In regards to current plans for next turn, it should be noted that with the start of a new year we're almost certain to see many new options; Both LC&I and Services in partucular only have 4 remaining projects and are likely to gain more.
Perhaps but getting a framework in place as some areas like HI, Tib and Infra are unlikely to change and Tib is always a resource hog. Mil we might get some new projects but I do feel like we need to get some more factories online before we do more dev projects. As for LC- getting YZ Light industry online before elections would be a nice win so it would take a lot for me to shift dice away from that (and it is a plan goal). Services is where I am the most flexible but it would need cheap options and if we get more research, well those are expensive. Orbital is where I expect a lot of new projects so not going to pick at this stage.
 
Sorry, but the complete lack of memes about enemies of the Treasury (mostly economic/supply issues) facing a fully armed and operational mining station in the forum posts breaks SoD.
 
Alright here's a cautious plan meant to avoid spending any energy exept maybe the two we have right now.

[] plan power saving option

Infrastructure 5/5
-[ ] Blue Zone Arcologies (Phase 1) 2 dice 30R 0%
(Progress 140/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)
-[ ] Fiber-Optic Expansion 3 dice 60R 24%
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
Heavy Industry 5/5
-[ ] Blue Zone Power Production Campaigns (Phase 2) 2 dice + 1 free die 30R 99%
(Progress 427/500: 10 Resources per die) (- Labor, +++++ Energy)
-[ ] Fusion Power Prototype 2 dice 40R 11%
(Progress 0/200: 20 Resources per Die) (+ Energy)
-[ ] Heavy Rolling Stock Plants 1 die 10R 0%
(Progress 111/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
Light and Chemical Industry 3/3
-[ ] Chemical Precursor Plants 1 die 15R 0%
(Progress 36/200: 15 resources per die) (++ Capital Goods, -- Energy)
-[ ] Yellow Zone Light Industrial Sectors 1 die 10R 0%
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
Agriculture 3/3
-[ ] Perennial Aquaponics Bays 2 dice 20R 8%
(Progress 0/200: 10 resources per die) (+++ food)
-[ ] Vertical Farming projects 1 die 15 14%
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
Tiberium 3/5
-[ ]Blue Zone Perimeter Fencing (Phase 2) 3 dice 45R 99%
(Progress 252/400: 15 resources per die) (4 points of yellow zone mitigation)
Orbital 3/3 2 fusion dice
-[ ] GDSS Philadelphia II (Phase 1) 2 fusion dice 40R 88%
(Progress 0/90: 30 resources per die) (5 PS for completion)
-[ ] Expand Orbital Communications Network (Phase 2) 1 die 15 27%
(Progress 29/140: 15 resources per die) (+ Logistics) (5 PS for completion)
Services 4/4
-[ ] Scrin Research Institutions 1 die 30R 0%
(Progress 0/350: 30 resources per die)
-[ ] Childcare and Preschool programs 2 dice 10R 25%
(Progress 0/200: 5 Resources per die) (--- Labor)
-[ ] Fashion development houses 1 dice 10R 0%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
Military 5/5
-[ ] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[ ] Reclaimator Hub Red Zone 6 South 1 die 20R 100%
(Progress 93/105)
-[ ] Reclamator Fleet RZ-6 North
--[ ] Super MARVs 2 dice 40R 5%
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Development Predator 1 free die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[ ] Ablat Plating Development 1 free die 10R 58%
(Progress 0/70: 10 resources per die)
-[ ] Point Defense Refits 1 die + 1 free die 20R 0%
(Progress 15/250: 10 Resources per die)
-[ ] Advanced Myomer Works 1 die + 1 free die 20R 55%
(Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
Bureaucracy 3/3
-[ ] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 2 dice
(DC 60 + 1 operations die)
Free Dice 5/5

500/500 475 Resources Per Turn + 25 Resources Stored Used
I'll probably change it depending on any new options next turn, so thoughts anyone?
 
So I'm new here and got a question. C&C Renegade gave us a portable ion cannon that was never seen again, but is still technically canon.

First, does anyone know what happened with that? As far as I know it just disappeared from the series without notice.

Second, with some NOD elements to give us DEW expertise, and especially now that we have early NOD lasing technology in hand, will we get the opportunity to look at portable ion weapons as projects again?
 
-[] Red Zone Containment Lines (Phase 3) 104/180 2 dice 50R
I know we want more RZ Abatement and income, but I really don't like this. We just had warning signs that even Phase 2 Containment Lines is spreading the military even thinner, even if not as bad as Harvesting/Glacier Mines.

I think it's better to focus our Tiberium Dice on Blue Zone stuff until the bulk of our military is feeling more confident in their ability to hold. Red Zone stuff can be covered by MARVs for now.
 
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I know we want more RZ Abatement and income, but I really don't like this. We just had warning signs that even Phase 2 Containment Lines is spreading the military even thinner, even if not as bad as Harvesting/Glacier Mines.

I think it's better to focus our Tiberium Dice on Blue Zone stuff until the bulk of our military is feeling more confident in their ability to hold. Red Zone stuff can be covered by MARVs for now.

At the very least we probably want confirmed air superiority before we start poking the Red Zones again. There's nothing wrong with holding back for a turn while we do a round of factories. The fact that the fences are cheaper and we can thus do more in other categories helps too.
 
Hrm...
It looks like Shells are a bottomless pit.
Perhaps we should investigate the Railgun option.

Or at least get Chemical Precursors up.

It doesn't help that the Treasury has been rather aggressive in funding the purchase of artillery pieces, and the military has been enjoying them. Also, since we started rolling out artillery both GDI's commitments and Nod's attacks have grown, so there's just more demand for shells.

So I'm new here and got a question. C&C Renegade gave us a portable ion cannon that was never seen again, but is still technically canon.

First, does anyone know what happened with that? As far as I know it just disappeared from the series without notice.

Second, with some NOD elements to give us DEW expertise, and especially now that we have early NOD lasing technology in hand, will we get the opportunity to look at portable ion weapons as projects again?

The portable ion cannon is a neat toy, but was a dead end development; there were other tools that could do everything the portable ion cannon could, but more easily and/or more effectively.

It is likely that GDI has regularly revisited the concept, because it's an interesting idea, but building an ion cannon that can be lugged around, abused, used and maintained by the average infantryman, or at least the average anti armour specialist, is yet an unsolved problem, and GDI has other solutions to the problem the portable ion cannon can solve.
 
So I'm new here and got a question. C&C Renegade gave us a portable ion cannon that was never seen again, but is still technically canon.

First, does anyone know what happened with that? As far as I know it just disappeared from the series without notice.

Second, with some NOD elements to give us DEW expertise, and especially now that we have early NOD lasing technology in hand, will we get the opportunity to look at portable ion weapons as projects again?
Costs too much both in time matince and energy basically it was a once off weapon.
 
We gotta do that Strategic Planning thing for our bureaucracy dice. This is getting silly lol.

With what capital goods? It's top priority for when we have 4 spare cap goods but those are pretty thin on the ground until after the election, with what few we have needing to get plowed back into more consumer goods production. Once the political pressure is backed off a bit and we're ahead of the curve for hitting our consumer goods target, then yeah the second we finish the BZ HI sectors or something and have 4 cap goods to spend they go right into the planning apparatus. But we just can't afford it right now and have to muddle through for another year.
 
So I'm new here and got a question. C&C Renegade gave us a portable ion cannon that was never seen again, but is still technically canon.

First, does anyone know what happened with that? As far as I know it just disappeared from the series without notice.

Second, with some NOD elements to give us DEW expertise, and especially now that we have early NOD lasing technology in hand, will we get the opportunity to look at portable ion weapons as projects again?
So, when it comes to the personal ion cannon, it is something that proved in Renegade to be too specialized, too expensive, and not good enough to become the mainline weapon. It has been a long term thing that a lot of different groups have poked to various degrees, but packing the power into a man portable package, or even a practical vehicle package, is not precisely easy.
So when it comes to future projects, there are a couple that might well make it easier and more practical, but those are still unlikely to make it actually practical, at least for now.
 
Consumer Goods: Titanic Shortages (-20)
At this point, I'm expecting Consumer Goods to remain at -20 even after we've finished the Plan's mandated buildup of +75. Even if people are happy with the Treasury's progress, they still want more consoom. Especially with immigration.
Refugees
With the camps closed, new refugee waves are being settled directly in the Blue and Yellow Zone housing that is available. While there is only a trickle now, with most of the easily accessed Yellow Zones tapped out of people willing to pick up and move, the expectation of near future waves from future Fortress Towns and aggressive moves into regions that GDI has traditionally had difficulty in has kept the refugee administration groups fully staffed and ready to allocate housing, rations and clothes to the incoming population. However at this time a major concern is a lack of available housing, although the arcology program is likely to fix that at least for the immediate future.
It's good that we've closed them, but it'll look really bad if refugee camps have to open up again. We should be good for a while after the BZ arcologies finish, but long term we should be prepared to build more if we expand to new YZ populations.
One of the expected stumbling blocks for GDIs new wave of vertical farms has actually been chickens. While easy to feed, they can only reproduce so quickly, and with the massive demand imposed by the farms, eggs have effectively vanished from shelves and been marked as indefinitely unavailable, as every available egg has been fertilized and has gone into bank after bank of incubators. These are destined for the coops at the base of the nearly 30 story tall vertical farm projects. Built to feed tens of thousands to a pre tiberium first world standard, the towers themselves are nearly completed. The only things that remain incomplete are the massive projects to lay the miles upon miles of pipe and trough to circulate water through the system. While some parts, most notably the water system, are actually more efficient than standard aquaponics systems, however they are also noticeably more expensive, especially with the dehumidifiers required to prevent molds building up in the system.
Didn't expect the chickens. 🐔 Also, did not expect the 30 story tall vertical farms. In my mind it was current-day vertical farms, but turns out people have been proposing entire skyscrapers dedicated to vertical farming.
Built at the roads to the Terminus cities, mountain passes, and other geographically advantageous features, these citadels form the basis for future projects, and if the lines move sufficiently, they will become hardpoints, stemming NOD advances and controlling the environment around them.
YZ sonic fencing also builds better fortifications against NOD attack, not just mitigation points. So we've got two reasons to try and build them out.
The other is a better understanding of their energy generation technologies, specifically their Liquid Tiberium Generators.
Really scary to hear that NOD's power generators also double as miniature Liquid Tiberium bombs. I don't know if that's part of the game, but damn NOD just doesn't miss a chance to salt the earth, do they?
 
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Tiberium capacity is getting filled, fast. If nothing else, this:
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)
needs to be done soon. We've almost hit our limit to expansion, and making the economy grow should always be priority number 1, because it allows us to do everything else.
 
One of the unlocks from the Nod research sounds like it was more efficient Tiberium processing, so we've suddenly got a lot more wiggle room whenever that gets implemented. Thanks Kane!
 
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Tiberium capacity is getting filled, fast. If nothing else, this:

needs to be done soon. We've almost hit our limit to expansion, and making the economy grow should always be priority number 1, because it allows us to do everything else.
We have the big Tiberium income-increasers locked until we fulfill the Military plan requirements, so we probably are okay until after the elections. In addition to whatever we get from the research.
 
We have the big Tiberium income-increasers locked until we fulfill the Military plan requirements, so we probably are okay until after the elections. In addition to whatever we get from the research.

Nope. Even with those restrictions, we still cut out half our remaining capacity between this turn and the last. The simple fact is that we need that capacity even if we don't consider it a priority. Any constraints on growing the economy is an obstacle to be overcome at the soonest opportunity, because it allows us to do everything else.

And yes, the military is a priority, what with Nod stepping up their game, but considering MARVs harvest Tiberium, we'd be wasting it if we didn't use it.

And I'm just sick of these corporate stooges trying to politicize their way into getting their dirty grubby fingers on our budget. Don't they realize that the only reason that the Yellow Zones haven't disappeared into the Red is because we've been throwing everything we have at mitigation and abatement? At least the military's concerns are completely justified.
 
I know we want more RZ Abatement and income, but I really don't like this. We just had warning signs that even Phase 2 Containment Lines is spreading the military even thinner, even if not as bad as Harvesting/Glacier Mines.

I think it's better to focus our Tiberium Dice on Blue Zone stuff until the bulk of our military is feeling more confident in their ability to hold. Red Zone stuff can be covered by MARVs for now.
Any turn not investing further into income-gaining options is a waste of Tiberium dice. That and these aren't even the Red Zone stuff that the Military is concerned about, since those are obviously not even available to be picked.

Besides, the massively increased military spending such as focusing on the next shell plant phase should be more than enough to offset any lack in military, given how much faster the military is now expanding vs the little amount of Tiberium mining operations even left to choose from to do.
 
The military has zero shell stockpiles and can just barely sustain the current deployments "(assuming no unplanned expenditure of shells or expansion of military duties)." Ground Forces confidence is still Low, the Air Force is Very Low, all indications seem to be that the military is extremely stretched as-is and they need more factories and more time for those factories' hardware to pile up before we can afford seeking out any more fights. Just hardening the BZ borders for a couple more turns and letting the military catch up before we go expanding again is required IMO.

Finishing a factory doesn't instantly get the military that hardware either, it starts producing the hardware that then takes months or years to fill out the requested formations in the field. We don't just need to build more fighter factories and shell plants and ground forces upgrades, we need to build more of those things and then wait even longer before they actually filter out to the front. Fixing the military is going to take like a year at minimum, one turn of emergency patch jobs does not a recovery make.
 
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Nope. Even with those restrictions, we still cut out half our remaining capacity between this turn and the last. The simple fact is that we need that capacity even if we don't consider it a priority. Any constraints on growing the economy is an obstacle to be overcome at the soonest opportunity, because it allows us to do everything else.
Incorrect. We got +20 income from this turn, and we have 135 refining capacity left. If we went all-in on the Red Zone projects that are still available, we could probably get +30-40 if we rolled well.

We're currently at 475 income, and will likely be seeing another +20-30 Resources from Orbital Cleanup, so... while it would be nice to push our income up further, we're in a pretty okay place.
 
A tiny bit more political support. The Hawks changed one guy from strong opposition to weak opposition and the Developmentalists changed one guy from weak support to strong support. The next election looking to be dominated by the two parties and hopefully with more consumer good production this will be a death knell to the Free Market Party as a major player in politics, reduced back to a minor party.

Would those lasers and cooling technology be immediately available to the point defense refits?
 
Putting more Red zone abatememt is already stretching the military to its breaking point that is why MARVs are more important compared to other red zone abatement procedures because the necessary forces needed are smaller and MARVs can fight back the small raids happening in the red zones. So if we need to do abatement Blue Zone perimeter fencing is important because the military is not confident at all that they could hold Nod back anymore in the Red Zones without MARVs.
 
Any turn not investing further into income-gaining options is a waste of Tiberium dice. That and these aren't even the Red Zone stuff that the Military is concerned about, since those are obviously not even available to be picked.

Besides, the massively increased military spending such as focusing on the next shell plant phase should be more than enough to offset any lack in military, given how much faster the military is now expanding vs the little amount of Tiberium mining operations even left to choose from to do.

There is a pretty major deficit in military effectiveness. The military is expanding into an entity that is not over-extended. They've lost air superiority. Like holy shit that's bad. Even though the military isn't saying no, I don't think they want to do that stuff. And yeah we have to listen to the military. Both the air force and navy have received very little spending in the last 5 years. Even ground forces have more needs than just artillery shells. Only ZOCOM is in good shape, and even that

Also I don't understand the obsession with income. I'm getting reminded of the tale of King Midas. Yes, we can make income go up a lot but we have other concerns. Like keeping the blue zones where all of our really important industry intact. So no spending on non-income generating Tiberium dice is not a waste of the dice, if you consider the fact that we have to spend that income.
 
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