NOD is just trying to protect the environment though and prevent over harvesting of tiberium. ;) I don't get why GDI is being so evil, harvesting everything in sight :( #greenearth #NODGood
 
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Dammit alex jones grandson

But at least he is too crazy to join nod
Of course not Nod is obviously a puppet of the lizard men who are fighting the Illuminati who control GDI. Tiberium is obviously a ploy by the little grey men with their puppets the so called Scrim who are actually the results of the alien experiments on the abductees. They're all fighting over this secret wish granting machine called the Tacticus, it all makes perfect sense and anybody who disagrees is obviously a gay, Satanist, mutie who should be put down before infects the rest of us. 😉
 
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Of course not Nod is obviously a puppet of the lizard men who are fighting the Illuminati who control GDI. Tiberium is obviously a ploy by the little grey men with their puppets the so called Scrim who are actually the results of the abductees. They're all fighting over this secret wish granting machine called the Tacticus, it all makes perfect sense and anybody who disagrees is obviously a gay tiberium mutie who should be put down before infects the rest of us. 😉

at least 1 of the elements of that fever dream rant could happen in the crazy universe of c&c tiberium wars
(tacticus supermech when?)
 
With regards to the level of abstraction, I agree that this thing with the media is below ours; on the flipside our discussion on the issues we perceive or imagine can shape how Ilithid decides to narrate certain sections, or describe in the chapter the org chart that exists below our abstraction. So it's not entirely pointless IMO, though I will say it's absolutely not worth getting into a heated debate over.

I was really just spitballing how, in theory, you'd implement a media system with as little bias as possible. It's probably the single most important factor to the success of democracy outside of corruption IMO so not meaningless.

Generally this quest is super nice to us the players. If this was Blackstar quest I'd totally expect the guy that wound up managing the media grants is a FMP plant and we have a massive propoganda problem in 2 years that we have to manage, and can't easily fire the guy without political pushback or something.
 
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on the flipside our discussion on the issues we perceive or imagine can shape how Ilithid decides to narrate certain sections, or describe the org chart in the chapter that exists below our abstraction. So it's not entirely pointless IMO, though I will say it's absolutely not worth getting into a heated debate over.
This. Getting into discussion, trying to figure out how it might work, and the like, having engagement with a topic, means that I will generally try to put more in that area. Because it is something that people care about and so I want to do more emphasis there.
 
Does GDI's various agriculture programs include growing spices? There's a lot of focus on food with good calorie content but not a lot on taste, though that's changing. You can do a lot with just some basic ground black pepper or some chilies so spicy food can make a comeback.

Then again, perhaps various spices are included under various consumer goods in the projects.
 
@Ithillid

The Yellow Zone Arcologies have changed from "deeply unpopular among Hawks" to just "unpopular among Hawks".

Is that intentional?
I'm pretty sure it is - the Hawks are developing a split between factions which favor a return to the old "Blue Zone Only" policies, and the ones which just want the Treasury to throw cash at the military. (I'm cool with the second, since the military does do nice things like blow up NOD.)
Does GDI's various agriculture programs include growing spices? There's a lot of focus on food with good calorie content but not a lot on taste, though that's changing. You can do a lot with just some basic ground black pepper or some chilies so spicy food can make a comeback.

Then again, perhaps various spices are included under various consumer goods in the projects.
I believe so, although they are rare - there was a Luxury Aquaponics project to increase our capacity for that, among other luxury foods.
 
I'm pretty sure it is - the Hawks are developing a split between factions which favor a return to the old "Blue Zone Only" policies, and the ones which just want the Treasury to throw cash at the military. (I'm cool with the second, since the military does do nice things like blow up NOD.)
Wouldn't be surprised if it's also a benefit from Fortress Towns. Because the further we develop those, the more protected the Arcology locations can become. Thus reducing how much of a risk they are to Nod raids.
 
Infra continues steadily making BZ Arcologies, enough to make progress, but not enough to finish. But we'll have the first phase done before election time, and that'll be another 4 Consumer Goods and half of the Socialist Party's demands met.
I'd really like to get fiber optics done.That also contributes significant consumer goods, and gives us more slack in the Logistics system.

HI is BZ Power Production with 3 dice, 2 dice on Fusion Power Prototype because we need to start to work on Fusion for when Fission starts becoming uneconomical from the lack of fissionables. And one die on BZ Microgeneration (subject to possibly being swapped out if needed.) Next turn I plan to push for YZ Power Grid and more BZ Power Production. Not Rolling Stock because it's too much of a power hog right now.
I would like to advocate for something other than Blue Zone Microgeneration, unless it becomes a +Energy option in its own right. The resources don't cost much, but they add up and dice are short too in their way. Among other things I don't want the Heavy Rolling Stock option to languish half-finished indefinitely, even if it has to languish for a single turn. I think it's still at 111/250 or something; we could put a die on it without risk of completion.

Instead, I'm relying on LCI to get the necessary capital goods. One die on Chemical Precursors (we can slow-roll it out since we don't need the Capital Goods immediately, just when the Industry finishes), two dice on Yellow Zone Industry, and 1 die for Security Reviews, since we're about to start investing heavily into LCI and we want to make sure it's clean.
The problem is that we need bunches of capital goods, not just small amounts trickled in here and there...

Agriculture, we finish Vertical Farming for Food and Consumer Goods, then Perennials since getting the kinds of foods it grows feels like the thing that'd unlock some Consumer Good options, plus I think it's been mentioned that there may be narrative effects behind it.
Okay now that is a good idea.

Services has 2 dice on Scrintech so we can get that research and juicy technology relatively early, 2 dice on Childcare to finish up the last of our education obligations. May give up one die on Scrintech if we need the resources elsewhere, but I really want to go heavy on the research. If there's any techline that might come up with more ways to slow down, or at least exploit Tiberium, it'd be the Scrin.
I'm shaky on two dice on Scrintech right now because the budget's still a bit tight, but I do approve of researching it in general.


Of course not Nod is obviously a puppet of the lizard men who are fighting the Illuminati who control GDI. Tiberium is obviously a ploy by the little grey men with their puppets the so called Scrim who are actually the results of the alien experiments on the abductees. They're all fighting over this secret wish granting machine called the Tacticus, it all makes perfect sense and anybody who disagrees is obviously a gay, Satanist, mutie who should be put down before infects the rest of us. 😉
A Forgotten with a rainbow armband on one arm, a red armband on the other, and a very mean grin shows up at the door, knocking forcefully.

"Yeah. About that."

[cracks knuckles]
 
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I decided to compare what it will take to build the blue vs the yellow Light Industrial Sectors
[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)

[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)
At first glance its 50 progress and 1 Capital Goods, so only a minor difference but we have the one Capital Goods needed for blue but not the two for the yellow

[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)
As all HI dice will be busy producing power for at least two more turns this is where the capital goods will come form this will take between two and three dice at 15R each.
But the Chemical Precursor Plants need 2 Energy so we need to build:

[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 101/275 : 5 resources per die) (++ Energy)
And that are two to three HI dice and 10-15R more.

So the blue zone will cost:
4-6 LCI dice at 10R = 40-60R
Yellow
5-6 LCI dice at 10R = 40-60R
2-3 LCS dice at 15R = 30-45R
2-3 HI dice at 5R = 10-15R
Total expected cost= 7-9 LCI dice, 2-3 HI Dice and between 80R and 120R
 
Yellow Zone Light Industry is also a plan requirement and a way to improve ties between YZ and BZ and a way to improve GDI standing in the YZ which will help with the upcoming election. It is more than just raw stats making this decision. Also Rolling Stock plants next turn since it also provides some badly needed logistics.
 
Yeah. Getting Yellow Zone Light Industry done before the election would be a major feather in our cap. It might also reduce how angry the Hawks get when we build Yellow Zone arcologies, which we'll realistically have to to complete our promise to the Socialists.

EDIT:

On the other hand, relentlessly maximizing for consumer goods output in the first half of the plan isn't such a bad idea either, and if we're relentlessly maximizing, then we want the Blue Zone light industrial zones, because that way, as @sunrise points out, we won't need to spend as many dice on supporting projects.
 
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Calling CQ vote her


[X] Plan Carter's Terrible "One With Everything" plan
-[X]Infrastructure (3 Dice): +35 (AD cost: 2C) -14 personnel, -17, +1 power 434C
--[X][Carter]SCED Base Administrative Building
---[X]Modern 0/600 (3C/Die) (Power -2, Personnel -1) 9 AD 45C 97.58%
--[X][Carter]SCED Base Part Production Plant Shell
---[X]Modern 0/350 (3C/Die) (Power-, Personnel -) 3 dice + 3 AD 24C 99.1%
--[X][Carter]SCED Base Assembly Plant Shell
---[X]Modern 0/300 (3C/Die) (Power-, Personnel -) 5 AD 25C 97.75%
--[X][Carter]Supercomputer Complex Stage 1/5 0/185 (4C/Die) (Power-, Personnel -) 9 AD 54C 99.43% for 3 stages if all the same progress
--[X][Carter]Expanded Power Production 120/150 5/5C (1C/Die) 1 AD 3C 100%
--[X][Carter]Anchorage Site Staff Accommodations
---[X]Modern 0/600 (3C/Die) 9 AD 45C (Power -3, Personnel -3) 97.58%
--[X][Carter]SCED Base Automated Assembly Line Shell
---[X]Modern 0/300 (3C/Die) ( Power-, Personnel -) 5 AD 25C 97.75%
--[X][Carter]SCED Base Mission Control
---[X]Modern 0/300 (3C/Die) (Power--, Personnel -) 5 AD 25C 97.75%
--[X][Carter]SCED Base Staff Accommodations
---[X]Maximum 0/600 (3C/Die) (Power -3, Personnel -3) 9 AD 45C 97.58%
--[X][Carter]Anchorage Environmental Testing Facilities 0/85 0/5C (1AP + 3C/Die) 35C 2 AD (Power -) 99.09%
--[X][Carter]Anchorage Variable-G Laboratories 0/485 0/5C (1AP or 10C/Die + 1C/Die) 7AD 91C (Power --) 93%
--[X][Carter]Anchorage Biohazard Laboratories 0/85 0/5C (4C/Die) 2 AD 17C 99.09%
-[X]Tiberium (3 Dice): +10 (AD cost: 5C) -5 Personnel -1 Power -1 Office Space 65C
--[X][Carter]SCED Base Tiberium Spikes 0/200 ( 4C/Die + 2C/Die) (Raw Resources ++, Personnel -, Power -) 3 dice + 1 AD 29C 76.18%
--[X][Carter]Harper Tiberium Perimeter Teams Stage 1 0/300 (4C/Die) (Personnel ---, Office Space -) 6 AD 36C 81.08%
-[X] Industry (3 Dice): +10 (AD cost: 4C) -3 Personnel, -5 Power, 546C
--[X][Carter]Anchorage Production Laboratory 0/285 0/5C (4C/Die) (Power -) 3 dice 3 AD 29C 86.28%
--[X][Carter]Anchorage Materials Laboratories 0/185 0/5C (3C/Die) (Power -) 4 AD 33C 83.26%
--[X][Carter]Anchorage Chemical Laboratories 0/285 0/5C (4C/Die) (Power -) 6 AD 53C 86.28%
--[X][Carter]Part Fabrication Plant Upgrade Stage 5/5 84/125 (3C/Die) (Power -, Personnel -- ) 1 AD 7C 70%
--[X][Carter]Chemical Plant Stage 2/2 33/200 (3C/Die + 1C/Die) ( Personnel -, Power - )3 AD 24C 61.14%
--[X] Satellite Factory 0/1250 0/50C (5C/Die, only Auxiliary Dice) 24 AD 266C 92.35%
--[X] [Carter]SCED Base Civilian Power Connections 0/100 (3C/Die) 2 AD 14C 69.19%
--[X][Carter]Second Thorium Nuclear Plant 0/500 (5C/Die + 1C/Die) 12 AD 120C (Personnel-) 98.89%
-[X] Assembly (3 Dice): +5 (AD cost: 7C) (Progress limited by assigned Parts)
--[X][Carter]Leopard Class Transport 353/425 20/20 AP 3 dice 97.23
-[X] Development (2 Dice)] +7 3 AP 235C
--[X][Carter]Basic Drive Module Development 2/2 AP 59/100 (5C/Die) 1 dice 5C 67%
--[X][Carter]Leopard Modification Development 0/400 0/10AP 0/10C 8AP 60C for 6AP 70C total 6 dice 22.52%
--[X][Carter]Heavy Space Suit Experiments 0/5C 0/3 AP 0/250 5C/turn 3AP 5C + 5C/Turn
--[X][Carter]Plasma Torch Drive Experiments 0/450 0/5 AP 0/20C 5C/turn 70C + 5C/Turn
--[X][Carter]Fusion Drive Experiments 0/450 0/5 AP 0/20C 5C/turn 70C + 5C/Turn
-[X] Space Command Mission Planning (5/6 Dice) +5 6C
--[X]Launch Herschel-Luna 6C (no die required)
--[X][Carter]Earth Orbit Long Range Comsat Network 0/100 2 dice 60.84%
--[X][Carter]Lunar Commsat Network 0/100 2 dice 60.84%
--[X][Carter]Mission: Unmanned Orbiter Phobos 0/50 1 die 56%
-[X] Bureaucracy (5 Dice): +6 20C
--[X][Carter]Staff Hire (10)C (Requires one Die) 10C
--[X][Carter]Staff Hire (10)C (Requires one Die) 10C
--[X][Carter]Expand Bureaucratic Staff 5/5C 31/50 1 die 88%
--[X][Carter]Expand RnD Staff 5/5C 127/150 1 die 84%
--[X][Carter]Reach out to the Universities 68/100 1 die 75%

1306/1665C
3AP/7AP
BOTcommander threw 6 100-faced dice. Reason: SCED Base Part Production Plan Total: 197
18 18 27 27 26 26 29 29 6 6 91 91
BOTcommander threw 5 100-faced dice. Reason: SCED Base Assembly Plant Shell Total: 140
41 41 44 44 11 11 16 16 28 28
BOTcommander threw 9 100-faced dice. Reason: Supercomputer Complex Stage 1 Total: 496
86 86 75 75 34 34 16 16 96 96 2 2 62 62 94 94 31 31
BOTcommander threw 1 100-faced dice. Reason: Expanded Power Production Total: 50
50 50
BOTcommander threw 9 100-faced dice. Reason: Anchorage Staff Accommodations Total: 383
17 17 67 67 64 64 47 47 9 9 20 20 60 60 71 71 28 28
BOTcommander threw 5 100-faced dice. Reason: SCED Base Automated Assembly Total: 205
38 38 90 90 38 38 24 24 15 15
BOTcommander threw 5 100-faced dice. Reason: SCED Base Mission Control Total: 281
81 81 82 82 77 77 9 9 32 32
BOTcommander threw 9 100-faced dice. Reason: SCED Base Staff Accommodations Total: 365
19 19 51 51 90 90 95 95 7 7 21 21 14 14 8 8 60 60
BOTcommander threw 2 100-faced dice. Reason: Environmental Testing Total: 163
82 82 81 81
BOTcommander threw 7 100-faced dice. Reason: Variable-G Laboratories Total: 233
18 18 68 68 14 14 11 11 28 28 15 15 79 79
BOTcommander threw 2 100-faced dice. Reason: Biohazard Laboratories Total: 137
83 83 54 54
BOTcommander threw 6 100-faced dice. Reason: SCED Base Tiberium Spikes Total: 477
100 100 92 92 96 96 43 43 90 90 56 56
BOTcommander threw 6 100-faced dice. Reason: Harper Tiberium Teams Total: 399
68 68 99 99 67 67 58 58 30 30 77 77
BOTcommander threw 6 100-faced dice. Reason: Anchorage Production Laborator Total: 288
57 57 6 6 97 97 48 48 34 34 46 46
BOTcommander threw 4 100-faced dice. Reason: Materials Laboratories Total: 213
35 35 6 6 87 87 85 85
BOTcommander threw 6 100-faced dice. Reason: Chemical Laboratories Total: 253
46 46 38 38 91 91 56 56 12 12 10 10
BOTcommander threw 1 100-faced dice. Reason: Part Fabrication Plant Upgrade Total: 55
55 55
BOTcommander threw 3 100-faced dice. Reason: Chemical Plant Stage 2 Total: 195
59 59 40 40 96 96
BOTcommander threw 12 100-faced dice. Reason: Satellite Factory 1 Total: 645
90 90 98 98 1 1 19 19 17 17 59 59 85 85 2 2 64 64 87 87 82 82 41 41
BOTcommander threw 12 100-faced dice. Reason: Satellite Factory 2 Total: 517
80 80 9 9 17 17 84 84 39 39 98 98 69 69 65 65 10 10 5 5 21 21 20 20
BOTcommander threw 2 100-faced dice. Reason: Civilian Power Connections Total: 66
39 39 27 27
BOTcommander threw 12 100-faced dice. Reason: Second Thorium Nuclear Plant Total: 469
25 25 52 52 21 21 31 31 86 86 32 32 96 96 1 1 18 18 20 20 27 27 60 60
BOTcommander threw 3 100-faced dice. Reason: Leopard Class Transport Total: 156
47 47 73 73 36 36
BOTcommander threw 1 100-faced dice. Reason: Drive Module Development Total: 52
52 52
BOTcommander threw 6 100-faced dice. Reason: Leopard Modification Dev Total: 332
59 59 100 100 51 51 65 65 3 3 54 54
BOTcommander threw 1 100-faced dice. Reason: Heavy Space Suit Experiments Total: 39
39 39
BOTcommander threw 1 100-faced dice. Reason: Plasma Torch Drive Experiments Total: 48
48 48
BOTcommander threw 1 100-faced dice. Reason: Fusion Drive Experiments Total: 56
56 56
BOTcommander threw 1 100-faced dice. Reason: Herschel-Luna Launch Total: 64
64 64
BOTcommander threw 2 100-faced dice. Reason: EOLR Comsat-Net Total: 42
31 31 11 11
BOTcommander threw 2 100-faced dice. Reason: Lunar Commsat Network Total: 62
25 25 37 37
BOTcommander threw 1 100-faced dice. Reason: Unmanned Orbiter Phobos Total: 44
44 44
BOTcommander threw 1 100-faced dice. Reason: Expand Bureaucratic Staff Total: 86
86 86
BOTcommander threw 1 100-faced dice. Reason: Expand RnD Staff Total: 34
34 34
BOTcommander threw 1 100-faced dice. Reason: Reach out to the Universities Total: 26
26 26
BOTcommander threw 9 100-faced dice. Reason: SCED Base Administrative Build Total: 565
80 80 29 29 77 77 51 51 19 19 93 93 94 94 38 38 84 84
BOTcommander threw 2 100-faced dice. Reason: Lawsuit Stuff Total: 115
77 77 38 38
BOTcommander threw 1 6-faced dice. Reason: Leopard Drytest Total: 4
4 4
 
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Yeah. Getting Yellow Zone Light Industry done before the election would be a major feather in our cap. It might also reduce how angry the Hawks get when we build Yellow Zone arcologies, which we'll realistically have to to complete our promise to the Socialists.

EDIT:

On the other hand, relentlessly maximizing for consumer goods output in the first half of the plan isn't such a bad idea either, and if we're relentlessly maximizing, then we want the Blue Zone light industrial zones, because that way, as @sunrise points out, we won't need to spend as many dice on supporting projects.
Looks at the service and agri projects we have done and will continue to do. Plus cons goods from stuff like Fiber Optics next turn and BZ arcologies (if space takes less R or in Q2). We have a lot of Cons Good across 4 categories right now so we will be pushing that. And I think we can get both YZ and BZ light industry finished before the end of the coming year (and I think elections are at the end of the coming year)
 
Looks at the service and agri projects we have done and will continue to do. Plus cons goods from stuff like Fiber Optics next turn and BZ arcologies (if space takes less R or in Q2). We have a lot of Cons Good across 4 categories right now so we will be pushing that. And I think we can get both YZ and BZ light industry finished before the end of the coming year (and I think elections are at the end of the coming year)
Personally I think it's a bit optimistic to expect to have both sets of zones by the end of 2055, but I haven't really crunched the numbers. My main point was that in principle, doing the Blue Zone version of the industrial target might free up enough dice for us to do another additional consumer goods project of some kind- but I'm not really sweating the details here, I could be wrong. Just something to at least consider.
 
Personally I think it's a bit optimistic to expect to have both sets of zones by the end of 2055, but I haven't really crunched the numbers. My main point was that in principle, doing the Blue Zone version of the industrial target might free up enough dice for us to do another additional consumer goods project of some kind- but I'm not really sweating the details here, I could be wrong. Just something to at least consider.
Light Industrial sectors at +8 are tied for the best with VR arcade (services) and Ranching (agri) with the rest of the cons good being +4 or lower and are a way to get people employed and for that matter the YZ Light mentions: from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.

And as mentioned we have Cons Good projects in Infra (Fiber optics and BZ arcologies), Agri, and 2 service project (and we have already done several cons good from service already) so we can still push cons good overall.

Math wise we are looking at 7-8 for YZ and 6-7 for BZ so 15 on the high end which is 5 quarters or 4 quarters and 3 free dice (dependent on rolls) so quite doable and would be a major feather in our cap to get both online by end of the year.
 
@BOTcommander I don't normally look at the mechanics of Carterquest much, but... I just counted over 140 dice. That is way too many dice. You might want to cut back on how many actions and dice you're using, by like, a ton.
On the other hand, relentlessly maximizing for consumer goods output in the first half of the plan isn't such a bad idea either, and if we're relentlessly maximizing, then we want the Blue Zone light industrial zones, because that way, as @sunrise points out, we won't need to spend as many dice on supporting projects.
Maximising consumer goods leading up to the election is an inherently political action, and if we're doing that we might as well make sure to do Yellow Zone light industry first since it'll look way better politically than doing BZ industry first. The lack of maximal efficiency is made up for by far by the optics of supporting the Yellow Zones.
 
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