At least SCED will be happy with all the development on space ships. Maybe finally get another ship other than the Pathfinder within a year or two.
Also automated resupply of the Mars outpost and Eezo mining.
How long does it take to get to Mars with just fusion engines these days?

Oh man this has me just think on how EPIC it must have been working at SCED when this season's Treasury funding was announced. I mean not all projects succeeded but look at all the money given. Like WOW. From their perspective they just won the lottery.

Pretty cool stuff!
 
Interesting and thanks for the info. So is it broken down anywhere? Like how we can get various tiers and types of STU?

Currently STUs are generated at a rate of 1 STU per 100 Tiberium mining income. The refinery refits we have will convert that capacity to generating 1 STU per 90 Tiberium mining income. And that helps, but the whole refinery refit project will only make us 3-4 STUs depending on our exact income when we finish. The ways we have to get more are either hope for technological solutions that are much more efficient than our current refineries, or just brute force hella Tib mining.
 
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Hm, Shadows won. I hope the rolls went well! :)

[Reads the rolls]

Oh pants. :(


1 dice on the housing, fruit and fusion bays next turn, 2 on gravitic?
I will be candid with you, I think it might be a good idea to refocus somewhat on the core stations. It may turn out that we have a lot of dice to go on a moon city or second-generation space station habitat before it's ready to house some very large number of people. Spreading a whole five more dice out among the bays, especially if we don't go whole hog on the Free dice again, is going to mean a six month period where progress on the station cores has come to a near-screeching halt, and I think that would be overcompensation to an extent.

The secret to life is butter, and we are getting that for all of GDI. People can start enjoying buttered rolls, waffles, chocolate chip cookies, birthday cakes, eclairs, milkshakes, omelettes, actual ice cream, etc.

Bakeries, donut shops, malt shops, etc can all be parts of life again.

Kids can practice the ancient art of leaving Milk and Cookies for Santa.

I'm looking on the positive, because that's going to be game changing for a lot of people.
No more tiberium-derived margarine!

[Yes, it is probably possible to make margarine from tiberium products the same way it's possible to make plastics via chemical synthesis. No, I'm not seriously suggesting GDI ever did this]

In my defense, my plan would have been just as enthusiastic about the dairy ranches as Shadows' was. This was a point we agreed on. :)

Low Velocity Particle Applicator Development 0+67+39=106+15=121/120

This is no doubt going to help spur on new military and industrial equipment. Lots of potentials here.
LVPAD working out is one of my big sighs of relief here; it means we don't have to spend one of our now scarcer Heavy Industry dice on it next turn. Lucky break.

As to the microfusion cells, I suspect large scale manufacture will cost STUs we don't have for now. I'd love to be wrong.

Why do you expect microfusion to make personal items "last longer?"

Oh, so I just realized that this winning plan didn't have U-Series Alloy Foundaries. That's too bad, I think us having more STU's is necessary. Probably going to keep that in mind next turn so we can get more.

It also didn't have the Repulsorplate Development, hmm, that's not great as I think lots of benefits will come from that being developed in the future.
Among other things, the repulsorplate improvements may lead to the third generation of STU-making refineries. On which note, the way we get more STUs apart from "just mine more tiberium lol" is to improve those refineries with the 35 R/die "IHG" upgrades.

Oh, side note, I'm pretty sure our fuels were already plant-based, that or we were making hydrocarbons directly from tiberium via a chemical synthesis project. Tarberries just increase the net efficiency of a process that, I gather, was already a big component of GDI's overall industrial activities.

Nah, Steel Talons stole it for a rock concert. The rock in question tried to eat them.
It wasn't even a tiberium rock. It was just a regular rock that was pissed because the Talons interrupted its nap.

Chicago, you have failed us.
There was an uprising of ex-Gideonites, all of them fanatical devotees of St. Louis-style pizza to the last man, woman, and/or enby.

This caused major disruption.

The heretics have been remanded to InOps custody. Chicago can go on now.
 
I will be candid with you, I think it might be a good idea to refocus somewhat on the core stations. It may turn out that we have a lot of dice to go on a moon city or second-generation space station habitat before it's ready to house some very large number of people. Spreading a whole five more dice out among the bays, especially if we don't go whole hog on the Free dice again, is going to mean a six month period where progress on the station cores has come to a near-screeching halt, and I think that would be overcompensation to an extent.

So I know that this wasn't to me but I would think that since we put dice into them this current turn it would make sense for us to try and put dice into them to finish it next turn. All things like cost and dice availability and such being equal.

Why do you expect microfusion to make personal items "last longer?"

I meant battery life. like the microfusion cell would be able to keep its charge longer and so devices with it would last longer before needing to be plugged in.

Also interesting on the tarbarries. I guess this one just gives us a better version.

Among other things, the repulsorplate improvements may lead to the third generation of STU-making refineries. On which note, the way we get more STUs apart from "just mine more tiberium lol" is to improve those refineries with the 35 R/die "IHG" upgrades.

I'm a huge fan of us developing further down the repulsorplate line. It didn't win this turn but I really think its an action we should continually look into and develop further. There is MUCH benefit in us studying what it does.
 
and don't forget the new orbital defenses as we have put a lot of stuff in space it wouldn't do to leave it with less than impenetrable protection
Since those things (like ASAT Phase 5 and Orbital Defense Lasers) aren't Plan commitments (unlike, say, SADN Phase 4, we should probably hold off a bit on them until we've cleared out the thicket of our Plan commitments some more. We've just gone down from eight Military dice to seven, which means we don't have as much wiggle room to do optional projects.

Well, in a sense we DO still have that wiggle room, but the said wiggle room is now being hyper-efficiently mono-focused on things that can reasonably be classified as "munitions projects." Which does not include anything the Space Force wants.

We should start working on SADN.
That guy in Iran might get desperate enough to start throwing nukes at us.
I'm not sure we can get enough SADN going fast enough to matter. It depends on what that "6-8 quarter deployment time" in the stat line means.

Interesting and thanks for the info. So is it broken down anywhere? Like how we can get various tiers and types of STU?
Thankfully, no; it's all just one big pool of "STUs." It would be a terrible headache otherwise.

So I know that this wasn't to me but I would think that since we put dice into them this current turn it would make sense for us to try and put dice into them to finish it next turn. All things like cost and dice availability and such being equal.
I get the logic, and in general I agree with it and would do so.

But in this case, we're taking a long slowdown in some critical core projects, and that troubles me.

I meant battery life. like the microfusion cell would be able to keep its charge longer and so devices with it would last longer before needing to be plugged in.
Ah.
 
Observation:

Speaking for myself, after watching a five-die alloy plan be repudiated at the polls, I am if anything less likely to go for any such ambitious plan in the future. You are more likely to see two or three alloy dice out of me than six, from now on, because the sheer expense of a six-die meme plan for alloys is very intrusive and makes it harder to accomplish other priorities. Especially now, with second generation fusion as a quasi-mandatory dice sink, and especially now that DAE has taken one of our Heavy Industry dice away.

If getting a third phase of alloys quickly was important to you, and if you saw my plan's insufficient investment in alloys as a mark against it, I can only observe that the perfect is the enemy of the good. I had to do things you noted (such as putting Free dice on Bureaucracy) in considerable amounts as it was, just to make ends meet with five alloy dice and still be able to fund four Bergen dice. Since our need for Bergen dice is undimmed, and the deadline to start the IHG refineries draws ever closer, I have to be careful.

Though if Shadows does get three phases of vein mines (haven't looked yet, as of this writing), then the sheer size of the income boost will help compensate for things.
I outlined my reasoning as to why five dice wasn't particularly convincing in this case, with the other concerns involved. If the other concerns had been addressed, I'd still have gone for five dice anyways. Since, as you note, something is better than nothing. But they weren't, and you made it clear earlier that you weren't eager to do a fourth phase of alloys next turn, so the concerns outweighed my desire for alloys.
----------------------
I think you're making a mistake to assume that you lost due to a 'heavy alloy plan', rather than a 'too many expensive projects simultaneously' issue. Basically, you pursued 4 expensive projects simultaneously (alloys, red zone refits, bergen, and InOps) which really curtailed your freedom. You couldn't cut InOps, but doing a security review in LCI (instead of HI) would have given you +30R to work with, cutting refits entirely would have given you 2 free dice, 2 tib dice, and 100R to play with (and putting one of those free dice on DAE would have given you +4 energy, relative to the expected +2.5 energy from a die on refits, at the cost of 10R). Or even downgrading the plasma weapons to combat lasers (+5R), or unmanned support vehicles (+10R), would have been pretty helpful for your plan cohesiveness.

And a lot of people really want DAE, so I expect that change alone would have put you over the top, with how narrow the vote totals are.

That isn't to say that a heavy alloy plan will win next turn, nor that a 'no alloys' plan will lose. Given the constraints we're under, I'd be very surprised if we have enough dice available to go for even 5 dice on alloys, even if we have the R available. So feel free to put as few, or no dice at all, in alloys, if you think that's the best way forward. I may even vote for that plan, depending on what the runnerup looks like, but it will have an uphill battle to go through to get my vote. It took a day of really thinking about the merits of the plans involved before I switched my vote to the alloyless one this turn, after all.
 
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I'm not sure we can get enough SADN going fast enough to matter. It depends on what that "6-8 quarter deployment time" in the stat line means.

No, it says 2 quarters to begin, 6 to complete.

Now, in light of what happened (pun unintended, Shadows), here's my immediate rough plan for next turn.

[] Plan: City Fortress
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 387/995 (5+4 dice, 100R, 91%)
Rationale: Get Chicago done, man!

-[] Heavy Industry (5 dice + 6 Free, +34 bonus, 320R)
--[] U Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200R, 87%)
--[] Chicago Planned City (Phase 5) (4 dice, 80R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 (2 dice, 40R, 39%)
Rationale: Alloys for the Alloy God! Discounts for the Discount Throne! Trying get Chicago done, and hopefully push close to, if not complete the CCF Plant.

-[] Light and Chemical Industry (5 dice, +24 bonus, 150R)
--[] Bergen Superconductor Foundry (Phase 4) 235/690 (5 dice, 150R, 10%)
Rationale: Probably not cost-effective to rush Bergen all the way down, so I'll just put the 5 dice here for now and keep it rolling.

-[] Agriculture (6 dice, +29 bonus, 75R)
--[] Reforestation Campaign Preparations (Phase 1) 0/855 (4 dice, 20R)
--[] Vertical Farming Projects (Stage 4) 181/230 (1 die, 15R, 81%)
--[] Dairy Ranches (Phase 2) 163/195 (1 die, 20R, 100%)
Rationale: We just need 1 more Stage/Phase of Dairy/Vertical completed apiece, then the Fruiticulture Bay and remaining Shala phases will cover our Con. Goods from Agriculture requirement. Getting rolling on the Tarberries should help with our Energy issues.

-[] Tiberium (7 dice, +39 bonus, 200R)
--[] Tiberium Vein Mines (Stage 9) 22/175 (2 dice, 40R, 73%)
--[] Improved Hewlett Gardener Refits (Phase 1) 0/240 (4 dice, 140R, 99%)
--[] Tiberian Prediction Algorithms 75/120 (1 die, 20R, 95%)
Rationale: More Vein Mine money, and we need to start on the IHG refits since we promised them, and Chicago is about to give us some processing breathing room.

-[] Orbital (7 dice + Erewhon, +34 bonus, 160R)
--[] Medium Density Housing 310/335 (E die, 20R, 76%)
--[] Fruticulture Bay 225/335 (2 dice, 40R, 95%)
--[] Fusion Shipyard 380/475 (2 dice, 40R, 98%)
--[] Gravitic Shipyard 292/430 (2 dice, 60R, 82%)
--[] Security Review
Rationale: Since Shadows started these, we are gonna finish them.

-[] Services (4 dice, +35 bonus, 90R)
--[] Regional Hospital Expansions (Phase 2) 4/285 (2 dice, 50R, ~6/10 mean)
--[] Kamisuwa Optical Laboratories 79/240 (2 dice, 40R, 68%)
Rationale: Simple, straightforward, pushing towards our new promise goal.

-[] Military (7 dice + 1 Free, +31 bonus, 140R)
--[] Strategic Area Defense Networks (Phase 1) 0/250 (4 dice, 80R, 94%)
--[] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) 317/380 (2 dice, 40R, 100%)
--[] Unmanned Support Ground Vehicle Development 0/80 (1 die, 20R, 72%)
--[] Security Review
Rationale: It's basically been pointed out on Discord that the Banneerjees made the Karachi deal by throwing the Shah of Atom under the bus. In other words, we need to start anti-nuke defenses stat. As for the Zrbite, hopefully this isn't the kind of nat 1 that scuppers the project altogether, so put in the last 2 dice and get that done and over with.

-[] Bureaucracy (4 dice, +29 bonus, 0R)
--[] Security Review: Military 2 dice
--[] Security Review: Orbital 2 dice
Rationale: After whatever went wrong with Zrbite, we need Security Reviews of the Military. And Orbital, because clearly there is something suspicious thanks to Shadows.

Total: 1235 (1205 + 30 from Reserve)

Yeah, it's an expensive plan. Alloys being a large part of it R and Free dice-wise.
 
While we certainly shouldn't try to rush out finishing the Stations, we do need to complete the core construction before we can see what the next round of Station options are.
This is critical, because we don't know how many Free Dice we will need to complete our 20k space pop goal.
The answer is likely a lot. We need to be very frugal with Bay spending, and we need consistent progress on Station cores.
 
Interesting basic plan MrRageQuit. So yeah its pretty good in what I think as well.

My one idea, ignoring costs that might make this impossible, but how about adding Repulsorlift work. I think this science has a lott of potential and should be worked on.

-[] Orbital (7 dice + Erewhon, +34 bonus, 160R)
--[] Medium Density Housing 310/335 (E die, 20R, 76%)
--[] Fruticulture Bay 225/335 (2 dice, 40R, 95%)
--[] Fusion Shipyard 380/475 (2 dice, 40R, 98%)
--[] Gravitic Shipyard 292/430 (2 dice, 60R, 82%)
--[] Security Review
Rationale: Since Shadows started these, we are gonna finish them.

This is important to me to be honest. We put work into it last turn (from this new plan's perspective) and so I think it is only logical that we put work into it this turn to finish them all.
 
Nah, Steel Talons stole it for a rock concert. The rock in question tried to eat them.
It wasn't even a tiberium rock. It was just a regular rock that was pissed because the Talons interrupted its nap.
"Note to GDIHighCom to not even joke about using experimental sonic weapons systems as speaker systems in earshot of Steel Talon personnel. One exploding subdivision and critical research detonation is one too many (we get enough of that with Director Seo we don't need more of him), and we are still trying to find where all the shards and parts landed." - GDI InOps Officer Rayley.
 
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No, it says 2 quarters to begin, 6 to complete.

Now, in light of what happened (pun unintended, Shadows), here's my immediate rough plan for next turn.

[] Plan: City Fortress
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 387/995 (5+4 dice, 100R, 91%)
Rationale: Get Chicago done, man!

-[] Heavy Industry (5 dice + 6 Free, +34 bonus, 320R)
--[] U Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200R, 87%)
--[] Chicago Planned City (Phase 5) (4 dice, 80R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 (2 dice, 40R, 39%)
Rationale: Alloys for the Alloy God! Discounts for the Discount Throne! Trying get Chicago done, and hopefully push close to, if not complete the CCF Plant.

-[] Light and Chemical Industry (5 dice, +24 bonus, 150R)
--[] Bergen Superconductor Foundry (Phase 4) 235/690 (5 dice, 150R, 10%)
Rationale: Probably not cost-effective to rush Bergen all the way down, so I'll just put the 5 dice here for now and keep it rolling.

-[] Agriculture (6 dice, +29 bonus, 75R)
--[] Reforestation Campaign Preparations (Phase 1) 0/855 (4 dice, 20R)
--[] Vertical Farming Projects (Stage 4) 181/230 (1 die, 15R, 81%)
--[] Dairy Ranches (Phase 2) 163/195 (1 die, 20R, 100%)
Rationale: We just need 1 more Stage/Phase of Dairy/Vertical completed apiece, then the Fruiticulture Bay and remaining Shala phases will cover our Con. Goods from Agriculture requirement. Getting rolling on the Tarberries should help with our Energy issues.

-[] Tiberium (7 dice, +39 bonus, 200R)
--[] Tiberium Vein Mines (Stage 9) 22/175 (2 dice, 40R, 73%)
--[] Improved Hewlett Gardener Refits (Phase 1) 0/240 (4 dice, 140R, 99%)
--[] Tiberian Prediction Algorithms 75/120 (1 die, 20R, 95%)
Rationale: More Vein Mine money, and we need to start on the IHG refits since we promised them, and Chicago is about to give us some processing breathing room.

-[] Orbital (7 dice + Erewhon, +34 bonus, 160R)
--[] Medium Density Housing 310/335 (E die, 20R, 76%)
--[] Fruticulture Bay 225/335 (2 dice, 40R, 95%)
--[] Fusion Shipyard 380/475 (2 dice, 40R, 98%)
--[] Gravitic Shipyard 292/430 (2 dice, 60R, 82%)
--[] Security Review
Rationale: Since Shadows started these, we are gonna finish them.

-[] Services (4 dice, +35 bonus, 90R)
--[] Regional Hospital Expansions (Phase 2) 4/285 (2 dice, 50R, ~6/10 mean)
--[] Kamisuwa Optical Laboratories 79/240 (2 dice, 40R, 68%)
Rationale: Simple, straightforward, pushing towards our new promise goal.

-[] Military (7 dice + 1 Free, +31 bonus, 140R)
--[] Strategic Area Defense Networks (Phase 1) 0/250 (4 dice, 80R, 94%)
--[] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) 317/380 (2 dice, 40R, 100%)
--[] Unmanned Support Ground Vehicle Development 0/80 (1 die, 20R, 72%)
--[] Security Review
Rationale: It's basically been pointed out on Discord that the Banneerjees made the Karachi deal by throwing the Shah of Atom under the bus. In other words, we need to start anti-nuke defenses stat. As for the Zrbite, hopefully this isn't the kind of nat 1 that scuppers the project altogether, so put in the last 2 dice and get that done and over with.

-[] Bureaucracy (4 dice, +29 bonus, 0R)
--[] Security Review: Military 2 dice
--[] Security Review: Orbital 2 dice
Rationale: After whatever went wrong with Zrbite, we need Security Reviews of the Military. And Orbital, because clearly there is something suspicious thanks to Shadows.

Total: 1235 (1205 + 30 from Reserve)

Yeah, it's an expensive plan. Alloys being a large part of it R and Free dice-wise.

I'd vote for it.

As a note, everyone, I won't be putting up a plan next turn. Plan making and the resulting days of uncertainty while voting happens causes me anxiety, which makes my heart do weird stuff. Going to take a turn off of that (in addition to a whole bunch of other stuff I normally do) to see if it helps.

My only suggestion on the Orbital front would be to just focus on finishing one or two of those started bays per turn and continue setting up the cores proper. Something like 4 dice on Shala for phase 4/1-3 Bay dice/remainder on Columbia to keep it moving.
 
Ugh. Some interesting rolls this turn.

I wouldn't put more than 1 dice on each bay.

We need to slow walk them to possibly save dice. There is no rush or need to complete them in a hurry so slow walking is fine.

The rest of the dice can go on the stations, that we actually DO need to get done quickly so we can see what we have to do next.
 
those things (like ASAT Phase 5 and Orbital Defense Lasers) aren't Plan commitments (unlike, say, SADN Phase 4, we should probably hold off a bit on them until we've cleared out the thicket of our Plan commitments some more
we should do things just because they are plan commitments but because that are beneficial and needed , having the ASAT network upgraded means that we reduce the risk of Nod and Kane making a move on our space assets , cause it would suck a lot of Nod figured how to stick one of those ion cannon proof shields on a nuke and started blowing our space works up for example
 
It wasn't even a tiberium rock. It was just a regular rock that was pissed because the Talons interrupted its nap.
"Note to GDIHighCom to not even joke about using experimental sonic weapons systems as speaker systems in earshot of Steel Talon personnel. One exploding subdivision and critical research detonation is one too many (we get enough of that with Director Seo we don't need more of him), and we are still trying to find where all the shards and parts landed." - GDI InOps Officer Rayley.
Never make jokes about re-enacting Spinal Tap around the Steel Talons. They don't have the musical talent.

Ugh. Some interesting rolls this turn.

I wouldn't put more than 1 dice on each bay.

We need to slow walk them to possibly save dice. There is no rush or need to complete them in a hurry so slow walking is fine.

The rest of the dice can go on the stations, that we actually DO need to get done quickly so we can see what we have to do next.
Yeah, we should be able to slow-walk them. The elections are at the end of 2063, so we have a full year.
 
No more tiberium-derived margarine!

[Yes, it is probably possible to make margarine from tiberium products the same way it's possible to make plastics via chemical synthesis. No, I'm not seriously suggesting GDI ever did this]
"That rips through those aliens like a plasma-knife through Poly-butter" suggests that actually yes, GDI did make margarine from tiberium products.
 
Yeah, we should be able to slow-walk them. The elections are at the end of 2063, so we have a full year.

Hmm. So then, here's my revision and one alternative: what if we dumped the Alloys?

[] Plan: City Fortress Mark 2
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 387/995 (5+4 dice, 100R, 91%)
-[] Heavy Industry (5 dice + 6 Free, +34 bonus, 320R)
--[] U Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200R, 87%)
--[] Chicago Planned City (Phase 5) (4 dice, 80R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 (2 dice, 40R, 53%)
-[] Light and Chemical Industry (5 dice, +24 bonus, 150R)
--[] Bergen Superconductor Foundry (Phase 4) 235/690 (5 dice, 150R, 15%)
-[] Agriculture (6 dice, +29 bonus, 75R)
--[] Reforestation Campaign Preparations (Phase 1) 0/855 (4 dice, 20R)
--[] Vertical Farming Projects (Stage 4) 181/230 (1 die, 15R, 96%)
--[] Dairy Ranches (Phase 2) 163/195 (1 die, 20R, 100%)
-[] Tiberium (7 dice, +39 bonus, 200R)
--[] Tiberium Vein Mines (Stage 9) 22/175 (2 dice, 40R, 83%)
--[] Improved Hewlett Gardener Refits (Phase 1) 0/240 (4 dice, 140R, 99%)
--[] Tiberian Prediction Algorithms 75/120 (1 die, 20R, 100%)
-[] Orbital (7 dice + Erewhon, +34 bonus, 140R)
--[] Medium Density Housing 310/335 (E die, 20R, 91%)
--[] GDSS Columbia (Phase 5) 146/1065 (5 dice, 100R, ~5/10 mean)
--[] Fusion Shipyard 380/475 (1 die, 20R, 60%)
--[] Security Review
-[] Services (4 dice, +35 bonus, 90R)
--[] Regional Hospital Expansions (Phase 2) 4/285 (2 dice, 50R, ~6/10 mean)
--[] Kamisuwa Optical Laboratories 79/240 (2 dice, 40R, 72%)
-[] Military (7 dice + 1 Free, +31 bonus, 140R)
--[] Strategic Area Defense Networks (Phase 1) 0/250 (4 dice, 80R, 94%)
--[] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) 317/380 (2 dice, 40R, 100%)
--[] Unmanned Support Ground Vehicle Development 0/80 (1 die, 20R, 72%)
--[] Security Review
-[] Bureaucracy (4 dice, +29 bonus, 0R)
--[] Security Review: Military 2 dice
--[] Security Review: Orbital 2 dice

Total: 1215/1220R

[] Plan: City Fortress Mark 2 Sans Alloys
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 387/995 (5+5 dice, 100R, 100%)
-[] Heavy Industry (5 dice + 2 Free, +34 bonus, 140R)
--[] Chicago Planned City (Phase 5) (5 dice, 100R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 (2 dice, 40R, 53%)
-[] Light and Chemical Industry (5 dice + 3 Free, +24 bonus, 240R)
--[] Bergen Superconductor Foundry (Phase 4) 235/690 (8 dice, 240R, 97%)
-[] Agriculture (6 dice, +29 bonus, 75R)
--[] Reforestation Campaign Preparations (Phase 1) 0/855 (4 dice, 20R)
--[] Vertical Farming Projects (Stage 4) 181/230 (1 die, 15R, 96%)
--[] Dairy Ranches (Phase 2) 163/195 (1 die, 20R, 100%)
-[] Tiberium (7 dice + 1 Free, +39 bonus, 220R)
--[] Tiberium Vein Mines (Stage 9+10) 22/350 (3 dice, 60R, 20%)
--[] Improved Hewlett Gardener Refits (Phase 1) 0/240 (4 dice, 140R, 99%)
--[] Tiberian Prediction Algorithms 75/120 (1 die, 20R, 100%)
-[] Orbital (7 dice + Erewhon, +34 bonus, 140R)
--[] Medium Density Housing 310/335 (E die, 20R, 91%)
--[] GDSS Columbia (Phase 5) 146/1065 (5 dice, 100R, ~5/10 mean)
--[] Fusion Shipyard 380/475 (1 die, 20R, 60%)
--[] Security Review
-[] Services (4 dice, +35 bonus, 90R)
--[] Regional Hospital Expansions (Phase 2) 4/285 (2 dice, 50R, ~6/10 mean)
--[] Kamisuwa Optical Laboratories 79/240 (2 dice, 40R, 72%)
-[] Military (7 dice + 1 Free, +31 bonus, 140R)
--[] Strategic Area Defense Networks (Phase 1) 0/250 (4 dice, 80R, 94%)
--[] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) 317/380 (2 dice, 40R, 100%)
--[] Unmanned Support Ground Vehicle Development 0/80 (1 die, 20R, 72%)
--[] Security Review
-[] Bureaucracy (4 dice, +29 bonus, 0R)
--[] Security Review: Military (2 dice, 100%)
--[] Security Review: Orbital (2 dice, 100%)

Total: 1145/1220R
 
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"That rips through those aliens like a plasma-knife through Poly-butter" suggests that actually yes, GDI did make margarine from tiberium products.
As the saying goes, "Anyone who loves the law or sausage should never watch either being made."

Don't think about how the Poly-Butter is made. Just spread it on your morning toast and enjoy.
 
Hmm. So then, here's my revision and one alternative: what if we dumped the Alloys?
I'd kinda like to do 1 die on each of the bays:
Medium Density Housing Bay 310/335 1 die 100% (or, yes, Erewhon for a 91% chance)
Fruticulture Bay 225/335 1 die 45%
Fusion Shipyard 380/475 1 die 60%
Gravitic Shipyard 292/430 1 die 17%

And then 1-2 free dice for
-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%
 
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Okay, the nat 1 is probably just going to be scaling up production running into issues as it goes from lab to factory. Otherwise, well, things are going pretty okay.
 
Turn wasn't that bad, not great, just some general progress made.

I don't think the zbrite will be nod sabotage as they seem to be lying low after the beating they just took. Maybe just the tech is more finicky than we thought, so we lose some progress and have to redo it or an increase to the progress needed to complete.

Edit: ninja'd by the gm. And I was right! Huzzah! 😜
 
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Since we don't have the U-Series Alloys discount this turn, I can make a preliminary Array update for y'all. I haven't double-checked everything yet, so there may be some errors in here, but it's probably all correct.
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/540 5 dice 75R 2%, 6 dice 90R 21%, 7 dice 105R 60%, 8 dice 120R 88%, 9 dice 135R 98%
-[] Blue Zone Arcologies (Stage 4+5) 1/1080 11 dice 165R 1%, 12 dice 180R 9%, 13 dice 195R 30%, 14 dice 210R 58%, 15 dice 225R 81%, 16 dice 240R 94%
-[] Yellow Zone Fortress Towns (Phase 7) 93/280 2 dice 40R 35%, 3 dice 60R 88%, 4 dice 80R 99%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/550 5 dice 100R 21%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Lesser Blue Zone Arcologies (Phase 1) 0/155 2 dice 30R 64%, 3 dice 45R 97%
-[] Lesser Blue Zone Arcologies (Phase 1+2?) 0/310 3 dice 45R 11%, 4 dice 60R 60%, 5 dice 75R 92%
-[] Rail Network Construction Campaigns (Phase 5) 39/295 2 dice 30R 1%, 3 dice 45R 44%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/590 6 dice 90R 16%, 7 dice 105R 54%, 8 dice 120R 85%, 9 dice 135R 97%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/885 9 dice 135R 6%, 10 dice 150R 27%, 11 dice 165R 59%, 12 dice 180R 84%, 13 dice 195R 96%
-[] Suborbital Shuttle Service (Phase 2) 110/230 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%

-[] Chicago Planned City (Phase 5) 387/995 6 HI dice 120R 12%, 7 HI dice 140R 49%, 8 HI dice 160R 84%, 9 HI dice 180R 97%
--Alt: 1 HI 5 Infra dice 120R 4%, 1 HI 6 Infra dice 140R 29%, 1 HI 7 Infra dice 160R 66%, 1 HI 8 Infra dice 180R 90%

-[] Karachi Planned City (Phase 1) 0/60 1 Tib die 20R 95%
-[] Karachi Planned City (Phase 1+2) 0/175 2 Tib dice 40R 68%, 3 Tib dice 60R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/410 4 Tib dice 80R 27%, 5 Tib dice 100R 79%, 6 Tib dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/925 0/880 8 Tib dice 160R 3%, 9 Tib dice 180R 25%, 10 Tib dice 200R 63%, 11 Tib dice 220R 89%, 12 Tib dice 240R 98%
--Alt: 3 Tib 6 Infra dice 180R 7%, 4 Tib 6 Infra dice 200R 33%, 5 Tib 6 Infra dice 220R 69%, 6 Tib 6 Infra dice 240R 91%
--Note: Listing all Infra/Tib dice combinations would be a massive pain.

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%, 3 dice 30R 91%
-[] Postwar Housing Refits (Phase 1+2) 0/360 4 dice 40R 28%, 5 dice 50R 74%, 6 dice 60R 96%
-[] Postwar Housing Refits (Phase 1+2+3) 0/540 5 dice 50R 2%, 6 dice 60R 20%, 7 dice 70R 59%, 8 dice 80R 88%, 9 dice 90R 98%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 3) 186/550 3 dice 120R 3%, 4 dice 160R 43%, 5 dice 200R 87%, 6 dice 240R 99%
-[] U Series Alloy Foundries (Phase 3+4) 186/1060 8 dice 320R 1%, 9 dice 360R 13%, 10 dice 400R 44%, 11 dice 440R 77%, 12 dice 480R 94%
--Note: The exact discount for each phase here will vary depending on the amount of roll-over progress.
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 2 dice 40R 53%, 3 dice 60R 96%

-[] North Boston Chip Fabricator (Phase 5) 36/2165 22 dice 330R 3%, 23 dice 345R 11%, 24 dice 360R 27%, 25 dice 375R 50%, 26 dice 390R 71%, 27 dice 405R 87%, 28 dice 420R 95%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/110 1 die 30R 40%, 2 dice 60R 97%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/325 3 dice 90R 14%, 4 dice 120R 68%, 5 dice 150R 96%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/755 7 dice 210R 3%, 8 dice 240R 22%, 9 dice 270R 59%, 10 dice 300R 87%, 11 dice 330R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1095 9 dice 180R 2%, 10 dice 200R 16%, 11 dice 220R 47%, 12 dice 240R 78%, 13 dice 260R 94%
-[] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Bergen Superconductor Foundry (Phase 4) 235/690 5 dice 150R 15%, 6 dice 180R 54%, 7 dice 210R 86%, 8 dice 240R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/2060 21 dice 630R 3%, 22 dice 660R 10%, 23 dice 690R 25%, 24 dice 720R 44%, 25 dice 750R 64%, 26 dice 780R 81%, 27 dice 810R 91%
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/855 9 dice 45R 8%, 10 dice 50R 32%, 11 dice 55R 64%, 12 dice 60R 87%, 13 dice 65R 97%
-[] Agriculture Mechanization Projects (Phase 2) 26/240 2 dice 30R 18%, 3 dice 45R 78%, 4 dice 60R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/135 1 die 10R 28%, 2 dice 20R 91%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/270 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 92%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/405 4 dice 40R 18%, 5 dice 50R 65%, 6 dice 60R 93%
-[] Vertical Farming Projects (Stage 4) 181/230 1 die 15R 96%
-[] Vertical Farming Projects (Stage 4+5) 181/460 3 dice 45R 32%, 4 dice 60R 82%, 5 dice 75R 98%
-[] Vertical Farming Projects (Stage 4+5+6) 181/690 5 dice 75R 7%, 6 dice 90R 41%, 7 dice 105R 79%, 8 dice 120R 96%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/380 2 dice 40R 17%, 3 dice 60R 76%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 1) 0/160 2 dice 40R 72%, 3 dice 60R 99%
-[] Spider Cotton Plantations (Phase 1+2) 0/330 3 dice 45R 12%, 4 dice 60R 65%, 5 dice 75R 95%
-[] Spider Cotton Plantations (Phase 1+2+3+4+5) 0/900 9 dice 135R 8%, 10 dice 150R 33%, 11 dice 165R 68%, 12 dice 180R 90%

-[] Strategic Food Stockpile Construction (Phase 5) 78/190 1 die 10R 33%, 2 dice 20R 93%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/370 3 dice 30R 23%, 4 dice 40R 76%, 5 dice 50R 97%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/550 5 dice 50R 19%, 6 dice 60R 61%, 7 dice 70R 90%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Department of Core Crops -1 Agri die -15 RpT auto
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/175 1 die 20R 2%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Tiberium Vein Mines (Stage 9+10) 22/350 3 dice 60R 20%, 4 dice 80R 78%, 5 dice 100R 98%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/525 4 dice 80R 1%, 5 dice 100R 27%, 6 dice 120R 75%, 7 dice 140R 97%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 13 dice 260R 93%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/315 3 dice 60R 28%, 4 dice 80R 84%, 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 9) 3/90 1 die 15R 68%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 9+10) 3/180 2 dice 30R 66%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/145 1 die 25R 39%, 2 dice 50R 98%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/275 2 dice 50R 12%, 3 dice 75R 77%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 4) 93/235 1 die 25R 13%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Border Offensives (Stage 4+5) 93/460 3 dice 75R 5%, 4 dice 100R 54%, 5 dice 125R 93%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/225 2 dice 60R 24%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/450 4 dice 120R 10%, 5 dice 150R 58%, 6 dice 180R 92%
-[] Red Zone Containment Lines (Stage 6) 54/210 2 dice 50R 81%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/415 3 dice 75R 6%, 4 dice 100R 58%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/620 5 dice 125R 6%, 6 dice 150R 43%, 7 dice 175R 84%, 8 dice 200R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/190 1 die 30R 3%, 2 dice 60R 83%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/375 3 dice 90R 15%, 4 dice 120R 73%, 5 dice 150R 98%

-[] IHG Tiberium Processing Plants (Stage 1) 0/180 2 dice 70R 63%, 3 dice 105R 98%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/360 3 dice 105R 7%, 4 dice 140R 59%, 5 dice 175R 94%
-[] Improved Hewlett Gardener Refits (Phase 1) 0/240 2 dice 70R 15%, 3 dice 105R 80%, 4 dice 140R 99%
-[] Improved Hewlett Gardener Refits (Phase 1+2) 0/480 4 dice 140R 3%, 5 dice 175R 40%, 6 dice 210R 84%, 7 dice 245R 98%
-[] Improved Hewlett Gardener Refits (Phase 1+2+3+4+5+6+7) 0/1800 18 dice 630R 8%, 19 dice 665R 25%, 20 dice 700R 52%, 21 dice 735R 76%, 22 dice 770R 91%

-[] Tiberium Inhibitor Deployment (Blue Zones) 0/90 1 die 30R 65%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/115 1 die 30R 40%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 34%, 2 dice 40R 96%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/250 2 dice 40R 12%, 3 dice 60R 77%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%

-[] Red Zone Energy Refits (Phase 1) 0/315 3 dice 75R 28%, 4 dice 100R 84%, 5 dice 125R 99%
-[] Red Zone Energy Refits (Phase 1+2) 0/630 6 dice 150R 14%, 7 dice 175R 56%, 8 dice 200R 89%, 9 dice 225R 99%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/945 9 dice 225R 8%, 10 dice 250R 35%, 11 dice 275R 71%, 12 dice 300R 92%

-[] Tiberium Wildlife Experiments 0/60 1 die 20R 100%
-[] Tiberian Prediction Algorithms 80/120 1 die 20R 100%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 146/1065 9 dice 180R 13%, 10 dice 200R 46%, 11 dice 220R 80%, 12 dice 240R 96%

--GDSS Columbia Bays (2/3 available)--
-[] SCOP Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Very High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] High Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Medium Density Housing 310/335 1 die 20R 100%
--Alt: 1 AA/Erewhon die 20R 91%
-[] Low Density Housing 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Hospital Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Tourism Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Assembler Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%, 6 dice 120R 95%
-[] GDSS Shala (Phase 4+5) 92/1590 14 dice 280R 2%, 15 dice 300R 11%, 16 dice 320R 33%, 17 dice 340R 63%, 18 dice 360R 85%, 19 dice 380R 96%

--GDSS Shala Bays (0/1 available)--
-[-] Core Crops Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[] Fruticulture Bay 225/335 1 die 20R 45%, 2 dice 40R 99%
-[-] Experimental Crops Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Habitation Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] Animal Husbandry Bay 0/285 3 dice 60R 49%, 4 dice 80R 94%
-[-] Species Restoration Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%
-[-] High Efficiency Void Crops Bay 0/240 2 dice 40R 15%, 3 dice 60R 80%, 4 dice 80R 99%

--GDSS Enterprise Bays--
-[] Gravitic Shipyard 292/430 1 die 30R 17%, 2 dice 60R 91%
-[] Fusion Shipyard 380/475 1 die 20R 60%, 2 dice 40R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/260 2 dice 40R 33%, 3 dice 60R 90%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/510 4 dice 80R 4%, 5 dice 100R 41%, 6 dice 120R 83%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/310 3 dice 60R 38%, 4 dice 80R 88%, 5 dice 100R 99%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/605 5 dice 100R 1%, 6 dice 120R 21%, 7 dice 140R 64%, 8 dice 160R 91%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
--Note: Costs 1 field die and locks it until the project is complete.
-[] Regional Hospital Expansions (Phase 2) 4/285 3 dice 75R 43%, 4 dice 100R 90%
-[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 72%, 3 dice 60R 99%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] ASAT Defense System (Phase 5) 41/460 4 dice 80R 17%, 5 dice 100R 67%, 6 dice 120R 95%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/330 2 dice 10R 38%, 3 dice 15R 91%
-[] Strategic Area Defense Networks (Phase 1) 0/250 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Strategic Area Defense Networks (Phase 1+2) 0/545 5 dice 100R 3%, 6 dice 120R 29%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/885 9 dice 180R 6%, 10 dice 200R 28%, 11 dice 220R 61%, 12 dice 240R 86%, 13 dice 260R 97%

--MARVs--
-[] Reclamator Hub 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib dice 60R 27%, 2 Mil 2 Tib dice 80R 83%, 2 Mil 3 Tib dice 100R 99%
-[] Reclamator Hub x2 0/600 6 dice 120R 9%, 7 dice 140R 43%, 8 dice 160R 79%, 9 dice 180R 96%
--Alt: 2 Mil 4 Tib dice 120R 19%, 2 Mil 5 Tib dice 140R 63%, 2 Mil 6 Tib dice 160R 92%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/305 3 dice 60R 46%, 4 dice 80R 90%
-[] Reclamator Hub BZ-2 (Richmond) 58/305 2 dice 40R 5%, 3 dice 60R 60%, 4 dice 80R 95%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 1) 317?/380 1 die 20R 84%, 2 dice 40R 100%
-[] Zrbite Sonic Weapons Deployment (Phase 1+2) 317?/1140 8 dice 160R 3%, 9 dice 180R 20%, 10 dice 200R 53%, 11 dice 220R 82%, 12 dice 240R 96%
-[] Infantry Recon Support Drone Deployment 0/180 2 dice 20R 49%, 3 dice 30R 94%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/250 2 dice 40R 36%, 3 dice 60R 90%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 99%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 139+50/190 0 dice 100% (autocompletes)
-[] Railgun Munitions Factories (Phase 2+3) 139+50/370 2 dice 20R 48%, 3 dice 30R 94%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%, 2 dice 40R 83%, 3 dice 60R 99%
-[] GD-3 Deployment (Phase 1) 0/335 3 dice 30R 7%, 4 dice 40R 54%, 5 dice 50R 91%
-[] GD-3 Deployment (Phase 1+2) 0/670 7 dice 70R 14%, 8 dice 80R 49%, 9 dice 90R 82%, 10 dice 100R 96%
-[] GD-3 Deployment (Phase 1+2+3) 0/1005 10 dice 100R 3%, 11 dice 110R 17%, 12 dice 120R 45%, 13 dice 130R 75%, 14 dice 140R 92%
-[] Stealth Disruptor Deployment 0/190 2 dice 30R 39%, 3 dice 45R 91%

--Navy--
-[] Infernium Laser Refits 0/405 4 dice 120R 14%, 5 dice 150R 61%, 6 dice 180R 92%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/160 2 dice 50R 67%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%, 4 dice 80R 89%, 5 dice 100R 99%

--Steel Talons--
-[] Combat Laser Development 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Modular Rapid Assembly Prototype Factory 0/315 3 dice 60R 14%, 4 dice 80R 67%, 5 dice 100R 95%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 95%, 2 dice 100%
-[] Transfer Funding to InOps 1 die -60 RpT auto
-[] Transfer funds to the General Pool 1 die -30*x RpT auto
-[] Expand Grants Programs 1 die -10/-20/-30 RpT auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 1 turn ago 2062 Q4
Services 1 turn ago 2062 Q4
Infrastructure 2 turns ago 2062 Q3
Tiberium 2 turn agos 2062 Q3
--Note: Indicated as not fully cleared.
Agriculture 3 turns ago 2062 Q2
Military 3 turns ago 2062 Q2
--Note: Indicated as not fully cleared.
Heavy Ind 9 turns ago 2060 Q4
Orbital 9 turns ago 2060 Q4
Bureaucracy 9 turns ago 2060 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.
--Note 5: Previously, I accidentally forgot to include the +5 (Station) bonus for our new Bays. So they've all been updated now.
 
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