Given we completed phase 4 of Border Offensives which gave us 3 RZ mitigation and we started the last turn with 28 RZ mitigation needed, we should be at 25 RZ mitigation needed.

The Plan required projects are:
Border Offensives 5 (3 RZ mitigation)
Coordinated Abatement 1-3 (6 RZ mitigation)

We are likely to do the deep glacier mines and the containment lines
Containment lines 1-3 (9 RZ mitigation)
Deep Glaciers 4-5 (4 RZ mitigation)

For a total of 22 RZ mitigation, meaning we need 3 more RZ mitigation

So yes we either need a RZ MARV or 3 RZ tib harvesting. The latter will cost on the order of an extra die, but will produce 3 times as much rpt. That's why I said the MARVs are not strictly required.

YZ->GZ conversion by way of securing YZs being carved out by RZ abatement efforts may result in more RZ Border Offensives and Deep Glaciers. It'd be more expensive in dice, however.
 
Well, if we talk about the priority of MARV construction sites, I think there are three main incentives by which you can choose where to put them

1. Military - either tactical, for which it is difficult to say which territories are better to occupy now, or strategic, for which, in my opinion, it is better to crush warlords with whom it is difficult to negotiate, as opposed to more adequate ones. Well, that is, first of all, Mexico, Spain and Africa in the first place, and Asia and South America - in the last.

2. Tiberium - Since the numbers are the same everywhere, it is worth focusing on the narrative, and the narrative says that the critical point for tiberium is the place of seismic faults. It's worth digging there.

3. Logistics - Well, it's simple, Sumatra and Suez. And that's all.
You forgot:

4. Resource Efficiency - Completed MARV hubs overflow into the nearest incomplete MARV hub. So RZ-1S overflowing would pass the overflow to RZ-3S, which would in turn pass its overflow to RZ-3N. So doing RZ-1S hard would then mean it'd be smart to just follow the flow by hitting 3S hard, then hitting 3N. That also unlocks two RZ Inhibitors with the completion of RZ-3N (that's TWO RZ Inhibitors in what amounts to the heart of the largest continuous RZ area on the planet, the narrative effects should be interesting), and gives us MARV hubs at the north end of the Suez and in the Bosphorus/Dardanelles area. Not sure where the overflow from RZ-3N would go, but probably Spain or NW Africa. So it's worth planning out where overflow would go and what can get unlocked in the process.

--

Other than maybe Savannah, have we placed any MARV hubs based on military incentives?

Sumatra is out of the question, because it's wedged between Bintang and the Bannerjees, and would basically be fucked in event of a Tiberium War. That's why I ruled out RZ-4/5 (which Sumatra is in) and RZ-8N. And it's not for our logistics, as we don't run any through there... because it's Bintang country and the convoys would get shredded passing through her territory.
 
Does mineral concentration still play a role in Tiberium geology for the quest lore? My understanding was that their earliest strains' utility and limitation is that they seeped valuable minerals from the ground and concentrated them within the crystal.
 
You forgot:

4. Resource Efficiency - Completed MARV hubs overflow into the nearest incomplete MARV hub. So RZ-1S overflowing would pass the overflow to RZ-3S, which would in turn pass its overflow to RZ-3N. So doing RZ-1S hard would then mean it'd be smart to just follow the flow by hitting 3S hard, then hitting 3N. That also unlocks two RZ Inhibitors with the completion of RZ-3N (that's TWO RZ Inhibitors in what amounts to the heart of the largest continuous RZ area on the planet, the narrative effects should be interesting), and gives us MARV hubs at the north end of the Suez and in the Bosphorus/Dardanelles area. Not sure where the overflow from RZ-3N would go, but probably Spain or NW Africa. So it's worth planning out where overflow would go and what can get unlocked in the process.

--

Other than maybe Savannah, have we placed any MARV hubs based on military incentives?

Sumatra is out of the question, because it's wedged between Bintang and the Bannerjees, and would basically be fucked in event of a Tiberium War. That's why I ruled out RZ-4/5 (which Sumatra is in) and RZ-8N. And it's not for our logistics, as we don't run any through there... because it's Bintang country and the convoys would get shredded passing through her territory.
RZ-3S might well overflow to YZ-16, and if RZ-3N overflowed in that scenario, it would almost certainly overflow there. RZ hubs' overflow doesn't necessarily go to another RZ hub.
And no, I don't think any of our other MARV hubs were seriously placed based on military issues. But then, it's been quite a while.
Does mineral concentration still play a role in Tiberium geology for the quest lore? My understanding was that their earliest strains' utility and limitation is that they seeped valuable minerals from the ground and concentrated them within the crystal.
I'm not sure, it may play some role, but I think not as much.
 
Iirc, finishing off the third MARV hub in SA cut the land route between Gideon and Stahl. I think that had some impact on why we built the YZ MARV there? I'm not sure the order of events between that and the refugees at the location, though.
 
Mostly I think we kept building those MARV hubs because we kept having progress roll over. And then we would have people keep getting trapped behind NOD lines with their only form of defense being unfinished SMARVs.
 
RZ-3S might well overflow to YZ-16, and if RZ-3N overflowed in that scenario, it would almost certainly overflow there. RZ hubs' overflow doesn't necessarily go to another RZ hub.
...I don't think we considered YZ-16's location last time we were figuring out the flow. Hm.

Port Said (3S) > Port Sudan (16) = ~860mi (~1384km)
Port Said (3S) > Istanbul (3N) = ~706mi (~1137km)

Okay, looks like RZ-3N is slightly closer than YZ-16 from RZ-3S. We're still good!

RZ-3N > YZ-16 = ~1563mi (~2515km)
RZ-3N > YZ-15 (Barcelona) = ~1390mi (~2236km)
RZ-3N > YZ-13N (Algiers) = ~1418mi (~2282km)

It seems the flow from starting at RZ-1S is RZ-1S > RZ-3S > RZ-3N > YZ-15 > YZ-13N > YZ-13S. Feels like YZ-16 would have to wait a long time to get gotten to by overflow as I expect RZ-2 W/E would be next, then the Southern Africa YZ hub, then maybe YZ-16.
 
Does mineral concentration still play a role in Tiberium geology for the quest lore? My understanding was that their earliest strains' utility and limitation is that they seeped valuable minerals from the ground and concentrated them within the crystal.

I think that was an earlier version of the lore. Modern version just invokes 'proton lattices', which are basically space magic.
 
Tiberium, while aesthetically always a green crystal, has undergone multiple rounds of fundamental change/mutation since the early days of the First Tiberium War in the 1990s.

It's no surprise if it's now capable of transmutation of the elements and wasn't before.
 
A little fun thing I've done. Tell me if it looks good/clear enough plz, I've got the data for almost all of our other stat indicators and I wanna make a chart for more of them. (No, I'm not updating this for future turns.)

 
Given we completed phase 4 of Border Offensives which gave us 3 RZ mitigation and we started the last turn with 28 RZ mitigation needed, we should be at 25 RZ mitigation needed.

The Plan required projects are:
Border Offensives 5 (3 RZ mitigation)
Coordinated Abatement 1-3 (6 RZ mitigation)

We are likely to do the deep glacier mines and the containment lines
Containment lines 1-3 (9 RZ mitigation)
Deep Glaciers 4-5 (4 RZ mitigation)

For a total of 22 RZ mitigation, meaning we need 3 more RZ mitigation

So yes we either need a RZ MARV or 3 RZ tib harvesting. The latter will cost on the order of an extra die, but will produce 3 times as much rpt. That's why I said the MARVs are not strictly required.
The issue is we will need the RZ MARV's anyways for both the STU's later, and the Inhibitor positions now, as those help keep the Tiberium growth controlled more and can keep it under certain limits of at least GDI/Possibly NOD Harvesting Capabilities and allow us to focus on keeping it to small patches and areas and push it to smaller nodes underground versus total rampant uncontrolled growth it was before.

On top of the beacheads it gives ZOCOM and other forces to operate and build new Harvesting Zones of various different levels around them.
 
We have enough wiggle room in Military that we can afford a turn or three of "sprinting" MARVs by spending two Military dice and several Tiberium dice.

Unfortunately, Tiberium dice are also pretty tightly bound up, and there's a lot going on in that category. Tiberium dice are likely to take a significant part of the brunt of Karachi, for instance, though we CAN have Infrastructure take more of the load since we have so few commitments there.
 
After the regency war and the amount of ground we took over it felt like just figuring out our new territory was the thing to do.

If we have finally gotten a handle on the new territory I can see expansion becoming something to focus on again.

Seems to be coming back into focus narratively as well with the new projects to grab unclaimed yellow zones.

I'm somewhat ambivalent about doing MARVs since there are other things we can do with the dice. But I'm not opposed to them either. They have a purpose.

If a plan does most of what I like but has a MARV as well I'd probably still vote for it.
 
One big thing to be said for MARVs is that they lead to Red Zone inhibitors, which narratively are an extremely good and useful thing to have. They're about as close to a proto-TCN as anything we've come across so far, and while that's nowhere near close enough to solve our problems, it's still better than nothing. I really would like to expand the inhibition rollout.
 
TBF we probably should deploy all BZ inhibs first, secure the Homefront.
Questionable.

Blue Zone inhibitors are good for securing the home front against underground tiberium, and it's becoming increasingly clear that this is an imminent threat. On the other hand, the Blue Zone inhibitors may not actually provide much lasting security given that they seem to have to be connected to the tiberium in question, and that when we know a mass of tiberium is even there in a Blue Zone, we tend to start drilling it out in short order as best we can.

Red Zone inhibitors are good for stopping the sheer mass of tiberium on Earth from growing, and potentially reaching and beginning to clear some of the big masses of underground tiberium formerly below those Red Zones.

They're important, too.
 
...You know, I'm suddenly very curious. If we had Kane as an option for ministry head, what do y'all think his traits would be? :0

Besides the '-100 political support per turn', I mean. XD
 
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...You know, I'm suddenly very curious. If we had Kane as an option for ministry head, what do y'all think his traits would be? :0

I think Kane would act more like the treasury department than a single figure. I.E he has multiple dice to spend across different categories. One of which is 'alien tech' and in which he *must* spend all dice every turn.
 
He would probably have several nod related traits.

Like all nod conflicts stopped except for renegades.

Increased trade and science from nod areas opening up.

Bonuses to tech rolls and breakthroughs.

Probably a massive penalty to ps and morale. Initiative First and other hardliners from all the other factions would probably flat out rebel from it.
 
...You know, I'm suddenly very curious. If we had Kane as an option for ministry head, what do y'all think his traits would be? :0

Besides the '-100 political support per turn', I mean. XD
Kane would almost certainly have Personal dice that can be spent either on specific alien-only or intrigue-focused projects, or as Free dice as sort of a supercharged version of Administrative Assistance.

Because ultimately, Treasury isn't about Seo the way Nod is about Kane. Seo's personal behavior and impulses aren't all that important to the narrative, whereas Kane's personal activities steal every scene he's a part of.
 
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A little fun thing I've done. Tell me if it looks good/clear enough plz, I've got the data for almost all of our other stat indicators and I wanna make a chart for more of them. (No, I'm not updating this for future turns.)


And the Irony is that what we call High Quality Housing is middling at best when compared to what we'll be able to build down the line.

Oh are you OK with this being threadmarked as Informative? Because it is to me.

Also @Ithillid are Enhanced Tiberum Spikes a step in building our own version of the Growth Stimulator? As in could we incorporate a Refinery into the Spike itself, probably at the base, to make the Tib Spike easier to deploy and use in the field?
 
...You know, I'm suddenly very curious. If we had Kane as an option for ministry head, what do y'all think his traits would be? :0

Besides the '-100 political support per turn', I mean. XD
Complete overpowered nonsense. An entire new field full of alien bullshit, fewer dice elsewhere, a lot of intrigue and political manipulation options alongside empire building.
 
It most likely is part of the tech tree that will lead to various improvements in manipulating tiberium.

It's just unfortunate that in function this step of it provides a effect that absolutely no one wants to pursue. Increasing tiberium growth is diametrically opposed to our main goal.

And more importantly, at this specific time, the public just got really spooked by the new tiberium projections.

If we went for a tiberium growth enhancer now they would probably have a much higher negative reaction than normal.

It is unfortunate because I have no doubt that the tech could lead to something more useful. It's just not likely to be pursued anytime soon.

Maybe after elections?
 
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