

Reynaldo is probably fully Kane's servant at this point.

Pavchenko may be too minor to be of consideration.

Already dead/likely dead/captured/subsumed:
Cherdenko
Moskvin
Ten Rings
Waterley
 
[]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
@Lightwhispers It looks like these projects only require one die now, and so aren't rolled for. You don't need two dice on Uranus. Might I suggest a die on scanning Titan? IIRC Bot said it's the only major moon around Saturn, so with Titan we should have the full set for a complete scanning pass in the future.

Also, @sunrise sorry I wasn't able to look at the gdoc the last few days. I definitely could have updated and cleared up the Array a bit better.
 
@Lightwhispers It looks like these projects only require one die now, and so aren't rolled for. You don't need two dice on Uranus. Might I suggest a die on scanning Titan? IIRC Bot said it's the only major moon around Saturn, so with Titan we should have the full set for a complete scanning pass in the future.
This is true, and I somehow missed it. Fixed, and added planning for Titan. Even if what I remember of looking at an online orrery makes me wary of going to Saturn when it's so relatively close to Jupiter. But we can wait on actually going, I suppose.
 
Yao was reprimanded because while she didn't go to war, she also didn't, like, blitz against the Red Zone over half of China, or build enough tanks for everyone in her territory to have one, or anything like that.

She just sat there. Doing nothing. She had a golden opportunity to "play defense" and *build the hell up*, and she missed it.
 
She just sat there. Doing nothing. She had a golden opportunity to "play defense" and *build the hell up*, and she missed it.
A build-up of material can be seen as prep for jumping into things and there is no doubt in my mind that the GDI might have decided to err on the side of caution and, you know, invade that way as well

Edit: Yao however should have tried to do something impressive like Red Zone abatement or even pour cash into some super weapon or another
 
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A build-up of material can be seen as prep for jumping into things and there is no doubt in my mind that the GDI might have decided to err on the side of caution and, you know, invade that way as well
Right. Well, we're discussing a conversation dominated by Kane. From Kane's point of view, what you said is true. But then, from Kane's point of view, if all Yao can be expected to do is minimize the odds that GDI will attack her, Yao can profitably be replaced by a sandbag with a smiley face painted on it, because GDI probably won't attack one of those, either.
 
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 expect Kane to react on us successfully pulling off Karachi.
He does not have an incentive to act now, but us doing a massive landing operation in one of the few uncontested NOD regions and stamping out a phase 4 city out of the ground in three months will force him to act - and while most warlords will expect him to call to war or to let loose the WMD, he probably will call for a conference.

Edit:
There is also a Doylist reason:
The reallocation will be a huge discussion in thread, with plans, voting and all that jazz…
And to let us us go through with all this, only for the very next update going basically: "You know, all these discussions and plans of the last two weeks? Yeah, funny thing about that..."
…I cannot really see Ithillid doing that.
 
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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.)
So, I'm trying to vaguely place the borders. North Africa appears to have BZ end somewhere between Marsa Ben M'Hidi and Gazaouet on Algeria's coast. GZ looks to end maybe in the Beni Saf? area. Africa RZ looks to start around Cherchell? in Algeria. Europe looks like BZ out to Motril / Castell del ferro and GZ to Almeria? RZ starts maybe Barcelona / Mataro area?

If we place a naval/air base at Nador in Morocco, a 350km combat radius puts hydrofoils as far east as perhaps Achaacha, Algeria and as far north as Cape Palos. Between Gibraltar and a base at Nador, the Alboran Sea is fairly locked down, as well as southern Spain and a good chunk of Algeria's coast, but not quite all of Algeria's YZ coastline. Looking at the area between Achaacha and RZ start... there's not really any good ports for decent sized raiders or small subs to easily enter/leave. Maybe Tenes?

Spain, OTOH, has a number of feasible ports. Possibly Barcelona, then heading south there's Vilanova i la Geltru, Terragona, La Rapita, Vinaros, Castellon de la Plana's nearby port area, Port de Segunt, Valencia, maybe El Grau de Gandia, maybe Denia, Alicante, and Centro (and then we hit the Cape Palos area, where Nador's hydrofoils can reach). Probably upwards of half a dozen to a dozen more areas if you rework marina spaces, depending on how much draft the raiders/subs need. Oh, and any ports in the Illes Balears.

A hydrofoil base at Algiers once the MARV hub YZs enough space can overlap with the Nador patrol area and threaten Nod ports north to Denia, and most/all ports in the Illes Balears area.

A 450km radius puts Nador covering nearly the start of the Africa RZ and up a little past Alicante. From Algiers, 450km radius covers up past Castellon de la Plana's port area.

Reynaldo's raiding force seems like the biggest threat to Med traffic from a "we can't threaten/lock down all of his possible raider ports" perspective.

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.
Does it? I could've sworn Genoa was purely sea traffic, like Anzio.

According to the blurb for the MARV hub construction:
Q2 2054 Results said:
Built near the top of the Italian boot, over what was once Genoa, known for its markets and merchants, it has become a fortress city. A single MARV takes hundreds of people to maintain. While the crew itself is only ten, keeping the unit functional requires massive amounts of effort. From here, MARVs will range across northern Italy, sweeping through the Tiberium encrusted hills and valleys, funneling a stream of resources back to the hub, and from there, loaded onto aircraft and cargo ships to be delivered to the south of France and beyond, following many of the same routes taken by the Glacier mines further south.
A glacier mine was set up in Milan to the north same turn, with its tiberium funneled south to Genoa.

There was a push south from the Saarland towards the Italian Alps in Q3 2054 (Red Zone Harvesting Operations Phase 7), that got crushed by Nod forces. A second attempt was done in Q2 2056, followed by a North Italian Glacier Mine (Stage 8) completed in Q1 2058. (Stage 9 Glacier was in Egypt at the Nile, completed same turn, Stage 10 was Suez region in Q2 2058, Stage 11 was eastern Sinai/Israel in Q3 2058, and Stage 12 was Eritrea same turn.)

There doesn't appear to be a connection between the North Italian glacier mine and the Milan glacier mine that would be needed to connect Genoa to Europe. They did take the time to cut a path through the Swiss Alps to get to the Italian Alps, but otherwise....
 
Well, the mean RpT output of a vein mine now is 27.5 RpT, and if I'm right then in 2062Q1 it'll be 32.5 RpT.
Excuse you... Harvesting Claws increasing the yield of Vein Mining by 5R was my theory.

--[] Shark Class Frigate Shipyards (Seattle) 0/300 (1 die, 20 R) (1/4 median)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
---[] Toss a coin to your Talon
If we aren't going to drop a decent number of dice on Seattle, perhaps we could drop that single dice on Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%. Clearing out our 30R/die projects while we can is good, and the Talons need a bit more that a coin.

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.
Yeah, it does look quite like impending burnout.
There is nothing wrong with being invested in the quest, but you've been at investment level 11 for a while, and you are starting to sound quite frayed.
As an example: You flipped from arguing strongly for the Improved Hewlett Gardener Process Development to arguing against it in 2 turns. Which isn't to say that there is anything wrong with those arguments. I just want to point out that you are putting a lot of effort into those arguments, which isn't a great thing if this is supposed to be your main diversion.
If you need to spread your time to include a less intense diversion, I'm quite sure it will be fine on this end. There are so many unknowns before we get the Results update that much of this discussion ends up moot anyway.
 
So, I wanted to try my hand at SCED plan, I am on my mobile till some time late tomorrow though, will try it then if it is still relevant, but for now:
[X] Plan CraterMarsscopebase
 
Excuse you... Harvesting Claws increasing the yield of Vein Mining by 5R was my theory.
I acknowledge your claim.

Now, do you memorize the originator of every suggestion you see in the thread? Several days, or weeks later? Do you expect people to do so for you as the price of listening to you?

If I did, I wouldn't be surprised if more people than already do just stopped reading my posts to avoid getting called out for accidentally internalizing something I'd said. :p

If we aren't going to drop a decent number of dice on Seattle, perhaps we could drop that single dice on Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%. Clearing out our 30R/die projects while we can is good, and the Talons need a bit more that a coin.
Because Seattle is a project that needs to get done regardless, it's one where a single die of progress towards it matters. Rather like Reykjavik. I could swap out another Talons project, but it wouldn't be plasma cannons. I haven't decided what it would be. But I'm still not happy with the situation; I'm only putting two dice on Sparkle Shields in the first place because of the applications I hope it will have.

As an example: You flipped from arguing strongly for the Improved Hewlett Gardener Process Development to arguing against it in 2 turns. Which isn't to say that there is anything wrong with those arguments. I just want to point out that you are putting a lot of effort into those arguments, which isn't a great thing if this is supposed to be your main diversion.
It's only been "main" in the last few days.

As to the specific action you're talking about... those two turns have been, I don't know, something like 4-8 weeks of real time. That is a long time for a man to change his mind. For instance, to become convinced that the improved Hewlett-Gardner process's "improvemnts" are less like +50% STUs and more like +10% STUs. The latter isn't as big of a deal as the former.

Also, an action that makes sense at one moment in the game does not necessarily make sense at all other later moments. In 2061Q1 we had 21 Tiberium dice between us and the end of the plan. Now we have seven. That concentrates us down on essentials.
 
Here's a SCED plan that splits the cost of building the Craterscope Structure over two turns (with a side of Ore Electrolysis) while also building the Mars base and doing lots of Craterscope research. It also holds back on spending our Reserve so we still have the budget to continue (and try to finish) Craterscope research next turn.

[X] Plan Mars + Two Turn Crater Structure + More Reserach
-[X] Earth-Orbit Facilities
--[X] Enterprise Orbital Assembler (Phase 2 of 4)(Updated) (65/80 IP) 15 IP
-[X] Lunar Facilities 72C 72 IP
--[X] Craterscope Structure (Phase 1) 0/30 +15 Structure Parts: 60C, 60 IP
--[X] Ore Electrolysis Test Facility Foundations (Phase 1) 0/3 +3 Foundation Parts: 12C, 12 IP
--[X] Ore Electrolysis Test Facility Foundations (Phase 2) 0/85 4 dice 98%
-[X] Martian Facilities +13 Pathfinder days
--[X] Initial Martian SCED Research Base (Northern polar region) 0/8 +8 Facilities: 56C 40 IP -1 Astronaut Team
-[X] Venus Facilities (12 Pathfinder days)
--[X] Venus Research Station 0/20 +1 station part 5C 0IP
-[X] Assembly
--[X] Craterscope Imaging Sensor 0/120 +46 IP
-[X] Development 6/6 +5 Craterscope dice 124C 27 IP
--[X] G-Drive Improvement Program 114/400 1 die 15C 10 IP (1/3.5 median)
--[X] Ore Electrolysis Smelter Development 0/200 2 dice 4C 8 IP 19%
--[X] Atmospheric Containment Shimmer Optimization 0/400 2 dice 2C (2/5 median)
--[X] Tick Tank Dig Experiments 102/150 1 die 3C 4 IP 83%
--[X] Craterscope Atmospheric Analyzer Development 89/200 1 die 20C 1 IP 20%
--[X] Craterscope Asteroid Belt Detector 0/200 2 dice 40C 2 IP 19%
--[X] Craterscope Tiberium Detector 0/125 1 die 20C 1 IP 6%
--[X] Craterscope Moon Detector 0/125 1 die 20C 1 IP 6%
-[X] Mission Planning 4/4 dice
--[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%
-[X] Missions:
--[X] Mars particle collection mission 3/6 attempts 60 Pathfinder Days DC80, 75, 70 (59.7% at least one roll succeeds.)

257/411C, 154C in Reserve
200/200 IP
85/90 Pathfinder days

@Lightwhispers A few errors I spotted in your Plan: Since you're not using an Outside Dev Dice, the die on Craterscope Atmospheric Analyzer should only cost 10C, not 20C. Voyager Visitation is at 131/150, not 102, and so one die on it is 87% likely to complete. (My fault; outdated Array.) And you're paying the Pathfinder days cost for going to Mars twice; we only have to pay it once per turn, meaning you have 13 more Pathfinder Days to work with.
 
Regarding Yao.

As far as Kane cared she could've done a number of things. One of which was jump into the Regency War, which he wouldn't have liked, but would've accepted. Others were; invest heavily in R&D efforts of any kind, fortify her territories against assault, fortify her territories against tiberium incursion, expand her military, modernize her military, improve her economy, or invest in her population.

Yao has by implication done none of these things. She has sat on her laurels and let her lands stagnate. Kane would've been willing to accept anything at all other than that. Her lands are in effectively the same state in the early 2060s as they are in the early 2050s, and when other Nod heads and GDI are so obviously and actively doing all the things she is not... she's just not that useful.
 
A hover chassis and mad science turn looks good to me. Nearly everything needs a refit or replacement, and the tech needed for upgrades is all badly overdue because of the regency war.


[X] Plan Mars + Two Turn Crater Structure + More Reserach
 
A build-up of material can be seen as prep for jumping into things and there is no doubt in my mind that the GDI might have decided to err on the side of caution and, you know, invade that way as well

Edit: Yao however should have tried to do something impressive like Red Zone abatement or even pour cash into some super weapon or another
On the flip side, GDI was actively fighting other people. GID knew the Bannerjees, in India, were making and shipping out Gana. GDI has not invaded India. Yao could have made her territory just as unpleasant to invade.

Again, there was a very intentional reason I had Kane invoke the Parable of the Talents there.

EDIT:
Regarding Yao.

As far as Kane cared she could've done a number of things. One of which was jump into the Regency War, which he wouldn't have liked, but would've accepted. Others were; invest heavily in R&D efforts of any kind, fortify her territories against assault, fortify her territories against tiberium incursion, expand her military, modernize her military, improve her economy, or invest in her population.

Yao has by implication done none of these things. She has sat on her laurels and let her lands stagnate. Kane would've been willing to accept anything at all other than that. Her lands are in effectively the same state in the early 2060s as they are in the early 2050s, and when other Nod heads and GDI are so obviously and actively doing all the things she is not... she's just not that useful.
Or at best, her territory underwent barely-linear growth, as if GDI wasn't distracted with a bunch of fights and Nod hadn't gotten hands on nice Tiberium controlling tech.
 
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[X] Plan Mars + Two Turn Crater Structure + More Reserach

This is more in line with what I had in mind - ore electrolysis and atmospheric shimmer shield optimization are explicitly both things I wanted to try to include this turn in my plan.
 
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[] Draft Plan Research & Cleanup Q4
Infrastructure +32 (5 dice) 100R
-[] Suborbital Shuttle Service (Phase 2)(Progress 22/250: 25 resources per die) (+5 Logistics) 2D
-[] Urban Metros (Phase 4) (New)(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy) 2D
-[] Yellow Zone Fortress Towns (Phase 6)(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water) 1D

Heavy Industry +29 (4 dice, 1FD) 95R
-[] Advanced Alloys Development (Tech)(Progress 0/120: 15 resources per die) 1D
-[] Continuous Cycle Fusion Plants (Phase 9) (Updated)(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor) 1D
-[] Suzuka Prototype Hover Chassis Factory(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy) 2D
-[] Low Velocity Particle Applicator Development (Tech)(Progress 0/120: 20 resources per die) 1FD

Light and Chemical Industry +24 (4 dice, 2FD) 110R
-[] Bergen Superconductor Foundry (Phase 3)(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics) 2D
-[] Civilian Drone Factories (Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) 2D
-[] Civilian Ultralight Factories (Progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy) 2FD

Agriculture +24 (4 dice, 1FD) 60R
-[] Vertical Farming Projects (Stage 2)(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) 2D
-[] Strategic Food Stockpile Construction (Phase 4) (Updated)(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food) 1D
-[] Poulticeplant Development (Tech)(Progress 0/50: 20 resources per die) 1FD
-[] Security Reviews (DC 50 + 1 operations die) Agri 1D

Tiberium +39 (7 dice) 155R
-[] Improved Hewlett Gardener Process Development (Tech)(Progress 0/160: 20 resources per die) 2D
-[] Venusian Tiberium Studies (New)(Progress 95/120: 25 resources per die) 1D
-[] Visceroid Research Programs (Tech)(Progress 0/120: 15 resources per die) (-10 Political Support) 1D
-[] Red Zone Energy Refits (Phase 1) (New) (Progress 0/350: 25 resources per die) (+10 Energy) 3D

Orbital +26 (6 dice, 1FD) 120R
-[] Leopard II Factory(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount) 5D
-[] Orbital Cleanup (Stage 11)(Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations) 1D+1FD

Services +27 (5 dice) 120R
-[] Regional Hospital Expansions (Phase 1) (New)(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 3D
-[] Human Genetic Engineering Programs (Tech)(Progress 77/120: 25 resources per die) (-5 Political Support) 1D
-[] Ocular Implant Development (Platform)(Progress 83/120: 20 resources per die) 1D

Military +26 (8 dice, 2FD, ED) 230R
-[] Advanced ECCM Development (Tech)(Progress 0/40: 20 resources per die) 1D
-[] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 3D
-[] Orbital Strike Regimental Combat Team Stations (Phase 3)(Progress 319/395: 20 resources per die) 2D
-[] Zone Lancer Development (Platform)(Progress 0/40: 15 resources per die) 1D
-[] Ground Forces Zone Armor (Set 1) (Updated)
--[] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) 1D
-[] Sparkle Shield Module (Tech)(Progress 0/120: 30 resources per die) 2FD
-[] Stealth Disruptor Development (Tech)(0/40: 15 resources per die) ED

Bureaucracy +19 (4 dice)


100 + 95 + 110 + 60 + 155 + 120 + 120 + 230
990/1200

+280 Tiberium Cap
-2 STU
+10 Energy
+4 Housing
+1 Cap Goods
+16 Con Goods
-5 Labor
+11 Logi
+1 Food
+2 FiR
+5 Health
-10 PS
 
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