FTFY

Because I believe this completely nukes our refit plans.
Nah, first it needs to enter into the project pool, which usually takes a year or two, then we have to do the project, then we work on deployment. So at best, we start at Q2 2065. I don't like the idea of holding off that long on the refit project.
To be fair, the GD-3 does include rifles for Zone Armor:
It does! And I want them! But not as much as the other things I listed.
 
Because I believe this completely nukes our refit plans.
Which we unfortunately still have to finish before plan end. If we develop it before than (worst case) we might have to start all over again.
Looking at the CNC wiki, the Scrin don't actually require Tiberium Silos, unlike GDI and NOD, so maybe we also get infinite Tiberium Reserves?
That would ether mean instant processing on site or more likely they have some other place they store it via portal tech (likely the same place they portal in their vehicles from).
 
Nah, first it needs to enter into the project pool, which usually takes a year or two, then we have to do the project, then we work on deployment. So at best, we start at Q2 2065. I don't like the idea of holding off that long on the refit project.
Valid point. Well, nuked as soon as it becomes available.
Which we unfortunately still have to finish before plan end. If we develop it before than (worst case) we might have to start all over again.
If things come up to make plan goals unrealistic/unfeasible/silly, we generally will get the option to renegotiate them.
Why "Median" Tiberium Processing?

And why another processing tech? XD
Because it's not "Advanced" Tiberium Processing. And because we want more STUs.
 
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If we ever meet up with the Bentusaar it's gonna be real awkward explaining how our tech base happened. If they're anything like canon Bentusaar they probably will disapprove of Kane's actions? At least the post-tiberium ones. But they'd actually have a good idea of just how criminally culpable one of their own is if cut off from their other half, so who knows.

Wait we're in a Homeworld crossover as well? Do we have to worry about the Beast then in the sequel quest?
 
If things come up to make plan goals unrealistic/unfeasible/silly, we generally will get the option to renegotiate them.
Oh I know that, but I am still entitled to worry.
Wait we're in a Homeworld crossover as well? Do we have to worry about the Beast then in the sequel quest?
As interesting as that may be, but no we are not in a Homeworld crossover. Your thinking of the Bentusi not the Bentusaar, the Bentusi are unbound (part of their ships) and are so unwilling to become bound that they would sooner die than be bound. The Bentusaar however are native to C&C Tib and can/willing to leave their ships if necessary.

//Edit:
Ithillid could multi-cross this.
Worry about EVERYTHING.
Or... this, very this.
 
Which we unfortunately still have to finish before plan end. If we develop it before than (worst case) we might have to start all over again.
I'm pretty sure that if an alternative, better way to build tiberium refineries comes along in the next year or two, Litvinov will count our promise as fulfilled if we just shut down all the "basic Hewlett-Garner" refineries after building several phases of "new super-tech" refineries. We might get the promise rephrased to something like

-Have 4270 total Refining Capacity worth of IHG or [awesome alien tech] refineries

The most efficient way to fulfill this would probably be to just build new alientech refineries. Frankly, if it weren't for the exact words of the existing Litvinov promise it'd probably be more dice-efficient to build new IHG refineries and shut down the old ones NOW; we have the surplus Logistics and Energy, I think.
 
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We're likely to have ion cannons for main guns (spinal), railguns as secondary/broadside, lasers for point defense. MAC-type guns are unlikely just because "huge projectile goes fast" takes too much energy, unless we can get enough eezo to break physics.
We might be able to do some wonky things to make more massive railguns viable- for instance using a portal array to loop a projectile along the same rail to essentially multiply the length of the accelerator. Power intensive yes, but given that projectile velocity is tantamount to range it could be situationally useful. Transmitting power between ships is also a real possibility. An extreme range engagement could legitimately have every sub-capital ship beaming the power it's not using to the big guns. Obviously that's something we'd need to build around, but given how the Scrin functioned and their vulnerabilities (swathes shutting down when specific broadcasting infrastructure was blown up) I'd be amazed if beaming power wasn't terrifyingly viable with Scrin Tech. And the simple fact is that our techbase is heavily touching on a spectrum of direct energy weapons already, this heavily implies our capacitors and heatsinks to sustain those sort of massive energy spikes are liable to wind up substantially better than ME's.
 
Personally, my big fear is Energy requirements of Scrin refineries.
I suspect they're higher than IHG, hopefully not by much.
While the idea of having to construct even more fusion plants is indeed horrific, it is mitigated by knowing we'd be able to afford the STU components needed for the next version of fusion. Plus we're likely to be mining helium 3 from the moon by the time it's available. We'd be working with the best possible version of the technology by then.
 
That is a separate tech, sadly.

...Remind me, when is the next round of Scrin Research Institutions/Nod research initiatives gonna be available?

Currently some time in the last year of the plan after all the techs gained from last time we did those actions have matured.

Last year of the current plan, I believe. But I think we need to dig up more Scrin junk and punch Nod a few times first.

We got a partial refresh because we reached one of the Threshold Towers in North America and we've punched NOD aplenty during the Regency War so we just need to wait for the actions to become available.

Now I'm trying to finish a post on Artificial Intelligence and I have to make sure @Simon_Jester will be able to understand it so could people tone it down with the questions in thread for like the next 8 hours so I can finish said post today?
 
While the idea of having to construct even more fusion plants is indeed horrific, it is mitigated by knowing we'd be able to afford the STU components needed for the next version of fusion. Plus we're likely to be mining helium 3 from the moon by the time it's available. We'd be working with the best possible version of the technology by then.
The cost/benefit ratio for shipping lunar He3 to Earth isn't really worth it. Like, you're better off just using deuterium cost-wise or finding a way to make large amounts of tritium decay into He3. Lunar He3 is better used on the moon and in its orbit where it's easier to ship.
 
We might be able to do some wonky things to make more massive railguns viable- for instance using a portal array to loop a projectile along the same rail to essentially multiply the length of the accelerator. Power intensive yes, but given that projectile velocity is tantamount to range it could be situationally useful. Transmitting power between ships is also a real possibility. An extreme range engagement could legitimately have every sub-capital ship beaming the power it's not using to the big guns. Obviously that's something we'd need to build around, but given how the Scrin functioned and their vulnerabilities (swathes shutting down when specific broadcasting infrastructure was blown up) I'd be amazed if beaming power wasn't terrifyingly viable with Scrin Tech. And the simple fact is that our techbase is heavily touching on a spectrum of direct energy weapons already, this heavily implies our capacitors and heatsinks to sustain those sort of massive energy spikes are liable to wind up substantially better than ME's.
We know that Kane has "beamed power" technology because he gave it to Bintang and Bintang uses it to run ion cannon disruptors on a mobile platform. Whether Kane got that tech from the Visitors or the Tacitus is unclear; either is plausible and there's probably some overlap given how similar the (purely Tacitus-derived) Banshee was to Visitor fighters.
 
The cost/benefit ratio for shipping lunar He3 to Earth isn't really worth it. Like, you're better off just using deuterium cost-wise or finding a way to make large amounts of tritium decay into He3. Lunar He3 is better used on the moon and in its orbit where it's easier to ship.
The GM post on what we could do to improve our fusion power disagrees.
 
The GM post on what we could do to improve our fusion power disagrees.
If you're going to cite a post like that, you should quote it:
Some of this is intentionally obscured, because tech is not usually clear on what relates. But basically there are a bunch of different items on the list that will improve fusion in one format or another. However, not all of them directly influence the fusion 2.0 project that you have in Improved CCF. Some won't be immediately applicable, but will influence fusion 3.0, or lead towards 2.A, or 2.B fusion, or even 3.A and 3.B fusion with their own advantages and tradeoffs.

Now, Tech versus Platform, and Improved Fusion
Basically, unlike military development where it goes
- Lock in a design
- Build said design
- Refit within the scope of said design's inherent limitations.

A lot of civilian development is a bit different, because unlike the military, where no matter how much you upgrade a panzer III, it is running into the limits of its hull, power pack, and basic design compromises, a lot of civilian systems are more friendly to doing limited, iterative runs. It is a somewhat more costly way of doing things, but at the same time, it is something you very much can do.

The ICCF option is tech because it, on it own, pushes the technological boundaries. Right now, that pushing would be relatively limited and conservative, fixing the longevity problems, making the system as a whole a little bit more efficient. But it then takes into account broader fusion and fusion adjacent technologies to see how much of an improvement you can make practically, both as limited run systems, and more generally deployable ones.

Now, there is an opportunity cost to doing it this way, but that cost is fairly minimal. It is a couple dice, a chunk of resources, and then you have shiny improved version of your power plants ready to hit the construction button.

Microfusion
Part of the issue with microfusion is that it is a fundamentally different bit of the tech web. It is an important toehold on that bit of the tech web, but, basically, it is microscale cold fusion. It is not quite an arc reactor, but it fits the same idea as Tony's first generation version. "that can run your heart for fifty lifetimes." "Yeah, or something big for fifteen minutes." Or, for another reference, Fallout's Microfusion Cells, which are a somewhat direct inspiration. On the other hand, the continuous cycle fusion is macroscale hot fusion. It is not quite a Tokamak, but it fits in the same sort of design space. There is, of course, crossover between these two parts of the broader web, but it is something where those crossover points are not always, or even often, immediately observable or applicable.


The following are the things that are immediately applicable to directly improving fusion energy production. However, there are a lot of other techs that lead to various improvements in the longer term.

Bergen Superconductors
Sparkle Shield
Advanced Materials Bay
Helium 3 Harvesting


Sorry I have been a bit absent from the thread, Been trying (and mostly failing honestly) to hammer through a decent portion of the update before I get sucked into parent involved stuff for a lot of the rest of the month.
 
Visitor tiberium harvesting and processing is going to be better than anything Nod has created, but I imagine there's also a lot of adaptations that will have to be included. Visitors are not only not harmed by tiberium, but are healed by it, so they aren't going to include the same kinds of protections or care about the same consequences.

On the other hand, they absolutely want to get every last granule of of evil space drug, so maybe it will be fairly sanitary.
 
I was thinking about the new refining tech and what it means for plan goal, and so thought about the essence of what those goals are.

As I understand it, the underlying goals if the refits is threefold. First, obviously it's to aquire more STUs, because those are in short supply and high demand. Demand which is only going to get higher as we reverse-engineer more Scrin and high-end Nod technologies, not to mention novel technologies inspired and enabled by such technology.

Second is to advance GDI Tiberium processing technology by putting it to work. The more wide spread it is, the more people are working with it and might gain insight into how it's refining Tiberium and what each part means. A kind of learn by doing, after we've gotten everything we think we're going to learn in a laboratory setting.

The third is basically infrastructure maintenance. Some of our refineries are getting old, and upkeep only goes so far. Sometimes it's worthwhile to just tear everything out and replace it all with new machines, or even replace the whole building.

So with that in mind, if we wanted to renegotiate the refinery goal, I'd say we should aim to decrease the number of refits so it just covers the oldest and in most need of an update buildings. After that we'd argee to aquire more STUs, either by increasing the Tiberium resource income, building the new MARVs, so any other thing that gets us the stuff. We'd still build the new refining facilities, as increasing the cap is a different goal with different intentions.

Overall, the goal would be to make it so we don't have to do a second round of refits right after we complete the IHG refits, while still overhauling the oldest refineries and getting the STUs we need.
 
Krukov: Pillage, then Burn (Mod)
Krukov: Pillage, then Burn
Bad enough that GDI has been developing a new strategic bomber, something so fast that nothing we have can touch it. Worse that they know the location of our most important industrial complexes. But now the local subcommander is refusing all orders to tear down and relocate, the fool - he thinks this is the prelude to a larger offensive, and intends to hunker down. They are traitors, and will be dealt with in due time. What is important is the factories - without the production lines there, final work on the Varyag cruisers will be delayed at a potential critical point. If you can recover the tooling, we can relocate to a more secure secondary location.

There is no time to wait for a more comprehensive recovery team. Informants report wheels up at the closest GDI airbase - the Auroras are coming. The garrison's AA is hot, and we've lost several carryalls to them, so air reinforcement is out - you'll have to improvise with whatever you can find. Salvage what you can, extract as many personnel as will come, and get out. Burn the mutineers down if they impede you. Good luck, Krukov out.

Welcome to my first go at a mission mod for Tiberium Wars.

The objective is to gather 10,000 credits in your reserve only by capturing and selling buildings you find on the map, within a 5:30 time limit.


View: https://drive.google.com/file/d/14WcnfPcSxXWLsPkEGIz2soT8qDH39mt4/view?usp=drive_link

Dice roll of 43 goes to 48.
Strunkriidiisk threw 1 100-faced dice. Reason: big money no war crimes Total: 43
43 43
 
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