Karachi is now a non-starter and our ships have to pass through the Cape of Good Hope to defend London. We need to finish Copenhagen before another Nod attack in Europe. The Suez has been dead for decades.
 
We're also gonna need to rush for more Power Generation, since our first Rapier factory is painfully out of position for our ships to actually provide protection for our most valuable naval supply chains, so we need the Copenhagen one (the one the Navy specifically declared to be the most important) ASAP.

Oh, and we also need another line of Shell Plants ASAP, because we chose to do Fortress Towns for some reason despite running on the edge of a shell shortage as it is, so now we've definitely been thrown into yet another shortage.

Just... god damnit, we're going to be paying for this plan's terrible priorities for most of the next year. We've now got two power-sucking factories we need to rush out as fast as possible (which means air force gets neglected for another couple turns instead of getting another Apollo Factory), and that in turn means it's going to be a nightmare finding the Dice and Resources to spare for more MARVs.
 
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What I am thinking is that you can either

A: Pay 0 points of Political Support and complete all military goals for the plan (IE Shell Plants, Factories, MARVs, Deployments, Factories).
B: Pay 10 points of Political Support and complete all but one.
C: Pay 20 points of Political Support, and complete all but two.

Before you unlock further progress towards Red Zone Harvests and Glacier Mines.
 
MARVs are needed anyway and I doubt paying for the political costs is nice. We might be building glacier mines at the end of the next election I suppose.
 
Since Red Zone mining operations are shut down, we can try investing dice into the probing operations, see if we can't start asteroid mining? Enterprise 2 was the first orbital station for a reason.
 
What I am thinking is that you can either

A: Pay 0 points of Political Support and complete all military goals for the plan (IE Shell Plants, Factories, MARVs, Deployments, Factories).
B: Pay 10 points of Political Support and complete all but one.
C: Pay 20 points of Political Support, and complete all but two.

Before you unlock further progress towards Red Zone Harvests and Glacier Mines.
Hm.
Let me guess, our complication consisted of some kind of disastrous Nod trap springing on our mining assets?
I mean, Glacier Mining was noted as being pretty dang dangerous to start with. And as some discussion has noted, MARVs will still help us with Abatement to some degree.
 
Well that really sucks. Probably going to end up getting the Military a couple Free dice every turn just to get through the projects fast, and HI gets the rest to keep up with the bottomless power demand. At least there's something of a silver lining in that we're forced to spend our money on things that aren't Tib mining and maybe we can afford to pivot to space mining for a bit instead as long as Military doesn't eat up the entire budget? MARVs being our best income generator now is probably going to result in the MARV program eating a lot of cash but we're required to do 5 regardless so might as well get through them quick.

4 more Red Zone SMARV fleets is 12 points of Red abatement and 100R of income, I think that's our next big target for continuing economic growth now that mining/glaciers are off limits.
 
Income: 455
Infra 0/5 0R +12
HI 0/5 0R +15 (-2 for 2 years due to graduates)
LC 0/3 0R +12
Agri 0/3 0R +12
Tiberium 0/5 0R +30 (-2 for 2 years due to graduates)
Orbital 0/3 0R +12
Services 0/4 0R +27
Military 0/5 0R +12
Bureau 0/3 +12
Free 0/5

Alright very early prelim thoughts because no glaciers (though that reduces immediate need for more logistics)

Infra 0/5 0R +12
-[ ] Fiber-Optic Expansion 0/240 ? dice (consumer goods is the draw here for no energy cost)
-[ ] Chicago Planned City (Phase 1) 0/80 1 tib dice + ? infra dice 20 + ? R
HI 5/5 50R +15 (-2 for 2 years due to graduates)
-[ ] Blue Zone Power Production Campaigns (Phase 2) 193/500 5 dice 50 R
LC 3/3 30R +12
-[] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R
-[] Blue Zone Light Industrial Sectors 0/350 1 dice 10 R
Agri 1/3 10R +12
-[] Organic textiles farms 80/100 1 dice 10 R
Tiberium ?/5 ?R +30 (-2 for 2 years due to graduates)
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 ? dice ?? R
-[] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 dice 15 R
Orbital 0/3 0R +12
-[ ] Orbital Cleanup (Phase 1) 0/90 1 dice 10 or 15 R (depends on if we use our 2 fusion dice on other orbital projects)
Services 0/4 0R +27
-? Research ?
Military 5/5 80R +12
-[ ] Reclamator Hubs BZ 1 39/105 1 dice 20 R
-[ ] Reclamator Hubs RZ 1 South 0/105 2 dice 40 R
-[ ] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20 R
Bureau 0/3 +12
Free 0/5

Very prelim- of note looking at things with Light industrial taking multiple turns to come online and allowing us to skip rolling stock until Q1 if need be we can push hard on BZ power to make sure we keep power running. Also orbital cleanup is a chance for a small resource infusion plus opening up more in space, shuttle bays will see use there.
 
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Well that really sucks. Probably going to end up getting the Military a couple Free dice every turn just to get through the projects fast, and HI gets the rest to keep up with the bottomless power demand. At least there's something of a silver lining in that we're forced to spend our money on things that aren't Tib mining and maybe we can afford to pivot to space mining for a bit instead as long as Military doesn't eat up the entire budget? MARVs being our best income generator now is probably going to result in the MARV program eating a lot of cash but we're required to do 5 regardless so might as well get through them quick.

4 more Red Zone SMARV fleets is 12 points of Red abatement and 100R of income, I think that's our next big target for continuing economic growth now that mining/glaciers are off limits.
MARVs at least have the redeeming feature of being 5R cheaper than RZ harvesting and 10R cheaper than glaciers. And no logistics costs.

It's a fairly significant drop in income (well, if you get lucky with the resource dice anyway). Overall, not having the red zone options might be somewhat good for us? We essentially have no excuse to NOT do the blue zone fences next turn and maybe hit up Chicago.

Logistics wise, we want to finish the rolling stock and I still want the fiber optics before the elections start. But other than that we can refocus to other things for awhile.
 
[] Preliminary Plan
-[] Military 5/5 dice +5 Free dice 200R
--[] Reclamator Hub Red Zone 1 South 2 dice 40R
--[] Reclamator Hub Red Zone 2 North 2 dice 40R
--[] Reclamator Hub Red Zone 2 South 2 dice 40R
--[] Reclamator Hub Red Zone 3 North 2 dice 40R
--[] Reclamator Hub Red Zone 3 South 2 dice 40R

This looks about right. What does everyone think?
 
MARVs at least have the redeeming feature of being 5R cheaper than RZ harvesting and 10R cheaper than glaciers. And no logistics costs.

It's a fairly significant drop in income (well, if you get lucky with the resource dice anyway). Overall, not having the red zone options might be somewhat good for us? We essentially have no excuse to NOT do the blue zone fences next turn and maybe hit up Chicago.

Logistics wise, we want to finish the rolling stock and I still want the fiber optics before the elections start. But other than that we can refocus to other things for awhile.
We have YZ intesifiation unlcoked for another stage but that only needs 1 dice, and as is YZ harvesting is more attractive to me since that gives income and 4 mit. But yeah MARVs, lots of MARVs for RZ since that both works towards unlocks and provides more income. I do want to start Chicago next turn as well since that is increased max income for GDI and abatement
 
I kinda doubt we'll do much space mining anytime soon; more likely I'd expect our orbital dice to be used for space cleanup while we invest military dice into the factories and the MARV fleets (to me at least it'd make sense for us to prioritize fulfilling that obligation first due to the income/mitigation they provide). With the income from the MARVs we could then start to tackle some more expensive space projects like the stations; doubly so if we also find the time to spare to get the third fusion die.

Tiberium ?/5 ?R +30 (-2 for 2 years due to graduates)
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 ? dice ?? R
-[] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 dice 15 R
Note that we aren't locked out of Red Zone Containment - only Harvesting/Glaciers. Haven't done a detailed math breakdown yet, but it should be a better option than YZ harvesting in terms of income and abatement.

Military 5/5 80R +12
-[ ] Reclamator Hubs BZ 1 39/105 1 dice 20 R
-[ ] Reclamator Hubs YZ 1A 0/105 2 dice 40 R
YZ Hubs I can kinda see, but why'd you want to put them into the BZs? As far as I can tell there'd be little point to it.
[] Preliminary Plan
-[] Military 5/5 dice +5 Free dice 200R
--[] Reclamator Hub Red Zone 1 South 2 dice 40R
--[] Reclamator Hub Red Zone 2 North 2 dice 40R
--[] Reclamator Hub Red Zone 2 South 2 dice 40R
--[] Reclamator Hub Red Zone 3 North 2 dice 40R
--[] Reclamator Hub Red Zone 3 South 2 dice 40R
Do we actually have a list about what region of the world corresponds to which zone?
 
Very prelim- of note looking at things with Light industrial taking multiple turns to come online and allowing us to skip rolling stock until Q1 if need be we can push hard on BZ power to make sure we keep power running. Also orbital cleanup is a chance for a small resource infusion plus opening up more in space, shuttle bays will see use there.
We also are now even shorter on shells, so we need to do Phase 2 of those factories ASAP.
 
Brotherly disputes (Semicanon)
Jason Looked out over the factory floor, the rolling stock factory had setback after setback all year, and it was starting to stress him out. The GDI needed those trains especially after what turned out to be happening in the tiberium department. Damn NOD. Pah, whatever he can worry about that later, right now he has to worry about procuring equipment, and hiring workers, and tiberium containment. But that's just another day at the office. He decided he could ignore all that for now and call his sister.

He sat down at his desk and rang Lexi, she answered within a few rings, "Hey sis how are things? Managing this factory is driving me insane."

"Oh they're wonderful! I got off my shift a few hours ago from mining with the MARV and decided to go to the local comissary. I got new clothing finally! And blueberries! Remember those? They just appeared on shelves here. I heard one of the local Aquaponics bays started growing them."

"Yeah its incredible to wear some new underwear while feeding myself grapes from the vine like a hedonist. I guess all the NOD stuff hasn't affected you much?"

"Nope, mining operations are disrupted a bit, but the Initiative needs tiberium to keep everything flowing, so the MARVs keep churning. Which reminds me, I saw you got a new hybrid from the photos you uploaded last night, you fancy blue zoner."

He chuckled, "Yeah well the roads are all fixed up around here I might as well since the trains arent available yet. Wait thats my fault I think, should I yell at me?"

She laughs at the joke, "God you doofus. Oh I gotta go, I'm at a game and its between a team of Forgotten and the Karachi Tigers. Keep me updated and cheers bro."

"Cheers sis I will."
 
Do we actually have a list about what region of the world corresponds to which zone?
  • R-1: Southeastern Europe (formerly part of Yellow Zone Y-1), Northern shores of Africa, Middle East
  • R-2: Central Africa
  • R-3: Vicinity of Caspian Sea
  • R-4: Central China
  • R-5: Borneo
  • R-6: Northwest South America
  • R-7: Central United States
  • R-8: Central Australia
 
  • R-1: Southeastern Europe (formerly part of Yellow Zone Y-1), Northern shores of Africa, Middle East
  • R-2: Central Africa
  • R-3: Vicinity of Caspian Sea
  • R-4: Central China
  • R-5: Borneo
  • R-6: Northwest South America
  • R-7: Central United States
  • R-8: Central Australia
Could you make an info-post with this - and the corresponding information for blue and yellow zones as well - and threadmark it, perhaps? Might make things easier given we need to specify where things like the MARV hubs - and presumably other things in the future as well - go.
 
Note that we aren't locked out of Red Zone Containment - only Harvesting/Glaciers. Haven't done a detailed math breakdown yet, but it should be a better option than YZ harvesting in terms of income and abatement.
Yeah but we did RZ mit this turn so swapping back and forth between RZ and YZ mit options in this is going to be a thing. The YZ intensification though at only needing 1 dice is a shoo in given that income it provides and the +1 YZ mit.

YZ Hubs I can kinda see, but why'd you want to put them into the BZs? As far as I can tell there'd be little point to it.
I changed that to RZ 1 South. For the BZ we have 39 progress so dropping 1 dice to see if we can finish plus it would give us an idea of how BZ marvs compare to RZ marvs. Hmm maybe R7 north instead to combo with Chicago facility.

We also are now even shorter on shells, so we need to do Phase 2 of those factories ASAP.
So shells stage 2 instead of the 2nd hydrofoil? Those are the top 2 mil projects outside of MARVs for me.
 
We may as well put two fusion dice into orbital cleanup - it's phased and says that completeing it opens up more space options. With some luck we'll get positive resource out of it but resources aren't the main draw for that project anyway.

In tiberium, it feel like 1 dice in intensification simply because its so easy to finish and the rest in blue zone fences. Because yeah, we really should get that project done soon. Agree that we should start on Chicago.

For agri we could look at [ ] Perennial Aquaponics Bays. The QM has mentioned that the sooner we get started on those the better and they are a relatively low cost project to work on, specifically without costing energy. We can use the extra food for [ ] State Operated Breweries the turn after.

Maybe in services we can finally get the research started. Both the Scrin and Nod have tiberium tech that we don't right? We really do need to look into that.
 
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YZ Hubs I can kinda see, but why'd you want to put them into the BZs? As far as I can tell there'd be little point to it.

Well this is to finish out something we started. But they can hopefully push the blue zones out. As well as provide some heavy fire power for the blue zones.

Also if Tiberium mutates? Be good to have another line of defense.

But the order of operation should be: red, yellow, blue.
 
Wiki stuff
I thought most of you were already familiar with the material, but here is a link to the Command and Conquer wiki.
cnc.fandom.com

Command & Conquer Wiki

Command & Conquer Wiki is a comprehensive database focusing on the Command and Conquer video game series. The wiki is dedicated to collecting all information related to the franchise, such as the games, organizations, characters, locations, arsenals, missions and more!

And the specific geographic descriptors.
cnc.fandom.com

Red Zone

Red Zones are areas of the planet that were contaminated by vast amounts of Tiberium, and are frequently hit with Ion storms. Venturing into, over, or even near these wastelands is extremely dangerous, especially for infantry vulnerable to Tiberium. In 2047, Red Zones covered approximately 30...
cnc.fandom.com

Yellow Zone

"Yellow Zones" is a term for a particular region. The Yellow Zones covered approximately 50 percent of Earth's surface by 2047. Most of these areas had suffered from social collapse due to Tiberium infestation, extreme weather changes caused by Tiberium, and decades of war. Despite the worsening...
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Blue Zone

Blue Zones were areas of the Earth suffering the least ecological damage from Tiberium after the Second Tiberium War. Compared to the Yellow and Red Zones there was minimal Tiberium contamination and war. Tiberium growth was countered and controlled by harmonic resonance technology.[1] The Blue...
 
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