Eh, it also notes that production has been slow; check the results blurb for that project. I think we need to keep pushing at least two dice per turn; we've so far only completed three factories in four turns of trying.
Does two dice even finish more than the Tokyo factory next turn?
This looks like an issue with spool up time, and ZOCOM inexplicably not backing down when red zones are far hotter than expected.

I'd like to roll out the rest of the ZA factories soonish, but if we don't get those navy defence upgrades going now, we won't have them for Karachi. The window for additional ships just closed.
Well, the Orca Wingman are on a tighter lead up time, but they also start delivering faster. Hrm...
Given our 10 dice Military cap, I'd like to do:
3 dice: Orca Wingman
5 dice: Infernium Laser Refits
1 die: Railgun Munitions (Or maybe GD3 deployment?)
1 die: Tokyo ZA Factory
 
Does two dice even finish more than the Tokyo factory next turn?
This looks like an issue with spool up time, and ZOCOM inexplicably not backing down when red zones are far hotter than expected.
It's mostly a question of "do we want to be confident of getting, not only the fourth factory in Q3, but also the fifth factory in Q4?"

I'd like to roll out the rest of the ZA factories soonish, but if we don't get those navy defence upgrades going now, we won't have them for Karachi. The window for additional ships just closed.
Well, the Orca Wingman are on a tighter lead up time, but they also start delivering faster. Hrm...
Given our 10 dice Military cap, I'd like to do:
3 dice: Orca Wingman
5 dice: Infernium Laser Refits
1 die: Railgun Munitions (Or maybe GD3 deployment?)
1 die: Tokyo ZA Factory
Oof. Free dice on Military? A bold move. I'd count myself lucky to pull that off in a winning plan next turn. Not saying no to you, though.
 
Oof. Free dice on Military? A bold move. I'd count myself lucky to pull that off in a winning plan next turn. Not saying no to you, though.

We can also dump our Administrative/Erewhon dice on some of the smaller 40-80 development projects that are on our goal list there.

Also, don't forget we're obligated to put at least 1 die in Steel Talons projects, although that might be covered by the AA+Erewhon too.
 
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Nice update!

…and Gideon is presumably dead. Huh.
On one hand, less acts of terrorism. On the other, Stahl, the RTS protagonist, now controls North and South America.
I am probably still ok with it, we should be able to actually talk to Stahl.

And on another note:
Congratulations on going over 1 million words, @Ithillid!
 
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This is just a repost of my old preliminary plan with new information. I'll think about moving Erewhon to Columbia and doing two full Dice on Improved Fusion:

[ ] Plan The Green Line v3.1:
-[ ] Infrastructure (5/5 Dice +36 bonus) 90 Resources:
--[ ] Communal Blue Zone Arcologies 328/400 15 RpD, 1 Die = 15 R 80% DC 21
--[ ] Suborbital Shuttle Service (Phase 2) 22/250 25 RpD, 3 Dice = 75 R 82% ADC 35
--[ ] Security Review Infrastructure 1 Die
-[ ] Heavy Industry (6/6 Dice + Erewhon +33 bonus) 160 Resources:
--[ ] Improved Continuous Cycle Fusion Development (Tech) 0/120 20 RpD, 1 Die + Erewhon Die = 40 R 74% ADC 36
--[ ] Aberdeen Isolinear Fabricator (Phase 1) 0/120/360 30 RpD, 3 Dice = 90 R 99%/3% ADC 2/82
--[ ] Personal Electric Vehicle Plants 175/300 10 RpD, 1 Die = 10 R 24% DC 77
--[ ] Microfusion Cell Development (Tech) 0/60 20 RpD, 1 Die = 20 R 94% DC 7
-[ ] Light and Chemical Industry (5/5 Dice +23 bonus) 90 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 20 RpD, 1 Die = 20 R 1/16.5 Median DC N/A
--[ ] Carbon Nanotube Foundry Expansions 0/300 20 RpD 3 Dice = 60 R 11% ADC 76
--[ ] Artificial Wood Furniture Plants 33/100 10 RpD 1 Die = 10 R 70% DC 29
-[ ] Agriculture (6/6 Dice +28 bonus) 100 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 26/250 15 RpD, 2 Die = 30 R 12% ADC 77
--[ ] Vertical Farming Projects (Stage 3) 74/240 15 RpD, 2 Die = 30 R 56% ADC 53
--[ ] Wadmalaw Kudzu Plantations (Phase 3) 430/450 Autocompletes in Q4 2062
--[ ] Spider Cotton Plantations (Phase 1) 0/170 20 RpD , 2 Die = 40 R 62% ADC 50
-[ ] Tiberium (7/7 Dice +38 bonus) 115 Resources:
--[ ] Tiberium Vein Mines (Stage 4+5) 65/195/390 20 RpD, 4 Dice = 80 R 100%/77% ADC 1/44
--[ ] Intensification of Green Zone Harvesting (Stage 8) 4/100 15 RpD, 1 Die = 15 R 58% DC 43
--[ ] Tiberium Processing Refits (Phase 5) (Updated) 6?/100? 20 RpD, 1 Die = 20 R 60% DC 41?
--[ ] Security Review Tiberium
-[ ] Orbital (7/7 Dice + 5 Free Dice +33 bonus) 290 Resources:
--[ ] GDSS Columbia (Phase 4) 138/555 20 RpD, 6 Dice = 120 R 97% ADC 29
--[ ] GDSS Shala (Phase 2) 50/135 20 RpD, 1 Die = 20 R 69% DC 32
--[ ] GDSS Enterprise Gravitic Shipyard Bay 0/450 30 RpD, 5 Dice = 150 R 55% ADC 49
-[ ] Services (4/4 Dice +31 bonus) 90 Resources:
--[ ] Regional Hospital Expansions (Phase 1) 213/300/600 25 RpD, 2 Die = 50 R 99%/ 2/5 Median ADC 5/ N/A
--[ ] Kamisuwa Optical Laboratories 79/250 20 RpD, 2 Die = 40 R 57% ADC 47
-[ ] Military (8/8 Dice + 2 Free Dice +30 bonus) 210 Resources:
--[ ] Zrbite Sonic Weapons Development (Tech) 0/60 20 RpD, 1 Die = 20 R 91% DC 10
--[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority) 0/275 20 RpD, 4 Dice = 80 R 85% ADC 35
--[ ] Orbital Nuclear Caches (Updated) 0/160 20 RpD, 2 Die = 40 R 65% ADC 43
--[ ] Ground Forces Zone Armor (Set 1) (Phase 4+5) (Updated) (Very High Priority) 155/180/360 20 RpD, 2 Die = 40 R 100%/26% ADC 1/65
--[ ] Medium Tactical Plasma Weapon Deployment 0/80 30 RpD, 1 Die = 30 R 66% DC 35
-[ ] Bureaucracy (4/4 Dice +28 bonus):
--[ ] Security Review Tiberium 2 Die
--[ ] Security Review Military 2 Die
-[ ] Total Cost: 90+160+90+100+115+290+90+210 = 1145/1150

- In Infrastructure I finish off the Communal Arcologies and then put 3 Dice into Suborbital Shuttle Service because everyone wants that one and I want it out of the way.

- In Heavy Industry I'm skipping alloys alltogether to get 3 Dice on Aberdeen because doing that means we only need 1-2 Die on it next turn to get some Capital Goods out of it, while developing Improved Fusion with a Die and Erewhon, slowrolling the Electric Car Plants and Researching Microfusion.

- In L&C Industry I'm going for the currently popular combo of 1 Die on Reykjavik, 3 Dice on Nanotubes and finishing off Wood Furniture.

- Agriculture has 2 Die on Mechanization, 2 Die on Vertical Farming and 2 Die on Spider Cotton/Poluticeplants. Wadamalaw autocompletes the turn after the next.

- Tiberium is about doing Vein Mines, Green Zone Intensification, the plan is called The Green Line and I suspect we will run into a soft lock for Vein Mines/Boreholes in how much Green Zone we have nailed down., deploying the improved Hewlett Gardener Process for more STU gain and doing a Security Review because with both Military and Agriculture done it's Tiberium and Infrastructure that haven't been examined in 10 Turns now.

- Orbital is about completing Colombia Phase 4 and Shalla Phase 2 while trying to complete the Gravitic Shipyard.

- Services goes for both Regional Hospital Expansions, well now as a placeholder for the gene editing research/deployment we will get next turn which if cheaper enough will mean me upgrading Aberdeen to Alloys, and trying to complete Kamisawa Optical Laboratories this turn.

- Military is about Orca Wingmen being deployed, getting ZOCOM some relief, doing Mad Science and slow-rolling Medium Plasma Weapons because a lot of people want to vote for a plan that wants this done this year and I can't see if there is any modular deployment next turn.

- Security Reviews in both Tiberium and Infrastructure with 2 Die each to make sure they are both clean.
 
Oof. Free dice on Military? A bold move. I'd count myself lucky to pull that off in a winning plan next turn. Not saying no to you, though.
Meanwhile, I have a free die and two AA dice in Military. :D

Though to be fair, that free die could totally be one of the two dice on that MARV hub, so it's for a good cause of more money, carving back more Red Zone borders, and unlocking a RZ Inhibitor that could help Europe.

I might swap one of my 2D on GFZA to Disco balls. 1D would clear Phase 4 easy, and 1D would put us 1/6 on Disco refits. The turn after, we'll hopefully have 4D freed from Orca drone Phase 1 that we can split between disco refits and GFZA factories. Plus 1D Buckler Dev and 1D GD-3 Deploy. (No AA, No Free)

--

Re: Gideon. Honestly, the change in propaganda sounds kinda like what Kane was telling him to do. Except, he was told to do that last year, and that it's only now happening along with the apparent execution of Gideon live? Yeah, I don't think he enjoyed his conversation with Kane that night before he was taken out back.

Side note. Given we're discussed off and on at times regarding going after the Caribbean islands to secure the shipping lane to/from Mobile... I wonder how much that would've set Gideon off, since we now know Cuba was a definite "strongpoint"/headquarters for him.
 
Looking at our Tib spread we stand a pretty good chance of running out of Green Zone next turn. Do we have an answer for what happens when that happens?

Because we stopped pushing further into the Yellow Zones because NOD started threatening nukes. Does the mitigation just keep going?
 
Well, the mitigation would be stopping our BL going green again. So I expect it still applies.
And it appears that our efforts are going to be directed more downwards as well.
 
I'd like to do the Enhanced Harvest Tiberium Spikes. Something seems fishy with how the Tib is behaving, and I want to know more.
We'll be getting enough PS in from the Stations to cover it.
I mean...

You aren't wrong.

Learning about how tiberium works is worthwhile. If we learn what encourages it we can figure out better ways of discouraging it.

But it's such a hot button issue and it deserves to be. We should have protests or something for researching how to promote tiberium growth.

It still is probably worth looking at but we should acknowledge going in that it will give amazing propaganda ammo to nod and our political opposition. And it would be kinda legit.

Hopefully it would open up new research in tiberium or something. I would be terribly disappointed if it just gave a income bonus and increased tiberium spread.
 
Similarly, the disputes on organization have continued, with the rank and file caught between two doctrines. While the debate over maintenance and upkeep continues, a new front has opened, with the return of tank desant as a proposal. Essentially, rather than needing large formations of APCs, Initiative Ground Forces have proposed new armored infantry formations riding tanks into battle, before dismounting and providing high speed support as the heavy spearhead slams into the enemy.
I have some concerns on what this will do to the tanks. That a lot for extra weight on a unit. It's not impossible just need to decide if we want grunts riding on tanks. And if so? We just make sure the next gen tank can carry the weight. If not? Then we need to look at APC development.

Related. Like do we need an APC? Do the guys in armor need an armored transport? Like would they be better served by something lighter? Or am I just chasing the Humvee debacle again?
 
While I'm vaguely terrified by what plants she has, I'm quite confident that things are well in hand if Pam needs Harley to get the heavy flamer to deal with a situation.
I'm just hoping she got a sample before everything burned. Could be a useful mutation in there if it sped up chemical production in the plants that quickly.
The flip side of that is that GDI isn't super-hungry for labor, and just subsidizing parents to spend more time with their kids and work fewer hours may be more cost-effective. Because babies need socialization and responsive care on a level that I don't think it'll be easy to design nursebots to provide.

Like, you already hear shit like little kids in real life who've grown up in the past few years sometimes have more trouble with facial expressions because of the large percentage of people they see who are wearing masks.
That is a problem, but not one quite as bad as families just not having kids.
Natalism has... problems. I'm not against it, but it has problems. Ultimately, ZOCOM's tiny size is an artifact of its high standards, but also the shortage of power armor that obtained for years; it'll tend to fix itself given several years. It's just that there's no way to rush that.
Sure, but this is hardly a problem limited to ZOCOM.
Also, Forgotten don't fit well in Zone Armor, literally. They tend to have anatomical bumps and lumps humans don't (e.g. tiberium crystals sticking out of their skin), and many of them aren't entirely typical of human-normal body proportions.
Simon my dude, they're Tiberium Mutants. They don't need Zone Armor to do Red Zone work. Sure, I wouldn't be surprised if even they couldn't make it in the Deep Red, but we do have a lot of operations in all the other Reds as well. That's the parts ZOCOM wants to hand off the Ground Forces, but I'm sure they'd be happy to hand it off to Forgotten workers instead. Then the Ground Forces can take all the powr armor and use it against Nod like they've been wanting to.

Plus if Zone Armor has anything in common with old heavy plate armor, it's that it's got a lot of padding for wearer comfort and to not cause chafing of cuts. You can design around those. And 2nd or 3rd generation mutants don't seem to have as irregular of crystal blooms. A Gamma or Delta could wear Zone Armor, though a Gamma would need a suit made to their scale.
ZOCOM in particular can't use more armor, but Ground Force is gonna want all it can get quite soon, and expanding production only after Ground Force pokes us is a good recipe to not really have as much as Ground Force is ready to use in, say, late 2063.
I thought they were still going through them fast then we could make them? Either way, the bigger problem seems to be that the training is taking longer then expected, and ZOCOM and the ground forces aren't happy with each other.

Still, to me this just makes Zerbite dev ever more important. If we're going through suits of power armor this fast, we're doing going at the Deep Red with the wrong tools.
 
Subject: Rapid Zone Armor Deployment
From: Captain Violet Hawthorne-Smythe, OSRCT 2nd Team
To: *Ground Force Armored Transport Committee
Subject: Rapid Zone Armor Deployment

During the deployments carried out by units under my command in yellow and red zones across the planet, we have accumulated a substantial amount of experience enabling direct field comparisons of zone armor and standard infantry performance. I have summarized the attached findings and hope they will be of use to the committee.

1. Zone Armor provides substantially more firepower with greater loadout flexibility than standard infantry. Between the integrated weapons systems of the Raider and Marauder-class suits and hand-held weapons systems operated by Raider, Trooper and Defender-class suits, the average squad is guaranteed at least a 100% percent firepower increase over a conventional infantry squad when taking into account the suits' targeting systems.

2. Zone Armor provides substantially more protection for their operators than the composite body armor worn by standard infantry. While modern Brotherhood weaponry, especially of the energy variety, has closed the gap considerably, an individual operating Zone Armor can absorb substantial amounts of small arms fire. Field experience shows an increase in firepower absorption of between 50 and 100%.

3. Zone Armor provides a substantial improvement in mobility over standard infantry gear, with the exception of Defender-class suits. The power-assisted musculature increases movement speed by approximately 100%. When combined with the built-in jump jets and life support systems, a unit composed entirely of zone armor equipped individuals can stay out in the field for days at a time while moving at speeds comparable to Predator tanks, with the exception of perfectly flat or paved terrain. The jump jets allow unparalleled maneuverability while the advanced sensor and communications suites mounted on the Captain-class command suits rival those used by sniper teams. Although the sniper teams do have an easier time concealing themselves.

4. Maintenance and supply in the field is an on-going concern. During our deployments, our unit addressed the issue by employing Guardian-class APCs and Hammerhead-class VTOLs to run supplies, spare parts and engineering teams to zone units operating in the field. The latter because, while most zone armor operators are capable of routine maintenance and low-level repairs to their suits, some battle damage requires dedicated expertise. Standard infantry require less on-going "maintenance", but are not capable of navigating Tiberium fields or rapid movement without transport assistance.

5. A Predator tank requires significant modification in order to transport the volume of supplies necessary for continued operation of zone armor in the field, moves approximately 13% slower than the Guardian and is considerably more expensive to construct and operate. Other GDI-operated armored units are considerably slower and more expensive and thus were not considered for this evaluation.

Although the equipment of an equivalent number of troopers with zone armor increases the raw material costs involved by approximately 260-320%, the force multiplier granted by the equipment is significantly greater. Thus, it is my recommendation that the adoption of Zone Armor continue across the board and that Guardian-class armored personnel carriers be used as the primary unit of logistical support.

Sincerely,
Captain Violet Hawthorne-Smythe

[Attachment{scanned/cleared}: 358_mechanized_yz_13_combat_log_and_statistical_analysis.cf]
[Attachment{scanned/cleared}: 187_combined_yz_8_w_combat_log_and_statistical_analysis.cf]
[Attachment{scanned/cleared}: 187_combined_yz_8_e_combat_log_and_statistical_analysis.cf]
[Attachment{scanned/cleared}: 2_osrct_yz_13_combat_log_and_statistical_analysis.cf]

----

[AN: @Ithillid A hypothetical email from Platoon Commander's character weighing in on the Zone Armor transport/deployment debate, assuming she remains with OSRCT to Q2-2062]
 
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Me, I say three, but two's not bad.

Yeah the reason I'm saying two is so that we hit them as they are expanding. We have a very prominent rotation that we have stuck too for literally decades, they know that it should be safe for a year to a year and a half or so after a clean sweep. They won't expect us to hit them right as they get their infiltration rate in high gear when we are supposed to focusing on other departments! Just got to make sure we stick enough dice on it to ensure we get over 100 on the result!
 
Food consumption is still rising despite Housing demand being steady, which is odd when I think about it.
Not really. Remember all that negotiating with Nod factions? They spies literally said they wanted to use food as a bargaining tool like this.

When your on nothing, but corpse starch, fungus bars are actually a good upgrade. So I expect much of the food disparity is secretly headed that way. I also suspect if the agriculture hero made a type of descent tasting mushroom that grows in the dark on wet corpse starch you'd calm some of the factions down quite a bit in the short term (at least). If it retains much of the nutrition, even better. If its just somewhat nutritious afterwards and is even mildly tasty they'd get a vast improvement in morale in some areas. If a moderate one (noncombat unless the command units are being mean). Possibly a desert/snack/reward equivalent.

Seriously, corpse starch is apparently so bad taste-wise its literally got a political movement to declare it unfit for consumption by pigs. Granted there is that yellow zoner politician who thinks forcing people to have a 2 year supply of food stashed in your apartment(or nearby) outside the normal supply chain at all time is not just a massive amount of forcefully used space your not able to live in anymore. Not home gardening capacity or whatever, I'm pretty sure that is like a minivan sized chunk of area in fungus bars for a small family.

Remember that in a tiberium economy, food is a trade good that Nod has a hard time replicating quality versions of.
 
Related. Like do we need an APC? Do the guys in armor need an armored transport? Like would they be better served by something lighter? Or am I just chasing the Humvee debacle again?
The point of an APC is to be a battle taxi. Carrying troops up near the front in relative comfort so they can be deployed in a more rested state than if they had to hoof it all the way there (an IFV is just a battle taxi with an autocannon intended to support its troops in the attack rather than deploying troops and falling back). Also allows troops to be deployed closer than otherwise an option if the APC at least has the armor to resist up to 12.7-14mm rounds (ie everything up to standard HMG rounds), because that means the troops wouldn't have to advanced through that fire themselves at least that far.

As such, we will always need an APC/IFV. Just because power armor lets them to hoof it further without as much strain as otherwise, doesn't discount that it still leaves them less rested than if they took the battle taxi. Just means the point where an APC/IFV is a better travel option is pushed out a bit further than for regular infantry. This is even more important if we're delving into the RZ, as the more we can keep the tib poking at the taxi rather than the suits, the better. A Guardian's easier and probably also cheaper to decontaminate/replace than Zone Armor.
 
Zone Armoured infantry means we need the bays on the APCs to be roomier, and gives us a choice between either making the armour thicker or stripping the armour off the troop section entirely and possibly making it semi-open (there's no point having armour that only protects against things that the armour suits already protect against).
 
We'd only need 5 dice on ZA in Q4, after 1 in Q3, to be confident of getting the 6th factory done.
The 5th factory is no trouble at all.
Eh. If we get a bad roll in Q3, we finish Tokyo, but then we wind up needing three dice to be really sure of getting that fifth factory. Dunno.

I have some concerns on what this will do to the tanks. That a lot for extra weight on a unit. It's not impossible just need to decide if we want grunts riding on tanks. And if so? We just make sure the next gen tank can carry the weight. If not? Then we need to look at APC development.

Related. Like do we need an APC? Do the guys in armor need an armored transport? Like would they be better served by something lighter? Or am I just chasing the Humvee debacle again?
Given the nature of the actual project ("next generation infantry fighting vehicles" or some such) I'm pretty sure that Ground Force will make its own decisions on that and get back to us... if we fund the project.

That is a problem, but not one quite as bad as families just not having kids.
Well yeah; what I'm getting at is that I think just giving people very generous options to stay home and care for children in their own families would probably be more effective than "oh hey you can have a nursebot!"

Simon my dude, they're Tiberium Mutants. They don't need Zone Armor to do Red Zone work. Sure, I wouldn't be surprised if even they couldn't make it in the Deep Red, but we do have a lot of operations in all the other Reds as well. That's the parts ZOCOM wants to hand off the Ground Forces, but I'm sure they'd be happy to hand it off to Forgotten workers instead. Then the Ground Forces can take all the powr armor and use it against Nod like they've been wanting to.
1) In a lot of roles, not-so-Forgotten volunteers can supplement ZOCOM in the shallow Red Zones, but that isn't quite the same as replacing them.

2) I didn't mention this before, but it should be noted that these not-so-Forgotten baby boom kids are still... little kids. By the time they're old enough to be carrying guns and escorting tiberium harvesters, this issue will have resolved itself because we'll have a lot more trained power armor operators, including more trainers, plus it'll be 2-3 whole Four Year Plans from now and we'll have like 18-24 Zone Armor factories. We're dealing with a short-term lack of trained personnel, one that really shouldn't be entangled with long-term demographic trends directly.

3) My experience with "my dude" and other similar formulations is that people online never say it to you unless they have no respect for you whatsoever. I'm guessing that wasn't what you meant to communicate. If it was what you meant to communicate, you can just put me on Ignore, you know that?

Not really. Remember all that negotiating with Nod factions? They spies literally said they wanted to use food as a bargaining tool like this.

When your on nothing, but corpse starch, fungus bars are actually a good upgrade. So I expect much of the food disparity is secretly headed that way.
Okay, but we're Treasury. If InOps is pulling out this food on this scale, they'd tell us, right? And we're talking shipments of huge amounts of food here, probably millions of tons. InOps and the diplomats use it as a bargaining chip? Great! But they should be telling us where it's going, and in the status indicator line it doesn't say anything about "food yoinked by InOps to use as bribe." Just "growing population."

That's the funny part- that we have nominally growing population eating more food in one place, but not using up more Housing in another place.
 
EDIT: Bot is not allowed to suggest space projects!
Folklore, I thought we were cool. You cannot do this to me.
I will miss Gideon, not because I liked him, but because he was a much more hateable antagonist than Stahl or the other guys. But the way of things seems to be peace and harmony with Nod, which I dont like, but I dont have to like everything. At least I have the 20k space goal. Moon Cities or bust.
 
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