Anyway, so, maximum space preplanning. We have 7 free dice and 6 orbital dice. Assuming we need the free ones in the first year to build up income this leaves us with 4*6+13*4*3 dice in the orbital category, for a average total of around 13680 progress. Leo IIs, Gdrive-, Fusion-, Station-bay, Colombia and Shala are together 4980 progress, leaving 8700 progress unaccounted for. Which is probably enough to build a bunch of moon cities or even some additional stations or just more heavy metal mines.

This number can increase if we get a good space recruit.

Maximum space plangoals probably wont win the popular vote, but as if I care. Its definitely possible.
 
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So sounds like we will want to do red zone offensives simply because this is likely the only time we would have available to actually implement them? We won't be able to do them effectively in the future because NOD military would actually be on the ball at that point. So this is a way to sneakily slip more territory away from NOD and undercut their industry? I certainly do like the idea of going on the offense like that!
The argument isn't quite that cool, sadly. It's more like:

1) ZOCOM is super busy.
2) ZOCOM just doesn't have the numbers to secure the border offensives by themselves.
3) Ground Force does, but their troops need power armor to operate in Red Zones.
4) Ground Force needs to train a lot of power armor operators.
5) Learning to use power armor is difficult, especially without experienced trainers.
6) ZOCOM has the best trainers and the most of them, but ZOCOM is super busy, see (1).
7) But Nod just got its ass kicked, so
8) ZOCOM can afford to pull a lot of people away from other duties to train Ground Force...
9) Assuming we have the armor available so the new-trained troops can be trained before Nod gets it together

Cut down on the areas that they can gather resources from and that cuts into their ability to wage war on us! It also means that the vein mines or whatever would be most lucrative would still be ready and waiting for us to implement after we finished those red zone offensives and the connected mining. It may not be the most immediately lucrative of actions to take to regain our budget but I only really ever say our budget as something to be used to take the fight to NOD, take the fight to Tiberium, or build up GDI.
Well yeah, but at the moment we're actually suffering from noticeably diminished capacity along those lines, so getting things back up to speed is a priority.

The main limiting factor for us right now is Logistics, because all glacier mines (even the new "super" glacier mines) cost Logistics, quite a bit of it. And with the giant refugee wave demanding Housing, and Housing projects in turn demanding Logistics too, there's stiff competition for Logistics. So we'll need to limit our expansion of the glacier mines to something commensurate with the available Logistics buffer, which in turn means thinking ahead a bit.

The point is to substantially cut into their income streams. WE can't do that with yellow zone now can we? Last time that was done we had a MAD scare. So that is off the table. What is on the table is an action that both gives us substantial income, competitive with some of our best options. And at the same time it cuts into NOD's income stream which means it provides even more benefit then just increased income stream. A two for one special!
Just remember that the Red Zones are really big. Like, half the planet. Nod's territorial access to them is much better than ours, and supply lines through a Red Zone are almost impossible. I don't think we can "cut off" Nod; it's mostly about just getting at them ourselves, extracting resources, and importantly doing what we can to shrink the Red Zones.

Which is fine. The Navy asked for W, X, Y and Z at the start of the current Plan. We delivered W and X.
But when the Navy hints that they are going to revise Y and Z, I don't see why we would want to suddenly jump at locking in a capability that was thought of as needed 5 years ago.
Because the Navy will just say: "Okay, build Z then. But we also need new capabilities A and B, because Z doesn't do what we need anymore." But we can't afford to build Z, A and B.
I think you've made the argument too abstract.

The ship classes do stuff, and whether we have the capacity to do those things matters. We've been trying to strike a balance on which shipyards we construct, but the balance has heavily favored one kind of ship (which we need just to survive and keep our naval supply lines intact) over another (which is optional). However, we won't be in survival mode forever, so for the Navy to just give up and write a doctrine that is entirely focused around the ships we built in survival mode strikes me as a bad thing.

Edit:
There done.
Looks like the Tib might be returning the goods and asking for a refund. The sonics still work.
And also feeling like sleeping. Those anti mitigation creams are a scam anyway. Maybe in a year's time...
So as I understand it, tiberium rolls a 2 for "how much mitigation do you lose" and a 3, meaning "nine months, stretched to twelve by the stabilizer constellation" for "how long until you roll again."

Oof, welp, time to be ritually sacrificed to a volcano
Don't beat yourself up. :) It's not that bad.

Can we finally finish the Red Zone Containment Lines Action chain this incoming Plan?
Maybe. but right now, the border offensives are a strictly superior version of the Lines for all practical purposes, so we should do those first. And as long as we need the money badly, we should do the corresponding super glacier mines.

So what are some clear goals for next turn?

I assume meme plan levels of mining and red zone stuff.

One die on Chicago to knock phase 4 out.
I've been thinking about that. We might actually want to hold off and put the die on Advanced Alloys. Unless we pressingly need the Capital Goods from Chicago right away, we might be better off in Q1 with the cheaper research project (Advanced Alloys) instead of the more expensive industrial project.

It's questionable whether we should do both, because that would be giving up any hope of completing Personal Electric Vehicles in Q1 without Free dice, and Free dice are all urgently needed on Tiberium projects right now.

Whatever in orbital to station bay and leo2s.
The station bay is, as noted, a minimum of two dice from completion, but has a 73% chance of completion with two dice. The Leopard II yard, assuming that the failure hasn't cursed the project progress somehow (quite possible) would have roughly a 25% chance of completion with two dice and a 75% chance with three.

Any other stand out things to do? Or just whatever is cheap at that point?
+Housing projects in Infrastructure, which have the virtue of being cheap per die. In Military, Ferro-Aluminum Armor Refits has the virtue of being the only 5 R/die project we have, so if we don't do it now we may never. It must be worth something or the Ground Forces wouldn't let it stay on the docket. My plan draft will have three dice for it.

Railgun Munitions is a 10 R/die project and eagerly desired by the military in all branches; I imagine we're going to have Plan goals surrounding it, but even if we don't, it's a good choice.

Support Satellites is a good choice in Military, also 10 R/die and with the potential to be a real strategic game-changer by giving us a lot more intel on what Nod gets up to in their backline areas. The trick is that if we're lucky, the last two stages of Orbital Cleanup will shave 20 points off the Progress cost, so we might want to wait a turn or two. Speaking of which, I strongly recommend working on Orbital Cleanup next turn.

So in my core priority areas, my plans will look roughly like:

Infrastructure
-Two dice communal housing
-Three dice apartments
Heavy Industry
-One die metallurgy or maybe Chicago
-Three dice electric cars
Tiberium (all Free dice go here)
-Six dice on Red Zones (3/3 or 2/4 split between RZBOs and super glacier mines, depends on how the math plays out)
-Eight dice on vein mines.
Orbital
-Two dice on station bay
-Two dice on orbital cleanup
-Two dice on Leopard II yard if I can find the money.
Military
-Three dice on ferro-aluminum
-Two dice on railgun ammo
-Two dice on 20 R/die projects that are important.
--I'm thinking one on MRASP for Talons and one on a Zone Armor factory.
--Might demote the Zone Armor factory die to a railgun ammo die to save money.
-One die on security reviews

This isn't a complete list of everything to do in a plan, but the other categories (Light Industry, Services, Agriculture) are less likely to have targets so critical that it mandates exactly what we do.
 
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We need at the minimum six dice in HI and 7 or 8 on orbital. If we want to both secure space in preparation to TCN negotiation.

Also. This is mostly likely an unpopular suggestion but we should focus more on Red Zone Mining and Border Offensive and as many Resource Gaining offensive against abatement goals. If we can take up to 5 Border Offensive Phases and 5 Super Glacier Mines and 10 to 15 Vein Mines. We can easly expand our total gains up to 700 to 1200 RPT in preparation for the fifth plan.
 
Since both medium plasma weapons and sparkle shields are too expensive for next turn I kind of want to develop the light lasers as the Q1 Talons project since those will go into the next generation firehawk but as Simon has pointed out we need to cut costs so MRASP is probably the better idea.
 
We usually can't deal with Goals stuff properly for the first year anyway, but this one might be different.
Depending on what we are committed to, we might want to start walking forward with something like Reykjavik 5.
Unless we do really well on income (30% GDP and line item castoffs), Reykjavik Phase 5 is just too expensive to make meaningful progress on in 2062Q1 and probably Q2.

For example if we know we'll need to complete a large number of zone armor factories. And since we committed to North Boston 5, we should start with 1 die per turn on that. We don't want to leave it too late and then have to do a mega-rush, while having an energy and capitol good crunch.
North Boston Phase 5 falls into the same category. We can't afford to make a meaningful dent with it, so we should concentrate on projects that actually have an impact in a reasonably timely manner. We'll probably want to start major work on North Boston Phase 5 some time in Q2, with the other big priority for Q2 being improved fusion research.

We should finish off that Frigate Yard too.
We might be better off doing the first amphibious assault ship yard before the Seattle frigate yard. It sends a message to the Navy that we actually want them to have this capability. And it makes it more likely that we'll have fully modern ships capable of amphibious warfare in time for operations some time in, say, 2064-65.

If Kane doesn't show up, I want us to have the SADN grid firmly in place by then (actually I want that even if he does) and I want us to be able to start grabbing isolated Nod islands and such.

If there's something in Services that would help keep the Qatarites alive I wanna do that quickly.
I'll definitely want to try to find money for that. But the budget's really tight unless we get 30% GDP, manage to spin off a LOT of line items, or both. Just the more or less minimal stuff we have to do in Tiberium to get out of this pit could easily wind up costing us over 300 R, and we might hypothetically only have about 650-ish R to work with, total.

Tiberium dice should do Super Glacier mines and Vein mines.
I want to try to finish Red Zone Border Offensives Stage 2, by the way, to set us up for the next glacier mine. Plus it's a great Red Zone mitigation option and the propaganda value of "we invaded Nod. We beat them out of the way. Now we're invading the Red Zones" seems really sweet.

I hate to say it, but Agriculture should focus on Kudzu. The +1 to every die is very helpful, and it's very cheap. The rest is a bit beyond me.
I agree that it's a priority, though it'll need to be balanced against Food production.

Anyway, so, maximum space preplanning. We have 7 free dice and 6 orbital dice. Assuming we need the free ones in the first year to build up income this leaves us with 4*6+13*4*3 dice in the orbital category, for a average total of around 13680 progress. Leo IIs, Gdrive-, Fusion-, Station-bay, Colombia and Shala are together 4980 progress, leaving 8700 progress unaccounted for. Which is probably enough to build a bunch of moon cities or even some additional stations or just more heavy metal mines.

This number can increase if we get a good space recruit.

Maximum space plangoals probably wont win the popular vote, but as if I care. Its definitely possible.
Well, the Orbital dice alone give us about 6*76.5*16 = 7344 Progress to work with. I'm definitely comfortable committing to some Free dice investment in Orbital, but I prefer not to commit to so much that we'd have to average +2 or +3 Free dice per turn or more just to hit our Plan goals. Among other things because, y'know, we might want to do other things in space that aren't on the list. So I think I'd hit my limit around 8000-8500 point line.

Though I definitely favor doing an Orbital AEVA early in the current Plan. Orbital and Tiberium are perfect for AEVAs, because AEVAs synergize with "have lots of dice in this category" and with "lots of big projects where there's almost always rollover from one phase/stage to the next."

Heavy Industry is up there too, because the sheer size of the megaprojects means that you're virtually assured of saving at least one die per megaproject.

Technically we could put at least some of those income dice on moon mining or the like.
Sadly, moon mining still isn't cost-competitive with tiberium mining. Also, living conditions in the moon mines are terrible right now and I suspect will remain so until we get up to Columbia Phase X, with X being... I dunno, three plus or minus one. But it's an opportunity to keep an eye out for! We don't know if the moon mine income will be protected in 2066 (maybe not), but even if not, If we're not actively worried about hitting Plan goals, moon mining projects do tend to pay for themselves in R output as long as you start them early enough in a Plan.

We need at the minimum six dice in HI and 7 or 8 on orbital.
Where did you get "six dice on Heavy Industry," and what makes you think that's going to be an option? We don't get infinite options from recruitment. If we wanted six dice on Heavy Industry, we shouldn't have founded the DHIA, although in my own opinion that one's going to be worth it in the long run.

...If we want to both secure space in preparation to TCN negotiation.
I'm not sure the timeframe works out there. There's a good chance the negotiations will happen now, more or less.

Also. This is mostly likely an unpopular suggestion but we should focus more on Red Zone Mining and Border Offensive and as many Resource Gaining offensive against abatement goals. If we can take up to 5 Border Offensive Phases and 5 Super Glacier Mines and 10 to 15 Vein Mines. We can easly expand our total gains up to 700 to 1200 RPT in preparation for the fifth plan.
This... isn't really that unpopular. There's a strong groundswell for the Red Zone mines; the main problems is that even the lower-Logistics cost Super Glacier Mines come with -Logistics costs and compete heavily with the much-needed Blue Zone Apartments project for those. We need to be mindful about that.

Vein mines, by contrast, use Capital Goods, which we do have quite a bit of and are going to be making more of anyway, so they're likely to show up too.

Will there be Roll for quality? Like in previous communal housing?
All I know is that I want the project to actually complete, and that's liable to cost two dice. Even if the housing's low quality, it's going to thicken our buffer against anyone actually living under canvas, and that's a good thing.
 
All I know is that I want the project to actually complete, and that's liable to cost two dice. Even if the housing's low quality, it's going to thicken our buffer against anyone actually living under canvas, and that's a good thing.
Considering the Narrative showed the issues last time were from people who should NOT be in communal living fighting to get in due to housing demand we may want to deliberately slow roll this one while simultaneously building apartments, specifically for the narrative effect, not mechanical optimization.
 
Well, the Orbital dice alone give us about 6*76.5*16 = 7344 Progress to work with. I'm definitely comfortable committing to some Free dice investment in Orbital, but I prefer not to commit to so much that we'd have to average +2 or +3 Free dice per turn or more just to hit our Plan goals. Among other things because, y'know, we might want to do other things in space that aren't on the list. So I think I'd hit my limit around 8000-8500 point line.
3 Free dice per turn on orbital after the first year comes down to almost exactly 10k points (5k after the items on the current shopping list), 2 results in 9180 (4200 after the items on the shopping list), which would be pretty based if this pace was kept. Orbital does live with the danger of being neglected in terms of free dice in favor of Tiberium or Heavy industry. This is why I am in favor of doing higher space goals.
 
3) Ground Force does, but their troops need power armor to operate in Red Zones.
More like they need Zone Armor to operate infantry anywhere outside Blue Zones. Even in Yellow Zones infantry units need to either be inside a vehicle (which means they aren't really infantry) or in protective (and unarmored) suits. While Nod is fairly ok communing with the sacred rock, GDI troopers don't want to for some strange reason. No idea why.
 
Considering the Narrative showed the issues last time were from people who should NOT be in communal living fighting to get in due to housing demand we may want to deliberately slow roll this one while simultaneously building apartments, specifically for the narrative effect, not mechanical optimization.
No plan of mine will do anything other than "while simultaneously building apartments."

Since the blurb text was very explicit about "carefully vetting the occupants," I would like to think Seo learned that valuable lesson this time anyway, and that the housing won't just get flooded with applicants. We're not in the same position we were in last time we tried this, where we're going to be so swamped with desperate people who just Don't Care Where. I think it'll be okay.

3 Free dice per turn on orbital after the first year comes down to almost exactly 10k points (5k after the items on the current shopping list), 2 results in 9180 (4200 after the items on the shopping list), which would be pretty based if this pace was kept. Orbital does live with the danger of being neglected in terms of free dice in favor of Tiberium or Heavy industry. This is why I am in favor of doing higher space goals.
I think the only way that Tiberium's going to be getting a lot of Free dice investment past the first year is if we have TCN stuff to build, which... frankly is the only thing more important to long-term human survivability than space infrastructure, if you ask me.

Heavy Industry is definitely an issue, mind you.

More like they need Zone Armor to operate infantry anywhere outside Blue Zones.
Well yeah, but the specific subject of focus was the Red Zones.
 
Considering the Narrative showed the issues last time were from people who should NOT be in communal living fighting to get in due to housing demand we may want to deliberately slow roll this one while simultaneously building apartments, specifically for the narrative effect, not mechanical optimization.

That was when there still wasn't even enough Blue Zone housing (much less HQ housing) for everybody, we're in a very different situation now. There's 20+ points of mothballed commieblocks for any refugees that don't fit into communal housing to take instead, which was the problem last time, bad personality fits just taking slots because at least it's in a Blue Zone. Now those folks go into all our excess commieblocks. And I doubt native Blue Zoners would be trying to fight their way into communal housing experiments at the cost of their BZ apartment unless they're seriously dedicated to the idea and willing to make it work. This time should go significantly better and we need those 8 points of housing ASAP, especially with zero new housing stock at all this turn.
 
In Military, Ferro-Aluminum Armor Refits has the virtue of being the only 5 R/die project we have, so if we don't do it now we may never. It must be worth something or the Ground Forces wouldn't let it stay on the docket.
If nothing else, it's weight savings. You can get similar or better protection for less weight. I think it also affects power armor, though I might have to recheck that part. If true, Zone Defender Mk II should have gotten it added during the revision, while refits would cover the Trooper, Raider, Captain, and Marauder. Guardian Mk II would have it baked in, but Mk I, Pitbull, Wolverine, A-16 Orca Mk IV would need refits. Slingshot and Pacifier as well, probably. Maybe ZEMEV and Juggernaut Mk III? I think Havoc's design postdates the FA Armor testing, so it should be baked into the design.

It's possible that FA armor might have an impact in naval designs, depending on the armoring doctrine of modern GDI ships. I mean, current day "armoring" seems to be layers of steel and kevlar for splinter protection. If GDI armoring had to become more substantial, FA would likely have less impact, but perhaps hydrofoils could make use of it?

As a note - I wonder if/when we'll get more ZEMEV factory projects. That's the hover ambulance designed to medevac Zone Armor.

More like they need Zone Armor to operate infantry anywhere outside Blue Zones. Even in Yellow Zones infantry units need to either be inside a vehicle (which means they aren't really infantry) or in protective (and unarmored) suits. While Nod is fairly ok communing with the sacred rock, GDI troopers don't want to for some strange reason. No idea why.
In Yellow Zones, GF infantry can just use their regular body armor. They don't need special suits (and mind you, if they really needed Tiberium resistance/protection, GF could just make use of ZOCOM's body armor that got phased out for Zone Armor). Deep Yellow probably starts being an issue for their regular gear, and Red is straight up dangerous without special equipment (such as ZA).

Let's just phase out non-ZA front line troops entirely like ZOCOM did. It's the only way to be sure. ;)

--

I'm honestly in favor of taking 30% and divesting some bureaus, particularly if we had a way to divest off RpT to other departments mid-Plan. My main reason for taking 30% and dropping line items is so we can afford higher R/die projects faster and can start hitting those +CapGoods megaprojects sooner rather than later.

I'd love it if Interdepartmental Favors had an option to transfer RpT (for the remainder of the Plan) to another department for a reward (granted at the start of the next Plan) scaled to how long the "grant" ran. Like, send x RpT to Education. If it runs for 2 years before Reallocation, we get permanent +1 to dice rolls (bonus to then be replaced with something else for future use of that favor) due to higher education levels or whatever. If it runs all four years, we get a "free" dice pick the following Plan (larger educated pool, scholarships, whatever). I guess you could call it a temporary bureau of sorts. Problem is that I'm drawing a blank on other options. RpT to Space Force gives more credits/dice to SCED Quest, which is a reward to us all on its own? There's the trouble of if a "favor" would essentially be like a bureau but only give a bonus at the end of a Plan, so there's question of overlap and why do the favor instead of starting a bureau in such a case. Though I guess just a reduction in -PS for larger budget slices during Reallocation could be its own reward (+1PS per "grant" taken for 2-4 years, up to 0 PS penalty?). But we don't lose PS currently for taking 30%... we just gain PS from taking less. Hm. I guess just +PS for the RpT grant works?

In any case, I'd like ways to divest RpT to other departments during the Plan regardless of reward, whether the divesting is temporary or permanent (for the remainder of the Plan) and whether the reward is purely narrative or not. Education asking for money to (help) cover repair/upgrade/modernization of schools, or build a few new ones, etc. Labor wanting to overhaul their computer systems. Tiberium wanting some funds to upgrade Harvester crew amenities. And so on.
 
We might be better off doing the first amphibious assault ship yard before the Seattle frigate yard. It sends a message to the Navy that we actually want them to have this capability. And it makes it more likely that we'll have fully modern ships capable of amphibious warfare in time for operations some time in, say, 2064-65.
I strongly disagree with this. Frankly the frigates are vastly more useful in almost every situation the navy finds themselves in, the one exception being specifically naval landings. I seem to recall you arguing for a q4 2063 Karachi (please correct me if I' wrong here) which would mean the islands wouldn't even be used for that, while the frigates will see significant antisubmarine and convoy escort use
 
That was when there still wasn't even enough Blue Zone housing (much less HQ housing) for everybody, we're in a very different situation now. There's 20+ points of mothballed commieblocks for any refugees that don't fit into communal housing to take instead, which was the problem last time, bad personality fits just taking slots because at least it's in a Blue Zone. Now those folks go into all our excess commieblocks. And I doubt native Blue Zoners would be trying to fight their way into communal housing experiments at the cost of their BZ apartment unless they're seriously dedicated to the idea and willing to make it work. This time should go significantly better and we need those 8 points of housing ASAP, especially with zero new housing stock at all this turn.
Well, +1 High Quality and +4 Low Quality. It's not enough, but it does mean that our buffer hasn't shrunk by nearly as much as if we'd just spent the whole turn building nothing but Suborbital Shuttles. The buffer housing's not great (the last +28 of our Housing is now fortress towns, though many of those are far behind the front lines). But at least it's there, and we're pretty close to having fully 'Blued' all the territory we took during Steel Vanguard so that conditions will be safe from tiberium if not fun to live in in and of themselves.

I'm honestly in favor of taking 30% and divesting some bureaus, particularly if we had a way to divest off RpT to other departments mid-Plan.
I'd be happy to do that, and given the deal that we made with InOps, I'm pretty sure options to just hand off RpT to departments will exist. After all, we literally just made a deal to give InOps 240 RpT over the course of the upcoming Four Year Plan, in exchange for 10 PS.

(We should bear the fact that we signed such a deal in mind, the next time we think about good exchange rates between Political Support and income)

Now, the rest of the government isn't gonna be thrilled. That's a fact. Because a big part of what they want is to take Treasury and its branches from their current roughly 50-55% of the budget down to 20-25%, and if we both take 30% GDP and divest a bunch of our spinoff departments, from their point of view they're only fighting us down to something more like 32.5% or 35%.

So we may find the Political Support cost for 30% GDP very steep. Hard to predict what will happen.

In any case, I'd like ways to divest RpT to other departments during the Plan regardless of reward, whether the divesting is temporary or permanent (for the remainder of the Plan) and whether the reward is purely narrative or not. Education asking for money to (help) cover repair/upgrade/modernization of schools, or build a few new ones, etc. Labor wanting to overhaul their computer systems. Tiberium wanting some funds to upgrade Harvester crew amenities. And so on.
We are the Tiberium Department; that's one of Treasury's core responsibilities along with "literally handle the cash." Harvester amenities would be a case of us doing something for ourselves.

InOps already got us to agree to send them RpT, as noted above. Education asked us for (and got) a promise to build them a project.

I strongly disagree with this. Frankly the frigates are vastly more useful in almost every situation the navy finds themselves in, the one exception being specifically naval landings. I seem to recall you arguing for a q4 2063 Karachi (please correct me if I' wrong here) which would mean the islands wouldn't even be used for that, while the frigates will see significant antisubmarine and convoy escort use
Countervailing considerations:

1) We want the Navy to be capable of transitioning to an offensive warfare model. The reason the Navy has problems now and only "finds themselves" fighting defensive convoy actions or hunting subs or blocking Bintang's sorties is that they do not have the hulls to do more. We need to start planning ahead now for a hypothetical naval actions we want to see in 2067 or '69 or '71.

2) The Navy is in danger of falling into a "turtling" mindset precisely because they do not have the ships to perform amphibious operations or launch well-supported attacks against enemy coastline.

3) The Navy's need for defensive firepower is scaled to the likely nature of the threat. Steel Vanguard just knocked back most Nod factions' capacity to wage offensive war against us, and likely their desire to engage in intensive naval raiding. We are already building ships to help us secure those supply lines against that level of raiding; any lesser level is very unlikely to do well against the fleet we are already building. The Navy does not simply need an endless pile of those ship classes; it also needs other ships to do other things besides just secure convoys as if it was the middle of a Tiberium War at times when it is not a Tiberium War.
 
I have a shocking, controversial idea. For the next recruitment drives we deliberately do not pick the graduates option, so the rest of GDI and the private sector can get some educated fresh blood. The rest of GDI might suck them up before anything is left for the civilian economy, but at least we wont add our succ to the brain demand.
 
I am remembering that one of the purposes of the offensive navy was to temporarily take coastal yellow zones and evacuate refugees from them before GTFOing. Is that still going to happen or are we beyond that point with all the refugees we are taking post Regency War.
 
Nah, if we do Karachi we are looking at another couple turns of 10+ refugees/turn from India. So, in theory, the Island Class can lead to getting more refugees from other places. But they won't be used elsewhere in the next plan, considering just how busy everyone else will be from dealing with the fallout from the invasion.

But really, I think this is very, very premature to be discussing the merits of the Island Class. We really should be holding off on contentious subjects until we know if Kane is coming at the end of this turn, and makes all of the arguments completely pointless.
 
Another controversial idea: a die on both Apollo factories in Q1 2062.

RpD is somewhat low, though Energy overheads...
On the other hand - high chance of completion, more planes AND NOD is already on the ropes. We might regain air superiority for good...maybe.
 
I have a shocking, controversial idea. For the next recruitment drives we deliberately do not pick the graduates option, so the rest of GDI and the private sector can get some educated fresh blood. The rest of GDI might suck them up before anything is left for the civilian economy, but at least we wont add our succ to the brain demand.
Tempting. On the other hand, there are some fields where it would really help GDI's economy as a whole if we could do more than we can do now.

And you'll probably find it a bit difficult to keep that resolution if Graduates is the only way to get a seventh Orbital die. ;)

I am remembering that one of the purposes of the offensive navy was to temporarily take coastal yellow zones and evacuate refugees from them before GTFOing. Is that still going to happen or are we beyond that point with all the refugees we are taking post Regency War.
It's a "could" but not a "will," and there are other relevant applications and use cases.

But really, I think this is very, very premature to be discussing the merits of the Island Class. We really should be holding off on contentious subjects until we know if Kane is coming at the end of this turn, and makes all of the arguments completely pointless.
Certainly, we'll be looking at a very different set of priorities if Kane shows up and negotiates a peace treaty between us and (most of) Nod.

That would, indeed, make the Islands relatively less useful... except that it's likely that some of the most obnoxious Nod holdouts will be in places that are hard to get at, and the ability to outflank them with amphibious landings remains useful.

Also, amphibious assault ships in real life are interestingly useful as humanitarian relief platforms. Turns out being able to motor up to anywhere in the world in a 50-100 thousand ton ship that's optimized for tons of helicopters and medical evacuations to fly in and out is a surprisingly "multirole" capability.

Another controversial idea: a die on both Apollo factories in Q1 2062.

RpD is somewhat low, though Energy overheads...
On the other hand - high chance of completion, more planes AND NOD is already on the ropes. We might regain air superiority for good...maybe.
I don't think there's such a thing as "air superiority for good." We can't gain air superiority against them forever, only until they have time to build something new that can contest the skies. Furthermore, we're still in a situation where the Air Force's confidence is "High" while the Navy and Talons' confidence is "Low." Arguably, this is the last time for us to be going out of our way to do stuff for the Air Force.
 
2) The Navy is in danger of falling into a "turtling" mindset precisely because they do not have the ships to perform amphibious operations or launch well-supported attacks against enemy coastline.
I don't think we're nearly as much in danger of this as many people think, partly because a lot of the Navy's responsibilities on the defensive side will be keeping our shipping safe. And while that may not involve actually invading Nod territory, may well involve a certain amount of bombardment of Nod harbors, as well as general patrols.
I don't think there's such a thing as "air superiority for good." We can't gain air superiority against them forever, only until they have time to build something new that can contest the skies. Furthermore, we're still in a situation where the Air Force's confidence is "High" while the Navy and Talons' confidence is "Low." Arguably, this is the last time for us to be going out of our way to do stuff for the Air Force.
Yeah, I think that the only thing we're likely to want to do beyond FA armor and Railgun munitions for the first couple turns of 2062, is Zone Armor/Zocom support. (Zone Lancers are likely to be useful, as they are pretty much a straight upgrade to the Zone Marauder suit.)
Actually, I am perfectly willing to sacrifice an orbital die for that.
Who are you and what have you done with the real BOTCommander?
 
So, I tried to activate all dice using a 25%, no department spinoff budget. I failed.

Note: all probabilities here are low, due to "plan completed" bonus, which will likely be +4 to all dice. Likewise, we are likely to get some significant rewrites, so a lot of this is probably going to be inaccurate.
Infrastructure 5 dice +32 5/5 50R
-[] Blue Zone Apartment Complexes (Phase 9+10) (Updated) 82/320 2 dice 20R 9%
-[] Communal Housing Experiments (New) 0/150 2 dice 20R 82%
-[] Green Architecture Risk Assessment and Testing (New) 0/90 1 die 10R 63%
Heavy Industry 4 dice +29 4/4 45R
-[] Advanced Alloys Development 56/120 1 die 15R 81%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%
Light and Chemical Industry 4 dice +24 2/4 20R
-[] Isolinear Peripherals Development (New) 0/160 2 dice 20R 63%
Agriculture 4 dice +24 4/4 30R
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
-die for Security Review
Tiberium 7 dice +39 13/7 315R
-[] Tiberium Vein Mines (Stage 2+3+4?) 5/385 7 dice 140R Stage 4 90?%
-[] Red Zone Border Offensives (Stage 2) 101/250 3 dice 75R 100%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 3 dice 90R 71?%
Orbital 6 dice +26 6/6 100R
-[] Station Bay 248/400 2 dice 40R 73%
-[] Orbital Cleanup (Stage 11+12) 32/170 2 dice 20R 76%
-[] Leopard II Factory 152?/350 2 dice 40R
Services 5 dice +27
???
Military 8 dice +26 8/8 55R
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%
-die for Security Review
Bureaucracy 4 dice +24 5+E/4
-3 dice + Erewhon Recruitment
-1 die Security Review (Agriculture)
-1 free die Security Review (Military)

615/640

This tries, but leaves a couple LCI dice idle, and only has 15R for Services dice. And, of course, only puts 6 of 7 free dice on Tiberium, because we need to run the Recruitment action as well as Security Reviews.
 
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