Something I noticed:
From Q2 2058:
[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/225: 30 resources per die) (Fusion) (Station) (High Priority)
(Progress 0/500: 30 resources per die) (Fusion)
And Q3 2058, when all Orbital and other projects that had been affected by the Fusion die mechanic had that discount universally applied
[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/225: 20 resources per die) (Station) (High Priority)
(Progress 0/500: 30 resources per die)
So, it looks like Phase 5 of ASAT should be 20R/die, since it was affected by the fusion die mechanic - @Ithillid can you take a look at that?

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.
Just remember, we generally don't get projects for the Nodnata items immediately after they are rolled - it takes some time for the research teams to actually get things ready for a project.
-[] Orbital (6 dice, +26 bonus, 120 R)
My memeplan says that there is far too little investment in SPAAACE! Other than that, I don't hate it.
 
I'm torn on Fusion efficiency improvements.

We're starting at 8 energy.
We're probably going to get +16 energy from fusion, and +4 from Bergen over the next two turns.
If we do 2 dice on tib power next turn, that is +10-+20 energy.
So, we're looking at at least +38 energy through Q1.

We're looking at a likely floor of:
2 Suzuka
2 Drones
2 Vertical Farms
1 Hospitals
2 Zone Armor (if crit applied -1 energy cost to zone armor factories)
9 energy consumption
So, +29 energy?

I think that we can afford to try to get dice/resource efficiencies on Sparkle shields? 30 R and a military/free die are both pretty precious. Fusion power I could see fast-rolling, even if the extra progress is lost on the Mk 2, depending on what the civilian market power draw looks like.

I guess the big question is whether we're expecting another 20 points of power draw through Q3 of next year, which is certainly possible. But I'm hoping that most of our mil dice will be going to tech improvements, and our free dice to tib operations (even more possible power) or orbital (no power draw).
 
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I'm torn on Fusion efficiency improvements.

We're starting at 8 energy.
We're probably going to get +16 energy from fusion, and +4 from Bergen over the next two turns.
If we do 2 dice on tib power next turn, that is +10-+20 energy.
So, we're looking at at least +38 energy through Q1.

We're looking at a likely floor of:
2 Suzuka
2 Drones
2 Vertical Farms
1 Hospitals
2 Zone Armor (if crit applied -1 energy cost to zone armor factories)
9 energy consumption
So, +29 energy?

I think that we can afford to try to get dice/resource efficiencies on Sparkle shields? 30 R and a military/free die are both pretty precious. Fusion power I could see fast-rolling, even if the extra progress is lost on the Mk 2, depending on what the civilian market power draw looks like.

I guess the big question is whether we're expecting another 20 points of power draw through Q3 of next year, which is certainly possible. But I'm hoping that most of our mil dice will be going to tech improvements, and our free dice to tib operations (even more possible power) or orbital (no power draw).
One way or the other I think we'll be all right; we have some options. My main priority is to just get Bergen Phase 3, Sparkle Shields, and hopefully Advanced Alloys, and with those in hand do the Improved Fusion project.

Worst case, we're about to get a pile of +PS from starting Shala and Columbia, so if we have to do still more liquid tiberium reactors it's not the end of the world as long as we're careful where we put them.
 
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.
To be fair, Advanced alloys deployment will likely eat some of that surplus, maybe even most of it.

On second thought, we don't know results of alloys deployment, might not be worth it at the beginning of the next Plan.
 
Even if it's worth it, if it's comprehensive it's likely to take a lot of work (read: Progress) to implement. We only have so many Heavy Industry dice to throw around, so I don't think our existing STU surplus plus the +STUs we're going to get from our 2062 income surge will all just vanish within the first few quarters of the year.

My point isn't that we can't use up all the STUs we have and soon will have. My point is that we have a LOT of STUs and that the supply isn't going to crumble up so fast that doing a tech that grants us a small amount of +STUs becomes ultra-time-critical.
 
Speaking about dice, how many people we can recruit during next Recruitment drive?

Cause we need HI specialist and I wouldn't mind getting Agri specialist as well.
 
Speaking about dice, how many people we can recruit during next Recruitment drive?

Cause we need HI specialist and I wouldn't mind getting Agri specialist as well.
Assuming it works like last time, we'll get to choose 4 of 8ish options (if we beat the maximum DC). But there's no real way to know what options we'll have, some probably haven't been written up yet.
 
As for Visceroids being an unpopular research subject. Keep in mind this is all in living memory of when the Scrin showed up and unleashed a ton of Tiberium chemical weaponry that turned people into Visceroids.

These things were terror weapons unleashed in major population centers- on top of being made from their friends and loved ones. It's like hearing that the government is experimenting on zombies after aliens weaponized an outbreak. There's potentially understandable reasons but it's deeply uncomfortable.
 
When it comes to visceroids there is a bit of history here.

1. There is a long, long history of people doing things around tib and getting turned into visceroids.
2. The scrin corruptors could product visceroids.
3. Visceroids are one of those things that are just kinda fundamentally scary.
 
And thus like cancer, it's very important to learn about it, so that we may destroy it or control it, whichever is more beneficial.

Yes I know you know this, but it must be said.
 
... and Nod loves sabotaging Visceroid research projects. Not to mention the critters themselves aren't particularly cooperative.

Of course, maybe if the research was properly funded and vetted instead of being done under the table in Joe-Bob's Tiberium Research Lab & Chainsaw Repair, it'd have a greater rate of success.
 
It also says in the option it helps deal with liquid tib which is a massive problem. it also futher tib research in general and hey we are playing the mad scientist* might as well do some crazy science that granger would say hell to the no too
 
... and Nod loves sabotaging Visceroid research projects. Not to mention the critters themselves aren't particularly cooperative.

Of course, maybe if the research was properly funded and vetted instead of being done under the table in Joe-Bob's Tiberium Research Lab & Chainsaw Repair, it'd have a greater rate of success.
How dare you besmirch the reputation of Joe-Bob, the world famous and acredited Tiberium researcher and mechanical technician! He is merely over enthusiastic about chainsaws and craves a worthy opponent.
 
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How dare you besmirch the reputation of Joe-Bob, the world famous and acredited Tiberium researcher and mechanical technician! He is merely over enthusiastic about chainsaws and craves a worth opponent.

He's a stand-up guy, but as it turns out, chainsaws are not the best tool for dispatching Visceroids that have gotten out of their jar - even if they are in perfect working order.
 
He's a stand-up guy, but as it turns out, chainsaws are not the best tool for dispatching Visceroids that have gotten out of their jar - even if they are in perfect working order.
Exactly why he was an advocate of the advanced materials bay. Incredibly tough blades with a much higher powered motor fueled by either micro fusion or Tiberium energy. It could've been something beautiful.

But alas, he'll just have to figure out how to use a fusion ship as a chainsaw.
EDIT:Or, Visceroid in the hot dogs. It's no worse than anything else in there.
Yes.
Ladies and gentlemen, I believe we have our next GDI food project.
Yes, but only for those both brave and bold.
 
A reminder that visceroids can be vicious. I lost some infantry to a corruptor in TW3 and the visceroids it spawned did noticeable damage to a Scrin refinery.

A whole building.

They're like the Monty Python rabbit, they can be vicious.
 
Hmm...

So, as far as orbital stuff goes...

We are already planning on knocking out Leo2s and the station bay first for the discounts.

Should we knock out the fusion and grav bays as well? So that whatever bonuses and tech researching starts off?

It's not really a big deal to me, but it does feel like a bit of a waste to not build the bays till two other mega projects (the stations) are finished.

Maybe put orbital dice on the stations and free dice, E, and AA dice on the bays?

I dunno.
 
Hmm...

So, as far as orbital stuff goes...

We are already planning on knocking out Leo2s and the station bay first for the discounts.

Should we knock out the fusion and grav bays as well? So that whatever bonuses and tech researching starts off?

It's not really a big deal to me, but it does feel like a bit of a waste to not build the bays till two other mega projects (the stations) are finished.

Maybe put orbital dice on the stations and free dice, E, and AA dice on the bays?

I dunno.
All Bays before any progress on stations feels like putting the cart before the horse-in any case we can build some of them sequentially. Fusion first because it has cheaper dice, probabaly, two or three free dice per turn until it's done, then switch to G-drives. E and AA dice are not needed for this task.
 
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