On my phone here but Current status hasn't been updated since 2021. I think the Nod section of current leaders and the intel we have on them is from 21 as wel. Some other things I can't remember.
Okay, well, for now I'm waiting on the QM to decide what he wants me to tackle first. If he doesn't have an opinion, I'm open to suggestions, but he gets to decide by default.
 
which means that 7+ an active subdepartment is a level I am entirely comfortable with, so long as we don't go chasing unproductive sidelines (which I consider Inferno Gel - and to a lesser extent the Islands- to be).
Not doing the Inferno Gel is being unproductive. We're going to be finishing 2 of our 3 (Munitions) projects soon, which means if we don't get more, the Munitions department will be wasting your potential progress each turn. And I think the reason Inferno Gel (and Binary Propellant) returned to the project list is because of us finishing the other (Munitions) projects
 
Technically, we can do up to 5 munitions projects simultaneously.

Although I suspect that we want to limit ourselves to 4, so the department still handles background issues before they become big enough to rise to our attention.
 
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So, a point of order that I don't think has been bought up.

Next turn, shouldn't we try to one-turn the Spaceport Bay? I think most of the proto-plans split up orbital dice to get started on multiple Bays, but one of the effects of the Spaceport is reducing the cost of lunar colonization. Since we're probably going to jump on Lunar colonies right after Shala is completed, shouldn't we also have the Spaceport completed the same turn to maximize the use of the cost reduction bonus?
 
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So, as promised, I present an image AAR of my mod, playing as GDI. I've put it into a google document to bypass the image limit, which you can find here. I've also included a unit key in a separate google doc for the benefit of those unfamiliar with this genre of games, which is linked at the top of the document but can also be accessed here, detailing not only what the unit symbols stand for but what GDI/Nod units they correspond to. I do have some ideas for further scenarios, but no idea how long those will take. Hope y'all find this interesting!
 
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Soooo what is this talk of "planning for next quest". Is there information here that I missed or is it from conversation elsewhere?

Also yay on advanced rocket fuels.

Ithillid, also also thumbs up on the writing! You are awesome for all the work you put into this quite fun and also quite complex quest! So amazing.
 
Soooo what is this talk of "planning for next quest". Is there information here that I missed or is it from conversation elsewhere?

Also yay on advanced rocket fuels.

Ithillid, also also thumbs up on the writing! You are awesome for all the work you put into this quite fun and also quite complex quest! So amazing.
There has been planning for a sequel to this quest, which would be expansion into the Mass Effect universe in the place of the System's Alliance. How that might go is highly dependent on future events, but looks likely to be very entertaining as various parties panic over little things like our embrace of AIs, prior interaction with off-relay aliens, and heavy societal trauma.
 
Huh...

Advanced rocket fuels, binary propellant, and inferno gel...

Definitely thinking our rockets and missiles are going to get quite a bit better in the near future and our munitions dept will be very excited.

Also I still hope to create the Military AEVA before giving up that Refit Die. It will not return what we lost but will add some buffer.
Honestly, I'm not opposed.

Once each area finishes its plan goals and we have the capital goods to cover it, I'd be fine finishing up all the AEVAs.

Pretty sure there would be some kind of synergy bonus from finishing all of them. Plus any additional bonuses from North Boston and Aberdeen.
 
I'd like to do particle beams as well. I think they have a really good chance of getting rolled into the laser refit plus any other projects that might come of it.
 
I'd like to move that this instead be left as-is or be moved to Apocrypha because I haven't given up hope yet and may actually have enough free time over the next few months to start taking it over myself if anyone's interested in seeing me do that. Some might not, dunno.

Victory is never determined by the computer's performance alone, nor is it decided by the skill of the writer alone, the result itself is the only truth. :V

In all seriousness though I'm also looking at clearing enough time in my own issues to be able to write the SCED Quest. So whichever one of us, or maybe some third party, gets there first means that the SCED Quest will be back all the same. Good luck man I want that part of this thread back as soon as possible. Fix release I guess.

Mathpost for my personal use in making the next preliminary plan:

Blue Zone Arcologies (Stage 4) 277+3+78+55+81 = 494/465 (Stage 5) 29/465? +8 HQHaus +4 ConG +1 ER -2 E
Rail Network Construction Campaigns (Phase 6) 1+80+27 = 108/245
Suborbital Shuttle Service (Phase 3) 27+95+27 = 149/150 Completes with a Non-Canon Omake +8 Log
Second Generation Repulsorplate Factories 0+4+94+89+42+136 = 365/525
North Boston Chip Fabricator (Phase 5) 36+88+8+44+94+136 = 406/1805

Second Generation Continuous Cycle Fusion Plants (Phase 3) 143+98+83+68 = 392/275 (Phase 4) 117/275? +19 E -1 Lab
Bergen Superconductor Foundry (Phase 4) 235+82+14+48+28+116 = 523/610
Reforestation Campaign Preparations (Phase 1) 457+67+4+19+6+39+145 = 737/805
Agriculture Mechanization Projects (Phase 2) 203+68+29 = 300/230 +12 F -1 E -1 CapG
Improved Hewlett-Gardener Refits (Phase 2) 65+68+1+78 = 212/210
NAT 1 Converted 450? processing capacity
Coordinated Abatement Programs (Phase 2) 88+15+92+78 = 273/180 (Phase 3) 93/175 +3 RZ Mit

Tiberium Vein Mines (Stage 10) 36+74+39 = 149/150 Completes with a Non-Canon Omake +30 RpT -2 CapG
Enhanced Harvest Tiberium Spikes 0+23+34+78 = 135/180 -10 PS
GDSS Columbia (Phase 5) 956+22+39 = 1017/1015 +2k Permanent Residents +3 Columbia Bays +10 PS
GDSS Shala (Phase 5) 367+18+15+81+71+60+20+2+234 = 868/975
Hospital Bay 184+93+39+39 = 355/310 +1 Heal
Primitive Prototype Portal Construction 73+73+43+90 = 279/400
Library Enhancement Programs 149+57+35 = 241/180 +5 PS
University Program Updates 234+74 = 308/250 -1 CapG Increases Labor outputs

Cosmetic Biosculpting Edit 3: 92+62+40 = 194/345
Anti-radiation Munitions Deployment (Munitions) 150+50 = 200/265

Ultralight Glide Munitions Deployment (Munitions) (Phase 1?) 150+50 = 200/165 (Phase 2?) 35/150 -1 E
Railgun Munitions Factories (Phase 3) (Munitions) 100+50 = 150/160
Governor A Development 0+91+36 = 127/40
Island Class Assault Ship Deployment 0+39+31 = 70/135
Shark Class Frigate Shipyards (Seattle) 148+72+31 = 251/230 -6 E -2 CapG
Modular Rapid Assembly Prototype Factory 0+71+31 = 102/265
Transorbital Fighter Development 0+38+36 = 74/60
Orca Wingmen Drone Deployment (Phase 2) 56+76+2+62 = 196/215

Edit:



And you are always welcome here. So 15 on Yellow Zone and 85 on Red Zone Tiberium.

Resources: 1265+20+30 = 1315 + 25+1265-1225 = 65 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 94-10+10+5 = 99
SCIENCE Meter: 3-1 = 2/4

Free ‌Dice:‌ ‌6 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
Edit: 24.99-0.15+1.04 = 25.03? (+0.04?) Blue Zone
0.06? (??.??) Cyan Zone
23.05? (??.??) Yellow Zone (104 points of mitigation)
Edit: 51.90+0.85-0.89 = 51.86 (-0.04) Red Zone (86+3 = 89 points of mitigation)

Current Economic Issues:
Housing: +72+1+8 = 81 (9-1-8 = 0 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34+5-2+19-1-1-6 = +48 (+5+1 = +6 in reserve)(+5 per turn from sub-departments)
Logistics: +26+8 = +34 (-2? from military activity)
Food: +29+1+12 = +42 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23+1 = +24 (-8? from refugees)
Capital Goods: +25+2-1-2-1-2 = +21 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6+1? = +7?
Consumer Goods: +242+10+3+1+4 = 260 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28+3+2?-4-1-1 = +27? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2760 Edit 2: +30 = 2790/3800)‌ ‌(900+450? = 1350? IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140+20 = +160 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

STU Production and Consumption
Net: +6+1? = 7? per turn
Production: +30+1? = +31? per turn
Consumption: -24 per turn
18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-12 Other (8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks

Projected Fusion Power Plant Decommissioning
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068

Plan Goals
Provide 27-3-4 = 20 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 480-20-30 = 430
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k-2k = 14.85k
Provide 20-3 = 17 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld

Projects

Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Transorbital Fighter Development or follow on heavy ship development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld
Activate Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

For those wondering about that +32? on Cosmetic Biosculpting that is how much @Ithillid added last turn on it. See here:



We rolled a 52 on Cosmetic Bioscultping and then in the turn results it was:



92 which is +40, then on this turn post it was:



84 which is +32. So I'm going to low-ball my math on this one until the OP clarifies WTF is going on with this Action's math.

So now all that's left is to wait for that clarification and for @Darkandus and whoever else is supposed to roll for this turn including whoever rolls for the elections.

Edit: Darkandus is here the post right below this one. Now to see what we got for elections and also if there is anything else to roll.

Edit 3:

New preliminary plan for next turn after listening to people argue for what should be prioritized next turn:

- 2 Die on Rail Networks for more and cheaper Vein Mine Stages down the line, 1 Die on Emergency Caloric Reclamation Processor to burn some PS and 2 Die on Postwar Housing Refits to work on finishing that off now that another around of Arcologies is done.

- 2 Die on Fusion Power to keep building up our surplus, 6 Dice and Erewhon on North Boston to keep that Phase 5 rolling and 2 Die on Repulsorplate Factories to get that done and get better Space options.

- 4 Dice on Bergen to get Phase 4 done and just keep on rolling into Phase 5.

- 2 Die on Reforestation Preparation to get a Phase of it done, 1 Die on Spider Cotton and Tarrberies each to get a Phase for each and 2 Die on Strategic Food STockpiles to get one and maybe two Phases of that done in preparation for the incoming Karachi refugees.

- 2 Die on Improved Hewlett-Gardner Tiberium Processing Plants to get a Plan Goal closer to completion while getting more processing space opened up, 1 Die to finish off the Enchanced Tiberium Spikes and get our Inhibitor info/data, 3 Dice on Securing Yellow Zones so we can have more territory to mine and expand into and 1 Die on Coordinated Abatement to get that done and our diplomatic relations improved with some warlords.

- 3 Dice on Columbia Spaceport Bay to future-proof our space traffic, 2 Die on Shala to finish that off and 3 Dice on Shala Species Restoration Bay to see how much of our Biosphere we have left.

- 2 Die on Biosculpting to finish that off and 2 Die on portals because Bureaucracy is full of Actions to take this turn and I'm done slowrolling Portals or risking them not finishing next turn as well. @Derpmind Is right we should get portals as soon as we can every time we can until we have the tech done.

- 1 Die on Military Particle Beam Development because I've just realized that if we don't develop that first our next gen vehicles won't be designed with those weapons in mind so I'm delaying that development until we have Particle weapons developed as well, 1 Die on Inferno Gel Development to burn PS and get a new Munitions project, 1 Die on Orca Wingmen Deployment in case that doesn't Autocomplete, I'll swap it to the Refit Department if it does, 2 Die on Stealth Disruptors because while they will be late for the start of Karachi we will still get a new military paradigm out of it, 1 Die on the Island Deployment because it will be enough to demonstrate our commitment to the project and 1 Die into Steel Talons' MRA Factories.

- For once since we lost Security Reviews as an Action to take there are only Bureaucracy Actions here: 2 Die on Transferring funds to InOps to finish off that action set as we can only take it 2 more times, 1 Die on PMM to stop getting NAT 1s that easily and 1 Die on a round of trade to see what that does.

[ ] Plan Bracing for Impact 1.1:
-[ ] Infrastructure (5/5 Dice +27 bonus) 60 Resources:
--[ ] Rail Network Construction Campaigns (Phase 6) 108/245 15 RpD, 2 Die = 30 R 78% ADC 34
--[ ] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Postwar Housing Refits (Phase 2) 33/150 10 RpD, 2 Die = 20 R 89% ADC 24
-[ ] Heavy Industry (5/5 Dice + 5 Free Dice + Erewhon +34 bonus) 195 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 20 RpD, 2 Die = 40 R 77% ADC 35
--[ ] North Boston Chip Fabricator (Phase 5) (updated) 406/1805 15 RpD, 6 Dice + Erewhon Die = 105 R 6/17 Median ADC N/A
--[ ] Second Generation Repulsorplate Factories 365/525 25 RpD, 2 Die = 50 R 72% ADC 39
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 120 Resources:
--[ ] Bergen Superconductor Foundry (Phase 4) 523/610/1750 30 RpD, 4 Dice = 120 R 100%/ 4/16 Median Median DC 1/ N/A
-[ ] Agriculture (6/6 Dice +29 bonus) 55 Resources:
--[ ] Reforestation Campaign Preparations (Phase 1) 737/805 5 RpD, 2 Die = 10 R 100% ADC 1
--[ ] Spider Cotton Plantations (Phase 2) 60/160 15 RpD, 1 Die = 15 R 50% DC 51
--[ ] Tarberry Plantations (Phase 3+4) 3/65/130 10 RpD, 1 Die = 10 R 88%/23% DC 13/78
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/170/320 10 RpD, 2 Die = 20 R 98%/5% ADC 10/85
-[ ] Tiberium (7/7 Dice +39 bonus) 190 Resources 5 PS:
--[ ] IHG Tiberium Processing Plants (Stage 1) 0/150 35 RpD, 2 DIe = 70 R 85% ADC 29
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 135/180 20 RpD 5 PSD, 1 Die = 20 R 5 PS 100% DC 1
--[ ] Secure Yellow Zones 0/300 25 RpD, 3 Dice = 75 R 38% ADC 56
--[ ] Coordinated Abatement Programs (Phase 3) 93/175 25 RpD, 1 Die = 25 R 73% DC 28
-[ ] Orbital (7/7 Dice +1 Free Die +34 bonus) 160 Resources:
--[ ] Columbia Spaceport Bay 0/295 20 RpD, 3 Dice = 60 R 42% ADC 60
--[ ] GDSS Shala (Phase 5) 868/985 20 RpD, 2 Die = 40 R 99% ADC 12
--[ ] Shala Species Restoration Bay 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41
-[ ] Services (4/4 Dice +35 bonus) 260 Resources:
--[ ] Cosmetic Biosculpting Edit: 194/345 30 RpD, 2 Die = 60 R 85% ADC 23
--[ ] Primitive Prototype Portal Construction 279/400 100 RpD, 2 Die = 200 R 99% ADC 8
-[ ] Military (7/7 Dice +31 bonus) 125 Resources:
--[ ] Military Particle Beam Development (Tech) 0/100 20 RpD, 1 Die = 20 R 52% DC 49
--[ ] Inferno Gel Development (Tech) 0/40 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 196/215 20 RpD, 1 Die = 20 R 100% DC 1
--[ ] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
--[ ] Island-Class Assault Ship Deployment 70/135 25 RpD, 1 Die = 25 R 82% DC 19
--[ ] Modular Rapid Assembly Prototype Factory 102/265 20 RpD, 1 Die = 20 R 1/2 Median DC 100?
-[ ] Bureaucracy (4/4 Dice +29 bonus) 120 Resources -115 RpT -5 PS:
--[ ] Transfer Funding to InOps -60 RpT X2
--[ ] Predictive Modeling Management
--[ ] Trade Programs -5 PS per Action taken
---[ ] Sell Consumer Goods : +5 Resources per Turn, -10 Consumer Goods
-[ ] Total Cost: 60+195+120+55+190+160+260+125+120 = 1285/1380
 
Stahl's Test (Mod)
Stahl's Test
You've impressed Stahl with your leadership and skills, and he's decided to offer you a test to prove that you are worthy of being a part of his inner circle. He's brought you deep into GDI territory, and provided you with many troops and equipment. You may use them as you see fit, but he will offer no direction what precise results he's looking for. Good luck, as the next couple of hours will determine your future within his organization.



13 - Tiberium Core Missiles
Rakuhn threw 1 25-faced dice. Reason: Nod Total: 8
8 8
 
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As someone who can't play mods right now, are there any objectives, or are you just supposed to break as much stuff ass possible?
So, in game it's a bit hidden (deliberately, per the scenario description).
But:
Pass - Destroy the Power Generators (East)
Pass with Distinction - Destroy all enemy manufacturing facilities (North, East). Almost certainly requires taking over the base to the East first to be able to build reinforcements. (Which also kills power to the North).
Fail - Kill civilians or die

East starts building units when GDI detects the player and throws everything they have at them. North starts building units two minutes after detection, and keeps most of its prebuilt forces home. Both have tib spikes.
 
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Mexican Standoff (Mod)
And here's my mod, also for Kane's Wrath!
Enter:

Mexican Standoff
An informant has revealed that Mondragon has declared independence from Gideon, and that his territory is currently engaged in a civil war as Mondragon purges Gideon's loyalists and consolidates his power. We have a golden opportunity to destroy the local Nod presence and seize valuable harvesting grounds while they are distracted fighting each other. Given the limited window of opportunity, your forces will consist of whoever was immediately available for deployment, and you will need to shepherd them wisely.



Your starting forces are 4 Firehawks, 4 Engineers, 3 Sniper Teams (veteran), 2 Pitbulls, 2 Juggernauts, 2 Mammoths (veteran), a Rig and a Commando. Against you is literally the entirety of Nod's buildable arsenal - they will throw Black Hand and Marked of Kane units at you. But, if you play cautiously and scout before moving, you can rapidly destroy Mondragon and turn your attention across the bridge to Gideon. Gideon is fond of building Redeemers; your railgun armed Mammoths are your best reply. Good luck, Commander!
Shadows threw 1 100-faced dice. Reason: Scrin tech gacha Total: 14
14 14
 
And here's my mod, also for Kane's Wrath!
Enter:

Mexican Standoff
An informant has revealed that Mondragon has declared independence from Gideon, and that his territory is currently engaged in a civil war as Mondragon purges Gideon's loyalists and consolidates his power. We have a golden opportunity to destroy the local Nod presence and seize valuable harvesting grounds while they are distracted fighting each other. Given the limited window of opportunity, your forces will consist of whoever was immediately available for deployment, and you will need to shepherd them wisely.



Your starting forces are 4 Firehawks, 4 Engineers, 3 Sniper Teams (veteran), 2 Pitbulls, 2 Juggernauts, 2 Mammoths (veteran), a Rig and a Commando. Against you is literally the entirety of Nod's buildable arsenal - they will throw Black Hand and Marked of Kane units at you. But, if you play cautiously and scout before moving, you can rapidly destroy Mondragon and turn your attention across the bridge to Gideon. Gideon is fond of building Redeemers; your railgun armed Mammoths are your best reply. Good luck, Commander!

To reveal the technology we just got, because Ithillid is currently busy af and has authorized me to do so:

20 - Civilian Augmentics
 
Hm. I'm trying to picture what that means in practice. Scrintech "civilian augmetics?" What would that look like? My impression is that most of the 'Scrin' stuff we actually saw was effectively remote-controlled drones, and most of it was weaponized?
 
Hey uh @Void Stalker? The Breaktrough Results Informational post needs an update, but first check there are no more mods incoming so you don't have to update it multiple times.
 
Hm. I'm trying to picture what that means in practice. Scrintech "civilian augmetics?" What would that look like? My impression is that most of the 'Scrin' stuff we actually saw was effectively remote-controlled drones, and most of it was weaponized?

Basically, like, cyber augmentations. Just, y'know, incredibly advanced. 'Wired reflexes, really nice hardline interfaces, eyes, ears, etc.'
 
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