Well, I for one am down for a frantic Service-dice effort to figure out anything and everything we just learned about how Nod wages biological warfare, and how to stop it.
 
Obviously we're not going to be throwing plagues at NOD and praying they all keel over to 'Black Death 2.0 now 1000% more infectious and deadly'. Because, as is repeatably mentioned, genocide and WMDs are bad.

Hopefully we can go in the opposite direction and learn how to stop super plagues before some insane warlord gets that idea in their head. Can't really be any harder then the usual procedures we have to detect and contain Tiberium. Which is basically already a super plague by itself.
 
Hopefully we can go in the opposite direction and learn how to stop super plagues before some insane warlord gets that idea in their head. Can't really be any harder then the usual procedures we have to detect and contain Tiberium. Which is basically already a super plague by itself.
Eh...

The thing about Tiberium exposure is it's not at all subtle, it doesn't mutate very fast on a pandemic scale and it's not all that transmittable except in its very late stages. The hard part is getting rid of the Tiberium, not detecting and tracking it.

And, yeah. Time to throw all the Service dice at it. I don't want to find out if Nod can make and throw Stone Dogs at us.

(Huh. Now there's a crossover for a miserable time. Draka vs. Nod. Kane, savior of the Free World...)
 
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Just idly playing around with plan drafts. Now that we have confirmation the station bay's available to work on, and figuring that the biowar defense project won't be available next turn...

EDIT: I swapped out one die on Tiberium Silos for one die on Improved H-G Process. I can see picking either project; neither is critical but both would be nice to have.



MONEY BUDGET
1155 RpT income + 110(?) R reserves
1130/1265
135 R surplus budget at plan end

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting the +6 from Chicago or the +2 from Bergen; those 'only' have ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

MILDLY PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) + 16 (fusion) +10 (tiberium Phase 1) -4 (Chicago) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -3 (London)
+20 Energy

GETTING YELLED AT BUDGET
117 (75 + 17 from projects + 25 from promises ), need to spend some
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Finish In Chicago With MAD SCIENCE! (Mk III)
-[] Infrastructure (5 dice + 2 Free dice, +32 bonus, 140 R)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Chicago Planned City (Phase 4) 3/550 (6 dice + HI die, 120 R) (71% chance)
-[] Heavy Industry (4 dice + 2 Free dice + EREWHON!!!, +29 bonus, 130 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (2 dice, 40 R) (100% chance)
--[] Advanced Alloys Development 0/120 (1+E dice, 30 R) (72% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
--[] Chicago Planned City Phase 4 (1 die, 20 R) (see above)
-[] Light Industry (4 dice, +24 bonus, 90 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 (1 die, 20 R) (1/16.5 median)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (90% chance, less if progress decay)
-[] Tiberium (7 dice, +39 bonus, 135 R)
--[] Tiberium Processing Refits (Phase 5) 6/100 (1 die, 20 R) (61% chance)
--[] Improved Hewlett Gardener Process 0/160 (1 die, 20 R) (1/2 median)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (1 die, 25 R) (100% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 2 Free dice + AA die, +26 bonus, 240 R)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.4% chance, 99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, a 30 R/die project
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (99.7% chance, 100% with Seo bonus)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] 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
-[] Bureaucracy (3 dice, 100 R)
--[] Erewhon: GDI Dorfs Need Mithril Badly
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
 
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-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: GDI Dorfs Need Mithril Badly
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)

Isn't this just 3 dice used of the 4 available? Maybe use the last one to Lobby for Legal Reforms as that is something we will want to do and we do not currently have the spare Cap Goods for Long Term Systematic Planning Organization or Predictive Modeling Management.
 
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As in what was used to make the world changing missile from tib war 2 ? , cause that stuff might go a long to stabilize the forgotten's genetics maybe even replicate them
I'm pretty sure that'd be on the Tacitus tech list because the missile was something Kane built personally, probably with very little help from Nod's rank and file, and something that was not distributed to the rest of Nod afterwards.

Unlike, say, the Banshee-Barghest fighter lineage, which originally came from the Tacitus but clearly was distributed from Kane's inner circle out to the Brotherhood at large at some point after Tib War Three.

Isn't this just 3 of the four dice used? Maybe use the last one to Lobby for Legal Reforms as that is something we will want to do and we do not currently have the spare Cap Goods for Long Term Systematic Planning Organization or Predictive Modeling Management.
Lobbying for legal reforms costs PS, as I recall, and I'm trying not to spend MORE PS than just the minimum we have to spend to avoid going over the 100 line.

I'd rather just leave the Bureaucracy die fallow; there's no real need for it since security reviews are hardly a practical option right now.
 
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Lobbying for legal reforms costs PS, as I recall, and I'm trying not to spend MORE PS than just the minimum we have to spend to avoid going over the 100 line.

I'd rather just leave the Bureaucracy die fallow; there's no real need for it since security reviews are hardly a practical option right now.

I think we should be at ~ 97 PS assuming all of what could succeed does in your plan.

117 PS (Current) - 5 (Liquid T) - 10 (Viceroids) - 5 (Genetics) = 97 PS
Then there is whatever PS for Liquid T Phase 2 if that completes, going to be at least 5 PS, might be 10. That still leaves ~15-20 PS for going to 70 PS, which is what I am comfortable with going into Reallocation. But I understand if you would prefer a higher PS stockpile.
 
Not sure if this has been asked but what's the reasoning for Visceroids getting -10 PS? Since I equate -10 to being a moderately unpopular decision.
Is it because it has to do with working with mutants? Or we might be cutting up animals? Or it's related to liquid Tiberium? Some combination of that?
 
Not sure if this has been asked but what's the reasoning for Visceroids getting -10 PS? Since I equate -10 to being a moderately unpopular decision.
Is it because it has to do with working with mutants? Or we might be cutting up animals? Or it's related to liquid Tiberium? Some combination of that?
I think it has to do with the fact that its technically human experimentation since visceroids are what happens to humans when exposed to too much tib but aren't lucky enough to either adapt like the forgotten or just die
 
Not sure if this has been asked but what's the reasoning for Visceroids getting -10 PS? Since I equate -10 to being a moderately unpopular decision.
Is it because it has to do with working with mutants? Or we might be cutting up animals? Or it's related to liquid Tiberium? Some combination of that?
Would you want your government cutting up ambulatory Tiberium cancers that used to be your friends, family and pet dog?

(I say this as someone who is supportive of Visceroid research as a gateway to safer handling of liquid Tiberium.)
 
I think it has to do with the fact that its technically human experimentation since visceroids are what happens to humans when exposed to too much tib but aren't lucky enough to either adapt like the forgotten or just die
Would you want your government cutting up ambulatory Tiberium cancers that used to be your friends, family and pet dog?

(I say this as someone who is supportive of Visceroid research as a gateway to safer handling of liquid Tiberium.)
I guess they're close enough to human? The wiki just says they are a result of dead organic flesh undergoing uncontrolled mutation and the flesh mutating into some sort of non-intelligent blob thing. At least back during Tib War 1. The starfish things of the present day are generations removed from that.

It doesn't specify humans, just organic lifeform. It's likely the majority of visceroids are from animals dying in the wild due to Tiberium exposure.
But I guess the idea of the visceroid might have been the result of some guy inhaling Tib crystals is enough for some people.

Also apparently Forgotten eat them.
 
I think that Artificial Wood is also a biotech? If we have a spare LCI die in Q4, it might be a decent investment just for the tiny boost our other biotech projects.

Bonus in that it'll likely unlock a small LCI dice sink in Q1, giving us another cheap project while we are waiting for our income to recover.
 
It'd rather get like, tree domes or reforestation going. Fake wood will encourage people to not care.
Certainly something to do, though I think widespread reforestation will have to wait given how prevalent Tiberium is even in the Blue Zones. It would make us popular with the Biodiversity party though.
Closest we really have to trees is some indoor parks we built about four years ago.
[ ] Indoor park programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 106/150: 5 resources per die) (5 Political Support)

Indoor parks-to-be have been springing up around the Initiative. While the vast majority have been in the newly established Green Zones, they are also appearing across the Blue Zones as a concession to interests there. While the Blue Zones can, and do, have outdoor parkspaces, there are still safety concerns involved that have motivated lobbying by parents and educators for a more enclosed environment.
At the most basic, each of these parks begins with a hybrid isolated dirt and aquaponic greenspace. While some parts, primarily the isolated dirt, are going to be operated by the Initiative, the vast majority will be handled on an allotment basis, ranging from about a square meter of growing space, all the way up to about a hundred for the most avid gardeners. Beyond the allotments, playing fields (these with artificial grass) are being erected, using a series of geodesic domes with clear panels for cover.
Currently, the parks are effectively complete, however much of the internal setup still remains. Play structures, seed packages, and other accoutrements must be shipped in from across the Initiative and installed on site. These are, for the most part, either backlogged or in transit from the handful of locations with capacity to produce appropriate equipment.

But those are a bit lacking since really they amount to some gardening spaces and fields of artificial grass. No trees at all. There's also some outdoor parks in the Blue Zones but it's still a world where Tiberium crystals are a constant danger. Even in the Blue Zones.
I think I also remember some old post that said one of the Shala hub options would be a forest.

Trees take a long time to grow. Unless you want bamboo. Tree growth and age is measured on the scale of decades.
But as the saying goes, 'The best time to plant a tree is 20 years ago. The second best time is now.'
 
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Trees take a long time to grow. Unless you want bamboo. Tree growth and age is measured on the scale of decades.
But as the saying goes, 'The best time to plant a tree is 20 years ago. The second best time is now.'
My inner numbers-go-up bureaucrat reads this as "grow lots of bamboo". It's tree-like enough; I'm sure the civilians will get used to it! :p
 
Where are we even getting the lignin for the Artificial Wood project? That stuff literally grows on trees, of which we do not have any for harvesting.
I don't recall doing the bamboo project.
 
Where are we even getting the lignin for the Artificial Wood project? That stuff literally grows on trees, of which we do not have any for harvesting.
Well, we don't have many. I imagine they're like cows.

More generally, I think half the point of the project is to figure out how to synthesize that.

I don't recall doing the bamboo project.
We didn't. Though we can start bamboo plantations any time we like, if we need to. It's not hard.

Maybe swap drones for 3rd dice on Bergen?
Nah. A 79% chance of phase completion is good enough for me, because we CAN finish the thing off with one die in 2062Q1 or 'Q2 if we really, really have to. I have no intention of working on Phase 4 of the project any time soon, and I'm trying to save up Resources for 2062Q1.

So spending 30 R for a +15% or so chance of completing a project this turn instead of 10 R for a 50% chance of completing an admittedly lower-priority project this turn doesn't seem like a winning bet to me.

I'd rather get like, tree domes or reforestation going. Fake wood will encourage people to not care.
Reforestation will take decades and will constantly be running into problems with tiberium spread, because one tiberium fleck landing on a tree's roots and the tree's not only dead, it's a hazard to everything around it.

Artificial wood also means that when we do plant trees, we can concentrate on forestry options that are good for the environment as a whole, rather than just planting, say, giant plantations of _____ because we want maximal lumber return on our investment.

I think that Artificial Wood is also a biotech? If we have a spare LCI die in Q4, it might be a decent investment just for the tiny boost our other biotech projects.

Bonus in that it'll likely unlock a small LCI dice sink in Q1, giving us another cheap project while we are waiting for our income to recover.
By the same token, it is a cheap Light Industry die suitable for use in 2062Q1, in and of itself...

I think we should be at ~ 97 PS assuming all of what could succeed does in your plan.

117 PS (Current) - 5 (Liquid T) - 10 (Viceroids) - 5 (Genetics) = 97 PS
Then there is whatever PS for Liquid T Phase 2 if that completes, going to be at least 5 PS, might be 10. That still leaves ~15-20 PS for going to 70 PS, which is what I am comfortable with going into Reallocation. But I understand if you would prefer a higher PS stockpile.
I would prefer a higher PS stockpile, especially with the possibility that we may need to burn Political Support within GDI as part of impending Kane negotiations this year. We can lobby for the law reforms after reallocation.

Though I actually have no clear idea what such law reforms would involve. What kinds of things might we even be asking for? On the whole I'm pretty happy with the 'law' system, except insofar as I kind of wish we could just stabilize the budget and shovel money into the rest of GDI's coffers at a relatively steady pace without a quadrennial asset-stripping that leaves us flailing around trying to rebuild our own internal budget at the start of every plan.

Shouldn't Tib power be +10?
I suppose it should. I often work from memory without consulting recent updates, so sometimes things like that fall through the cracks.

@Simon_Jester
You may want to recalc your Chicago costs. I think you forgot to add 20 R to your expenses from the HI die.
I'll look into it.

(EDIT: Corrections recommended by Oleg and Rakuhn made)
 
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[] Plan Attempting To Finish In Chicago With MAD SCIENCE! (Mk III)

Seems like a good draft but I'd really like to find a way to squeeze in Improved Hewlett Gardener Process Development (Tech). The description says it will make a small but noticeable difference in the pace of xenotech deployment. It seems like a lot of the Alien tech we've gotten is really strong so anything that can speed development up, even a little seems really valuable. I don't think we need improved containments to have the capacity for the refits so maybe that could be cut to get it started?

I'd really like to find a 2nd dice for it from somewhere too. Could maybe pull a free dice from somewhere in military, possibly Sparkle Shield Module since I don't think its urgently needed and maybe we'll get lucky and It'll finish anyway.
 
Seems like a good draft but I'd really like to find a way to squeeze in Improved Hewlett Gardener Process Development (Tech). The description says it will make a small but noticeable difference in the pace of xenotech deployment.
The implication is that it'll make a difference insofar as having a process that produces STUs, say, 10% more efficiently means we can roll out 10% more xenotech. That's not a bad thing, but right now we have a large STU surplus, and we're about to do a huge kick of extra tiberium mining that will confer further surpluses. I don't consider the improved H-G process critical at this time... However, it is still more critical than the tiberium silos, so I'm open to flipping one die there.

There will come a foreseeable future time at which STUs become a major bottleneck, but we're not there now, and we're unlikely to end up there in the next few turns, unless I miss my guess.

I'd really like to find a 2nd dice for it from somewhere too. Could maybe pull a free dice from somewhere in military, possibly Sparkle Shield Module since I don't think its urgently needed and maybe we'll get lucky and It'll finish anyway.
Sparkle shields apparently improve the efficiency of second-generation fusion plants, and we do need more efficient fusion reactors. Among other things, to free up future Free dice for things other than, y'know, endlessly building more power plants.

So while you can do what you like, Sparkle Shields stays in my plans.
 
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