With how much we are harvesting, are the zone lines going to change?

I know we can't put everything into one branch, but some naval investemts will help contain NOD a little more.

(because they might troll us like in the one mission were an obelisk destroys three ships at the start.)
 
Last edited:
It is kinda terrifying that despite how hard we gone into abatement the zones are expanding faster and faster. Almost as if it knows it being harvested.
 
Tiberium evolving to fight against harvesting. Yeek. I think the only guns that Granger would whole heartedly fund are ones that kill Tib if fired upon.
 
The number of laser weapons has been increasing, and a smaller, more compact version has been found in a captured infiltrator's backpack. One such weapon in particular is a derringer configured chemical laser system. has been found to be damaging enough to be lethal, even through GDI's standard light body armor. While heavier suits are not particularly uncommon, it is a worrying escalation in the firepower of infiltration assets.

We need to buy Ablat Plating Development sooner rather then later. Nod is really pushing lasers. If they can make a one shot for grunts? What does the anti tank ones based on the same tech look like?
 
[ ] Plan Power Overwhelming
Infrastructure (5 dice)
-[ ] 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), 4 dice (60 Resources)
-[ ] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 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

Slight edit to my previous plan. Took away BZ Residentials in favor us exchanging two BZ Perimeter Fences for Red Zone Harvesting. I still have 4 dice on BZ Containment Lines due to its cheap cost-per-die, and because I do still want those 4 points of Yellow Zone Abatement. It's not Red Zone, but it's still a lot of Abatement points, and we could use a bit more YZ Abatement to help make up for the ground we've already lost.

[ ] Plan Boats and Butter
Infrastructure (5 dice)
-[ ] Fiber-Optic Expansion, 3 dice (60 Resources)
Heavy Industry (5 dice +3 Free)
-[ ] Blue Zone Power Production Campaigns (Phase 1), 2 dice (20 Resources)
-[ ] Blue Zone Microgeneration Program, 1 dice (5 Resources)
-[ ] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources)
-[ ] Personal Vehicle Factories, 2 dice (20 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), 4 dice (60 Resources)
-[ ] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 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 +1 Free)
-[ ] Security Reviews(LCI), 2 dice
-[ ] Security Reviews(Orbital), 2 dice

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

And here's an alternate one that trades away the Fusion Plant for a turn in favor of getting to work on Personal Vehicle Factories for that raw Consumer Goods increase. Mostly because I really want us to actually start doing those big Consumer Goods pushes we said we would ASAP, and I feel like the Free Market Party would make hay over the Treasury starting work on a prototype Fusion reactor while people are still struggling to get new clothes.
 
Last edited:
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.
True true.

Also, more fiber optic trunks means more infrastructure upon which we can piggyback wireless networks, and reduced burdens on the sat-comm network which can in turn hopefully expand/shift coverage into Yellow Zone areas further. It adds up.

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
I suppose you're strictly not wrong; I just look at that project's resource/dice costs in exchange for its +8 Consumer Goods payout, and hear people complaining about how resources are tight, and I salivate a little and think "would it be that high a price to pay for budgeting -4 Energy?"

Hmm, if I take out the two dice on BZ Residentials (not a fan personally, I want people out of the refugee camps)...
I think the housing is worth it. Sooner or later we're going to roll well on tiberium spread and it'll roll back; the high can't go on forever.

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.
Hmm. Workforce taps? Don't we have an abundance of labor now and for the immediate-term future? Am I missing something?
 
Who knows, with all the agencies using their funding and the private market gathering steam, we may run out of labor by the end of this 4 year plan.
A fair point; the private service sector is likely to start hoovering up the available workforce.

Tiberium evolving to fight against harvesting. Yeek. I think the only guns that Granger would whole heartedly fund are ones that kill Tib if fired upon.
You're not wrong. ZOCOM is the only branch of the military that's entirely happy with us (well mostly happy)... and ZOCOM are the ones with the most tib-killing guns. :D

Red zone mit is still under 50 so on average the RZ expands each quarter, BZ has been bad rolls since we are over 50.
Yeah, but red zones should be expanding at an average rate of more like 0.1% of planetary surface area per quarter and occasionally receding to leave yellow zone territory in their wake. Blue zones should also be expanding thusly, but are instead shrinking due to the aforesaid string of 60+ rolls.

But we've reached the point where if tiberium ever rolled a 5 on the "turn blue yellow" die, the ensuing Blue Zone expansion we'd have Dr. Granger excitedly getting on the microphone to announce that GDI has been rolling back tiberium from something like eight thousand square kilometers of the Earth's surface a day, every day, for three months.

To do the math, the Earth has a total land area of roughly 150 million square kilometers or 15 billion hectares. One percent of that is 1.5 million square kilometers, and the 'delta' between rolling one more or less on the tiberium spread dice is one percent of that, or 15000 square kilometers.

So to be clear, rolling one point higher on the tiberium spread dice means a land area roughly the size of... Well, there are inconveniently not many 15000 square kilometer countries and Kuwait and East Timor and Montenegro aren't exactly famously easy to visualize the land area of, so let's say three quarters the size of Israel, or half the size of Belgium. For Americans in the audience, that's an area of "Connecticut plus Rhode Island" that gets turned blue-to-yellow or yellow-to-red on the dice roll, for every extra point of zone expansion.

Conversely, we save an area that size, kept from tiberium degradation or reclaimed from it, every three months, for every extra point of mitigation.
 
Last edited:
I mean even if we are looking down at the entirety of the death rocks of Tiberium we still need to do more consumer goods before the elections and after. We need that market socialist in the FMP to be happy with our actions and the workforce might dry up soon when we go to the planned cities of Chicago, Karachi, and Colombo. Labor is in short supply and the blue zones are at replacement levels right now with orbital colonies something we need very soon to increase the global population before even thinking of moon and Mars colonies. Because I doubt people would want to live with Tiberium if they can help it.
 
Plan Goals
Capital Goods: 18 points remaining
Consumer Goods: 73 points remaining
Food: 29 points remaining
MARV Fleets: 5 remaining
Military Goods Factories: 5 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 2 remaining
Abatement: 37 points remaining
Schooling Projects: Childcare and Preschool, and Educational Multimedia remaining
GDI Income: 220 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.

I am going to be posting this with the turn as well, but going ahead and putting it here for now.
If I have missed something, bring it up, please.
 
We might be able to offset this some what with more inclusion of the Yellow Zones. As well as just flat out automation.
Oh sure, although I imagine our economy is pretty well automated already- GDI is a high tech faction. The only limiting factor on our use of automation so far has been the destruction of a lot of the infrastructure we were using to maintain and replace it, and we are mostly getting our shit back together on that front.

I mean even if we are looking down at the entirety of the death rocks of Tiberium we still need to do more consumer goods before the elections and after. We need that market socialist in the FMP to be happy with our actions and the workforce might dry up soon when we go to the planned cities of Chicago, Karachi, and Colombo. Labor is in short supply...
Right now we have "gargantuan labor surpluses;" we are at +++++++ and +++++ and ++++ labor in PlanQuest terms. Some of that is because the civilian economy hasn't picked up yet and a lot of nonessential enterprises haven't restored themselves after the war... but I don't think labor shortage is likely to be the main obstacle for the current Plan, as such.

Given how much automation technology we have, our capacities as a civilization are far more limited by enemy action (Nod and potentially the Scrin), and by the lack of our ability to make capital goods (more construction robots) than by lack of warm bodies.
 
Some of that is because the civilian economy hasn't picked up yet and a lot of nonessential enterprises haven't restored themselves after the war... but I don't think labor shortage is likely to be the main obstacle for the current Plan, as such.
Labor Shortage is likely to be an obstacle that you run into really in the next plan or the end of this one. Between the other parties getting another infusion of resources, the continued pull of services stripping more, and things like the city projects which are very workforce intensive, your pad is big, but you don't have a lot of good ways to expand it once you do run into the limits. Once you are at the limits, you don't have massive piles of people everywhere to move into the cities.
 
Labor Shortage is likely to be an obstacle that you run into really in the next plan or the end of this one. Between the other parties getting another infusion of resources, the continued pull of services stripping more, and things like the city projects which are very workforce intensive, your pad is big, but you don't have a lot of good ways to expand it once you do run into the limits. Once you are at the limits, you don't have massive piles of people everywhere to move into the cities.
I take it that this shortage is what the Indian Yellow Zone Planned City's all about solving?
 
I take it that this shortage is what the Indian Yellow Zone Planned City's all about solving?
It is one of the projects that will help get you there. But it is not unlocking next turn, because it is not something that your planners consider vital at this time. Too many other, higher priority fires to deal with first.
 
[ ] Plan: Consumer Goods now not later
Infrastructure (3/5 dice)
-[ ] Fiber-Optic Expansion (Progress 0/240), 3 dice (60 Resources)
Heavy Industry (4/5 dice)
-[ ] Kure Machine Works (Progress 0/300), 4 dice (60 Resources)
Light and Chemical Industry (3/3 dice)(+5 Free dice)
-[ ] Chemical Precursor Plants (Progress 36/200), 1 dice (15 Resources)
-[ ] Blue Zone Light Industrial Sectors (Progress 0/350), 4 dice (40 Resources)
-[ ] Civil Clothing Factories (Progress 150/200), 1 dice (10 Resources)
-[ ] Edinburgh Electric Motor Plant (Progress 0/125), 2 dice (30 Resources)
Agriculture (2/3 dice)
-[ ] Yellow Zone Aquaponics Bays (Phase 3) (Progress 15/80), 1 die (10 Resources)
-[ ] Organic textiles farms (Progress 0/100), 1 dice (10 Resources)
Tiberium (5/5 dice)
-[ ] Blue Zone Perimeter Fences (Phase 2) (Progress 36/400), 5 dice (75 Resources)
Orbital (1/3 dice) (2 Fusion Dice)
-[ ] Orbital Shuttle Bays (Progress 0/70), 1 dice (20 Resources)
Services (4/4 dice)
-[ ] Childcare and Preschool programs (Progress 0/230), 3 dice (15 Resources)
-[ ] Multi Use Stadium Program (Progress 0/100), 1 dice (10 Resources)
Military (4/5 dice)
-[ ] Super-MARVs (Red-2 North), 2 dice (40 Resources)
-[ ] Hydrofoil Shipyards
--[ ] Copenhagen (Progress 0/100), 2 dice (20 Resources)
Bureaucracy (3/3 dice)
-[ ] Security Reviews(LCI), 3 dice

Resources Available: 420
Resources Used: 415
Resources Remaining: 0
 
Last edited:
Back
Top