Look at the draft budgets people have been throwing around; most of the time we stay under 950 RpT or so without really even trying, which means 20 R left over for each of the 4-5 new dice we're getting, even with no serious effort to keep budgets under control.
The current versions of my draft plans with the changes outlined in my last post... Well, I did decide to do the Chicago shift in my base plan (ends up 6 Infra, 1 HI die; ~7/13 progress), and the budgets for the two are 940 (BZ Apt) / 950 (no BZ Apt). Accounting for more Orbital dice, etc would boost that more, but I don't expect to run into "out of resources" issues. Probably 2D, 20R on Orbital Cleanup, possibly shift a free dice from Agri to Chicago Infra. That'd put me to 980-990R. Any additional Orbital dice would go to Columbia. Not sure about an extra HI die... Maybe Adv Alloys, depending on R remaining?

Sadly, by only adding 1D to vein mining and leaving 2 for Improved H-G means either version of the plan will only add 20-70 RpT if both vein mining phases complete. If I did 2 to veins and 1 to IHG, I'd have 40% chance of three phases (if the progress is correct) but no chance of completing Improved HG (I'd rather have a good chance to complete Improved HG than get another 10-35 RpT). But I'll be honest. We ended the last 4YP at just under 1200 RpT. After one turn, we're at 1035 RpT. I feel no rush to zerg Tib mining to the detriment of other Tib projects. A weird feeling this early in the Plan, but here we are.

MARV RZ-1S (2D) - in order to complete the pair and unlock a RZ Inhibitor. Given the clusterfuck of Europe RZBO, I feel like RZ Inhibitors going to work from RZ-1N could help with future Border Offensive efforts in Europe.
GZ Intensification (1D)
YZ Inhibitor (2D)
(I was going to do Improved HG here, but that got bumped up a turn) Vein Mining? (2D) - might be enough to get another phase done. Another 10-35 RpT couldn't hurt. Putting 2-3D on vein mining a turn might not be a bad idea, since that probably ought to clear or nearly clear a phase each turn, and give us a steady 10-35 RpT increase each turn for at least a year, while leaving 4-5 Tib dice for other efforts (like RZ Energy Refits? 12-14D would be enough to knock out all three phases for +30 energy... enough of a buffer to do some BZ Inhibitors?).

Edit: Would getting the guy that gives +1 Energy for DAE make DAE a better choice to create? It seems like CCF Phases are 4D, 40 80R to get 80% chance of +16 energy at once, while modified DAE would be 4D, 40R (over 4 turns) to get +16 energy (across 4 turns).
 
Last edited:
Just another day at the edge of a Green Zone. (Mod)
Last edited:
In terms of jobs, many are services oriented. However, much of the new industrial construction is also located in these areas, with for example, Gary, Indiana being slated for a number of the auxiliary systems used in Initiative electric vehicles, including the now standard two way radios, antennas, and a number of the external coatings. Similarly, many of the new kudzu plantations are based out of these new, and newly expanded, facilities.
I've lived around Indianapolis for a lot of my life, so I've grown up hearing about how dead and dying Gary was. It's nice hearing how it's getting back up on it feet, even if it's likely being rebuild from the ground up.
While not yet ready, there have also been noises about armor alloys. The visitors used armor schemes not that dissimilar to human composite armor in overall idea. Layers of different materials all packaged together to defeat a wide variety of threat vectors. Spectroscopic analysis of the armor has revealed that it is mostly well known materials, a mix of iron, tungsten, carbon, chromium, boron and a number of STUs, mostly duranium and adamant among others. The trick is actually in the construction, and that is something that Initiative scientists are still quite far from cracking. While mimicking the chemical composition is not particularly difficult, it is quite far from being as efficient as the armor schemes used by the visitors.
This, combined with what we've heard about buzzer blades, makes me want to invest in both during this plan, even if they don't leave development. Just so we learn more about incorporating STUs into old and well understood alloys. I do think Alien Armor is important, as I've been banging on about improving our defensive technologies for a long time now, and I still believe that.
In the wastes, eruptions of visceroids are not common, but every few days, a roving pod encounters Initiative forces, and in many cases attacks. With over a dozen attacks in the last month of operations at the Chicago front alone, the Deep Red is apparently home to wildlife long thought near extinct, although in nowhere near the numbers indicated by the historical records.
This place is hell. I love it. I'm now way more invested in fighting tib then Nod, though we still need to get ready to punt the Scrin into a liquid tiberium vent.
Much of the work of setting up gene clinics has been completed, with all of the basics more or less ready. PCR machines, genetic sequencers, and vector stockpiles have begun to be laid in. The difficulty has been in extracting enough skilled labor to work the machines.
Now that we know we have Nod level genetic argumentation on the table, this is more important to me. We need stuff to keep the Katarigts alive, and everyone avaliable to keep working.
However, not all Zone Armor has equal room for drones, as they compete with power cells, missile launchers, and jump jets for space on the back.
Get working on Microfusion Cells, got it.
I name myself a single issue voter and this is my vote.
There is something real fucky going on in the deep red zones. I know it's competing for a million other projects but we should put an extra dice into the zone armor factories if we're able
I agree we need more throughput to keep ZOCOM in Power Armor and meet plan goals, but that's not really going to help. We need more Power Armor trainers, not suits.
Treasury: "When you say 'distributed fires,' do you mean that you want to distribute the capacity for fire support, or that you plan to distribute fire widely?"

Steel Talons: "Yes."
Treasury: "Put more resources into Inferno Gel, got it."
Hopefully we'll get something of a baby boom (or a feeble semblance of same) if we continue rolling tiberium back and with Columbia and the space habitat expansions providing hope... But even if we do, that won't impact workforce demographics until the 2080s and later. This is gonna be a lasting problem. No wonder AEVAs are a coveted solution.
You know, the Forgotten have been having a baby boom. Lots of kids that could learn a lot, and we have something of a good reputation with them.
Huh. Visceroid packs. That's not fun.
Consider, might also mean Floaters and Fiends. Those could be interesting to study.
I'm serious. The entire Chernobyl nuclear accident site was overrun and devoured by the Red Zones years ago in-game.
Call that another personal goal for me then. Let's reclaim Chernobyl.


[X] Plan A Decent Spread/Mad Science Squad
[X] Plan Stars and Plants

Okay so I'm not totally a single issue voter, I don't want to grab more then one extra orbital die, not with everything else on offer. The rest is gravy

Oh, and between the genetic engineering, the hospitals, the Ad-EVAs, the cybernetics and the auto-doc, I have no desire to move a die off Services. That's going to be very, very busy with lots of good stuff. It kinda needs 5 dice to really show it's worth.

Also I love these 2 new Agriculture dice. That very much calms my nerves about getting yummies on the table while keeping a steady supply of staple crops and even playing with weird plants. And with this guy around even weirder stuff should start popping up, which will make Seo happy.
 
Last edited:
[X] Plan Stars and Plants
[X] Plan More space for plants
[X] Plan To the Stars


you know what. I'm fine with all the up there plans winning so I'll just not vote.
 
Last edited:
I bet that this is going to be exactly the kind of mad SCIENCE!!! that Seo's SCIENCE!!! brain loves.
 
I agree we need more throughput to keep ZOCOM in Power Armor and meet plan goals, but that's not really going to help. We need more Power Armor trainers, not suits.
More like we need more streamlined Power Armor training, for the roles that'll actually be deployed on in the nearer future.

Like, have a 3 tier training system.

Tier 1 - Zone Trooper/Defender training/certification. This'll teach you Zone Armor usage in general and Trooper/Defender specifically, plus some overview on the specialized suits. Completing it would have you deploy-able Blue out to Yellow.
Tier 2 - Specialized Suit Training (Raider, Anti-Armor, Command). Trains people on a specific specialist suit category (Anti-Armor would be Marauder and also Lancer should that get created/field for instance) rather than certifying them on all specialist suits. Deploy-able Blue to Yellow.
Tier 3 - Operational Specialization Training (ZOCOM, Red Zone, Marine (Navy/Amphib), Space (eventually)). Trains people on a specific operational area and the unique challenges of that area. Red Zone primarily covers Shallow Red and some aspects of Deep Red covered just in case you have to get near it.

Tier 1-2 would only cover maintenance that is "troubleshooting" or "field repair" for the suits, while the more in depth repair/maintenance would not be taught. Tier 3 ZOCOM/RZ would integrate that lower unit level maintenance training due to the inhospitable nature of those operating areas makes passing suits off to maintenance units/depots more complicated.

Generally speaking, GF could push most of its people through Tier 1 training and then deploy them, with some getting tier 2 training for their roles before getting deployed. That'd take most of the needs for GF currently. Then they could pull from that pool for Tier 3 RZ training.

It also sounds like the thing which would provide excellent insights on its growth and how to slow it down, but yes, only touch if deemed necessary. That would be a very controversial and dangerous project to implement.
It sounds more like how to synthetically create Liquid Tib, which wouldn't necessarily give any insights on how Liquid Tib is formed naturally. OTOH, if it's creating stuff from Liquid Tib? We need to be all over that. We're already running into Liquid Tib in the Deep Red, and we know that sooner or later we'll be running into it vein mining, so having a way to expend it other than Liquid Tib power....

--

As an aside, I compared Q4 2061's map to Q1 2062's map. Southern China, Indochina, and an island in Indonesia lost land to RZ. Same turn, the warlord in charge of China starts making overtures to InOps and State about humanitarian trade involving her and Bintang (plus India, but India didn't lose anything to RZ). Coincidence? ;)
 
45 labor and +4 labor a turn. It sounds like a nice buffer, but we promised 32 of that to planned cities and zone armor factories. On top of that, the refugee crisis has ended, and we're likely to lose more to private industry since we took every option to juice the market.

I'm not sure we can finish the plan goals and still squeeze in the healthcare projects that we wanted without automation. And if some important new project or crisis needs labor we'll be in trouble.
 
[X] Plan A Decent Spread/Mad Science Squad
-[X] Tabitha Henessey (+1 Orbital Die) (Must complete Gravitic bay by end of plan)
-[X] Dr. Dinesh Bora (+2 Agriculture Dice, +5 to Genetically Engineered Plants)
-[X] Dr. Taylor Bernard (+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
-[X] Dr. Rima Alcard (+1 Light Industry Die, -5 to Light Industry) (unlocks automation/robotics projects)
 
[X] Plan More space for plants
[X] Plan Power Plants

my votes.

And another 'vote' for how awesome and terrifying the descriptions of operations in the Deep red are.
 
[X] Orbital Robotics
-[X] Michael O'Brian (+1 Orbital Die, +2 to Orbital)
-[X] Dr. Taylor Bernard (+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
-[X] Dr. Rima Alcard (+1 Light Industry Die, -5 to Light Industry) (unlocks automation/robotics projects)
-[X] Adrian Castro (+1 Orbital Die, +5 to spacecraft design and deployment projects)

Summits... have we heard of that battleship class before, or is it new?
It is a Supreme Commander reference the UEF's battleship class is named the Summit class, it is the same for the Governer class cruiser.

[X] Plan To the Stars
 
Last edited:
Wouldn't really make sense to make liquid Tiberium since there's plenty already around and we can't get rid of it. Plus we already use it in the Tiberium power plants.

But it's a chance for even more resources. There's already geysers in the red zones and deposits of the stuff growing underground. We just need to suck it up and turn it into things.

Drill baby drill!
 
As memory serves we already know how to make liquid Tib (and have since Tib war 3 I think). It makes sense that Liquid Tiberium Fabrication would be a way to process liquid Tib into useful materials, in which case we need to get it hard.
 
It's Light Industry; we can afford the dice malus, because there's very few urgent projects in that area. Advancing our automation is going to make a lot of difference in the long run. Remember what the results post said about problems with a shrinking workforce and graying population. That's not going to go away any time soon.
Without Rima, we're getting four dice per turn that average 78.5 Progress each. With her, five dice and 73.5 Progress each. The multiplication problem comes out very much in favor of Rima.
The thing is, taking a die in another department where we are virtually guaranteed to be using free dice otherwise (HI and Orbital qualify, I believe) gives us the opportunity to add a free die to LCI without applying the malus. So we could still just dedicate one free die that would be on, say, Orbital, and come out ahead on that.

As for Liquid Tib Fabrication, either way I imagine it will be quite useful. I can see better refining procedures, and likely storage as well, coming from this.
 
Back
Top