So next turn:

Blue zone power
A Hydrofoils or refits
Finish the clothing factories and their agri options
Fit in more cap goods? To spend on consumer good options in q4.

We know our parliamentary allies are losing faith in us. While I don't see them losing power as a game over scenario I know some people probably won't like what we may have to do if that comes to pass.
 
>command economy
>corrupt officials diverting resources

Kek

It always happen

We need to hammer corruption constantly to avoid this shit

On good new capital goods are meeting demand we are no longer gonna collapse at any moment now

So lets keep doing thay sweet capital and consumer goods lads
 
Right so- deal with the corruption, get one of the hydrofoil plants online next turn, shift to abatement in tiberium projects and get LCI on consumer goods.

Edit- are the goals being tracked anywhere (granted I know we have not finished so this is more future thinking).

Also @Ithillid when is the next election?

edit 2- also curious to see if we get some minor progress needed reductions from hitting neutral cap goods
 
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Getting the fiber optics done seems like itd be ideal with an election coming up, so getting it sooner gives all the newly franchised people an opportunity to organise themselves rather than leaving it till last minute.

The orbital option would also greatly help those more isolated parts, particularly with the Forgotten.
 
Infra 5/5 100R +12
-[ ] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40 R
-[ ] Fiber-Optic Expansion 0/240 3 dice 60 R
HI 5/5 45R +15 (-2 for 2 years due to graduates)
-[ ] Yellow Zone Power Grid Extension (Phase 2) 101/275 1 dice 5 R
-[] Heavy Rolling Stock Plants 0/250 4 dice 40 R
LC 3/3 40R +12
-[] Civil Clothing Factories 150/200 1 dice 10 R
-[] Edinburgh Electric Motor Plant 0/125 2 dice 30 R
Agri 3/3 30R +12
-[ ] Yellow Zone Aquaponics Bays (phase 3) 15/80 2 dice 20 R
-[ ] Organic textiles farms 0/100 1 dice 10 R
Tiberium 5/5 125R +30 (-2 for 2 years due to graduates)
-[ ] Red Zone Tiberium Harvesting (Phase 7) 35/130 2 dice 50 R
-[ ] Red Zone Containment Lines (Phase 1) 0/180 3 dice 75 R
Orbital 2/3 20R +12
-[] Orbital Cleanup (Phase 1) 0/100 2 fusion dice 20 R
Services 2/4 20R +27
-[ ] Multi Use Stadium Program 0/100 2 dice 20 R
Military 2+?/5 20+??R +12
-[] Reclamator Hub Followup (Red-1 North) 0/??? ? dice ?? R
-[ ] Hydrofoil Shipyards (Duqm) 0/100 2 dice 20 R
Bureau 0/3 +12

Free 0/5

400+???/420 R

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+18) -6 -4 -1 -1
Logistics: Marginal Surpluses (+2) +2
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage) +1
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=) +2 +1
Consumer Goods: Titanic Shortages (-18) +2 +1 +4 +2
Labor: Gargantuan Surpluses (87) -2 -1
Tiberium Processing Capacity (1060/1250) +20-35 (assuming 1 stage of each tib project) +??? marv followup
Yellow Zone
Water: Limited Surpluses (+5) -2

14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation) +3 mitigation +? marv followup

So early proto plan for next turn- cuts may have to be made dependent on the followup marv project to our current one, likely going to use free dice and bureau dice for more security reviews.

Core components- military: bring our first of five marv fleets online (mitigation and income) and bring one of the naval plants online to counter NOD naval attacks
Tiberium- RZ harvesting gives income, 1 point of mitigation and allows another stage of glacier harvesting (one more glacier stage and we should be around full dice activation in terms of income, additional glacier stages and we can shift funding to other parts of gdi) and RZ containment is 2 points of RZ mit which is the area we have the most issues. They also provide another 20 to 35 income between the two and rolling over is fine since they are phase projects.
HI- Rolling stock plant should make the rail network under infra easier in terms of R per dice or progress needed (note that there were comments of roiling stock used in the last metro project coming from museums), in addition to providing a small logistics bump and cap good bump, the cap good bump allowing us to spend those on consumer projects in future turns. The last dice is put progress into more power because we are going to be using a lot of energy.
Agri and LC- Consumer goods and food is the name of the game here, finishing up 2 projects and starting 2 more, personal pharma got the tap in LCI since it adds a bit of health boost and does not drain energy or cap goods, though motor plant has a small enough energy drain that it is worth considering since it also gives +1 cap good, maybe Q4.
Infra- Yellow zone fortress gets the last people out of refugee camps and into permanents homes and opens up another level of yz tiberium. Fiberoptics at +4 consumer goods and +2 logistics for no energy cost is just what we need, the other logistics projects can wait on the rolling stock factory finishing to make them easier.
Multi use Stadia also falls under the consumer good push for the turn at +2 consumer goods for 20 R is a good deal


Getting the fiber optics done seems like itd be ideal with an election coming up, so getting it sooner gives all the newly franchised people an opportunity to organise themselves rather than leaving it till last minute.

The orbital option would also greatly help those more isolated parts, particularly with the Forgotten.
Fiber optics is amazing for +4 Consumer Goods and +2 Logistics and needs to be strongly considered for Q3


Edit- on further thought swapped out personal pharma for electric motor plants- the +1 cap good from there and +2 from rolling stock line up perfectly for doing the 2 Light Industrial sectors which combine for +16 consumer goods at -4 energy, -3 cap goods, -8 labor. However those should represent a big win by the developmentalists and yellow list so getting those up as quick as possible before the next election would be a nice boon.
 
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Getting the fiber optics done seems like itd be ideal with an election coming up, so getting it sooner gives all the newly franchised people an opportunity to organise themselves rather than leaving it till last minute.

I don't think the fiber optics are going to enfranchise anybody, they're a Blue Zone project to increase bandwidth for streaming media and playing video games etc., not basic government functions which should already exist everywhere these cover. If we want to enfranchise people in remote areas of Yellow Zones or something the orbital communications net is the way to go, the fiber optics are giving consumer goods to represent increasing quality of life for people who already have access to basic telecomms.
 
I don't think the fiber optics are going to enfranchise anybody, they're a Blue Zone project to increase bandwidth for streaming media and playing video games etc., not basic government functions which should already exist everywhere these cover. If we want to enfranchise people in remote areas of Yellow Zones or something the orbital communications net is the way to go, the fiber optics are giving consumer goods to represent increasing quality of life for people who already have access to basic telecomms.
YZ power grid increased enfranchisement of the YZ last time, pushing more such projects should help, that and getting people into permanent homes and out of the refugee camps.

Orbital comms does seem like a project we want to hit before the next elections maybe try and get phase 2 done Q4... hmm on the other hand just noticed:
Orbital Shuttle Bays 0/70 (10 point discount to all space actions)- that seems like a priority orbital project to take as dropping 10 points off of each phase of a project would really add up over time.
 
Shaking 2 consumer goods and 1 food worth of corruption out of Agriculture is a nice surprise that helps the nat 1 sting a little less, I wonder how much of that "inefficiencies in distribution" is corruption rather than logistical challenges. As for the future, Orbital hasn't gotten a security review in a long time so they're up next, and after that... LCI is probably the most vulnerable to "consumer goods fell off the back of a truck" kind of corruption so maybe try to shake a couple points of con goods out of that sector once some factories start coming online? HI as well to a lesser extent.
should probably do agriculture after that, to catch anything we missed, and having them have a quarter so they think they're not under suspision anymore.
 
Infra 5/5 100R +12
-[ ] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40 R
-[ ] Fiber-Optic Expansion 0/240 3 dice 60 R
HI 5/5 45R +15 (-2 for 2 years due to graduates)
-[ ] Yellow Zone Power Grid Extension (Phase 2) 101/275 1 dice 5 R
-[] Heavy Rolling Stock Plants 0/250 4 dice 40 R
LC 3/3 40R +12
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30 R
-[] Civil Clothing Factories 150/200 1 dice 10 R
Agri 3/3 30R +12
-[ ] Yellow Zone Aquaponics Bays (phase 3) 15/80 2 dice 20 R
-[ ] Organic textiles farms 0/100 1 dice 10 R
Tiberium 5/5 125R +30 (-2 for 2 years due to graduates)
-[ ] Red Zone Tiberium Harvesting (Phase 7) 35/130 2 dice 50 R
-[ ] Red Zone Containment Lines (Phase 1) 0/180 3 dice 75 R
Orbital 2/3 20R +12
-[] Orbital Cleanup (Phase 1) 0/100 2 fusion dice 20 R
Services 2/4 20R +27
-[ ] Multi Use Stadium Program 0/100 2 dice 20 R
Military 2+?/5 20+??R +12
-[] Reclamator Hub Followup (Red-1 North) 0/??? ? dice ?? R
-[ ] Hydrofoil Shipyards (Duqm) 0/100 2 dice 20 R
Bureau 0/3 +12

Free 0/5

400+???/420 R

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+18) -6 -4 -1
Logistics: Marginal Surpluses (+2) +2
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage) +1
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=) +2
Consumer Goods: Titanic Shortages (-18) +2 +1 +4
Labor: Gargantuan Surpluses (87) -2 -1
Tiberium Processing Capacity (1060/1250) +20-35 (assuming 1 stage of each tib project) +??? marv followup
Yellow Zone
Water: Limited Surpluses (+5) -2

14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation) +3 mitigation +? marv followup

So early proto plan for next turn- cuts may have to be made dependent on the followup marv project to our current one, likely going to use free dice and bureau dice for more security reviews.

Core components- military: bring our first of five marv fleets online (mitigation and income) and bring one of the naval plants online to counter NOD naval attacks
Tiberium- RZ harvesting gives income, 1 point of mitigation and allows another stage of glacier harvesting (one more glacier stage and we should be around full dice activation in terms of income, additional glacier stages and we can shift funding to other parts of gdi) and RZ containment is 2 points of RZ mit which is the area we have the most issues. They also provide another 20 to 35 income between the two and rolling over is fine since they are phase projects.
HI- Rolling stock plant should make the rail network under infra easier in terms of R per dice or progress needed (note that there were comments of roiling stock used in the last metro project coming from museums), in addition to providing a small logistics bump and cap good bump, the cap good bump allowing us to spend those on consumer projects in future turns. The last dice is put progress into more power because we are going to be using a lot of energy.
Agri and LC- Consumer goods and food is the name of the game here, finishing up 2 projects and starting 2 more, personal pharma got the tap in LCI since it adds a bit of health boost and does not drain energy or cap goods, though motor plant has a small enough energy drain that it is worth considering since it also gives +1 cap good, maybe Q4.
I want to continue stumping for Personal Vehicle Factories as a quick easy "pile on the consumer goods" option.

On every metric but energy usage it's almost the best thing on offer as an option. It's energy-hungry, but I think we should be willing to accept that and budget for it- military and big industrial facilities aren't the only things that have a right to use a meaningful amount of electricity. Instead of saying "hm, let's try to squeeze out consumer goods without using energy," we should be saying "can we accept some energy issues for consumer goods?" We'd need to do the next round of energy grid expansion anyway just to run all the military factories we promised, so it's not like we're saving ourselves trouble in the long run.
 
I don't think the fiber optics are going to enfranchise anybody, they're a Blue Zone project to increase bandwidth for streaming media and playing video games etc., not basic government functions which should already exist everywhere these cover. If we want to enfranchise people in remote areas of Yellow Zones or something the orbital communications net is the way to go, the fiber optics are giving consumer goods to represent increasing quality of life for people who already have access to basic telecomms.

Fiber optics option says " laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line ", we've built rail lines into the yellow zone trunk cities.
 
I want to continue stumping for Personal Vehicle Factories as a quick easy "pile on the consumer goods" option.

On every metric but energy usage it's almost the best thing on offer as an option. It's energy-hungry, but I think we should be willing to accept that and budget for it- military and big industrial facilities aren't the only things that have a right to use a meaningful amount of electricity. Instead of saying "hm, let's try to squeeze out consumer goods without using energy," we should be saying "can we accept some energy issues for consumer goods?" We'd need to do the next round of energy grid expansion anyway just to run all the military factories we promised, so it's not like we're saving ourselves trouble in the long run.
Except that it is an HI project and well, guess where we generate energy and capital goods? HI dice. If you look at our energy demands we need more energy and not just for cap goods- in this case all of our mil factories and some of our agri and consumer good projects take energy. As it is my proto plan expects +7 consumer goods with another +8 consumer goods that could finish Q3 but more likely require some Q4 follow up, that brings us fairly close to neutral (+15 vs -18).

If you notice below I have -11 in energy from projects expected to finish leaving us with +7 left and a lot of energy projects that we need to do. Not to mention all the cap goods we need to process projects. And its not that I am adverse to spending energy on projects we just need to balance that against other needs. So when a project like pharma is there that is +2 consumer goods and +1 health and does not reduce energy or cap goods? Thats a good deal, it helps give us diverse consumer goods, it improves the health of our population and it lets us use our energy elsewhere while still reducing good deficits.

And really you are looking at Personal Vehicle Factories vs Rolling Stock Factories and well +2 Cap goods and +2 logistics is a more pressing need with HI dice when we can get consumer goods elsewhere. Now this is not to say we are never taking it? No we will most likely take it this plan unless something better comes along but at this stage where we are still rebuilding our energy grid, military and cap good factories? Not something we can afford to divert HI dice to.

Edit- also right now I value the two light industrial sector projects higher but we want to make sure we do not run into the negatives energy and cap good wise at a point in time where we need to keep our mil factories rolling to keep pace with NOD
 
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Oh yeah we definitely need to go in on power otherwise our growth is going to stop in Q1 next year. Logically, we want to finish the blue zone power and (ideally) fusion power come Q4. Any later and we basically can't do anything for a turn.
Right now my thought is Q3- Rolling stock and motor factories for +3 cap goods (plus some logistics and consumer goods), Q4- all HI dice on power gen and probably some free dice. BZ power does seem to give the best returns right now, though YZ at 5 R per dice is easier to squeeze in. Likely Q1 we want a good amount on power, with the reaminder on cap goods and in general for 2054 and 2055 I see HI being used for cap good and energy projects.
 
I'm aware that it's in no way urgent, but I kinda hope we'll be able to spare the dice and resources to build the Union-class Yard soon; with a third fusion-dice, it'd make some cheaper space projects - probes and orbital comms - somewhat self-funding via orbital cleanup.
 
[] Plan Steady Progress
Resources: 30+70+60+30+75+30+50+75=420/420
Free Dice: 5/5

Infrastructure (5 dice) 2/5 30R
-[] Blue Zone Arcologies (Phase 1)(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) 2x 30R
Heavy Industry (5 dice) 8/5+3 70R
-[] Fusion Power Prototype(Progress 0/200: 20 Resources per Die) (+ Energy) 1x 20R
-[] Blue Zone Microgeneration Program (Phase 1)(Progress 38/60: 5 resources per die) 1x 5R
-[] Yellow Zone Power Grid Extension (Phase 2)(Progress 101/275: 5 resources per die) (++ Energy) 3x 15R
-[] Heavy Rolling Stock Plants(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) 3x 30R
Light and Chemical Industry (3 dice) 5/3+2 60R
-[] Chemical Precursor Plants(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy) 2x 30R
-[] Yellow Zone Light Industrial Sectors(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor) 1x 10R
-[] Blue Zone Light Industrial Sectors(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor) 1x 10R
-[] Civil Clothing Factories(Progress 150/200: 10 resources per die) (+++ Consumer Goods, - Energy) 1x 10R
Agriculture (3 dice) 3/3 30R
-[] Yellow Zone Aquaponics Bays (phase 3)(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water) 1x 10R
-[] Organic textiles farms(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed. 2x 20R
Tiberium (5 dice) 5/5 75R
-[] Blue Zone Perimeter Fencing (Phase 2) (Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation) 5x 75
Orbital (3 dice) (2 Fusion Dice) 3/3 2/2 30R
-[] Orbital Shuttle Bays(Progress 0/70: 30 resources per die) (10 point discount to all space actions) 1x 1Fx 20R
-[] Near Body Survey Probes(Progress 0/50: 15 Resources per Die) 1x 1Fx 10R
-[] Security Reviews 1x
Services (4 dice) 4/4 50R
-[] NOD Research Initiatives(Progress 0/150 : 30 resources per die) 1x 30R
-[] Childcare and Preschool programs(Progress 0/230: 5 Resources per die) (--- Labor) 2x 10R
-[] Virtual Reality Arcades(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy) 1x 10R
Military (5 dice) 5/5 75R
-[] SMARV 2x 40R
-[] Apollo Fighter Factories
--[] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1x 15R
-[] Hydrofoil Shipyards
--[] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor) 2x 20R
Bureaucracy (3 dice) 3/3
-[] Security Reviews (Orbital) (DC 60 + 1 operations die) 3x

Finish started Projects
Heavy Rolling Stock Plants and Chemical Precursor Plants for Virtual Reality Arcades and both Light Industrial Sectors
Start at Fusion and NOD Research
A bit unsure about Blue Zone Perimeter Fencing maybe replace it with Red Zone Containment Lines
 
[ ] Plan Boats and Butter
Infrastructure (5 dice)
-[ ] Blue Zone Residential Construction (Phase 3), 2 dice (20 Resources)
-[ ] Fiber-Optic Expansion, 3 dice (60 Resources)
Heavy Industry (5 dice) (+2 Free)
-[ ] Blue Zone Power Production Campaigns (Phase 1), 2 dice (20 Resources)
-[ ] Fusion Power Prototype, 1 dice (20 Resources)
-[ ] Blue Zone Microgeneration Program, 1 dice (5 Resources)
-[ ] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources)
Light and Chemical Industry (3 dice)
-[ ] Civil Clothing Factories, 1 dice (10 Resources)
-[ ] Edinburgh Electric Motor Plant, 1 dice (15 Resources)
-[ ] Security Reviews, 1 dice
Agriculture (3 dice)
-[ ] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
-[ ] Organic textiles farms, 1 dice (10 Resources)
Tiberium (5 dice + 1 Free)
-[ ] Blue Zone Perimeter Fences (Phase 2), 6 dice (90 Resources)
Orbital (3 dice) (2 Fusion Dice)
-[ ] Orbital Shuttle Bays, 1 dice (20 Resources)
-[ ] Security Reviews, 1 dice
Services (4 dice)
-[ ] NOD Research Initiatives, 1 dice (30 Resources)
-[ ] Childcare and Preschool programs, 3 dice (15 Resources)
Military (5 dice)
-[ ] Super-MARVs (Red-1 North), 3 dice (60 Resources)
-[ ] Copenhagen Hydrofoil Shipyards, 2 dice (20 Resources)
Bureaucracy (3 dice +2 Free)
-[ ] Security Reviews(LCI), 3 dice
-[ ] Security Reviews(Orbital), 2 dice

Resources Available: 420
Resources Used: 420
Resources Remaining: 0

Housing to try and get the last of the people out of the refugee camps, and Fiber-Optic Expansion for that Consumer Goods + Logistics boost.

HI does some work on BZ Power Production so we have it ready when we need it (which will be fairly soon despite the current surplus), works on the Fusion Prototype, finishes Microgeneration, and does YZ Power Grid (Not efficient, but it's cheap per die and pleases the Yellow Zoners.) Next turn I want to do a push into more BZ Power and Rolling Stock.

LCI I really wanted to do more here, but as it stands I can finish Civil Clothing and get to work on Edinburgh Motors (gives Consumer Goods, and a bit of Capital Goods which are sorely needed.) Once we have the Capital Goods, we're gonna go heavy on things like Industrial Sectors. I'd like to see if we can't get both Industrial Sectors done before elections.

Agriculture tries again with YZ Aquaponics, and then starts on Organic Textiles Farms. If we're lucky, it'll complete in one go. If we're not, we can easily complete it next turn.

Tiberium is all in on BZ Perimeter Fences as the cheapest option in terms of Resources per die. Next turn we can get to work on actual mines, especially Red Zone mines that we can push into additional Glacier Mining the turn after, once we get Logistics from things like Fibeer-Optics and Rolling Stock.

Orbital we want to get some work on, so I managed to scrounge up enough funds to get one die on Shuttles.

Services we research our available and within easy reach NOD tech, while Childcare & Preschool is for our education mandate and is cheap per die.

Military, we get to work on our first set of MARVs, and do Copenhagen Shipyards for Rapiers because NOD is escalating on the water, and the hawks who want to split from the firmly anti-Yellow Zoners will probably be more receptive if we show love to parts of the military that aren't ZOCOM.

And Bureaucracy does Security Reviews for LCI and Orbital.
 
Of course, none of this accounts for the shiny new planned cities we are absolutely going to want to build.

What are we looking at with those? Abatement, logistics and what military?
 
[] Plan Power and Industry
Heavy Industry 4 dice + 3 free
-[] Blue Zone Power Production Campaigns (Phase 2) 4 Dice 40R
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%
LCI 3 dice+ 1 free for the security review
-[] Civil Clothing Factories, 1 die (10 Resources)
-[] Edinburgh Electric Motor Plant 0/125 2 dice 30R 64%
Agriculture 3 dice
-[] Yellow Zone Aquaponics Bays (Phase 3), 2 die 20R
-[] Organic textiles farms, 1 dice 10R 28%
Tiberium 5 + 1 free
-[] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice 80R 93%
-[] Red Zone Tiberium Harvesting (Phase 7), 2 dice 50 R 95%
Orbital 3 dice
-[] Orbital Shuttle Bays, 1 die 20R 58%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R 7%
Services 4 dice
-[] Childcare and Preschool programs 0/230 3 dice 15R 63%
-[] Multi Use Stadium Program 0/100 1 die 10R 28%
Military 5 dice
-[] 40R on MARVs
-[] Advanced Myomer Works 0/125 2 dice 20R 55%
-[] Hydrofoil Shipyards(copenhagen) 0/100 1 die 10R 28%
Bureaucracy (3 dice )
-[] Security Reviews(LCI), 3 dice
My current plan once again spreading dice to reduce overflow, starting work on the next power stage as the factories take us down to 2 energy
If all projects finish:
+3 logistics
+3 capital goods
+11 consumer goods
+1 food
-16 energy
Logistics will be high enough that we can do another tiberium glacier mine next turn.
Electric Motor Plant might help with the Personal Vehicle Factories I plan to build next turn for another +8 consumer goods
Orbital Shuttle Bay will reduce all orbital projects by 10 and as Enterprise stage 3 is 4x it will reduce its cost by 40 progres.
 
Of course, none of this accounts for the shiny new planned cities we are absolutely going to want to build.

What are we looking at with those? Abatement, logistics and what military?
They increase our tiberium cap which is the main function though they have additional benefits. However we still have space on the tiberium cap so I am thinking planned cities get started Q4 or Q1.

Tiberium is all in on BZ Perimeter Fences as the cheapest option in terms of Resources per die. Next turn we can get to work on actual mines, especially Red Zone mines that we can push into additional Glacier Mining the turn after, once we get Logistics from things like Fibeer-Optics and Rolling Stock.
We really should be upping income this turn, we cant use all of our dice as is and it is not like next turn things are going to be cheaper. Also the rz projects give mitigation against RZ growth which is a bigger issue than yz growth.
 
We really should be upping income this turn, we cant use all of our dice as is and it is not like next turn things are going to be cheaper. Also the rz projects give mitigation against RZ growth which is a bigger issue than yz growth.
Hmm, if I take out the two dice on BZ Residentials (not a fan personally, I want people out of the refugee camps), I could upgrade two Tiberium Dice to either Red Zone Harvesting or Containment Lines. Which do we want more, the chance of extra income and easier completion of Red Zone Harvesting, or the extra point of Mitigation in Containment Lines?
 
Finally completed, the industrial complex has already begun taking in substantial quantities of Tiberium. With GDI's other processing facilities having reached near their maximum capacity, Saarland, while not a proper Tiberium Processing Plant, has enough of the parts to process the Tiberium into usable materials, and enough industrial capacity to convert those materials into capital goods. This has prompted a reshuffle, with, for example, some of the first Tiberium Glacier mines being rerouted towards the Saarland, rather than processing in Brittany and southern England. However, it has actually proved to have more Tiberium processing capacity than ability to convert it into capital goods. So train lines filled with billets of raw material have been headed north daily, if not more often. While the Saarland is not a good candidate for further development, it has become a proof of concept for more ambitious planned city projects. At this time, there are three main proposals. Chicago Planned City, for experimenting with its use as an abatement center, Karachi Planned City to provide a second main link for the Himalayan Blue Zone to the outside world, and Colombo Planned City to begin GDI's offensive into the Indian Subcontinent as a whole.
3 planned cities, based on the text these might be their goals:
Karachi Planned City is a communication hub towards the hard to reach Himalayan Blue Zone so will focus logistics
Chicago Planned City is abatement focussed on the center of America and might be an attempt to start a new blue zone
Colombo Planned City is an attempt to get India with its huge population back under GDI control
 
3 planned cities, based on the text these might be their goals:
Karachi Planned City is a communication hub towards the hard to reach Himalayan Blue Zone so will focus logistics
Chicago Planned City is abatement focussed on the center of America and might be an attempt to start a new blue zone
Colombo Planned City is an attempt to get India with its huge population back under GDI control
That is broadly right.
Before I settled on Karachi, I had the first listed as "logisticsstan" on my notes. It is mostly going to give you a whole pile of logistics and some workforce.
Chicago is going to give you abatement primarily, and some processing capacity.
Colombo is mainly going to be opening up the workforce taps and also giving you some more ability to project power.
 
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