This is a very simple variant plan: All that's changing is where the Security Review is going. LCI in the original plan already has 3/3 dice active; it needs a free die to do the Security Review. So, why not switch that free die over to HI and do the security review there instead? We need HI's Energy this turn to power all our new Military factories. Next turn we can do a review of LCI as that's when we'll start building the YZ Light Industrial Sectors. Plus it's been 11 turns since we did a security review on HI, and 9 turns since we checked LCI, making HI more likely to be in need of that review.
Hmm. Tempted to just swap the LCI Security Check for HI Security Check in that case.

@Crazycryodude It's your plan, what are your thoughts?

The logic checks out to me, I mostly just had the security review on LCI out of inertia because that's what was on the inter-turn draft. Running a security check on HI in the middle of a massive expansion of fission plants makes sense to be sure there isn't anything going missing in the rush, LCI can wait for a corruption check for one turn.
 
Oneshot (Noncanon)
Talking in the discord about Granger flexing on parliament. Here's a speech/rap. From Doctor Granger, to parliament.

Riff on Danbulls rap on resident evil "One shot." (so that's the beat I'm going for)

"Let's get to work. Look I'm Doctor Granger.
A tiberium researcher, political stranger.
Free market party spitting insinuations.
That I can't handle the economy as I wait for the newest mutation.
We need refurbished factories, and new satellites.
Underfunded the military while nod's not too action-y, Flexing with toy stores for childrens delight.

There's tiberium creeping, growing all about the place.
Better call some harvesters before green crystals are on your face.

No hate, look i'm just calling out mistakes.
I hate the thought, of all you aging farts, fucking up and being kicked out your seat and on your arse.
So let me deal with the publics misery.
As I trade favours to enable democracy and liberty.
As I bump up the economy like it's a race.
Time for you to Brace, cause I'm the ace. Won't stop for now I aim for space!

Don't pay me Yet, cause this is free.
I want all you motherfucking fucks to see

Abiding within the confines of the law
Pick your jaws up off the floor.
Cause after I've done the tiberium will be mopped up better than the cleaners polish your posh office fucking door.

I'm saying spick and span.
Think I'm just a nerd but I'm the real fucking man.
No toxic masculinity. A gentle kind-hearted soul as I do what needs to be done maybe after this is all over you'll be able to holiday besides the sea!

You haters fucking doubted me all before,
But now the industry is fixed we're gearing up for War!
 
Won't the aircraft factories increase the airforce's need for shells? Or is the plan to start these factories and then finish them all next turn?
 
They shouldn't. The shell factories are artillery shells.

In the Green Zone of former France, one small, indomitable NOD base holds out...

A humongous shell smashes the front gate! Then a hatch creaks open, and 120mm mortar rounds plop out one by one.

Asterix: *scratches helmet* "A shell that makes shells?"

Obelisk: *taps the big glowy bit on top with a repair arm* "These GDI are crazy!"


...more seriously, we might need dedicated factories for SAMs and AAMs.

Edits made.
 
Last edited:
We shouldn't need any. Artillery shells was specifically needed because our shell arty use went from "rarely used and barely present" with expensive Juggernauts and little else, to a cornerstone and central part of new GDI doctrine when we started handing out tubes to every infantry formation and made a bunch of cheap, self-propelled arty models.

Air-launched missiles were already in-use by the Firehawk and Orca.
 
The Oath of the Marked (noncanon)
Omake, possibly canon noncompliant:

The Oath of the Marked


"Repeat after me, Brothers."

Expectant silence.

"I have laid down my left hand;"

Hesitantly, "I have laid down my left hand."

"On the Altar of Justice."

"On the altar of justice."

"In its place now is a shield;"

"In its place now is a shield;"

"To guard against the enemies of the Brotherhood."

"To guard against the enemies of the Brotherhood."

"I have laid down my right hand;"

"I have laid down my right hand!"

"On the Altar of Vengeance."

"On the Altar of Vengeance!"

"In its place now is a sword;"

"In its place now is a sword!"

"To strike down the enemies of the Messiah."

"To strike down the enemies of the Messiah!"

"I have laid down my body;"

"I have laid down my body."

"In service to the Brotherhood."

"In service to the Brotherhood!"

"I have laid down my soul;"

"I have laid down my soul."

"In service to the Messiah."

"In service to the Messiah!"

"As the Messiah lives in death;"

"As the Messiah lives in death!"

"We now live, though we have died."

"We now live, though we have died."

"Our body is a gift from the Brotherhood."

"Our body is a gift from the Brotherhood."

"In their name;"

"In their name;"

"We will guard against their Foes."

"We will guard against their Foes!"

"Our soul is a gift from the Messiah."

"Our soul is a gift from the Messiah."

"In His name!"

"In His name!"

"We will strike down His foes!"

"We will strike down His foes!"

"Good. We will be taking you all in for surgery, starting tomorrow. For now, until you are called, you are on leave so long as you remain within this base, and strictly observe the dietary restrictions as dictated earlier. It will be the last leave you will have in a long time; make good use of it.

Dismissed."
 
Last edited:
Adhoc vote count started by Alo357 on Jul 3, 2021 at 6:41 AM, finished with 154 posts and 56 votes.

  • [X] Plan Gimme the Fruit
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 die (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 1), 4 dice (40 Resources)
    -[X] Fusion Power Prototype, 1 die (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (HI), 3 dice
    [X] Plan Superconductor Fusion and Communication
    [X] Plan Philadelphia and Chicago
    -[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
    -[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
    -[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
    -[X] Bulk Plastics Facilities 1 dice 10R
    -[X] Superconductor Foundries 2 dice 60R
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Entari Development 0/40 1 die 20R 88
    -[X] Spider Cotton Development 0/40 1 die 20R 88
    -[X] Blue Zone Perimeter Fencing (Phase 2), 3 dice 45R 99%
    -[X] Chicago Planned City (Phase 1+2) 0/220 2 Dice 40R
    -[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
    -[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
    -[X] Childcare and Preschool programs, 2 dice 10R 25%
    -[X] Game Development Studios 2 dice 10R
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
    -[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
    -[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
    -[X] Shell plants, 35/150 2 dice 20R 72%
    -[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
    -[X] Security Reviews (Infrastructure), 3 dice
    [X] Plan Superconductor Fusion and Communication Culture Version
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 dice (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
    -[X] Fusion Power Prototype, 2 dice (40 Resources)
    -[X] Superconductor Foundries , 1 die (30 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
    -[X] Expand Orbital Communications Network (Phase 2) ,2 dice (2 Fusion) (20 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 dice (15 Resources)
    -[X] Scrin Research Institutions, 1 Dice (30 Resources)
    -[X] Childcare and Preschool programs, 1 Dice (5 Resources)
    -[X] Ethnic Restaurant Program , 1 Dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (LCI), 3 dice
    [X]Plan Schnell!
    [X] Plan: Fruit with no Grants
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
    -[X] Fusion Power Prototype, 2 die (40 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Fashion development houses , 2 die (20 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 1 dice (10 Resources)
    -[X] Shell Plants (Phase 3), 2 die (20 Resources)
    -[X] Security Reviews (LCI), 3 dice
    [X] Plan Philadelphia and Superconductor
    -[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
    -[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
    -[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
    -[X] Bulk Plastics Facilities 1 dice 10R
    -[X] Superconductor Foundries 2 dice 60R
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Entari Development 0/40 1 die 20R 88
    -[X] Spider Cotton Development 0/40 1 die 20R 88
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice 75R 99%
    -[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
    -[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
    -[X] Childcare and Preschool programs, 2 dice 10R 25%
    -[X] Arts and Culture Grants 1 dice 10R
    -[X] Ethnic Restaurant Program 1 dice 10R
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
    -[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
    -[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
    -[X] Shell plants, 35/150 2 dice 20R 72%
    -[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
    -[X] Security Reviews (Infrastructure), 3 dice
    [X] Plan Gimme the HI Security
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 die (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 1), 4 dice (40 Resources)
    -[X] Fusion Power Prototype, 1 die (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (Heavy Industry), 3 dice


I would say that with a lead like that plan Gimme the Fruit may of won. Unless 40 new people jump in and vote for something else.
 
Adhoc vote count started by Alo357 on Jul 3, 2021 at 6:41 AM, finished with 154 posts and 56 votes.

  • [X] Plan Gimme the Fruit
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 die (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 1), 4 dice (40 Resources)
    -[X] Fusion Power Prototype, 1 die (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (HI), 3 dice
    [X] Plan Superconductor Fusion and Communication
    [X] Plan Philadelphia and Chicago
    -[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
    -[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
    -[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
    -[X] Bulk Plastics Facilities 1 dice 10R
    -[X] Superconductor Foundries 2 dice 60R
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Entari Development 0/40 1 die 20R 88
    -[X] Spider Cotton Development 0/40 1 die 20R 88
    -[X] Blue Zone Perimeter Fencing (Phase 2), 3 dice 45R 99%
    -[X] Chicago Planned City (Phase 1+2) 0/220 2 Dice 40R
    -[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
    -[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
    -[X] Childcare and Preschool programs, 2 dice 10R 25%
    -[X] Game Development Studios 2 dice 10R
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
    -[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
    -[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
    -[X] Shell plants, 35/150 2 dice 20R 72%
    -[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
    -[X] Security Reviews (Infrastructure), 3 dice
    [X] Plan Superconductor Fusion and Communication Culture Version
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 dice (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
    -[X] Fusion Power Prototype, 2 dice (40 Resources)
    -[X] Superconductor Foundries , 1 die (30 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
    -[X] Expand Orbital Communications Network (Phase 2) ,2 dice (2 Fusion) (20 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 dice (15 Resources)
    -[X] Scrin Research Institutions, 1 Dice (30 Resources)
    -[X] Childcare and Preschool programs, 1 Dice (5 Resources)
    -[X] Ethnic Restaurant Program , 1 Dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (LCI), 3 dice
    [X]Plan Schnell!
    [X] Plan: Fruit with no Grants
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
    -[X] Fusion Power Prototype, 2 die (40 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Fashion development houses , 2 die (20 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 1 dice (10 Resources)
    -[X] Shell Plants (Phase 3), 2 die (20 Resources)
    -[X] Security Reviews (LCI), 3 dice
    [X] Plan Philadelphia and Superconductor
    -[X] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
    -[X] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
    -[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
    -[X] Bulk Plastics Facilities 1 dice 10R
    -[X] Superconductor Foundries 2 dice 60R
    -[X] Perennial Aquaponics Bays, 1 dice (10 Resources)
    -[X] Entari Development 0/40 1 die 20R 88
    -[X] Spider Cotton Development 0/40 1 die 20R 88
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice 75R 99%
    -[X] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
    -[X] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
    -[X] Childcare and Preschool programs, 2 dice 10R 25%
    -[X] Arts and Culture Grants 1 dice 10R
    -[X] Ethnic Restaurant Program 1 dice 10R
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
    -[X] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
    -[X] Toronto Apollo Fighter Factory, 1 die 15R 58%
    -[X] Shell plants, 35/150 2 dice 20R 72%
    -[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
    -[X] Security Reviews (Infrastructure), 3 dice
    [X] Plan Gimme the HI Security
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Fiber-Optic Expansion, 1 die (20 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 1), 4 dice (40 Resources)
    -[X] Fusion Power Prototype, 1 die (20 Resources)
    -[X] Security Reviews, 1 die
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Bulk Plastics Facilities, 1 die (10 Resources)
    -[X] Vertical Farming projects, 2 dice (30 Resources)
    -[X] Entari Development, 1 die (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
    -[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
    -[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Childcare and Preschool programs, 2 dice (10 Resources)
    -[X] Arts and Culture Grants, 1 die (10 Resources)
    -[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
    -[X] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
    -[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
    -[X] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources)
    -[X] Shell Plants (Phase 3), 1 die (10 Resources)
    -[X] Security Reviews (Heavy Industry), 3 dice

Gimme the fruit has it.
Edt: disregard the roll for grants
Ithillid threw 2 100-faced dice. Reason: Blue zone arcologies Total: 140
92 92 48 48
Ithillid threw 1 100-faced dice. Reason: Fiber Optic Expansion Total: 70
70 70
Ithillid threw 4 100-faced dice. Reason: Power Production Campaign Total: 260
55 55 44 44 86 86 75 75
Ithillid threw 1 100-faced dice. Reason: Fusion power prototype Total: 30
30 30
Ithillid threw 2 100-faced dice. Reason: Yellow Zone Light Industrial Total: 92
25 25 67 67
Ithillid threw 1 100-faced dice. Reason: Bulk Plastics Total: 79
79 79
Ithillid threw 2 100-faced dice. Reason: Vertical Farming Total: 77
16 16 61 61
Ithillid threw 1 100-faced dice. Reason: Entari Development Total: 29
29 29
Ithillid threw 5 100-faced dice. Reason: Blue Zone Perimeter fencing Total: 271
79 79 71 71 40 40 72 72 9 9
Ithillid threw 1 100-faced dice. Reason: GDSS Philadelphia 2 Total: 47
47 47
Ithillid threw 1 100-faced dice. Reason: Expand Orbital Communication Total: 67
67 67
Ithillid threw 1 100-faced dice. Reason: Orbital Cleanup Total: 21
21 21
Ithillid threw 1 100-faced dice. Reason: Scrin Research Total: 38
38 38
Ithillid threw 1 100-faced dice. Reason: Arts and Culture Grants Total: 4
4 4
Ithillid threw 3 100-faced dice. Reason: R-6 (North) Fleet Total: 173
75 75 7 7 91 91
Ithillid threw 1 100-faced dice. Reason: R-6 (South) hub Total: 66
66 66
Ithillid threw 1 100-faced dice. Reason: Toronto Apollo Fighter Factory Total: 6
6 6
Ithillid threw 1 100-faced dice. Reason: Valparaiso Apollos Total: 52
52 52
Ithillid threw 2 100-faced dice. Reason: Copenhagen Hydrofoils Total: 148
50 50 98 98
Ithillid threw 1 100-faced dice. Reason: Shell Plants Total: 73
73 73
Ithillid threw 3 100-faced dice. Reason: Security Review HI Total: 174
40 40 45 45 89 89
Ithillid threw 2 100-faced dice. Reason: Childcare and Preschool Total: 101
5 5 96 96
Ithillid threw 1 2-faced dice. Reason: Orbital Cleanup Income Total: 2
2 2
 
Last edited:
Blue zone arcologies 304/450
Fiber Optic Expansion 82/240

Power Production Campaign 747/500
Fusion power prototype 45/200
Yellow Zone Light Industrial 116/400
Bulk Plastics 91/200
Vertical Farming 227/250

Entari Development 41/40
Blue Zone Perimeter fencing 673/400

GDSS Philadelphia 2 59/90
Expand Orbital Communication 108/135

Orbital Cleanup 91/90
Scrin Research 65/350
Childcare and Preschool 155/200

R-6 (North) Fleet 209+5/210 noncanon omake
R-6 (South) hub 171/105

Toronto Apollo Fighter Factory 18/70
Valparaiso Apollos 64+10/70 semicanon omake
Copenhagen Hydrofoils 172/100

Shell Plants 120/150
Security Review HI 210 vs. 60

We have the plant!
 
14.25 Blue Zone
28.93 Yellow Zone (63 Points of Mitigation)
56.82 Red Zone (44 Points of Mitigation)

+3 Red Zone Abatement
+6 Yellow Zone Abatement

14.58 Blue Zone
28.15 Yellow Zone (69 Points of Mitigation)
57.27 Red Zone (47 Points of Mitigation)
Ithillid threw 2 100-faced dice. Total: 128
36 36 92 92
 
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RZ dice! *Shakes fist at sky* We are long over due for a below average RZ expansion roll

For turn dice- MARV finishing again is nice, that offsets the grant income and gives us a bit more and orbital resources rolling well give us even more. Toronto factory not finishing is what it is but we did get the shipyard and other apollo factory up and running and made good progress on shell plants. BZ power had some nice overkill to roll over to the next phase though vert farming takes another dice to finish up. So we received no consumer goods because of dice but are nicely setup for next turn... now what are the stats for the next phase of BZ power is the question.

And oh BZ fencing provided 6 instead of 4 mit.
 
Carterquest Q4 2054 Results
CarterQuest Q4 2054 Results

Aldrin Site Construction

The freshly poured concrete of the Harper SCED base, now titled Aldrin in memory of the second man on the moon, once more endures the weight of trucks, cranes and other heavy vehicles, as work crews struggle to construct the various planned facilities. An absurd amount of money and resources has been thrown at the construction workers, likely more than was necessary, but the Treasury does not care about efficiency in this matter. SCED needs to bring operations up to speed and the right time was last year. Artfully designed buildings made from metal, glass and bright white paneling are built, tiberium spikes erected, trees planted and grass sown onto the various planned greenspaces around the site. Now the site is an ominously futuristic looking ghost town, abandoned save for the staff meant to keep everything running. Moving operations over to the new site will take some work, but should ultimately be worth it for morale.

Anchorage Site Construction
Construction work on the Anchorage RnD Site has been less severe, being mostly on the inside of the former engine test site, where a large number of laboratories have been constructed, increasing SCED's research and development capabilities. Of special note is the Katherine Johnson Computing Centre, housing hundreds of server racks filled with high end processors linked together for massive computational tasks and still many racks more to fill. However, during the construction of the thorium plant meant to support the site there, an accident occured. During a test run after the nuclear commission had cleared the plant a pipe burst and radioactive steam caught a few workers, who thought themselves safe, by surprise. The incident was without fatalities and the contaminated areas were easily cleaned up by the commission's A-teams, but the radiation dose delivered was strong enough to pose a serious long term health risk. While the nuclear commission investigates the incident the affected have already gone to court, suing SCED for damages.

Satellite Factory 1402/1250 NAT 1
60 Kilometers north-west of Harper, in the Gran Cress Harbour District, a small high-tech factory has been built. Clean room production lines await the order to start the assembly and production of satellites and arrival of sufficient staff. Finding skilled personnel remains an ever present problem and production will ramp up over the coming months as hiring continues and the piracy situation improves. In terms of design, the Hermes line is a cubic box, with the camera and visual sensor equipment facing in the "front" direction and a connection slot in the back to the recently designed drive module. A total of eight pivotable backside slots allow for a mix of various antennas and solar panels to be added. During launch these are pointed backwards, extending once the satellite has reached space.

Leopard Class Transport 524/425 Drytest 4
It did not take very long for the remaining control electronics to be installed and the external paneling attached, the fresh tan and white painted Leopard rolling out of the assembly building under the cheering of the work crews. The test launch a few days later however turned into a small catastrophe. When the fusion engine was lighted with the help of the local power grid several capacitors blew as the engine was lighted, short circuiting and burning out much of the engines electronics. Defeated, the work crews got to work, ripping out the engine and replacing much of it. All that remains now is putting the engine and plane back together.

Basic Drive Module Development 2/2 AP 118/100
With help of the GTech Laboratories SCED now has the liquid engines they need. A total of 3 sizes have been designed: 0.25, 1.00 and 2.00 meters diameter, for a small, basic and large drive module. These engines have bell nozzles shaped to work best in vacuum, a necessity to gain more specific impulse compared to the vacuum-atmosphere capable designs GDI has used so far. The 1m design is also used for the modification of the Leopard for the moon landing.

Heavy Space Suit Experiments 5/5C 3/3 AP 46/250
The Heavy Suit experiments begin by ordering a batch of Zone suits and stripping them down to the bare exoskeleton. From here on everything needs to be reworked: cooling, life support, power source and hull. While the vacuum of space and Red Zones are both extremely hostile to life, both require very different approaches. The lack of atmosphere means overheating is a greater concern and the hull needs to protect from solar radiation, not weapon impacts. Opinions are still split on the jetpack, but if it is to stay it too will need to be redesigned.

Plasma Torch Drive Experiments 5/5 AP 20/20C 55/450
A plasma torch, also known as a Vasimir engine, is a type of electric propulsion that generates thrust from a quasi-neutral plasma. The method for heating the plasma was originally developed during previous GDI fusion research programs. VASIMR was intended to bridge the gap between high thrust, low specific impulse oxygen-hydrogen engines and low thrust, high specific impulse ion engines. The concept originated and was popularized in 1977 with former NASA astronaut Franklin Chang Díaz. GDI started several test programs in the following decades, but without ever producing a working prototype. Relatively new developments with high temperature superconductors however, have given the design another chance to finally produce a functioning engine.

Fusion Drive Experiments 5/5 AP 20/20C 63/450
While fusion has already resulted in a working engine, the technology is still very new. The experiment's first step will be building an oversized replica of the design, so every step of the process can be precisely modified to find where it can be improved. Noone expects this project to revolutionize something about the understanding of fusion, but even a small step is a step forward.

Launch Herschel-Luna 6C (no die required)
The first real launch of a SCED mission has gone relatively unnoticed with the amount of work being done. On a cloudless Thursday the Titan Rocket, named Ethan by staff, launched without a hitch, Hermes-001 probe on board. The launch was unspectacular compared to the regular Leopards launches, nearly shattering the windows of the few buildings too close to the runway. The rocket expended all the fuel it could to accelerate the probe towards the Earth's constant companion, before releasing it. Hermes-001 extended its antenna and solar panels before it lit its own small engine, speeding away towards the moon, arriving a few days later and entering a low, high angle orbit, sending the data from the various scanning methods back to Harper. On the net the launch received a moderate amount of attention, with a few thousand spectators watching the live feed.

Orbiter Mission - Phobos 49/50 close enough
Phobos is the larger of the two natural satellites of Mars. Phobos is a small, irregularly shaped object with a mean radius of 11 km. Phobos orbits 6,000 km from the Martian surface, closer to its primary body than any other known planetary moon. It is so close that it orbits Mars much faster than Mars rotates, and completes an orbit in just 7 hours and 39 minutes. As a result, from the surface of Mars it appears to rise in the west, move across the sky in 4 hours and 15 minutes or less, and set in the east, twice each Martian day.
Images and models indicate that Phobos may be a rubble pile held together by a thin crust that is being torn apart by tidal interactions. Phobos gets closer to Mars by about 2 centimetres per year, and it is predicted that within 30 to 50 million years it will either collide with the planet or break up into a planetary ring.

The Great Staff Hire
The great Staff Hire has concluded successfully, finding enough staff for the various new facilities constructed and finally increasing SCED's bureaucratic and RnD staff by a reasonable amount after a lengthy hiring process.

Reach out to the Universities 100/100
PR has finally succeeded, with SCED now having at least brief contact with all the relevant faculties across all universities. However, many Professors from more niche fields have complained about the lack of funding and for engineering and physics SCED is in competition with the deep pockets of GDIs' other branches. Still, a few universities have agreed to support the exploratory division in exchange for a moderate amount of funding for the relevant projects. The question is just how much of the budget should be allocated.
[ ]No Grants
[ ]Small Grants (-5 CpT, +3 RnDice Bonus)
[ ]Medium Grants (-10 CpT, +6 RnDice Bonus)
[ ]Large Grants (-20 CpT, +10 RnDice Bonus)
 
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[X]Large Grants (-20 CpT, +10 RnDice Bonus)
Could anyone worry about the scholars who need all of this blue sky money?
 
Very early thoughts- this does mark for the first time we have full dice employed though there were some projects I could not pursue thanks to running out of resources ( game dev is in because it is 5 R, would have rather done ethnic restaurant program with those dice but that means cutting 10 R from elsewhere and as we do want game dev at some point using both service dice instead of 1 seemed ideal)

Infra 5/5 85R +12
-[] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30 R
-[] Rail Link Reconstruction (Phase 2) 40/200 1 dice 15 R
-[] Fiber-Optic Expansion 82/240 2 dice 40 R
HI 5/5 +1 dice 70R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 247/??? 2 dice 20 R
-[] Fusion Power Prototype 45/200 2 dice 40 R
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 2 dice 10 R
LC 3/3 +1 free 30R +12
-[] Yellow Zone Light Industrial Sectors 116/400 2 dice 20 R
-[] Bulk Plastics Facilities 91/200 1 dice 10 R
-[] Security Review 1 dice
Agri 3/3 35R +12
-[] Vertical Farming projects 227/250 1 dice 15 R
-[] Perennial Aquaponics Bays 0/300 2 dice 20 R
Tiberium 5/5 85R +30 (-2 for 2 years due to graduates)
-[] Blue Zone Perimeter Fencing (Phase 3) 273/400 3 dice 45 R
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R
Orbital 3/3 45R +12
-[] GDSS Philadelphia II (Phase 1) 59/90 1 fusion dice 20 R
-[] Expand Orbital Communications Network (Phase 2) 108/135 1 fusion dice 10 R
-[] Orbital Cleanup (Phase 3) 1/??? 1 dice 15 R
Services 2/4 10R +27
-[] Scrin Research Institutions 65/350 1 dice 30 R
-[] Game Development Studios 0/300 2 dice 10 R
-[] Childcare and Preschool programs 155/200 1 dice 5 R
Military 5/5 + 3 dice 115R +12
-[] Reclamator Fleet RZ 6 South (Super MARVs) 0/210 3 dice 60 R
-[] Apollo Fighter Factories (Toronto) 18/70 1 dice 15 R
-[] Shell Plants (Phase 3) 120/150 1 dice 10 R
-[] Ablat Plating Development 0/70 1 dice 10 R
-[] Advanced Myomer Works 0/125 2 dice 20 R
Bureau 3/3 +12
-[] Security Review (LC) 3 dice +1 LC 100%
Free 5/5
-1 HI, 1 LC, 3 Mil

510/480 +30 one time (510 total)

So a lot of follow up on the current turn to finish partly completed projects. I think I am good energy wise, though I will double check once the new turn is posted, as the main thing that can shift around is HI dice (which would mean cutting rail network if we need 4 on BZ power).
New actions: Rail network and game dev- had 25 R left over 1 infra dice and 2 service dice so put them to work in non energy drain projects
YZ power- expand our rollouts in the YZ (and likely franchise) this may be shifted to BZ power dependent on how energy shakes down, but YZ light will not finish until Q3 at the earliest so that saves on power.
Perennial- big sign of do this action! plus takes no energy and gives PS so getting started on it
YZ Harvesting- need clarification if BZ fencing caps at phase 3 or phase 4, if phase 4 move these dice to fencing (freeing up 10 R turning game dev into ethnic restaurants), if not then this seems to stretch our mil less than the other tib projects
Ablat Plating- NOD is going laser heavy we need to start developing counters, this is the first
Myomer- this makes the rest of our steel talon actions quicker and also improves some of our equipment (zone suits for example)

All other actions are followups
 
Tiberium may not be mutating but by god will it spread. This is actually funny now. How many times has it spread despite predicted outcomes? We might as well move our predictions up from hope low to hoping medium at this rate. The mutation is going to hurt with these numbers. Shame that shells didn't finish. That option is cursed.
 
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Oh I know I just like complaining about them shells. Once they are done I'll complain about something else. Perhaps hydrofoils?

More seriously this is an above average turn. A number of critical priorities can be met in short order if the rolls are good to great. Here's to NOD screwing up their sabotage!
 
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