Honestly if there is an Offensive Component to the Navy we want to get first it the Landing Helicopter Amphibious Ships, they have enough utilities for a few roles we can justify a well reasoned modification to Fleet Plan 2070 without overdoing it, and still having room for next gen Hulls or systems to be chosen later in both Offensive and Defensive means
 
SC2 Mod: Giddyboy's Missile


The job is simple. Beat the shit out of Gideon's forces, save the GDI and you will do so with Commander Chad. More seriously this is my first actual foray into this kind of thing so who knows if it's actually good. Anyway, the objective is to take the soldier closest to the Command center to the missile to win. There is a time limit and if he dies you lose. Now are you a bad enough commander to beat Gideon's forces?

Edit: Scrin roll
One Autumn Leaf threw 1 100-faced dice. Reason: Giddyboy's misery(tech roll) Total: 50
50 50
 
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I suppose we should at least get to work on the Islands, preferably quickly if we want Karachi next plan. We could probably throw a die on the development project this turn.
IIRC, the Islands have a two year deployment time after deployment, and have a similar cost profile to the escort carriers. So, that means that if we are willing to spend 5 mil dice over two turns (92% CoS for 1 turn deployement), the absolute soonest that we could have them ready for actions would be Q2 2064. And even that would be with the crews green and inexperienced.

So LCA is pretty much useless for Karachi at this point. Monitors are cheaper and have a shorter deployment time, and so could be useful to Karachi, but they don't fill as novel of a capability long-term.

If we had to choose one offensive ship, I think I'd prefer the Islands to the Monitors.

Although I suspect that both will be floating paperweights after Kane negotiations, so it might all be moot.
 
So would,
Although expanding operations in such a hostile environment would currently leave ZOCOM severely over extended, there exists a short window of opportunity where such an over extension is unlikely to be punished, which would permit broad or targeted offensives into the Red Zones for the purposes of abatement to be performed.
include building a MARV base near Karachi?
YZ-1
--West
(Mandvi, India)
Build a super MARV to support the Karachi city project?
 
" Beyond that, it is also a deeply temperamental design, having to be bolted to the skull for long term functioning "

I'm a little worried that people with bulky 1st gen implants are going to face discrimination because of GDI's history with killer cyborgs and Gana. I'm interested in how far we can go with genetic engineering and transgenic organs though. It's probably too late to save the Qatarites, but there's going to be millions more people dealing with a lifetime of exposure to tib, pollutants and nuclear fallout in the yellow zones. I wouldn't be surprised if we have issues coming the other way too, from people growing up in sterile environments and wearing full hazmat suits to go outside.
 
Next turn is Q4- why would we want to do Vein mines instead doing them Q1 to recover income. RZ I can see if they think they can support doing some now. For ZA- I would imagine we want to keep working on 1 to 2 a turn (next turn would be 1 because we still have other plan goals we have to hit).
Because we still get some income, and they work towards getting us able to handle underground Tib, which is becoming more and more a threat.
For ZA: I want to do 2 dice on a new factory, and 1 die for any factories not completed. Because we only need 5 Mil dice to reach a near-maximal chance of completion on the only plan goals left: OSRCT and ASAT. Although I am seriously considering tossing 1 Mildie and 1 AAdie at the London factory to ensure it completes.
Scrintech, 55, Buzzer blades. That is the absurdly sharp cutty bits not the rest of the system.
Ooh. That's likely to have industrial uses, if nothing else.
 
So new plan anyone want to critique?

[] Plan Can We Keep At Least One Offensive Ship
-[]Infrastructure 5/5 160R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 100%
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Chicago Planned City (Phase 4) 4 dice + 2 free dice + 1 HI die 140R 71%
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[]Heavy Industry 4/4 110R
-[] Advanced Alloys Development 1 die + 1 admin die 30R 72%
(Progress 0/120: 15 resources per die)
-[] Continuous Cycle Fusion Plants (Phase 9) 2 dice 40R 100%
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Low Velocity Particle Applicator Development 1 free die + 1 Erewhon die 40R 72%
(Progress 0/120: 20 resources per die)
-[] Chicago Planned City 1 die
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 98%
(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[]Agriculture 4/4 65R
-[] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Strategic Food Stockpile Construction (Phase 3) 1 die + 1 free die 20R 99%
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 140R
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40R 99%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
-[] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
-[] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[] Red Zone Energy Refits (Phase 1) 1 die 25R 0%
(Progress 0/350: 25 resources per die) (+10 Energy)
-[]Orbital 6/6 120R
-[] Station Bay 2 dice 40R 0%
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[] Leopard II Factory 4 dice 80R 32%
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[]Services 5/5 100R
-[] Human Genetic Engineering Programs 1 die 25R 100%
(Progress 77/120: 25 resources per die) (-5 Political Support)
-[] Hallucinogen Development 2 die 30R 100%
(Progress 0/60: 15 resources per die)
-[] Regional Hospital Expansions (Phase 1) 1 die 25R 0%
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[] Ocular Implant Development 1 die 20R 100%
(Progress 83/120: 20 resources per die)
-[]Military 8/8 250R
-[] ASAT Defense System (Phase 4) 3 dice 60R 93%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 4) 2 dice 40R 99%
(Progress 319/395: 20 resources per die)
-[] Ground Forces Zone Armor (Set 1)
--[] London 2 dice 40R 100%
(Progress 121/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Island Class Assault Ship Development (Platform) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[] Medium Tactical Plasma Weapon Deployment 1 die 30R 62%
(Progress 0/80: 30 resources per die)
-[] Sparkle Shield Module 2 free dice 60R 91%
(Progress 0/120: 30 resources per die)
-[]Bureaucracy /4
-[] Administrative Assistance (Advanced Alloys Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Banking Reforms 1 die 100R in reserve auto
(Must maintain 100 resources in reserve.)
-[]Free Dice 7/7
-[] 2 in Infrastructure
-[] 1 in Heavy Industry
-[] 1 in Agriculture
-[] 3 in Military
-[]Resources Income 1045/1155 Reserve 0/110

I was originally going to start on the last shark yard but the news that we're going to lose the offensive ships unless we get to work on them changed my mind.

EDIT: @Simon_Jester are you willing to give this a look since no else is interested
 
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Because we still get some income, and they work towards getting us able to handle underground Tib, which is becoming more and more a threat.
For ZA: I want to do 2 dice on a new factory, and 1 die for any factories not completed. Because we only need 5 Mil dice to reach a near-maximal chance of completion on the only plan goals left: OSRCT and ASAT. Although I am seriously considering tossing 1 Mildie and 1 AAdie at the London factory to ensure it completes.
I would rather push RZ offensive and similar Q4 and hit vein mines Q1 when claws kick in, and lets us build up a bit more cap goods.

For mil though I would like to get the shark started since yards have a long lead time. Probably scatter shot some dice for min chances on the non plan stuff, maybe hit some of the talon research like mod assembly.
 
Thats very big. I'm amazed that at no point did the Talons think that maybe they should stop adding all of the new toys to the Mastodon and just settle for some of them.
This is the Steel Talons. About half their design philosophy is "force the nerds to make better materials to support all the shinies."
Ninja swords. We must use it for ninja swords.
Zone Armor swords will be happening. Sadly, probably not mechswords, because our mechs don't have arms.
(Steel Talons, you can fix that...)
I would rather push RZ offensive and similar Q4 and hit vein mines Q1 when claws kick in, and lets us build up a bit more cap goods.

For mil though I would like to get the shark started since yards have a long lead time. Probably scatter shot some dice for min chances on the non plan stuff, maybe hit some of the talon research like mod assembly.
I intend to do both a RZ Border Offensive phase, and a phase of Vein Mines.
As for Military, getting some progress on the Shark yard is not bad, and the ST project I'd prioritize is the Sparkle shields so we can hit Improved Fusion sooner. But one of my goals is to not do over 10 dice in Military in the next few turns, because we don't need to.
 
I think we can afford to lose the coastal monitor, but Karachi without assault carriers is problematic. Aside from that, I think we ought to take up ZOCOM on the farmers gambit. Zone Armor bayonets are going to be cool as hell.

That aside: it's hilarious and kinda tragic how baked in some of the traumas are into humanity by this point:
reducing or cutting entirely classes of coastal monitors and assault flattops in exchange for larger formations of frigates, cruisers, and potentially expanded fleets of heavy capital ships.

expected to be generally unused outside of the once-a-generation calamities that people have come to expect.
'Yeah, we're a society that's gone through about 4 or 5 WW2 scale disasters consecutively- we're going to go through more, it sucks, but what can you do? Besides preparing for mass casualties, global logistics failing, famine, disease, and fighting genocidal aliens to a stand still- but we're pretty good at all that by now'.
And it is by these means that the other threats to our world, the alien invaders that came to ravage the earth and take it for themselves, have been fought off, and if they return, they will find us no easy prey.
For the most concerning discovery is not the universe's passive hostility towards us but the hostility in the form of malicious, inhuman actors aiming to subvert and destroy us. But be it civilian or military aims, the completion of Enterprise station will bring us forth into a new age for both
And this isn't exactly Scrin delenda est, but it's definitely 'we're going to go out into the Solar system and beyond, and we're going to kick the shit out of any Scrin who tries to harvest us again, and when we find someone else out there- maybe we can be friends'
 
The youngest pair are Susan MacEvedy and her adopted brother Eric. While they are sixteen and fifteen respectively, the two are an already capable pair. The brother is a master of electromagnetism, able to levitate and manipulate small objects even in the depths of the Blue Zones, while the sister is among the largest of the Gammas that Atreides has gathered, despite her age.
Is it just me, or do women seem to grow into generally larger Gammas, while men become more powerful... psychics I guess? I'm very not clear on how their powers work.
Discontent

Tali Jackson has indicated minor discontent with her current job. While her last four years have netted the Talons a noticeable funding increase, the Treasury has been noticeably silent on any funding outside of that committed to her, and, combined with the chance at promotion within the Talons, she is seriously considering requesting a transfer back to her former unit, rather than remaining with the Treasury. While currently, she is not looking at an immediate transfer, she has carefully kept her options open, rather than
Not to worry ma'am, the Steel Talons have my full support!
Deaths among the Qatarites

Although the Qatarites as a whole are healthy and relatively well integrated, many are beginning to see severe health complications, despite advancing Initiative medical sciences. While not yet dying in large numbers, sooner rather than later the complications of Yellow Zone life will begin seeing them die off in droves, with lived experience and collective knowledge dying with them. While to some degree they have been able to pass on that knowledge to the Initiative, it is difficult in many cases to summarize a lifetime
Sad that it looks like we're late, but we have started on the HGE project and are going to complete the Viseriods research ASAP.
Practically, these units have gone to long term food storage areas – places where GDI will gather the population for longer term survival operations. This has also served as a political reassurance, with most areas knowing that even in the case of severe supply disruptions, CRP will not be a part of the daily diet, as it would have to be shipped in, rather than being locally available. Beyond that, it is simply a relatively small part of the total food stockpile, and expected to be generally unused outside of the once-a-generation calamities that people have come to expect.
Huh, so it's a trade resource. That's very useful.
Fast-Twitch Myomers
The Brotherhood's work on various forms of walker have yielded some results that are quite different from the way that GDI has done things. One of those is essentially a form of "fast-twitch" myomer. On a human or other animal, there are combinations of fast- and slow-twitch musculature. GDI's version of myomer is almost entirely focused around slow-twitch musculature, intended to balance and support a particularly heavy chassis at speed. On the other hand, many of the Brotherhood's systems are combinations of fast- and slow-twitch myomer bundles: one set for rapid repositioning, and the other for offering sustained strength. When applied to legs, these fast-and-slow combinations give great potential for an enhanced ability to bound, leap, and hop across a battlefield.
Now that's a decent step forward in myomer. Probably wouldn't help with any of the Mastodon's current issues, but it's great for a new platform, or something to test out with a few Havocs
Biowarfare
Biowarfare has been a part of the Brotherhood of Nod's arsenal for quite a long time, with biological research on both the macro and micro scale operations having been ongoing from the very beginning of their open operations. On the macroscales, it has been a series of attempts to work with Tiberium mutation on both human and animal test subjects. On the microscale, it is a mix of tailored bacterial and viral weapons intended to target specific strains of crops, animals, fungi and similarly valuable targets. For obvious reasons, much of this research will be focused on counter-agents or vaccines against these bioweapons.
Yes. Anything to help along our Tiberium and genetic studies.
The Governor A as a class is not an immediate priority. With a wide array of technological upgrades ranging from buckler shields to provide additional protection over hard-to-armor areas, to the potential for a third generation of directed energy APS and first generation DEAAA, along with fusion reactors and other upgrades immediately over the horizon, the navy is happy to wait for a significant period, so long as the upgrades that could go on the Governor are being worked on.
I don't know what a DEAAA is. Direct Energy Anti-Air A? Aircraft? Regardless, it seems they want us to wait a bit and get some new technologies first. Can do!
Since it sounds like we need to do more Steel Talon projects to keep Tali Jackson, does anyone have any preferences?

There are several tech projects to further improve our shield or laser techs, but I'm also interested in the Unmanned Support Ground Vehicle Development (Tech), since it might synergize with the harvesting claw bot/vein mine projects.
They seem very interested in Heavy Combat Lasers and Plasma weapons, plus shields. Personally I'm very interested in UGSV. I want my mech Dummys dammit.
Nah, she's always like that with kids and teens, she's got a soft spot for them.
 
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Is it jist me, or do women seem to grow into generally larger Gammas, while men become more powerful... psychics I guess? I'm very not clear on how their powers work.
I knew I wanted a brother sister Gamma Delta pair, and I flipped a coin twice to figure out who was the elder and who was the Delta.
I don't know what a DEAAA is. Direct Energy Anti-Air A? Aircraft? Regardless, it seems they want us to wait a bit and get some new technologies first. Can do!
Directed Energy Anti Aircraft Artillery.
 
The Buzzer blade is apparently sharp enough to cut through last generation zone armor and depending on how difficult it is to use we might see our high precision cutting tools replaced with that. And maybe get a flexible metallic compound out of the deal.
 
Thought I'd try a maximum spending and power plan for funsies. It doesn't seem too bad really. Finishes some big things.

[] Plan: Power to the Steel Talons
-[] Infrastructure 6+E+AA/5 180R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Chicago Planned City (Phase 4) 3/550 1 HI 5 Infra 1 AA 1 Erewhon dice 160R 77%
-[] Heavy Industry 4/4 60R
--[] (1 die on Chicago)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[] Light and Chemical Industry 4/4 110R
--[] Bergen Superconductor Foundry (Phase 3) 251/380 3 dice 90R 99%
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 1 die 40R 1/17 median
-[] Agriculture 4/4 50R
--[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
--[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
-[] Tiberium 8/7 175R
--[] Tiberium Inhibitor Deployment (YZ 11) 0/130 2 dice 60R 94%
--[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 3 dice 60R 81%
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 die 25R 100%
-[] Orbital 6/6 120R
--[] Satellite Bay 0/400 2 dice 40R 2/5ish median
--[] Leopard II Factory 0/350 4 dice 80R 32%
-[] Services 5/5 120R
--[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[] Regional Hospital Expansions (Phase 1) 121/300 3 dice 75R 91%
--[] Ocular Implant Development 83/120 1 die 20R 100%
-[] Military 13+AA/8 310R
--[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
--[] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
--[] Ground Forces Zone Armor (London) 121/180 1+AA die 40R 99%
--[] Shark Class Frigate Shipyards (Seattle) 0/300 4 dice 80R 64%
--[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%
--[] Sparkle Shield Module 0/120 2 dice 60R 91%
-[] Bureaucrecy 2/4 0R
--[] Administrative Assistance: Chicago Planned City (Phase 4)
--[] Administrative Assistance: Ground Forces Zone Armor (London)

7/7 Free Dice
1/1 Erewhon Die
1125/1265 R
PS: 117 -10 (Tib Power) -10 (Visceroids) -5 (Genetics) = 92
Energy: 17 -4 (Chicago) +16 (Fusion) -2 (Suzuka) +4 (Bergen) -2 (Vertical Farming) +20 (Tib Power) -1 (Hospitals) -2 (London) -6 (Seattle) = 40

So yes, overkill on power plants. But at least we know we'll have a good buffer to keep things powered until we get better Fusion.
Infra: Managed to squeeze enough dice around for a good chance of Chicago 4 completion. That will keep our Goods flowing during the slow time of the start of the next Plan.
HI: We might get Hovers.
LCI: Probably overspend on Bergen. But at least we can be fairly sure it completes.
Agri: Goal Complete.
Tiberium: Deliberate overspend on Tib Power to get two phases done, while the parliament can be encouraged not to complain.
Orbital: Stead progress towards cheap Stations.
Services: Finishing off our medical related projects.
Military: Near guaranteed goals, likely Bote, and extra funding for the Steel Talons.
Burrr: Fretting about how much was spent.
 
Buzzer blades does mean we might get melee units in the future and if this franchise tells me anything our spies can kill powered armor guard units like shinobi.
 
Wouldn't buzzer blades make a hell of a shrapnel bomb, or do they need to be powered/attached to non-expendable machinery??
 
I knew I wanted a brother sister Gamma Delta pair, and I flipped a coin twice to figure out who was the elder and who was the Delta.
Ah. I thought it might've been just a strange "natural" dichotomy.

- - - - - - - - - - - -

I'm either or on the Red Zone Offensives. Yes, we should take advantage of that nat 100, but while the Red Zones are a huge problem, so is the underground Tiberium. I guess so long as the research and Liquid Tiberium Power plants get done I'm not picky, and that shouldn't be a problem.

Buzzer blades, well. We did get that High Frequency Blade technology off the Nod Harvesters. I don't see a lot of reason not to try making absurdly sharp vibrating swords for our power armor troops. It might seem silly, but it's the best kind of silly.
 
Obviously the Buzzer Blades need to be used to make drills, especially if some Zrbite is added. Make them hand held and you'll be able to break any Lobster Black Hand shells with ease.

I'm sure it could also be used in mining and industrial applications as well. Might be too sharp for kitchen knives thou.
 
Hmm...

Really need Reykjavik based of the mastodon results. Need better mech legs.

The nod mech legs seem oddly well timed.

Most stuff looks really good. Orbital is nice and hopeful.

For navy... I'm kinda alright losing the offensive ships? Maxing out our current ships and their tech will probably suit us just fine.

With any luck we can build Karachi without a ton of conflict. Especially if negotiations are on the table. I'm not betting on it but I'm feeling like it's a potential that's out there.

Definitely looking forward to the upcoming mad science turn. Should be incredibly interesting.
 
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