Honestly, I think they'd prefer it that way.

They no longer have to shoulder major responsibilities of commanding combat troops, and instead have a nice quiet desk job at a relatively high rank with sufficiently-garnered respect and honors. Plus, the pay's probably good enough for them to choose their therapist.
And even if the Commander doesn't do field command again, we get some benefits.

I bet Stahl spends a lot of his time carefully balancing his actions to make sure he doesn't cause enough problems to bring that particular general officer out of semi-retirement. Because he's not the type to crave OUR BATTLE WILL BE LEGENDARY that badly.
 
And even if the Commander doesn't do field command again, we get some benefits.

I bet Stahl spends a lot of his time carefully balancing his actions to make sure he doesn't cause enough problems to bring that particular general officer out of semi-retirement. Because he's not the type to crave OUR BATTLE WILL BE LEGENDARY that badly.

Meanwhile, the Legendary Insurgent is probably relaxing somewhere sunny, waiting for their Kanephone to ring telling them the GDI Commander got taken out of the 'BREAK GLASS IN CASE OF TW4' box...
 
I think the Legendary Insurgent canonically died in the quest timeline.

And, having gotten enough info on Kane to compose the biography we have, GDI may know that.
 
Meanwhile, the Legendary Insurgent is probably relaxing somewhere sunny, waiting for their Kanephone to ring telling them the GDI Commander got taken out of the 'BREAK GLASS IN CASE OF TW4' box...
I think the Legendary Insurgent canonically died in the quest timeline.

And, having gotten enough info on Kane to compose the biography we have, GDI may know that.
I do believe it's accepted that the Legendary Insurgent died early 2050s at the latest (possibly at the end of TW3 during the defense of the Tower at the earliest), given that Ajax was apparently the one running the cyborg mess back in the 2050s and not doing a great job with it in Asia. If the Insurgent was still around, there's no reason he wouldn't have been the one running those ops. That's what I seem to remember about the topic. Can't remember if there was WoG on it or not.
 
:wtf:👇

The second is a new name to GDI's knowledge. Rather than operating under banners and heraldry, Jackson Waterley has preferred stealth and to strike and fade often before the enemy commander knows he is there. A brilliant tactician and field commander, he has proven to have little political knowledge, a crippling failing in the Brotherhood's often intercine political dealings. Having served many masters, he has recently fallen off of the grid, with many suspecting that Kane himself has chosen him as a future commander. Of course, it is also possible that he has been killed in the ongoing strife within the Brotherhood's ranks.

I do believe we have a name for the Legendary Insurgent in this quest.
 
Ithillid confirmed (at least on Discord) that the Legendary Insurgent died sometime before Operation Dawn Star, which was 2052. Your quote is set in 2054.

Why are you replying to my statement of I believe this is the name of the Legendary Insurgent with he's been dead since 2052?

Did you quote the right post for your reply?
 
I would think that the intel briefing would've included mention of his war record or the Rio Insurrection if he'd been the Legendary Insurgent. Particularly given the "suspecting that Kane himself has chosen him as a future commander" line when the LI was very much already a commander (the entire Nod campaign of C&C3). I suspect that he's a post-war person rising through the ranks instead, perhaps to replace the loss of the Legendary Insurgent.
 
So, I had an attack of insanity, and decided to try this:
Namely, adding mouseovers to the Probability Array with indicator results of completing each line.
I'm not sure I will be able to get this done on an ongoing basis, but I was wondering if people thought it would be useful.
I've only done the Infrastructure department so far, but I thought I would ask for reactions, and see if people like the idea.
Feedback please?

-[] Blue Zone Arcologies (Stage 4) 1/480 5 dice 75R 12%, 6 dice 90R 51%, 7 dice 105R 85%, 8 dice 120R 97%
-[] Blue Zone Arcologies (Stage 4+5) 1/960 10 dice 150R 3%, 11 dice 165R 17%, 12 dice 180R 45%, 13 dice 195R 73%, 14 dice 210R 90%
-[] Yellow Zone Fortress Towns (Phase 7) 93/260 2 dice 40R 53%, 3 dice 60R 95%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/500 4 dice 80R 8%, 5 dice 100R 48%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Rail Network Construction Campaigns (Phase 6) 1/260 3 dice 45R 42%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 6+7) 1/555 6 dice 90R 15%, 7 dice 105R 52%, 8 dice 120R 84%, 9 dice 135R 97%
-[] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%, 2 dice 50R 100%
-[] Suborbital Shuttle Service (Phase 2+3) 159/380 2 dice 50R 12%, 3 dice 75R 70%, 4 dice 100R 97%

-[] Karachi Planned City (Phase 1) 0/50 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/155 2 dice 40R 82%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/365 3 dice 60R 5%, 4 dice 80R 56%, 5 dice 100R 93%
-[] Karachi Planned City (Phase 1+2+3+4) 0/805 7 dice 140R 2%, 8 dice 160R 19%, 9 dice 180R 57%, 10 dice 200R 87%, 11 dice 220R 98%
--Alt: 3 Tib 5 Infra dice 160R 5%, 4 Tib 5 Infra dice 180R 31%, 5 Tib 5 Infra dice 200R 69%, 6 Tib 5 Infra dice 220R 92%


-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Postwar Housing Refits (Phase 1) 114/160 1 die 10R 97%
-[] Postwar Housing Refits (Phase 1+2) 114/320 2 dice 20R 21%, 3 dice 30R 79%, 4 dice 40R 98%
 
So, I had an attack of insanity, and decided to try this:
Namely, adding mouseovers to the Probability Array with indicator results of completing each line.
I'm not sure I will be able to get this done on an ongoing basis, but I was wondering if people thought it would be useful.
I've only done the Infrastructure department so far, but I thought I would ask for reactions, and see if people like the idea.
Feedback please?

I like it! XD
 
I'm not sure.
The information is potentially of use, but the way it displays it isn't great.
I'm still going to be referring back to the new turn post to check the narrative description anyway.
But sometimes I do just want to do a quick tally of the Energy costs.
 
I appreciate the extra work, but I don't really think its worth the trouble. I'm not sure about everyone else, but when I try to plan craft, I usually use the update to decide what project to choose first, then go to the array to find out how many dice are needed to get a decent chance of completion.

Plus we have enough of a surplus of most resources now that we usually choose projects based on what they accomplish rather than number go up. I think the only ones we even usually keep an eye on at this point are STU and Energy?
 

Useful, but I'm not sure that specific formatting is what you should be using for that. If you do it in the future expect there to be more experimentation as the thread argues which information would be useful to have in the probability array.
 
I think the only ones we even usually keep an eye on at this point are STU and Energy?
And Capital Goods. We have enough for most projects (and +2 per turn) but we really don't have enough for AEVAs (28 total) or the three CG expensive bureaucracy projects (40 total).

Logistics could be a problem with us starting Glacier Mines up again, but we have plenty of Logistics and it's fairly easy for us to get more currently. Labor is going to be a problem in the future, but we're still well ahead of that for now. The only stat we have that's still in the red is (population in low quality housing), but after we finish the housing refits that could finally be zeroed out in as soon as three more turns.

That's not to say we can just ignore our stats. Ithillid has said that if we have a large enough surplus of a stat for multiple turns, we can gain new projects or other benefits. I remember we had a medical research team spun off in the earlier parts of the quest because we had a lot of +Health at one point. (Not really sure when that happened though.) So getting lots of a stat is still good and worth doing.
 
Last edited:
And Capital Goods. We have enough for most projects (and +2 per turn) but we really don't have enough for AEVAs (28 total) or the three CG expensive bureaucracy projects (40 total).

Logistics could be a problem with us starting Glacier Mines up again, but we have plenty of Logistics and it's fairly easy for us to get more currently. Labor is going to be a problem in the future, but we're still well ahead of that for now. The only stat we have that's still in the red is (population in low quality housing), but after we finish the housing refits that could finally be zeroed out in as soon as three more turns.

That's not to say we can just ignore our stats. Ithillid has said that if we have a large enough surplus of a stat for multiple turns, we can gain new projects or other benefits. I remember we had a medical research team spun off in the earlier parts of the quest because we had a lot of +Health at one point. (Not really sure when that happened though.) So getting lots of a stat is still good and worth doing.

Didn't that result in advanced prosthetics where we traded Health for substantially more Labour?
 
Labor is going to be a problem in the future

Would building more MARV hubs help with labor?

The biggest challenge in the Yellow Zone hub has not been Tiberium, but in fact humanitarian. While the local population is mistrustful of GDI, and of the new fortress being erected on the coast, it has not stopped or meaningfully slowed their approaches, with some few hundred accepting offers to move to blue zones, primarily in North America, Africa, and Europe. Others have begun congregating near the hub as it provides protection from local warlords. While not precisely safe, especially without the presence of its MARV fleet, (despite some being assembled from the overflow out of the Red Zone fleet being assembled this quarter) it is safer than most other regions, especially with the inflow of basic comforts, suchs as portable water filters, and solar tarps, along with prefabricated shelters. While before Tiberium the population clinging to the walls (and occasionally spilling onto the MARV tracks before being asked to move by GDI officers) would have been called a favela, but in all practicality, it also represents a significant improvement in living conditions.
The hub itself is placed on the coast, and will effectively cut off connection or uncontrolled migration from South America north, or south from mesoamerica. In coordination with the other fleets in the region, it will create opportunities for large sections of the yellow zone to be controlled and made generally safe for the population, despite the efforts of the Brotherhood of NOD.

:ninja:
 
Well, that falls under: no conquest w/o SADN unless we want warheads to the face, I think.

It'll be interesting to see whether the military restarts its border actions in the coming quarters, as SADN starts coming online.
 
RZ MARVs are perfectly fine, Rakuhn.

Nod is nervous about GDI taking Nod territory, GDI eating away at tib territory is just preparing it for Nod occupation later.
 
I mean, sure. But @Thule was talking about building MARVs to use against Stahl/Mehretu, which would be YZ MARVs, not RZ MARVs. While RZ MARVs do allow for territory denial and for guarding our glacier mines, they aren't really all that harmful to the warlords.

Besides, if I remember correctly, we already have all the SA Red Zone MARVs, and have since before the Regency War even started.
 
We're clearly talking past each other.

My contention is that MARVs as a tool to use against warlords is currently infeasible. Red Zone because they don't really do all that much against them. Yellow Zone because we need SADN. Blue Zone because they are primarily defensive, and we have better uses for mil/free dice. To say nothing of how MARVs are particularly ineffictive against Stahl and Mehretu (and Reynaldo and Bintang), whose tactics generally are able to heavily blunt their impact.

If you want red zone MARVs for other reasons, that's fine. If I remember correctly, we'll want 1-3 Red Zone MARVs before the end of the plan to most efficiently complete our goals. I'm not fighting against that.
 
Back
Top