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.
The military hitting us right where it hurts most, our expanding budget.
 
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, specially 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.
The amount in orbital is going to depend on how other options cost as we do not have the income to activate all of our dice next turn. One thing to keep in mind is we will be on about +6 energy and given how rolling stock rolled I am leery of having enough energy projects that can finish before we get BZ power done. For agi I put 1 dice to finish a current project but was waiting to see on how resources broke down with spending next turn. Perenninal at no energy cost does look like a nice addition though, 2 dice at 20 R total should be doable.

I'd go with get Copenhagen and start work on Shells with free dice. Even if we can't complete it, putting a die or two into it should help.
1 or 2 free dice on shell factories to put it in a good range to finish next turn? That would work and make sure we don't run out of energy if BZ power rolls like rolling stock did this turn
 
So, my priorities for RZ MARV hubs would be 6, 7, then 4, since those are where I believe we have the glacier mines.
With factory focuses on Copenhagen shipyard, Shells phase 2, Apollo, and then probably Myomer works. Maybe shuffle it around depending on Energy.
 
Last edited:
I thought most of you were already familiar with the material, but here is a link to the Command and Conquer wiki.
This quest is my first exposure to C&C lore. And besides some wiki walks most of my knowledge of the setting is from this quest and its discussion. I think at least some amount of this quest's playerbase just isn't familiar with the source material, myself included.

(I talked to a friend earlier about this quest, and he said he bounced off of it since he wasn't familiar with the setting and the opening posts didn't do much to inform him about it. It'd be nice to have at least a brief primer on what the setting is and what things like GDI and Tiberium are.)
 
(I talked to a friend earlier about this quest, and he said he bounced off of it since he wasn't familiar with the setting and the opening posts didn't do much to inform him about it. It'd be nice to have at least a brief primer on what the setting is and what things like GDI and Tiberium are.)
Yeah. I will see if I can write that up soon.
 
I'd go with get Copenhagen and start work on Shells with free dice. Even if we can't complete it, putting a die or two into it should help.

Can we actually risk finishing Copenhagen next turn? All it would take to fall into negative energy would be Copenhagen + any other energy project.

Now sure, we're going to shock build the blue zone power and have a decent chance of finishing it. But as the heavy rolling stock factory just showed us, we can roll really damn poorly. Can we commit enough dice to power that we have essentially a 100% chance of finishing it?

And before anyone screams paranoia, we just rolled a truly outstanding 51 from 4 dice. And rolled two nat 1s exactly where it hurt our wallets most (after a nat 1 last turn too). Any trust we have in these dice is surely to our detriment.
 
Last edited:
I mean we could put 10 dice into the BZ power but I really don't think it's necessary, we can afford to budget for it across two turns and just not spend power like it's infinite. There's plenty of other stuff in HI competing for dice that we want done too.
 
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.
As a counterpoint to that; we already have 62 points of YZ mitigation, but only 42 of RZ mitigation, and RZ are rather more dangerous than YZ, so it'd probably not be a bad idea to try and prioritize those until our RZ mitigation is more on the level of YZ mitigation.
Though I'll admit that I haven't crunched the numbers taking YT intensificiation into account, yet.
The amount in orbital is going to depend on how other options cost as we do not have the income to activate all of our dice next turn. One thing to keep in mind is we will be on about +6 energy and given how rolling stock rolled I am leery of having enough energy projects that can finish before we get BZ power done. For agi I put 1 dice to finish a current project but was waiting to see on how resources broke down with spending next turn. Perenninal at no energy cost does look like a nice addition though, 2 dice at 20 R total should be doable.
We could also get started on the Aquaponics Campaign; triple the progress required, but it provides double the food as well as a small amount of congoods, while requiring only labor as a resource.
 
I mean we could put 10 dice into the BZ power but I really don't think it's necessary, we can afford to budget for it across two turns and just not spend power like it's infinite. There's plenty of other stuff in HI competing for dice that we want done too.

We have what 10 energy left? (I just checked, Void said 6+ and I went "oh shit this is bad!") Copenhagen by itself is 6. We can literally go into = with Copenhagen and 1 other project.
 
Yeah so we don't do Copenhagen, it costs too much power. This is why I wanted to do Copenhagen over Duqm, we could only afford one shipyard for a couple turns, now it has to wait.
 
If we don't complete the rolling stock factory's next turn we can use the power we planned to use for that on the military and compete the rolling stock factory once the next round of BZ power is done.
I think that Reclaimator Hub overflow to their MARV fleet so all dice on one would work best if 4 or fewer MARV dice are used(maybe put one on the partially done blue one to see what a MARV can do there).
 
We have what 10 energy left? (I just checked, Void said 6+ and I went "oh shit this is bad!") Copenhagen by itself is 6. We can literally go into = with Copenhagen and 1 other project.
I think 8, would have been 6 if rolling stock factory had finished but yeah a shipyard is 6. Fortunately we can avoid finishing energy project next turn and push BZ power hard

Yeah so we don't do Copenhagen, it costs too much power. This is why I wanted to do Copenhagen over Duqm, we could only afford one shipyard for a couple turns, now it has to wait.
We actually can probably use any spare energy next turn on just mil since light industrial will not finish and other areas we can avoid energy expenditures. Plus with BZ power getting say 5 dice next turn to give us about a 70% to finish we would be good on energy come Q1.
 
I think that Reclaimator Hub overflow to their MARV fleet so all dice on one would work best if 4 or fewer MARV dice are used(maybe put one on the partially done blue one to see what a MARV can do there).
No, they don't. We had 3 overflow on the reclaimator hub last turn, but this turn the MARV fleets both started at 0.
 
Also worth noting that we could spend free dice on HI, either to guarantee completion of BZ power, but also to potentially complete some shorter-term energy options like the fusion prototype or YZ power that would give us some small amount of breathing room.
 
We actually can probably use any spare energy next turn on just mil since light industrial will not finish and other areas we can avoid energy expenditures. Plus with BZ power getting say 5 dice next turn to give us about a 70% to finish we would be good on energy come Q1.
Eh. Go a step further. 6+ dice on power gives 90%+ completion chance. At 10R per dice it is not the greatest sin to over commit considering this is energy we're talking about.
 
If we want to just abandon the rolling stock factories for a turn now that we don't have a pressing need for the logistics I suppose we could do the HI sector all-in on power generation. With free dice it could even get in some work on the fusion experiments/microgeneration/YZ grid, continuing work on the 5R per die projects for power would be a nice way to get otherwise-idle free dice active while saving money for Infrastructure or space instead.
 
If we want to just abandon the rolling stock factories for a turn now that we don't have a pressing need for the logistics I suppose we could do the HI sector all-in on power generation. With free dice it could even get in some work on the fusion experiments/microgeneration/YZ grid, continuing work on the 5R per die projects for power would be a nice way to get otherwise-idle free dice active while saving money for Infrastructure or space instead.
Given how energy-hungry a lot of our projects are I'd say we're better off either going all-in on BZ generation, or splitting off enough to have a decent shot at completing the fusion prototype, with the rest going into BZ generation, then go for things like the Childcare program to save on resources.
 
We have to do the microgeneration and YZ grids at some point, the Terminus cities are paradoxically never going to trust us until they're independent and not reliant on BZ largesse to just keep the air filters running, and the BZ microgeneration is one single die to finish off a nice little QoL project that also has military applications for if/when Nod starts blowing our shit up again. The fusion power is a very long-term investment, we want it but I don't think rushing it down ASAP is going to get people the power they want. After this first one there's probably like 2-3 stages of even larger and more expensive research projects along with a bunch of mediocre deployment projects to mature the technology to the point where it'll be able to take over from fission.
 
Last edited:
If we want to just abandon the rolling stock factories for a turn now that we don't have a pressing need for the logistics I suppose we could do the HI sector all-in on power generation. With free dice it could even get in some work on the fusion experiments/microgeneration/YZ grid, continuing work on the 5R per die projects for power would be a nice way to get otherwise-idle free dice active while saving money for Infrastructure or space instead.
I think we might want to, we won't need the logistics or cap goods online Q4 so getting energy squared away and finishing rolling stock say Q1, we can also do the YZ and microgen Q1 then as well.
 
Which project increases our yz voter base? If we can use yz power for that then it's double worth it for political purposes by adding in more supporters
 
YZ housing is what gets more bodies under the GDI aegis obviously, but then they need both access to telecomms and the electricity to run their satellite dish/voting machines to actually vote.
 
As a question regarding MARVs: Super MARVs are a worse vehicle militarily, right? They have a tib processing trailer and two more hardpoints, but otherwise combat-wise they're mostly just fatter and slower?

(Not saying we should go normal MARV, just trying to figure out the differences in detail)
 
As a question regarding MARVs: Super MARVs are a worse vehicle militarily, right? They have a tib processing trailer and two more hardpoints, but otherwise combat-wise they're mostly just fatter and slower?

(Not saying we should go normal MARV, just trying to figure out the differences in detail)
It has yet to be shown in practice. They're slower, but tougher, but MARVs aren't particularly fast to begin with. SMARVs especially are more mobile fortresses.
They also are significantly better at Tiberium harvesting and mitigation, as they are able to get smaller pieces of Tib out of the ground.
See here.
The "super" version of the MARV is intended to solve both of these problems. An additional trailer section behind the main gun turret adds much more space for weaponry and more storage for Tiberium while retaining the (admittedly limited) mobility that makes the MARV functional. This adds two sections for additional gun mounts and more tiberium storage. For the latter problem, the "mouth" of the MARV has been completely redesigned. A pair of sweeper arms, effectively upscaled from the standard Harvester, and able to sweep through the topsoil to bring smaller crystals up and into the MARV, have been installed and are intended to draw Tiberium into its mouth for processing. This will unfortunately render MARV immobile while the sweeper arms are deployed, but we believe this is to be a good trade off.
 
Back
Top