No. There's probably less contamination at the poles because they're 1) far away from the initial impact point, 2) nobody had any reason to intentionally spread it to them since nobody ever goes there, and 3) at least the earlier version of Tiberium replicates slower in cold temperatures but it's mutated since then and probably isn't nearly as temp-sensitive. Having less contamination isn't the same as having no contamination though, I'm sure there's some Tib crystal growing around the poles that we just don't have the resources or inclination to map.
Probably should go map that? EDIT: Potential easy Blue zone? Really cold but more accessible than space.


Plan Draft Baby's First
2/5 free dice.
-Infrastructure 4/5
--[] Yellow Zone Fortress Towns (Phase 3) 25/200? 2 dice 40R 21%
--[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%
-Heavy Industry 5/5 + 1
--[] Kure Machine Works 0/280 2 dice 30R
--[] Blue Zone Power Production Campaigns (Phase 1) 193/500 2 dice 20R
--[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
-Light Industry
-[] Chemical Precursor Plants 36/200 3 dice 45R 77%
-Agriculture 1/5
-[] Yellow Zone Aquaponics Bays (phase 4) 44/80 1 die 10R 92%
-Tiberium 3/5
- -[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 3 dice 60R 54%
-Orbital
-???
-Military 5/5 + 1
--[] Shell Plants (Phase 2) 31/300 4 dice 40R 48%
--[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 41%
-Bureaucracy 3/3
-[] Expand Strategic Planning Apparatus 0/100 3 dice 98%

310/445?
Inf: Logi, and helping reorient to Yellow Zone harvesting. 2-3 turns?

HI: Power, Cap goods, and logi. Chips or fusion later. 2 turns heavy investment.

LI:More Cap goods. 1-2 turns.

Tiberium: Need to pivot to Yellow harvesting and Tiberium abatement with Red off limits. Not sure how intensification works?

Orbital: Not sure. Need to come back tomorrow, look with fresh eyes.

Military: Shells, and getting an existing platform out into the field. 2-3 turns.

Bureaucracy: Skip a review, improve our strategic planning.


Plan not complete. Will come back tomorrow.
 
Last edited:
[X][Carter]Carter's Even larger spend
Infrastructure (3 Dice): +36 (AD cost: 2C) 48C
-[X][Carter]Harper SCED Base Foundations 0/1000 (2C/Die, Dice allocation requires at least 1 Industry Die) 9 Aux Dice + 1 Industry die, 38C 4.03%
-[X][Carter]Refurbish Anchorage Facilities 396/500 (2C/Die) 2 dice, 4C 95.35%
-[X][Carter]Supercomputer Complex Stage 1/5 0/200 (4C/Die) 4 Aux dice 24C 99.66%
-[X][Carter]Prefabricated Office Complex 87/100 5/5C (1C/Die) 1 die, 1C 100%
-[X][Carter]Expanded Power Production 74/150 5/5C (1C/Die) 1 Aux die, 3C 61%
Tiberium (3 Dice): +11 (AD cost: 5C) 2C
-[X][Carter]SCED Base Underground Deposit Safety 0/100 (1C/Die) 2 dice, 2C 74%
Industry (3 Dice): +11 (AD cost: 4C) 71C
-[X][Carter]Expand Anchorage Workshops 0/100 0/5C (1 AP or 5C/Die) 2 dice, 15C 70.74%
-[X][Carter]Anchorage Materials Laboratories 0/200 0/5C (4C/Die) 3 dice Aux 29C 38%
-[X][Carter]Chemical Plant Stage 1/2 0/200 (1AP or 3C/Die + 2C/Die) 3 Aux dice, 27C 38.86%
-[X][Carter]Thorium Nuclear Plant 427/500 (1 AP or 5C/Die + 2C/Die) 2 Aux dice, 22C 87.75%
-[X][Carter]Part Fabrication Plant Upgrade Stage 5/5 71/125 (3C/Die) 1 Aux die, 7C 58%
Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
-[X][Carter]Leopard Class Transport 207/425 20/20 AP 3 dice, 17.68%
RnD: +6
Development (3 Dice): 20C
-[X][Carter] Basic Probe Development 2/2 AP 141/200 (5C/Die) 1 dice, 5C 48%
-[X][Carter] Leopard Modification Development 0/500 0/10AP 0/10C 1 dice 10C 2AP
-[X][Carter] Basic Drive Module Development 0/2 AP 0/100 (5C/Die) 1 die, 2 AP, 5C 7%
Space Command Mission Planning (5/6 Dice) +6
-[X][Carter]Mission: Unmanned Lander Venus 77/150 1 die 34%
-[X][Carter]Mission: Manned Landing Mars 119/450 2 dice
-[X][Carter]Mission: Research Base (Luna) 423/500 2 dice
Bureaucracy (5 Dice): +6 7C
-[X][Carter]Organize Public Presence 0/2C (Requires one Die) 2C
-[X][Carter]Reach out to the Universities 0/150 2 dice, 20.16%
-[X][Carter]Expand Bureaucratic Staff 0/5C 0/50 1 die, 5C 57%
-[X][Carter]Expand RnD Staff 5/5C 114/150 1 die 71%
201/207 (75 Capital + 132 Capital Reserve) 6 Capital left in Reserve
4/4AP

Some minor changes to LightWispers plan a RnD dice is moved to Leopard Modification Development as we don't have a launch vehicle for the probe anyway so 1 dice now plus a second later if needed is fast enough.
With 2AP Leopard Modification Development can advance to 100/500 as 20% of the needed AP has been provided.
The first stage of the Supercomputer Complex Stage is 24C and building it might help or RnD rolls that are the main limit in when the moon landing can be launched
When asked on discord if the first stage gives a bonus Botcommand said: The first one also gives a Bonus, the biggest actually. Each stage gives a little less.
Anchorage Materials Laboratories give a Small Progress Reduction for certain Developments and are 28C
Planning has 2 dice on Research Base (Luna) we have a modified Leopard that can go there soon with 21 men so setting up a base there seems doable.

Added later:
One of the reasons i am willing to spend all of the reserves is that i am expecting more money when the near system probes action is taken and that that will happen soon as we want to start mining in space we need to do that first.

[X][Carter]Carter's Even larger spend buildings only
Infrastructure (3 Dice): +36 (AD cost: 2C) 48C
-[X][Carter]Harper SCED Base Foundations 0/1000 (2C/Die, Dice allocation requires at least 1 Industry Die) 9 Aux Dice + 1 Industry die, 38C 4.03%
-[X][Carter]Refurbish Anchorage Facilities 396/500 (2C/Die) 2 dice, 4C 95.35%
-[X][Carter]Supercomputer Complex Stage 1/5 0/200 (4C/Die) 4 Aux dice 24C 99.66%
-[X][Carter]Prefabricated Office Complex 87/100 5/5C (1C/Die) 1 die, 1C 100%
-[X][Carter]Expanded Power Production 74/150 5/5C (1C/Die) 1 Aux die, 3C 61%
Tiberium (3 Dice): +11 (AD cost: 5C) 2C
-[X][Carter]SCED Base Underground Deposit Safety 0/100 (1C/Die) 2 dice, 2C 74%
Industry (3 Dice): +11 (AD cost: 4C) 71C
-[X][Carter]Expand Anchorage Workshops 0/100 0/5C (1 AP or 5C/Die) 2 dice, 15C 70.74%
-[X][Carter]Chemical Plant Stage 1/2 0/200 (1AP or 3C/Die + 2C/Die) 3 Aux dice, 27C 38.86%
-[X][Carter]Anchorage Materials Laboratories 0/200 0/5C (4C/Die) 3 dice Aux 29C 38%
-[X][Carter]Thorium Nuclear Plant 427/500 (1 AP or 5C/Die + 2C/Die) 2 Aux dice, 22C 87.75%
-[X][Carter]Part Fabrication Plant Upgrade Stage 5/5 71/125 (3C/Die) 1 Aux die, 7C 58%
Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
-[X][Carter]Leopard Class Transport 207/425 20/20 AP 3 dice, 17.68%
RnD: +6
Development (3 Dice): 15C

-[X][Carter] Basic Probe Development 2/2 AP 141/200 (5C/Die) 2 dice, 10C 89.65%
-[X][Carter] Basic Drive Module Development 0/2 AP 0/100 (5C/Die) 1 die, 2 AP, 5C 7%
Space Command Mission Planning (5/6 Dice) +6
-[X][Carter]Mission: Unmanned Lander Venus 77/150 1 die 34%
-[X][Carter]Mission: Manned Landing Mars 119/450 4 dice 3.46%
Bureaucracy (5 Dice): +6 7C
-[X][Carter]Organize Public Presence 0/2C (Requires one Die) 2C
-[X][Carter]Reach out to the Universities 0/150 2 dice, 20.16%
-[X][Carter]Expand Bureaucratic Staff 0/5C 0/50 1 die, 5C 57%
-[X][Carter]Expand RnD Staff 5/5C 114/150 1 die 71%
196/207 (75 Capital + 132 Capital Reserve) 14 Capital left in Reserve
2/4AP

A new version of the plan that just adds
-[][Carter]Anchorage Materials Laboratories 0/200 0/5C (4C/Die) 3 dice Aux 29C 38%
and
-[][Carter]Supercomputer Complex Stage 1/5 0/200 (4C/Die) 4 Aux dice 24C 99.66%
 
Last edited:
I would like people to consider doing both light industrial sectors at the same time, it does push completion back but bringing both online in the same quarter would be a big symbol of our commitment (not to mention push the energy and cap goods drain back a bit). (we need 1 more point of cap goods before we can bring yz light industry online)

Beyond that for Tib- keep in mind we have YZ Intensification unlocked for 1 more phase thanks to a 2nd phase of the fortress towns. Also energy should be at +10 next turn due to rolling stock not finishing. Shell Phase 2 is 4 energy, a 2nd shipyard is 6.

BZ power is +16 for phase 2 so 6 dice on that to finish it and if we roll well get us part way into phase 3 would let us shift focus to yz, micro, fusion and rolling stock q1 and q2 under HI.

Edit-
Looking at Plan Goals

Plan Goals
Capital Goods: 18 points remaining -1
Consumer Goods: 72 points remaining -9
Food: 29 points remaining -1
MARV Fleets: 5 remaining -1
Military Goods Factories: 5 remaining -1
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 2 remaining
Abatement: 37 points remaining -5
Schooling Projects:Childcare and Preschool, and Educational Multimedia remaining -Educational Multimedia
GDI Income: 220 remaining -35
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.

So the surprise finish of edu multimedia knocks off one of our two school projects, we have 17 Cap Good, 63 Cons Good, 28 Food, 4 Marv Fleets, 4 Mil Factories, 32 abatement, 185 income and the rest of the ones that we have not done yet. Though we have 3 years and 1 quarter to do them.

Kind of thinking for free dice- 3 on shell factories, 1 on BZ power, not sure where the last goes.
So for mil- 2 on RZ 7 north reclamator, 1 to try and finish the BZ reclamator, 2 on copenhagen shipyard, and 3 on shell factories since I don't think there are any other projects that I would have finishing Q4 that take energy (start some yes, finish no) that allows 6 dice on BZ power which should bring it online. Tib is 1 on YZ intensification to finish that off for some income and mit, 1 tib and 2-3 infra dice on chicago to try and get that into phase 2, 3 tib and maybe the last free dice on yz harvesting for some more income and 4 points of yz mit or put that towards rz containment for 10-15 income vs 5-10 income and 2 rz mit instead of 4 yz mit.
 
Last edited:
Some minor changes to LightWispers plan a RnD dice is moved to Leopard Modification Development as we don't have a launch vehicle for the probe anyway so 1 dice now plus a second later if needed is fast enough.
This is incorrect - we do have a Titan rocket that can launch 1 AP-sized payloads, so we can launch the probe as soon as it is ready.

Other than that, it's not bad. I had been planning to save AP to start on either the Plasma Torch or Fusion Drive Experiments, since those automatically do 1 die/turn... And there's a possibility of both +AP projects not completing.
 
Something I think everyone is forgetting is that the tools and machines we are using to build stuff in our shipyards, factories and industrial sectors are crap. They're a few centuries out of date because primate tools were easier to make then our high tech efficient tools.

Getting the Kuro Machine Works open will make what we have and will build in the future way more effective.
 
[-]Launch Herschel-Luna
Transfer Possible: Always
Time for Transfer: 1-3 days (instant, same turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)

This is incorrect - we do have a Titan rocket that can launch 1 AP-sized payloads, so we can launch the probe as soon as it is ready.
The lunar probe mission listing a atlas as a requirement is a mistake then.


Other than that, it's not bad. I had been planning to save AP to start on either the Plasma Torch or Fusion Drive Experiments, since those automatically do 1 die/turn... And there's a possibility of both +AP projects not completing.
I added a version of the plan that only adds the two buildings:
[] Carter's Even larger spend buildings only
 
Shell Phase 2 is 4 energy, a 2nd shipyard is 6.
I thought the shipyards required 16 energy; I take it the way things are ordered, their energy cost is supposed to be read as "2^2 + 2^1 = 6", rather than "2^4 = 16"?

1 to try and finish the BZ reclamator,
To put it bluntly; finishing the BZ reclamator strikes me as an excellent example of falling victim to Sunk Cost Fallacy. Ie "we already spent resources on this, so we need to keep spending resources on this, regardless of whether or not it's a good idea to do so".
The way I see it, we'd be better off either investing those resources elsewhere - I did some math earlier in the thread and SMARVs didn't compare too favorably to YZ harvesting or RZ containment in terms of mitigation or income for resources spent - or getting started on building another Hub in another RZs, since that's currently their most efficient use.
Best-case scenario would be @Ithillid giving us some kind of option to re-purpose some of the existing effort put towards the BZ hub and re-investing it into another Hub in a different location.
Tib is 1 on YZ intensification to finish that off for some income and mit, [snip] 3 tib and maybe the last free dice on yz harvesting for some more income and 4 points of yz mit or put that towards rz containment for 10-15 income vs 5-10 income and 2 rz mit instead of 4 yz mit.
If income and/or mitigation are your primary concerns, then we'd be better off going all-in on RZ containment; it nets us almost double the income of YZ harvest+intensify, while only providing 1 point less mitigation, but in turn that mitigation is focused on RZ rather than YZ.
Our YZ mitigation is currently sufficient that, assuming average rolls, we're slowly shrinking them each turn, whereas our RZ mitigation is insufficient and the RZs are still slowly expanding each turn. Considering that YZ, while harsh and unhealthy to live in, are at least still somewhat habitable for normal humans, whereas RZs are effectively uninhabitable, RZ mitigation should probably be a higher priority than YZ mitigation for the time being, at least until we get it to a roughly even level with YZ mitigation.
 
I thought the shipyards required 16 energy; I take it the way things are ordered, their energy cost is supposed to be read as "2^2 + 2^1 = 6", rather than "2^4 = 16"?
The space is in there intentionally. --- -- is six ----- is sixteen.
Best-case scenario would be @Ithillid giving us some kind of option to re-purpose some of the existing effort put towards the BZ hub and re-investing it into another Hub in a different location.
I won't be. It is politically nonviable to tear down even part of a MARV hub at this time. The expectation is that sooner or later you will be building all of them, not just the ones in the best locations.
 
Why is the thread discussion wanting to destroy MARV hubs that even Granger won't touch. The spread of Tiberium is everywhere and everyone knows how much the blue zones are shrinking. While the project to ensure more abatement efforts is necessary the blue zones are the center of our rapidly dwindling civilization that is why we need to prevent even more loss to have more leverage against Kane for the Tiberium Control Network he is currently designing out of the stolen Tacitus. Our job is abatement and ensuring global civilization won't go the way of the dodo and the blue zones are our most precious resources even if we need to do projects to ensure the Yellow Zones would trust the GDI again.
 
The way I see it, we'd be better off either investing those resources elsewhere - I did some math earlier in the thread and SMARVs didn't compare too favorably to YZ harvesting or RZ containment in terms of mitigation or income for resources spent - or getting started on building another Hub in another RZs, since that's currently their most efficient use.

MARVs let us use Military dice for abatement and harvesting efforts. That they are less efficient at both than dedicated efforts under the Tiberium department is to be expected, although at the same time MARVs help with securing the area they are based in. Tiberium harvesting and abatement operations from Tiberium dice rather notably don't do that.
 
It's not? The discussion was about how BZ are a bad choice for hubs (at least until all RZ and YZ options are exhausted) and the possibility of *relocating/re-using* - not destroying - the partially completed hub in a different location.
I don't think transporting already constructed materials can work when trying to fight Nod. It would be easier to construct the hubs on site than that because those are just easy targets and the logistics to build it in various parts of the world is going to be daunting. Also, while the hub we have is in direct sight of the citizens and while it's not yet constructed they will get mad if a source of their future protection is going to be wheeled off to another Treasury money making scheme when Tiberium is also still growing in the blue zones.
 
MARVs let us use Military dice for abatement and harvesting efforts. That they are less efficient at both than dedicated efforts under the Tiberium department is to be expected, although at the same time MARVs help with securing the area they are based in. Tiberium harvesting and abatement operations from Tiberium dice rather notably don't do that.
Yes, and if you go back and carefully re-read what I wrote in its entirety, you'll note that a) I'm specifically criticizing the idea of building a hub in one of our Blue Zones, and b) suggest beginning the construction of another Red Zone reclamator hub as one of the potential alternatives for the resources not spent on the BZ reclamator.

Even if we're expected to ultimately build hubs everywhere, prioritization is important, and building hubs in the blue zones, where they would offer the least amount of benefits in terms of income, mitigation, or military protection/power projection is simply a tremendously bad idea while there are still red and yellow zones without hubs around.
 
MARVs are built from the ground up to operate primarily in Red Zones, and they're expensive enough that I don't want to spend a big pile of cash to experiment and find out what their numbers look like in Blue/Yellow Zones. We know the numbers in Red Zones look good, we need to beef up our Red Zone presence, just stick with what we know works and what the machine was designed for. Eventually we'll end up building the YZ/BZ hubs as well on a long enough timescale probably, but RZ hubs have top priority IMO.

As for reusing the 30-something points we chucked at the Blue-1 hub, IIRC from the flavor text it's just a couple empty concrete prefabs not any expensive machinery. Not really worth shipping halfway across the planet, just build some new ones on-site.
 
Last edited:
MARVs are built from the ground up to operate primarily in Red Zones, and they're expensive enough that I don't want to spend a big pile of cash to experiment and find out what their numbers look like in Blue/Yellow Zones. We know the numbers in Red Zones look good, we need to beef up our Red Zone presence, just stick with what we know works and what the machine was designed for. Eventually we'll end up building the YZ/BZ hubs as well on a long enough timescale probably, but RZ hubs have top priority IMO.
This. The only potential deviation I could see for prioritizing some YZ over RZs in general would be those containing locations of great strategic importance, such as the Chicago or Karashi planned cities.
 
I would like people to consider doing both light industrial sectors at the same time, it does push completion back but bringing both online in the same quarter would be a big symbol of our commitment (not to mention push the energy and cap goods drain back a bit). (we need 1 more point of cap goods before we can bring yz light industry online)
I oppose this course of action because I want to front-load consumer goods production. Factories take time to produce and distribute enough inventory for their products to begin having an effect on society at large.

Gigantic industrial rollouts right before the election are not as good as having the relevant industry chugging away for the better part of a year before the election even happens, because this election won't be decided on "did you just cut the ribbon on a factory" the way that Supreme Soviet decisions would be. It'll be decided on "has the public actually seen the goods that will be coming out of this factory yet." There's some lag time built into that metric.

I'd rather have one set of light industrial sectors done comfortably before the election and still be working on the other set, than have both complete immediately before the election.
 
Plan Draft Yellow, Red MARV & Space
3/5 free dice.
-Infrastructure 4/5
--[] Yellow Zone Fortress Towns (Phase 3) 25/200? 2 dice 40R 21%
--[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%
-Heavy Industry 5/5 + 2
--[] Kure Machine Works 0/280 2 dice 30R
--[] Blue Zone Power Production Campaigns (Phase 1) 193/500 3 dice 30R 3%
--[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
-Light Industry 3/3
-[] Chemical Precursor Plants 36/200 3 dice 45R 77%
-Agriculture 3/3
-[] Yellow Zone Aquaponics Bays (phase 4) 44/80 1 die 10R 92%
-[] Expansive Aquaponics Campaigns 0/600 2 die 20R
-Tiberium 4/5
-[] Yellow Zone Tiberium Harvesting (Phase 4) 4 dice 80R 93%
-Orbital 3/3 +2/2
-[] Orbital Cleanup (Phase 1) 0/100 2 dice 10R? 82%
-[] Asteroid Belt Survey Probes 0/100 1 die FREE? 28%
-[] GDSS Enterprise (Phase 3) 68/390 2 dice 50R?
-Military 5/5 + 1
--[] Shell Plants (Phase 2) 31/300 4 dice 40R 48%
--[] Reclaimator Hub RZ-? 0/125 3 dice 45R 94%
-Bureaucracy 3/3
-[] Expand Strategic Planning Apparatus 0/100 3 dice 98%

455/445?

Swapped out Wolverines for second MARV hub. More dice into YZ harvesting.

Is the Orbital Shuttle discount per die or one-off?Trying to set up Orbital as an industrial base out of Tiberium's reach first. Philadelphia & Shasta later.

Criticism? I have no idea what I'm doing.
 
Its 10 less progress needed not -10R but applies to all projects.
Bollocks.

Oh, well. I think Enterprise needed asteroid miners anyway. Knocked a die off that.

[] Plan Draft Yellow, Red MARV & Space
-Infrastructure 4/5
--[] Yellow Zone Fortress Towns (Phase 3) 25/200? 2 dice 40R 21%
--[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%
-Heavy Industry 5/5 + 2
--[] Kure Machine Works 0/280 2 dice 30R
--[] Blue Zone Power Production Campaigns (Phase 1) 193/500 3 dice 30R 3%
--[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
-Light Industry 3/3
-[] Chemical Precursor Plants 36/200 3 dice 45R 77%
-Agriculture 3/3
-[] Yellow Zone Aquaponics Bays (phase 4) 44/80 1 die 10R 92%
-[] Expansive Aquaponics Campaigns 0/600 2 die 20R
-Tiberium 4/5
-[] Yellow Zone Tiberium Harvesting (Phase 4) 4 dice 80R 93%
-Orbital 3/3 +1/2
-[] Orbital Cleanup (Phase 1) 0/100 2 dice 20R 82%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R 28%
-[] GDSS Enterprise (Phase 3) 68/390 1 dice 30R
-Military 5/5 + 1
--[] Shell Plants (Phase 2) 31/300 4 dice 40R 48%
--[] Reclaimator Hub RZ-? 0/125 3 dice 45R 94%
-Bureaucracy 3/3
-[] Expand Strategic Planning Apparatus 0/100 3 dice 98%

455/445?
 
Fortress towns aren't a good investment at this time, we are already dealing with a severe shell deficit, and we have a housing surplus. If you really want housing, I'd suggest BZ arcologies, we need 2 stages of arcologies for the plan goal and they offer consumer goods.
 
Back
Top