Before we talk about cities we need to make the living conditions less terrible. The novelty of being on the moon and free from tib will rapidly wear thin in a sardine can surrounded by the cold void of space.
 
I imagine as we expand the Lunar settlements conditions will improve, something to work on though. Good progress overall with some things we need to follow up on
 
i would like for us to start cleaning up the oceans, maybe make ship based tiberium extractors?
Every time we've had a button to push to do that, we've pushed that button immediately.

We actually do have underwater tiberium extraction projects. The trouble is that mining tiberium underwater is particularly hazardous and the infrastructure is quite vulnerable to Nod naval raiders, so we have limited opportunities to do it.
 
TheSacredSword34
You know you can't save all of them, right? That it won't matter? Those damn creepy bugs don't even deserve it, they should be left to go extinct, would make a better world if we didn't have the pests eating everything.
Haeracross12
You are wrong, and I don't have the time to adequately address how absolutely, insanely wrong you are. Also, in the words of a kid with far better sense than you: "It matters to that one."

GDIOnline: The Species Conservation Office is doing its work on Shala thread 12

Thank you, @Ithillid , for reminding me of that. It brightened my day.

For those unfamiliar, the story is from the 1970s, and is known as the Starfish story and/or the Star Thrower.

It's been adapted a few times, but the gist is that while we can't save all, it matters to whom we save.


View: https://youtu.be/Z-aVMdJ3Aok?si=RSTWaU2ey56ptXZ3
 
I'm going to repost a (slightly modified) version of my draft plan from a while ago. I think something may be wrong here, so everyone, being skeptical and analytical is welcome.



1215 RpT income now, 180 R cash reserve...

1165/1395 R budget
100 Political Support
(+5 transcontinental railroad)
(-5 liquid tiberium power)
(-5 Forgotten research)
(-5 autodocs)

6/6 Free dice
(1 HI, 2 Orbital, 2 Services, 1 Military)

[] Attempting to Remember the Forgotten

-[] Infrastructure (5/5 Dice, +27 bonus, 70 R)
--[] Blue Zone Arcologies (Stage 5) 150/450 (3 dice, 45 R) (7.8% chance)
--[] TransAmerican Railroad 68/120 (1 die, 10 R) (98.6% chance)
--[] Rail Network Construction Campaigns (Phase 6) 221/245 (1 die, 15 R) (100% chance)

-[] Heavy Industry (5/5 Dice + 1+AA Free Dice + EREWHON!, +34 bonus, 120 R)
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 (6+AA+E dice, 120 R) (79% chance)
---[] I know we could get a higher completion chance with another regular Free die, but Free dice are precious, 79% is still pretty good, and completing North Boston in Q3 as opposed to Q4 isn't absolutely critical.

(I may have overestimated the difficulty of North Boston, per Lightwhispers. If I can get around a 75% chance of completion with 6+E dice instead of 6+E+AA, I'd probably reallocate the AA die to Infrastructure, put it on the railroads, and move the Infrastructure die thus liberated to the arcology project. Decision is pending some math I haven't done yet)

-[] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 5) 425/1140 (4 dice, 120 R) (4/9 median)

-[] Agriculture (6/6 dice, +29 bonus, 65 R)
--[] Reforestation Campaign Preparations (Phase 2) 447/790 (2 dice, 10 R) (2/4.5 dice)
--[] Spider Cotton Plantations (Phase 2) 136/160 (1 die, 15 R) (100% chance)
--[] Tarberry Plantations (Phase 4) 21/65 (1 die, 10 R) (100% chance)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (57% chance)

-[] Tiberium (7/7 dice, +39 bonus, 190 R)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 (1 dice, 30 R) (100% chance)
--[] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (99% chance)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (1 die, 20 R) (24% chance)
--[] Forgotten Experimentation 0/260 (3 dice, 90 R) (87% chance)

Long explanation here. One die on glacier mines because taking it slow and steady on Deep Red projects is important to ZOCOM. "Shallow Red" work like the Lines, on the other hand, is less of a strain for them, especially as Ground Force gets more power armor. Since the Lines need to be extended significantly to get us the Red Zone abatement target we agreed to, this is important.

Liquid tiberium power... I know this is controversial, but we could really use a source of Energy that doesn't consume Labor points. Our political capital is strong, and the blurb on this project has changed to indicate that while the plants are still unpopular, they're less unpopular and the public isn't quite so adamant. Furthermore, there's about a 3/4 chance that the project won't complete, and if it doesn't, the results post we get may give us more information about whether continuing the project is politically palatable.

Forgotten Experimentation is something we've been ignoring for a looong time and I think we should look into while we can. It may have important long-term ramifications that we at least explored this project before the end of the Plan, especially given the indication that we'll end this quest and timeskip to a future quest at the end of 2065.

-[] Orbital (7/7 Dice + 2 Free dice, +34 bonus, 230 R)
--[] High Density Housing Bay 255/295 (1 dice, 20 R) (100% chance)
--[] Assembler Bay 0/255 (3 dice, 60 R) (80% chance)
--[] Lunar Homesteading (Phase 2+3) 5/250 (5 dice, 150 R) (Phase 2; 12% chance Phase 3)

-[] Services (4/4 Dice + 2 Free dice +35 bonus, 195 R)
--[] Autodoc Systems Deployment 0/280 (3 dice, 90 R) (43% chance)
---[] Good for disaster response, like when there's an impending war...
--[] UNKNOWN AUGMENTICS/PROSTHETICS DEPLOYMENT PROJECT (3 dice, 120 R) (???)

I am deliberately postponing the 5th Generation EVAs until we have North Boston done, because we've been directly told in so many words that that will help with AI research, and right now we simply do not have mass production of any advanced chip options; all we have for isolinear chips is Anadyr and that's a bespoke facility. We simply do not have the potential to get nearly as much from the better EVAs as we should, because we lack the computer manufacturing facilities to do so, and it would be better to delay the end of development until that time.

I am also budgeting three dice for "something" to deploy some of our new prosthetic tech as soon as possible. I'm being pessimistic about the cost per die (40 R/die) since it involves some pretty exotic technology and is very fiddly.

-[] Military (6/6 Dice + 1+AA Free dice, +31 bonus, 175 R)
--[] Particle Beam Development 0/100 (1 die, 20 R) (55% chance)
--[] NovaHawk Development 0/40 (1 die, 15 R) (100% chance)
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 (4+AA dice, 100 R) (results estimate pending)
--[] Fast Twitch Myomers Development 0/60 (1 die, 10 R) (99% chance)

(considering swapping the AA die to the Novahawk project and the regular die on the GFZA, per Lightwhispers)

-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: North Boston Chip Fabricator
--[] Administrative Assistance: Ground Forces Zone Armor
 
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I'm going to repost a (slightly modified) version of my draft plan from a while ago. I think something may be wrong here, so everyone, being skeptical and analytical is welcome.



1160 RpT income now, 195 R cash reserve...

1165/1355 R budget
100 Political Support
(+5 transcontinental railroad)
(-5 liquid tiberium power)
(-5 Forgotten research)
(-5 autodocs)

6/6 Free dice
(1 HI, 2 Orbital, 2 Services, 1 Military)

[] Attempting to Remember the Forgotten

-[] Infrastructure (5/5 Dice, +27 bonus, 70 R)
--[] Blue Zone Arcologies (Stage 5) 150/450 (3 dice, 45 R) (7.8% chance)
--[] TransAmerican Railroad 68/120 (1 die, 10 R) (98.6% chance)
--[] Rail Network Construction Campaigns (Phase 6) 221/245 (1 die, 15 R) (100% chance)

-[] Heavy Industry (5/5 Dice + 1+AA Free Dice + EREWHON!, +34 bonus, 120 R)
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 (6+AA+E dice, 120 R) (79% chance)
---[] I know we could get a higher completion chance with another regular Free die, but Free dice are precious, 79% is still pretty good, and completing North Boston in Q3 as opposed to Q4 isn't absolutely critical.

-[] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 5) 425/1140 (4 dice, 120 R) (4/9 median)

-[] Agriculture (6/6 dice, +29 bonus, 65 R)
--[] Reforestation Campaign Preparations (Phase 2) 447/790 (2 dice, 10 R) (2/4.5 dice)
--[] Spider Cotton Plantations (Phase 2) 136/160 (1 die, 15 R) (100% chance)
--[] Tarberry Plantations (Phase 4) 21/65 (1 die, 10 R) (100% chance)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (57% chance)

-[] Tiberium (7/7 dice, +39 bonus, 190 R)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 (1 dice, 30 R) (100% chance)
--[] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (99% chance)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (1 die, 20 R) (24% chance)
--[] Forgotten Experimentation 0/260 (3 dice, 90 R) (87% chance)

Long explanation here. One die on glacier mines because taking it slow and steady on Deep Red projects is important to ZOCOM. "Shallow Red" work like the Lines, on the other hand, is less of a strain for them, especially as Ground Force gets more power armor. Since the Lines need to be extended significantly to get us the Red Zone abatement target we agreed to, this is important.

Liquid tiberium power... I know this is controversial, but we could really use a source of Energy that doesn't consume Labor points. Our political capital is strong, and the blurb on this project has changed to indicate that while the plants are still unpopular, they're less unpopular and the public isn't quite so adamant. Furthermore, there's about a 3/4 chance that the project won't complete, and if it doesn't, the results post we get may give us more information about whether continuing the project is politically palatable.

Forgotten Experimentation is something we've been ignoring for a looong time and I think we should look into while we can. It may have important long-term ramifications that we at least explored this project before the end of the Plan, especially given the indication that we'll end this quest and timeskip to a future quest at the end of 2065.

-[] Orbital (7/7 Dice + 2 Free dice, +34 bonus, 230 R)
--[] High Density Housing Bay 255/295 (1 dice, 20 R) (100% chance)
--[] Assembler Bay 0/255 (3 dice, 60 R) (80% chance)
--[] Lunar Homesteading (Phase 2+3) 5/250 (5 dice, 150 R) (Phase 2; 12% chance Phase 3)

-[] Services (4/4 Dice + 2 Free dice +35 bonus, 195 R)
--[] Autodoc Systems Deployment 0/280 (3 dice, 90 R) (43% chance)
---[] Good for disaster response, like when there's an impending war...
--[] UNKNOWN AUGMENTICS/PROSTHETICS DEPLOYMENT PROJECT (3 dice, 120 R) (???)

I am deliberately postponing the 5th Generation EVAs until we have North Boston done, because we've been directly told in so many words that that will help with AI research, and right now we simply do not have mass production of any advanced chip options; all we have for isolinear chips is Anadyr and that's a bespoke facility. We simply do not have the potential to get nearly as much from the better EVAs as we should, because we lack the computer manufacturing facilities to do so, and it would be better to delay the end of development until that time.

I am also budgeting three dice for "something" to deploy some of our new prosthetic tech as soon as possible. I'm being pessimistic about the cost per die (40 R/die) since it involves some pretty exotic technology and is very fiddly.

-[] Military (6/6 Dice + 1+AA Free dice, +31 bonus, 175 R)
--[] Particle Beam Development 0/100 (1 die, 20 R) (55% chance)
--[] NovaHawk Development 0/40 (1 die, 15 R) (100% chance)
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 (4 dice, 80 R) (Phase 1,
--[] Fast Twitch Myomers Development 0/60 (1 die, 10 R) (99% chance)

-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: North Boston Chip Fabricator
--[] Administrative Assistance: Ground Forces Zone Armor
Commentary/Critique:
First, your income numbers are wrong - it's 1215 rpt + 180 Reserve
Infrastructure looks good, although dumping an AA die in Rail Network Construction allows 4 dice in BZ arcologies, and leaves a 99% chance of finishing the train tracks.
Your North Boston percentage is off. 6+1 AA/Erewhon die gives ~75% completion, 2 AA/Erewhon dice gives ~93.5% chance. So stealing the AA die for something else seems acceptable.
LI and Agriculture seem fine, as does Orbital
Tib looks okay, although there are several possible ways to go - Red Zones are not bad, although securing Yellow Zones is worth doing in the next few turns.
I'm not sure that waiting on the 5th Gen EVAs will be necessary, but probably not a terrible idea. And we are likely to have things worth putting that last die on.
Military: Definitely swap the AA die from GFZA to Novahawks, 89% is sufficient for them, and it's better to put 4 dice with bonuses on GFZA to ensure its completion.

Edit:
Oh, and because I promised this at some point, I present a max-HI memeplan:
Plan Arcologies, AI, Automation, and Alliteration
-[]Infrastructure 5 + AA dice +27 85R
--[] Blue Zone Arcologies (Stage 5) 150/450 4 dice 60R 75%
--[] Rail Network Construction Campaigns (Phase 6) 221/245 1 AA die 15R 99%
--[] TransAmerican Railroad 68/120 1 die 10R 99%
-[]Heavy Industry 5 + 6 free dice + Erewhon +34 205R
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 6 dice + Erewhon 105R 75%
--[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 100R
-[]Light and Chemical Industry 4 dice +29 120R
--[] Bergen Superconductor Foundry (Phase 5) 425/1140 4 dice 120R
-[]Agriculture 6 dice +29 50R
--[] Reforestation Campaign Preparations (Phase 2) 447/790 4 dice 20R 43%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[]Tiberium 7 dice +39 175R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice 60R 29%
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 2 dice 40R 100%
--[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%
-[]Orbital 7 dice +34 170R
--[] High Density Housing 255/295 1 die 20R 100%
--[] Assembler Bay 0/255 3 dice 60R 80%
--[] Lunar Homesteading (Phase 2) 5/250 3 dice 90R 76%
-[]Services 4 dice +35 130R
--[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
--[] Autodoc Systems Deployment 0/280 3 dice 90R 43%
-[]Military 6 +AA dice +31 120R
--[] NovaHawk Development 0/40 1 AA die 15R 89%
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 4 dice 80R 97%
--[] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[]Bureaucracy 4 dice +29
--[] Administrative Assistance (Rail Network Construction Campaigns) 2 dice
--[] Administrative Assistance (Novahawk Development) 2 dice

1055R/1395
 
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Liquid tiberium power... I know this is controversial, but we could really use a source of Energy that doesn't consume Labor points. Our political capital is strong, and the blurb on this project has changed to indicate that while the plants are still unpopular, they're less unpopular and the public isn't quite so adamant. Furthermore, there's about a 3/4 chance that the project won't complete, and if it doesn't, the results post we get may give us more information about whether continuing the project is politically palatable.
Each liquid tiberium power stage though is adding vulnerability- and if you want additional power we do have 3 phases of RZ Energy refits, which do take a bit more than twice the progress for the same energy but also do not add good sabotage projects in the meantime.
 
Commentary/Critique:
First, your income numbers are wrong - it's 1215 rpt + 180 Reserve
Thank you, fixed.

Infrastructure looks good, although dumping an AA die in Rail Network Construction allows 4 dice in BZ arcologies, and leaves a 99% chance of finishing the train tracks.
Your North Boston percentage is off. 6+1 AA/Erewhon die gives ~75% completion, 2 AA/Erewhon dice gives ~93.5% chance. So stealing the AA die for something else seems acceptable.
Hmmm, I'll want to fire up Anydice and recalculate that one thing myself, but it's an interesting idea, since finishing the arcology phase in Q3 is kind of desirable.

Tib looks okay, although there are several possible ways to go - Red Zones are not bad, although securing Yellow Zones is worth doing in the next few turns.
It's mostly a desire to finish what we've started there. Besides, we may have expensive projects coming up, or some industrial hits that temporarily diminish our tiberium mining capability somehow, so I'm trying to push back up to 1300 RpT or more.

I'm not sure that waiting on the 5th Gen EVAs will be necessary, but probably not a terrible idea. And we are likely to have things worth putting that last die on.
Military: Definitely swap the AA die from GFZA to Novahawks, 89% is sufficient for them, and it's better to put 4 dice with bonuses on GFZA to ensure its completion.
Something funny's going on with my records for the plan. I seem to be allocating four dice with bonuses to GFZA, but also the AA die as well, only I forgot to mention the AA die.
 
Seems like InOps is gonna make good use of the new income they just got, and if they do good with it, then we should raise it some more
InOps literally said
"We may have to ask the Treasury to hold onto some of the money for now, we don't have cutouts in place to make it all disappear into the black accounts yet.
Unknown
So I dont think continuing to throw more money at them is a good idea right now
 
Lightwhispers, I've edited some red comments into the draft plan reflecting suggested changes of yours I haven't had time to think about yet. That way, others know someone has already suggested them, and I know to remember them so I'll get to them at some point.

Each liquid tiberium power stage though is adding vulnerability- and if you want additional power we do have 3 phases of RZ Energy refits, which do take a bit more than twice the progress for the same energy but also do not add good sabotage projects in the meantime.
I'm not so much taking the liquid tiberium dice for the additional Energy, as for:

1) A way to 'flare off' at least some of the otherwise wasted Political Support, converting it into something useful.
2) A way to do so efficiently; the ion power refits use a lot of valuable Tiberium dice as opposed to only a few.
3) A way to get Energy at acceptable dice cost without, importantly, costing Labor.
4) A way to dispose of liquid tiberium.

Furthermore...

Frankly, by this point I think the fear of Nod sabotage is a brainbug.

Across much of the planet we are in a de facto state of peace with Nod and likely to remain so. While ongoing skirmishes no doubt occur, they are typically the actions of third-and-down tier Nod warlords who will not have access to Nod's most advanced and dangerous weapons, such as the catalyst missiles it takes to make a liquid tiberium plant spontaneously explode. Those are tightly controlled, about as much so as nuclear ordnance, which can generate explosions of roughly the same yield as an exploding liquid tiberium plant anyway.

Moreover, this point we have enormous amounts of "outback" territory far from our population centers- the aforesaid massive wastelands covered in nothing but tiberium spikes, mentioned in the Results. Many of them are relatively secure from Nod intrusion, and it's a relatively trivial matter to surround them with gigantic berms and other precautions to keep any probable explosion caused by an attack on the plant relatively contained, and which not coincidentally make Nod attack with more conventional munitions very unlikely to breach the plant and damage anything truly critical.

I just don't really believe that the objective, material threat posed by Nod sabotage to liquid tiberium plants in the locations we are likely to build them is sufficient that we need to keep treating this as a "no, too dangerous" project. Someone like Stahl is not going to restart a major ongoing war with GDI just so he can slip forces deep into a Blue Zone so he can spend high-class munitions to blow up a power plant in an isolated region when he knows damn well we still have plenty of fusion reactors on standby to take up the load and will barely even suffer any meaningful disruption from the attack even if he manages to trigger a liquid tiberium explosion.
 
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--[] North Boston Chip Fabricator (Phase 5) 1265/1805 (6+AA+E dice, 120 R) (79% chance)
---[] I know we could get a higher completion chance with another regular Free die, but Free dice are precious, 79% is still pretty good, and completing North Boston in Q3 as opposed to Q4 isn't absolutely critical.
It is absolutely critical. We're in a massive Labor crunch. Our Plan Goals alone would out us in the red, and while our medical developments will help, the only real solution is AI an EVA technology.
I am deliberately postponing the 5th Generation EVAs until we have North Boston done, because we've been directly told in so many words that that will help with AI research, and right now we simply do not have mass production of any advanced chip options; all we have for isolinear chips is Anadyr and that's a bespoke facility. We simply do not have the potential to get nearly as much from the better EVAs as we should, because we lack the computer manufacturing facilities to do so, and it would be better to delay the end of development until that time.
Given past examples, finishing North Boston will only give a marginal improvement. And we can always upgrade them later. Once again, I'm very sceptical that waiting on project X before doing tech project Y is going to be worth it.
 
It is absolutely critical. We're in a massive Labor crunch. Our Plan Goals alone would out us in the red, and while our medical developments will help, the only real solution is AI an EVA technology.

Given past examples, finishing North Boston will only give a marginal improvement. And we can always upgrade them later. Once again, I'm very sceptical that waiting on project X before doing tech project Y is going to be worth it.
Also, I think that prototype chips are already in labs, Boston will just mass-produce them.
 
Before we talk about cities we need to make the living conditions less terrible. The novelty of being on the moon and free from tib will rapidly wear thin in a sardine can surrounded by the cold void of space.

Only way to make that happen is by investing more in space. The current Lunar Homesteads are already a massive improvement over the mining camps that were in place before.

Dont take this from me Folklore

Sorry Bot, but unless the GDI government grants city rights, I don't think we're going to get beyond spots, hamlets, villages and towns on the Moon.
 
I'm not so much taking the liquid tiberium dice for the additional Energy, as for:

1) A way to 'flare off' at least some of the otherwise wasted Political Support, converting it into something useful.
2) A way to do so efficiently; the ion power refits use a lot of valuable Tiberium dice as opposed to only a few.
3) A way to get Energy at acceptable dice cost without, importantly, costing Labor.
4) A way to dispose of liquid tiberium.

Furthermore...

Frankly, by this point I think the fear of Nod sabotage is a brainbug.

Across much of the planet we are in a de facto state of peace with Nod and likely to remain so. While ongoing skirmishes no doubt occur, they are typically the actions of third-and-down tier Nod warlords who will not have access to Nod's most advanced and dangerous weapons, such as the catalyst missiles it takes to make a liquid tiberium plant spontaneously explode. Those are tightly controlled, about as much so as nuclear ordnance, which can generate explosions of roughly the same yield as an exploding liquid tiberium plant anyway.

Moreover, this point we have enormous amounts of "outback" territory far from our population centers- the aforesaid massive wastelands covered in nothing but tiberium spikes, mentioned in the Results. Many of them are relatively secure from Nod intrusion, and it's a relatively trivial matter to surround them with gigantic berms and other precautions to keep any probable explosion caused by an attack on the plant relatively contained, and which not coincidentally make Nod attack with more conventional munitions very unlikely to breach the plant and damage anything truly critical.

I just don't really believe that the objective, material threat posed by Nod sabotage to liquid tiberium plants in the locations we are likely to build them is sufficient that we need to keep treating this as a "no, too dangerous" project. Someone like Stahl is not going to restart a major ongoing war with GDI just so he can slip forces deep into a Blue Zone so he can spend high-class munitions to blow up a power plant in an isolated region when he knows damn well we still have plenty of fusion reactors on standby to take up the load and will barely even suffer any meaningful disruption from the attack even if he manages to trigger a liquid tiberium explosion.
Adding a permanent weakpoint when we cant guarantee the current state of affairs with Nod will continue is asking a bit much. We are not far from the most recent war and with a conventional loss expect them to turn more and more towards sabotage which they have done better at. And a masterstroke of detonating multiple liquid tiberium power plants to cause tiberium outbreaks seems like the perfect way to distract units and pull them out of position before the next attack. And again things may be calmer now but we have no way of knowing if that will change in the future or if Kane has some more tricks to share given he has the tacticus and control of a Scrin tower.

As a way to burn PS, sure but I think we should only burn excess PS if the reward is worth it and tib power I dont think is, not when the red zone still stands at 51% of the world and we have underground tib to worry about. If we were close to the TCN or in the process of working on that then I would be more comfortable with this.

Also calling it a brainbug about Nod sabotage feels like getting a bit too complacent about our success.
 
Also, those tiberium plants aren't that far from inhabited areas. GDI has some absurd, superconducting capabilities, and IIRC GDI is rolling out superconducting high voltage infrastructure, but transferring energy from a thousand or more kilometers away isn't completely lossless, and those plants still need to be serviced and operated by personnel, as well as guarded.
 
I'm sick this over paranoia of tiberium power plants if they were to dangerous inops would have vetoed us from making any more of them.
the paranoia is from what the fallout would be like if a plant was attacked and destroyed.
the surroundings of the plants would have massive amounts of tiberium in it, and these plants won't be that far away from population centers
 
the paranoia is from what the fallout would be like if a plant was attacked and destroyed.
the surroundings of the plants would have massive amounts of tiberium in it, and these plants won't be that far away from population centers
Yes and inops is all about GDIS national security so if they think it is to dangerous for us to build them they would have stopped us from doing it.
 
It is absolutely critical. We're in a massive Labor crunch. Our Plan Goals alone would out us in the red, and while our medical developments will help, the only real solution is AI an EVA technology.
That makes North Boston important, which explains why we're building it in the first place.

It does not provide a clear reason why we need to complete North Boston in Q3 rather than Q4 so critically that we need, say, a 99.5% chance of completion, the way we do with aggressive overspending of dice when we're crash-completing a Plan goal.

Given past examples, finishing North Boston will only give a marginal improvement. And we can always upgrade them later. Once again, I'm very sceptical that waiting on project X before doing tech project Y is going to be worth it.
If nothing else, just the blurb in the Results post makes me think that the fifth generation EVAs can't be deployed without Aberdeen or without exotic computing chips made at North Boston and contingent on finishing the fifth phase.

Also, I think that prototype chips are already in labs, Boston will just mass-produce them.
Prototype isolinear chips, yes. I'm not so sure about other kinds of chip technology. And the people coding the EVAs are probably designing them to run on hardware that's in production.

I could be wrong. But I'd rather spend heavy dice on deploying the medical prosthetics and getting the hospitals ready to face war and nuclear attack casualties, and accept a one-turn delay in the EVAs.

Adding a permanent weakpoint when we cant guarantee the current state of affairs with Nod will continue is asking a bit much.
It's not much of a weakpoint. More generally, given recent confirmations from Ithillid, that he's given us quite directly, I feel like you're reading the shape of history wrong here. We are very unlikely, in my opinion, to see another general offensive by Nod as a whole. One warlord in particular hitting us, that could well happen, but they'd be doing it in pursuit of local objectives and in the hope of avoiding us hitting them full force.

There isn't going to be another Regency War, and Kane has to face the reality that nothing he does with Nod is likely to make them capable of conquering GDI decisively and quickly enough to permit a Nod-dominated planet to build a TCN for him under his control. He's going to have to negotiate, and he's not going to want the major Nod powers (particularly Stahl, Bintang, and the Bannerjees) ruining things for him by fighting a war while he's trying to do that.

It's just not enough of a weakpoint to matter. The plants can be destroyed by either massive conventional firepower, or by a specific exotic type of weapon Nod rarely uses and keeps under tight control. The consequences of the plants being destroyed when we have a large Energy surplus are minimal, because they'll realistically be built in isolated areas, far from strategic targets, and heavily shielded and bermed.

It's very doubtful to me that Nod could attack these plants easily enough to make them attractive targets, in sufficient quantity to make them effective, while actually having any greater strategic aim that would be served by targeting them in the first place.

As masterstrokes go, it'd be pretty damn disappointing. It would not meaningfully prevent us from mobilizing our troops or fighting a conventional war, any more than conventional nuclear attacks on random spots in the open land of the reclaimed Blue Zones would. And as long as we maintain a solid Energy surplus it would be unlikely to seriously set us back industrially. Compared to something like blowing up the Philadelphia it's a rather weak way to start off a war.

Also, those tiberium plants aren't that far from inhabited areas. GDI has some absurd, superconducting capabilities, and IIRC GDI is rolling out superconducting high voltage infrastructure, but transferring energy from a thousand or more kilometers away isn't completely lossless, and those plants still need to be serviced and operated by personnel, as well as guarded.
Yes.

But the liquid tiberium explosions plausible from these plants, we've been told, are limited to single digit kilotons.

Apart from a minimal staff force actually working in the plant, anyone else associated with the place can live far enough away that even in the highly specific scenario where a high-level Nod commander chooses to launch a high-commitment attack on a power plant dozens if not hundreds of kilometers behind GDI lines for doubtful strategic advantage in an overall context where peace between Nod and GDI finally seems likely to come...

Well, anyone not actually working at the plant right then is going to be far enough from it that even if it explodes, all that will happen to the nearest town is that the crockery rattles. We're not talking about the horrifying multi-gigaton blasts caused by Boyle's liquid tiberium bombs here.

the paranoia is from what the fallout would be like if a plant was attacked and destroyed.
the surroundings of the plants would have massive amounts of tiberium in it, and these plants won't be that far away from population centers
We've been directly told that GDI has large amounts of wasteland because of the Steel Vanguard conquests and reclamation projects. Tto the point where just looking at a map and comparing to where the major cities GDI held in 2050 are, it's fairly clear that there are plenty of places to put a liquid tiberium reactor where it'll easily be dozens of kilometers (well outside danger radius) from any major population centers. Or even semi-minor ones.

The fallout risk is just plain overblown at this point, especially since it's largely contingent on a sabotage risk that itself requires Nod to do something that most Nod factions would not be wise to do, using highly specific weapons Nod rarely deploys in practice without a good reason, for doubtful strategic benefit to Nod.
 
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InOps would like to apologize for the classification issues that resulted in the results for the Anti-radiation Munitions Deployment initially being missing from the update. This has been corrected.

[ ] Anti-radiation Munitions Deployment (Munitions)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updated versions of the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 300/265: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)

In an accomplishment that slipped beneath the radar of even most military watchers, the factories for new anti-radiation seeker munitions have been completed. The output of these factories will not be ready for use in any significant manner for at least a year, due to the need to build up meaningful stocks of missiles. One of the most difficult aspects involved in these factories was ensuring that the seeker heads can be programmed and reprogrammed with up-to-date sensor data for both target and decoy/jamming lists, while also maintaining security to keep this data secure. Such security procedures are, while a mostly-solved problem, still intricate and complex. Some might suggest that the low profile of this project was encouraged by this security program.
 
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