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
Very heartwarming and very true.

Though can we leave the mosquitos extinct?
 
I'm a big fan of about three phases of liquid tib plants that exist to pay for inhibitor power, getting the inhibitor network as complete as possible is vital I think. Also I think they're a great deal in general.

Also with the Western vibe and the cramped sapce you really can say, "This Moon town ain't big enough for the two of us!".
 
Arcology construction has continued and – supplemented by the Treasury Department's additional resources – ongoing effort in this area has been better received than previous refit efforts. The main concern from residents and citizens being that as tower blocks were modernized on a largely all or nothing basis, residents were left with little recourse other than to move from their home, or to accept disruption and higher rents. Something particularly troubling for those who specifically sought out low cost, or even negative rent accommodations in areas requiring workers for the additional credits they could receive and spend on other luxuries.
This looks good.
Completion of that Arcology project phase will bootstrap the housing system into a more flexible/affordable state.
Then the Arcology Bureau can keep on top of things.

I'd like to get that Reforestation phase completed asap. Being able to restore damage ecosystems to something reasonable will add a good bit of hope for the future.

I'm guessing a couple of rounds of Lunar Homesteads will make it viable to construct Lunar Hub Towns with more amenities in them. The biggest issue we seem to have at the moment is getting the labour up there to build the housing for the labour we need for bigger projects.
 
what about making a space elevator in one of the blue zones, maybe the one in africa?
Space elevators and other similar projects have Nod-shaped problems.
Namely, there is always that one asshole who would be eager to cause it to fail in the most destructive possible fashion.

Also, we have absurd levels of fusion-powered lift, and are likely to get impulse engines in production which will increase our lift capacity even further.
 
For those making plans remember we are still doing the Fusion Plant replacements. So we are still needing to do that.
We have such a massive Energy surplus that ignoring fusion plant construction for a single turn really isn't a problem. We can't ignore it indefinitely, but we're pretty far ahead of the curve right now.

Hmm. I've been thinking some more, and my draft is starting to converge on a Services meme plan, because I want to brace our medical infrastructure for war over Karachi as far as possible, while also aggressively rolling out the notional deployment we should hopefully get next turn.



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, 4 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, +34 bonus, 190 R)
--[] High Density Housing Bay 255/295 (1 dice, 20 R) (100% chance)
--[] Assembler Bay 0/255 (1 die, 20 R) (1/3 dice)
--[] Lunar Homesteading (Phase 2+3) 5/250 (5 dice, 150 R) (Phase 2; 12% chance Phase 3)

-[] Services (4/4 Dice + 4 Free dice +35 bonus, 235 R)
--[] Autodoc Systems Deployment 0/280 (3 dice, 90 R) (43% chance)
---[] Good for disaster response, like when there's an impending war...
--[] Regional Hospital Expansions (Phase 2) 85/270 (1 dice, 25 R) (1/2 median) (would get 53% with two dice)
--[] AUGMENTICS/PROSTHETICS DEPLOYMENT PROJECT (4 dice, 120 R) (???)

I am prioritizing actual medical stuff because Karachi may come with civilian casualties from Al-Isfahani throwing nukes around and because I'm trying to prep for that while also preparing for the cyberware/biosculpt rollout.

-[] 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 shifting the Free die to Services)

-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: North Boston Chip Fabricator
--[] Administrative Assistance: Ground Forces Zone Armor
 
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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.
There's also the fact that Bintang and the Bannerjees have a treaty with us and wouldn't start shit sort of Kane telling them. Stahl... well, as I said back during the Regency War, Stahl is Proper Nod. Which means he has a good grasp of the situation and how best to work goals while avoiding a set piece fight. I mean, he's one of the only major Warlords to come out of the Regency War without a personal bitching out during that Conclave meeting. So he's probably not going to start things up short of Kane because then he'll get a lot more attention than he wants from GDI.

My bets on someone major starting shit would likely be Mehretu, Reynaldo, or Krukov. And those might not start something until Kane goes for peace to get TCN.

--

Anyone notice that the two RZ hubs in South America have YZ area reaching out towards each other? We might get the South America RZ split before the time skip.
 
focusing on getting a railroad across north america along with trying to cut down some of the red in europe, russia, and africa would be nice

maybe some probes out in space as an early warning system?
 
My bets on someone major starting shit would likely be Mehretu, Reynaldo, or Krukov. And those might not start something until Kane goes for peace to get TCN.
Even if they did start something, I think that the liquid tiberium plants are a false alarm as far as GDI weak points go. They're going to be well protected and, as repeatedly pointed out, triggering an explosion there would be about as hard for Nod as just firing a nuke at something else. We might see a specific incident here or there because Nod will have shadow teams and commandos trying to fuck us up, but in the grand scheme of things I don't think it's going to be enough of a problem to offset the overall economic value of the plants.

maybe some probes out in space as an early warning system?
What do you envision the probes doing that satellites and telescopes mounted on the moon and in Earth orbit can't?
 
Generally a great turn, though I'm mixed on the outcome of Services. The three projects that mixed together are definitely a bright spot and a nice surprise. I'm hoping they all fit into one deployment project. Drone Hubs look... well, hopefully they can free up labor? It's better then I'm making out, it just not something I get excited over. I am a bit disappointed in the anti-biowarfare and phage results, but that was likely me hoping for more then they'd realistically deliver.

I am still very excited about the future prosthetic deployment project, and I'm hoping to see more of Nod's human gene augmentation to go with them. That could do wonderful things for our labor problem.
 
What do you envision the probes doing that satellites and telescopes mounted on the moon and in Earth orbit can't?
i am more talking about having them sent out in farther orbits in the direction of the visitors in the orbit around neptune as an early warning for when the become active.

also, i just noticed then when i was reading the wiki, it is noted that an explosion of liquid tiberium was what woke the scrin up from their hibernation in their orbit around neptune.
 
Generally a great turn, though I'm mixed on the outcome of Services. The three projects that mixed together are definitely a bright spot and a nice surprise. I'm hoping they all fit into one deployment project. Drone Hubs look... well, hopefully they can free up labor? It's better then I'm making out, it just not something I get excited over. I am a bit disappointed in the anti-biowarfare and phage results, but that was likely me hoping for more then they'd realistically deliver.
I think they're more about what they've unlocked for the medium term than what they immediately enable in the present moment.

i am more talking about having them sent out in farther orbits in the direction of the visitors in the orbit around neptune as an early warning for when the become active.
The Visitor remnants aren't around Neptune, they're around Jupiter. When we send probes near Jupiter they get blown up, presumably by the Visitors. Neptune appears to be safe; SCED scouted it out as I recall.

And we have the Visitors under fairly good telescopic observation from around Earth. I don't know if we could send probes close enough to them to monitor them more effectively than just watching them from here, seeing as how they blow up our probes.
 
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I think they're more about what they've unlocked for the medium term than what they immediately enable in the present moment.
They are, but we're unfortunately unlikely to get to whatever they unlock, unless they're a lot more impactful then they seem to be. Good for the sequel quest no doubt, but that's a ways off.

I'll just keep banging on about Advanced Articulation and Wet AI tech meantime.
 
So would it be worth it to change the main service rifle over to a coilgun? Cause we have a working handheld coilgun built by ARCFLASH Labs, it would make ammo massively easier since you only need a steel/iron dowel or just any metal rod that fits in the chamber. The biggest thing holding it back is the battery size
 
[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken one more time)
Finishing the promises to InOps over a year ahead of schedule, and offering them far more than they originally expected in terms of resources, has left them scrambling in some ways to find things to spend it on, breaking out wishlists that you don't think they ever expected to see the light of day. DAGer teams are certainly only part of it, alongside a number of other programs, many of which are focused on eliminating the threat of Brotherhood infiltration before it even reaches GDI's borders. The goal has shifted, from being able to secure Initiative assets, to offering ever more the capacity to actually destroy Brotherhood assets in the field, infiltrate the Brotherhood's chains of command, and, especially in the lead up to the invasion of Karachi ensuring, the Shah of Atom's nuclear devices are either inactive, misguided, or struck before launch.

"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

Pointing out this specifically, both here and in the discord. InOps has just done very well. And I'd like to suggest that tossing a bunch of infra Dice to start Karachi Now before the shah can recover and bring his nukes back online might be a good investment of resources.
 
Pointing out this specifically, both here and in the discord. InOps has just done very well. And I'd like to suggest that tossing a bunch of infra Dice to start Karachi Now before the shah can recover and bring his nukes back online might be a good investment of resources.
I think you might be misunderstanding the quote.

It's not saying they broke his nukes.

It's saying that their goals have changed, and one of the new goals is sabotage the nukes.

Starting Karachi now would probably prevent them from sabotaging any of them.
 
New preliminary plan for next turn, criticism is welcomed:

- Infrastructure has 3 Dice on Blue Zone Arcologies for that refugee preparation, 1 Die on Rail Network Construction for better Vein Mining and more dispersed population placement and 1 Die on the Trans-American Railroad because that is better Red Zone Mitigation even if it doesn't give us more RZ Mit. We have Karachi to start in Q4 and more Railroads to build on top of that because we will need more mines soon.

- Heavy Industry puts 2 Die on Fusion Power Plants to keep that rolling and then focuses down North Boston with 6 Dice and Erewhon so we can get it done this probably this turn and definitively this year.

- Light and Chemical Industry is focusing on Bergen with all 4 Dice so it is done this year most likely.

- Agriculture is doing 2 Die on Reforestation Campaign Preparation to get that done probably next turn, 1 Die each on Spider Cotton and Tarberries to finish a Phase of the former and finish off the latter as an Action because that is what gets us recovering the institutional knowledge of outdoor farming we lost because of Tiberium. Oh and 2 Die on Strategic Food Stockpiles to have reserves to fall back on in case of nukes. No I do not think a single Phase of that was enough for Karachi even with the statement that the newest Phase was built in the Deep Blue Zones and that InOps is going to be trying to sabotage the Nukes. It's not yet enough.

- Tiberium has 1 Die on Deep Red Glaciers for that income and Red Mitigation, 2 Die on Red Zone Containment Lines because @Simon_Jester managed to persuade me on that and a 1 Die on Liquid Tib Power and 3 Dice on Forgotten Experimentation to improve our Tib infection medicine.

- Orbital has 1 Die on High Density Bay for better range of Housing in space, 3 Dice on Species Restoration to finish it off because it will matter to those ones we can save and 3 Dice on Lunar Homesteading because we need that done.

- Services has 2 Die on Regional Hospital Expansions and 2 Die and an AA Die on Autodoc Systems Deployment because we will need both ready for Karachi and 3 Dice on Prosthetics Deployment because we are getting that action next turn and we want it done as soon as possible for short term Labor gain.

- Military is doing 2 Die + AA Die on Laser Deployment to get that done by the end of the year, this is the end of our Military Laser tree for the moment with only a refit left once the Laser tech gets enough millage to be broken in properly, 1 Die each on Advanced Articulation and Fast Twitch Myomers because those two go great together and 2 Die on Governor-A Refits so they can get done by the end of the year one way or another. I'm waiting one more turn to start doing Zone Armor again after we have researched Advanced Articulation and Fast Twitch Myomers.

- Bureaucracy has 2 AA Die in play, 1 on Autodocs and 1 on Lasers, because anything else it gets next turn can wait a turn most likely.

[ ] Plan Bracing for Impact 3.1:
-[ ]Infrastructure (5/5 dice, +27) 70 Resources:
--[ ] Blue Zone Arcologies (Stage 5): 150/450 15 RpD, 3 Dice = 45 R 7% ADC 34
--[ ] Rail Network Construction Campaigns (Phase 6): 221/245 15 RpD, 1 Die = 15 R 100% ADC 1
--[ ] Trans-American Railroad: 68/120 10 RpD, 1 Die = 10 R 98% ADC 5
-[ ] Heavy Industry (8/5 Dice + Erewhon +34 bonus) 145 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 20 RpD, 2 Die = 40 R 3% ADC 40
--[ ] North Boston Chip Fabricator (Phase 5) (updated) 1265/1805 15 RpD, 6 Dice + Erewhon Die = 105 R 78% ADC 24
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 120 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 425/1140 30 RpD, 4 Dice = 120 R 4/9.5 Median ADC N/A
-[ ] Agriculture (6/6 Dice +29 bonus) 60 Resources:
--[ ] Reforestation Campaign Preparations (Phase 2) 447/790 5 RpD, 2 Die = 10 R 2/4.5 Median ADC N/A
--[ ] Spider Cotton Plantations (Phase 2) 136/160 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Tarberry Plantations (Phase 4) 21/65 10 RpD, 1 Die = 10 R 100% ADC 1
--[ ] Strategic Food Stockpile Construction (Phase 6) 30/170 10 RpD, 2 Die = 20 R 87% ADC 17
-[ ] Tiberium (7/7 Dice +39 bonus) 190 Resources:
--[ ] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 30 RpD, 1 Die = 30 R 100% ADC 1
--[ ] Red Zone Containment Lines (Stage 6) 54/180 25 RpD, 2 Die = 50 R 99% ADC 17
--[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated) 4/125 20 RpD, 1 Die = 20 R 24% ADC 34
--[ ] Forgotten Experimentation (Tech) 0/260 30 RpD, 3 Dice = 90 R 87% ADC 22
-[ ] Orbital (7/7 Dice +34 bonus) 170 Resources:
--[ ] Columbia High Density Housing Bay 255/295 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Shala Species Restoration Bay (Stage 2) 32/255 20 RpD, 3 Dice = 60 R 95% ADC 16
--[ ] Lunar Homesteading (Phase 2) 5/250 30 RpD, 3 Dice = 90 R 76% ADC 22
-[ ] Services (7/4 Dice + AA Die +35 bonus) 230 Resources:
--[ ] Regional Hospital Expansions (Phase 2) 85/270 25 RpD, 2 Die = 50 R 51% ADC 25
--[ ] Autodoc Systems Deployment 0/280 30 RpD, 2 Die + AA Die = 120 R 79% ADC 33
--[ ] Civil Prosthetics Deployment 0/??? 20? RpD, 3 Dice = 60? R ???% ADC ??
-[ ] Military (6/6 Dice + AA Die +31 bonus) 140 Resources:
--[ ] Initiative Laser Systems Deployment (Phase 2) (Updated) 42/185/370 25 RpD, 2 Die + AA = 75 R 99.93%/1% ADC 6/42
--[ ] Advanced Articulation Systems (Tech) (New) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Governor-A Deployment (Refits) 96/350 20 RpD, 2 Die = 40 R 5% ADC 45
--[ ] Fast Twitch Myomers Development (Tech) (New) 0/60 10 RpD, 1 Die = 10 R 99% ADC 5
-[ ] Bureaucracy (4/4 Dice +29 bonus):
--[ ] Administrative Assistance Autodoc Systems Deployment 2 Die
--[ ] Administrative Assistance Initiative Laser Systems Deployment 2 Die
-[ ] Total Cost: 70+145+120+60+190+170+230+140 = 1125/1390
 
So would it be worth it to change the main service rifle over to a coilgun? Cause we have a working handheld coilgun built by ARCFLASH Labs, it would make ammo massively easier since you only need a steel/iron dowel or just any metal rod that fits in the chamber. The biggest thing holding it back is the battery size
Our ZONE armour already has railguns (although we're also giving them machine guns, etc), and we've literally just built a brand new service rifle for non power armoured troops
 
We have been using railguns for something like, forty years, in-quest timeline? Or longer, not quite sure.

Even non-zone guns are railguns, IIRC.
 
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