Income: +25 -10 = 15/turn (490 RpT)
+30 reserve

Here's the preliminary array numbers for next turn. (12 uncompleted projects we need to finish up, plus 3 more we can follow up on.)
-[] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30R 45%, 3 dice 45R 87%, 4 dice 60R 98%
-[] Fiber-Optic Expansion 82/240 2 dice 30R 34%, 3 dice 45R 81%, 4 dice 60R 97%

-[] Blue Zone Power Production Campaigns (Phase 2) 246/? 10R per die
-[] Fusion Power Prototype 45/200 2 dice 40R 42%, 3 dice 60R 87%, 4 dice 80R 99%

-[] Yellow Zone Light Industrial Sectors 116/400 3 dice 30R 5%, 4 dice 40R 38%, 5 dice 50R 75%, 6 dice 60R 93%
-[] Bulk Plastics Facilities 91/200 1 die 10R 19%, 2 dice 20R 77%, 3 dice 30R 97%

-[] Vertical Farming projects 227/250 1 die 15R 100% (10% omake used)

-[] Blue Zone Perimeter Fencing (Phase 3) 273/? 15R per die

-[] GDSS Philadelphia II (Phase 1) 59/90 1 die 20R+ 97% (15% omake used)
-[] GDSS Philadelphia II (Phase 1) 59/270 2 dice 40R+ 4%, 3 dice 60R+ 44%, 4 dice 80R+ 82%, 5 dice 100R+ 97%
-[] Expand Orbital Communications Network (Phase 2) 108/135 1 die 10R+ 100% (14% omake used)
-[] Orbital Cleanup (Phase 3) 1/90? 1 die 10R+ 39%, 2 dice 20R+ 88%, 3 dice 30R+ 99%
-[] Orbital Cleanup (Phase 3+4) 1/180? 2 dice 20R+ 19%, 3 dice 30R+ 68%, 4 dice 40R+ 93%

-[] Scrin Research Institutions 65/350 3 dice 90R 24%, 4 dice 120R 75%, 5 dice 150R 97%
-[] Childcare and Preschool programs 155/200 1 die 5R 98% (15% omake used)

-[] Apollo Fighter Factories Toronto 18/70 1 die 15R 76%, 2 dice 30R 99%
-[] Shell Plants (Phase 3) 120/150 1 die 10R 98% (15% omake used)
 
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Plan Goals
Capital Goods: 17 points remaining (behind moving target)
Consumer Goods: 52 points remaining (at moving target)
Food: 27 points remaining (well behind moving target)
MARV Fleets: 3 remaining (at/slightly ahead of moving target)
Military Goods Factories: 1 remaining (ahead of moving target)
Deployment Programs: 5 remaining (well behind moving target)
Complete Yellow Zone Industrial Sectors (In progress)
Shell Factories: 1 remaining (ahead of moving target)
Abatement: 20 points remaining (ahead of moving target)
Schooling Projects:Childcare and Preschool remaining (in progress)
GDI Income: 140 remaining (well ahead of moving target)
Space Stations: 3 phases remaining (behind moving target)
Arcology Programs: 2 remaining. (In progress/behind moving target)
 
Slightly worrying but well within projections. As long as derpminds calculations are correct we can knock out a number of obligations within the next year. Food might be a problem. But everything is progressing at a decent clip if slightly worrying circumstances.
 
[X]Large Grants (-20 CpT, +10 RnDice Bonus)
Like my investment into research too be high please. Anything to help speed up the learning and R&D stuff.
 
[X]Medium Grants (-10 CpT, +6 RnDice Bonus)

SCED's budget is 75C/quarter. We will need a bunch of C to buy Auxiliary Dice for Assembly of probes and the Leopard modification package soon, and I'd like to not cut down Carter's income quite as much as the Large Grants would.

As for mainquest turn results, +6 Energy after the Apollo factory and Copenhagen shipyard, but those branches are seeing more love... and we completed the RZ 6-North fleet, which will help with security for that glacier mine.
 
Plan Goals
Capital Goods: 17 points remaining (behind moving target)
Consumer Goods: 52 points remaining (at moving target)
Food: 27 points remaining (well behind moving target)
MARV Fleets: 3 remaining (at/slightly ahead of moving target)
Military Goods Factories: 1 remaining (ahead of moving target)
Deployment Programs: 5 remaining (well behind moving target)
Complete Yellow Zone Industrial Sectors (In progress)
Shell Factories: 1 remaining (ahead of moving target)
Abatement: 20 points remaining (ahead of moving target)
Schooling Projects:Childcare and Preschool remaining (in progress)
GDI Income: 140 remaining (well ahead of moving target)
Space Stations: 3 phases remaining (behind moving target)
Arcology Programs: 2 remaining. (In progress/behind moving target)
Reminds me of something I posted, though that was updated only as of 2054Q4.

By the way... going back and looking at the MARV fleet promise, I may be misremembering, but I'm pretty sure we only promised the Hawks three MARV fleets, and Free Market two. Since those promises overlap, I think we only promised the legislature three MARV fleets.

Then, a quarter later, we promised Major Stavrakas, a military woman specializing in MARV development, that we'd build her five fleets. Because her price for helping us with MARV operations and construction was that she'd get to run them. Because Maria Stavrakas wants to have a nice big armada of world-spanning wasteland-roving tiberium-munching land battleships to call her own, because can you blame her?

...

So the big question on my mind is, suppose we only build three or four MARV fleets during the plan (not saying we should, but what if we do).

In that case, the legislature got what it was promised. Theoretically they should be satisfied.

But Major Stavrakas is probably going to be pissed, and given that she's the kind of woman who jumps ship from her organization to command a land battleship armada, her reaction to being pissed is not one I want to contemplate lightly.

Do I have that right?
 
Reminds me of something I posted, though that was updated only as of 2054Q4.

By the way... going back and looking at the MARV fleet promise, I may be misremembering, but I'm pretty sure we only promised the Hawks three MARV fleets, and Free Market two. Since those promises overlap, I think we only promised the legislature three MARV fleets.

Then, a quarter later, we promised Major Stavrakas, a military woman specializing in MARV development, that we'd build her five fleets. Because her price for helping us with MARV operations and construction was that she'd get to run them. Because Maria Stavrakas wants to have a nice big armada of world-spanning wasteland-roving tiberium-munching land battleships to call her own, because can you blame her?

...

So the big question on my mind is, suppose we only build three or four MARV fleets during the plan (not saying we should, but what if we do).

In that case, the legislature got what it was promised. Theoretically they should be satisfied.

But Major Stavrakas is probably going to be pissed, and given that she's the kind of woman who jumps ship from her organization to command a land battleship armada, her reaction to being pissed is not one I want to contemplate lightly.

Do I have that right?
The way that I understand this is that at the moment that we decided to employ Major Stavrakas we change the legislature promise to build MARV fleet number of 3 to 5.
 
So the big question on my mind is, suppose we only build three or four MARV fleets during the plan (not saying we should, but what if we do).
We want to build at least 5 MARV fleets anyways. And more next Plan as well. So there's little value in not building all 5.

Plus the military might not let us do more glacier mining if we only finish 3 MARV fleets.
 
The way that I understand this is that at the moment that we decided to employ Major Stavrakas we change the legislature promise to build MARV fleet number of 3 to 5.
That seems a little counterintuitive to me, though I'm sure the Hawk Party would happily take us at our word if we did tell them we were planning to build five, and then be disappointed if we doubled back on that.

We want to build at least 5 MARV fleets anyways. And more next Plan as well. So there's little value in not building all 5.
Yes, I know. I'm not proposing to only build three MARV fleets.

I just want to know whether we've made a promise to a major faction in the legislature, or to a specific bureaucrat within our organization. The two categories of promise have very different implications.

Plus the military might not let us do more glacier mining if we only finish 3 MARV fleets.
The military's demands are fungible. What they really want is to kick the maximal amount of Nod ass, and the details of who and how are negotiable.

We could, in principle, if we wanted, and I'm not saying we do, make a bunch of other stuff that would make it easier for GDI to fight Nod instead of building more MARV fleets. The military would probably be satisfied.
 
I just want to know whether we've made a promise to a major faction in the legislature, or to a specific bureaucrat within our organization. The two categories of promise have very different implications.
Specific Bureaucrat. There would be consequences for not fulfilling them, but you won't be fired. And that also applies to the military being willing to help you again doing the deep penetration stuff.
Which you could actually be ready to do by the election if you get serious about getting towards rollouts.
 
I'm starting to see how Tiberium had turned even the Blue Zones red by the time of Tiberium Twilight. Our Spread rolls just plain suck.

Hmm, Vertical Farms didn't finish, but we should be able to get another big Consumer Goods push out next turn without too much expense.
 
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The military's demands are fungible. What they really want is to kick the maximal amount of Nod ass, and the details of who and how are negotiable.

We could, in principle, if we wanted, and I'm not saying we do, make a bunch of other stuff that would make it easier for GDI to fight Nod instead of building more MARV fleets. The military would probably be satisfied.
The Discord channel has been discussing the possibility of speedrunning Boston Phase 4, and plowing that into the Wartime Factory Refits, since that would apparently about quadruple the number of Zone Suits our no-chip factories are making, and increase production of many factories that were still in existence from TW3. It's theoretically doable in 2 turns, more likely 3.
 
The Discord channel has been discussing the possibility of speedrunning Boston Phase 4, and plowing that into the Wartime Factory Refits, since that would apparently about quadruple the number of Zone Suits our no-chip factories are making, and increase production of many factories that were still in existence from TW3. It's theoretically doable in 2 turns, more likely 3.
That conflicts with our need to use HI dice on power generation though
 
The Discord channel has been discussing the possibility of speedrunning Boston Phase 4, and plowing that into the Wartime Factory Refits, since that would apparently about quadruple the number of Zone Suits our no-chip factories are making, and increase production of many factories that were still in existence from TW3. It's theoretically doable in 2 turns, more likely 3.
Something we could do after the elections. For now we still need to concentrate on consumer goods production. Plus doing the above "speedrun" plan means basically not doing any military production or energy projects for two turns in a row. Which we really can't afford right now, for multiple reasons.

The discussion in question is my fault of proposing a meme plan. Sigh.
 
There was some discussion on the discord about:

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)

And how it not only refitted the factories we built prior to reaching equal on capital goods but also refitted factories from pre Third Tiberium War. Which is apparently a lot of them, which is why it takes so many capital goods and also why it would be a substantial increase to our military. With that in mind the only option we have that could produce the required capital goods is:

[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)

The consensus was that these 2 could be done after the election at the end of Y2Q4. However their is a viable path to get this done before then while keeping up our other commitments. We are doing well on consumer goods and wouldn't have to give up much in any department to get it done in 2 turns. Mostly putting 10 dice in Heavy industry for 2 turns. With the factories that were built in military last turn there isn't an immediate crisis and doing Wartime Factory Refits does much more for them than building a few factories over those 2 turns. There other benefits like gaining increasing support with Hawks from the election or extra benefits from mega projects like Boston Chips.
So with that said I present you with part 1 of a plan to do that.

[] Plan Rebuilding The Machine part 1
Infra 5/5 70R +12
-[] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30 R 45%
-[] Fiber-Optic Expansion 82/240 2 dice 40 R 34%
-[] Die to Bureau for Security Review
HI 5/5 +5 dice 150R +15 (-2 for 2 years due to graduates)
-[] North Boston Chip Fabricator (Phase 4) 64/1200 10 dice 150R 0%
LC 3/3 30R +12
-[] Yellow Zone Light Industrial Sectors 116/400 1 die 10R 0%
-[] Bulk Plastics Facilities 91/200 2 dice 20R 77%
Agri 3/3 35R +12
-[] Vertical Farming projects 227/250 1 dice 15 R 100% (10% omake used)
-[] Perennial Aquaponics Bays 0/300 2 dice 20 R 0%
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 3%
Orbital 2/3 30R +12
-[] GDSS Philadelphia II (Phase 1) 59/90 1 fusion die 20R 97% (15% omake used)
-[] Expand Orbital Communications Network (Phase 2) 108/135 1 fusion die 10R 100% (14% omake used)
Services 4/4 20R +27
-[] Game Development Studios 0/300 3 dice 15R 16%
-[] Childcare and Preschool programs 155/200 1 die 5R 98% (15% omake used)
Military 5/5 95R +12
-[] Wartime Factory Refits 0/350 1 die 20R 0%
-[] Reclamator Fleet RZ 6 South (Super MARVs) 0/210 3 dice 60 R
-[] Shell Plants (Phase 3) 120/150 1 die 10R 98% (15% omake used)
Bureau 3/3 +12
-[] Security Review (Infra) 3 dice +1 Infra 100%

510/480 +30 reserve (510 total)
not used 1 orbital die,

As you can see it doesn't sacrifice much from other departments. The main thing is not having free dice for 2 turns and not being able to build other things in HI. In terms of things I would have liked to put in but couldn't afford. In services I would have liked to do Scrin Research. In military, the Apollo and Hydrofoil factories, though limited power also plays a part, I do manage to do the 3rd SMARV fleet and next phase of shell factories as well as starting Refits. In orbital missing a die on orbital clean up. Other than that having to do a security review of Infra as lack of free dice means it, orbital and services are only ones with free dice.

Also according to word of QM it will create a WTF moment for Director Granger the military and Parliament if we get this done before the election.

I also like to see it as a rather good justification for the treasuries focus on Tiberium and making fat stacks rebuilding the economy as quickly as possible. In the original timeline no way would GDI be able to crash Boston and Military refits over 2 turns.

So, thoughts?

Edit: noticed mistake in services should be 3 dice on Game Development Studios for 16%
 
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-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 3%
YZ tiberium still stresses our military, especially since NOD will make us pay for every inch we take. Just because the option's available doesn't mean we should do it yet. We should build more stuff and wait longer for the factories we've build to produce more backlog before doing this.
I can't trust y'all with meme plans anymore.
 
YZ tiberium still stresses our military, especially since NOD will make us pay for every inch we take. Just because the option's available doesn't mean we should do it yet. We should build more stuff and wait longer for the factories we've build to produce more backlog before doing this.

yikes, also true, so that will likely change depending what's available in Tib section after the turn update

I can't trust y'all with meme plans anymore.

Bwahahaha! We've circled so far into meme land we somehow came back to seeming like a good idea.
 
YZ tiberium still stresses our military, especially since NOD will make us pay for every inch we take. Just because the option's available doesn't mean we should do it yet. We should build more stuff and wait longer for the factories we've build to produce more backlog before doing this.
How many phases does BZ fencing have because that is the only other option, also we are pushing a lot into mil
 
Well it is technically possible to one turn Boston next turn but that relays on basically 10 nat 100s in a row.
 
I love it, but would prefer to start Refits themselves after Boston is done. Because, while mechanicaly they will consume goods only when finished, narratively, they need capital goods in process too.

In all likelihood it does take 3 turns to complete military refits unfortunately. I only put 1 die on Refits this turn. Depending on how it goes, the amount of dice put on it in Q3 should only have a low percent chance of completing. Still gets done before the election though :grin:
Doing that does allow us to keep up with maintaining MARV dice too.
 
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