The Central American MARV hub doesn't directly do anything for either the glacier mines or the Chilean Blue Zone, it's on the wrong side of the continent to support either. It's nice that the overkill didn't vanish into the aether and the points are still there for whenever we get around to building YZ hubs, but I think we're far better served by just ignoring that YZ hub for a while and continuing to fill up the Red Zones first and foremost. MARV fleets are still a pretty limited commodity for a while and one in a random bit of Central America is going to do far less for us than filling out both halves of Red-7 to support Chicago/the glacier mines or the southern half of Red-1 to help get Europe under control. And by the time we fill out Red-7 and Red-1 we'll probably be pretty close to resuming the glacier mines and will have new Red Zones to protect. A YZ MARV fleet at this point in time is wasting a lot of opportunity cost over a Red Zone fleet, a lot more opportunity cost than economizing a few dozen points on one hub that's way out of position to support anything major we're doing right now.
Well we could go 2 on Super MARV and then the rest on mil projects but getting a peek at the YZ version of Super MARV would be nice and something we can probably toss one dice at a turn for an extra boost. And how did overfill from a glacier supporting RZ end up away from the glacier?

Edit-
Also I have a hard time supporting future glacier mining projects when mitigation is a bigger issue than the income increases.
 
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Or we could just put that die/20R into a SMARV fleet in a Red Zone where we know for a fact it's needed. I'm not really convinced that we should spend it on experimenting just to see the YZ numbers, there's no way that the YZ income numbers are going to be better than the RZ ones it would just be burning 20R and a die to unlock a project we'll never have a real incentive to do until every single Red Zone is full.
 
This plan sends a probe to Venus as we have been told that its the most likely place for Tiberuim to be outside of Earth and orbital mechanics make a launch this turn cheaper as it does not need a dedicated drive module.
Mars gets 2 probes with two more for the Moons to meet our mandate
Upgrade Assembly Plant Stage 2 gives assembly dice So i want to complete the current phase and start on the next one.
We run out the first budget from the main quest in a few turns so Prepare for Budget Infusion gets started.
Relocate Administration gives a small bonus to some rolls.

[X] Plan Is there Tiberium on Venus?
-[X]Tiberium (3 Dice): + (AD cost: 5C) 6C
--[X][Carter]SCED Base Tiberium Perimeter Stage 2 125/500 (2C/DIe) 3 dice 6C
-[X] Industry (3 Dice): + (AD cost: 4C) 21C
--[X][Carter]Relocate Part Production 227/250 (1C/Die) 1 die 1C
--[X][Carter]SCED Base Civilian Power Connections 86/100 (3C/Die) 1 dice 3C
-[X][Carter]Automated Assembly Line (Phase 3/8) 43/200 (1 AP or 5C/Die) 1 die + 3AD 17C 3AP 96.08%
-[X] Assenbly (4 Dice): +9 (AD cost: 7C) 25C
--[X][Carter]Satellite Factory Assembly: (10C~1 Satellite, Satellites bought this way can be launched the same turn, max 2 per turn, requires no Dice)
---[X][Carter]Hermes Orbiter Probe 2 probes 20C
--[X][Carter]Modify Leopard (Normal Version) 0/160 0/5C 4 dice 5C 90.96%
-[X] Development (3 Dice)] + 15C
--[X][Carter]Ion Drive Module Development AP 0/4 0/125 (5C/Die) 2 dice 4AP 10C
--[X]C-Sat-Development (Requires one Die)(5C/Die) 5C
-[X] Space Command Mission Planning (5/6 Dice) +5 7C(Mars leopard launch +6C titan Venus launch) 13C
--[X][Carter]Mission: Research Base (Luna) 456/500 1 die
--[X][Carter]Mission: Unmanned Lander Venus) Venus 102/150 1 die
--[X][Carter]Mission: Unmanned Orbiter (Ceres) 0/50 1 die
--[X][Carter]Martian Comsat Network 0/100 2 dice
--[X][Carter]Launch Olberth-Mars-A
---[X] 2 probes
--[X][Carter]Launch Aphrodite-Venus-A
---[X] 1 probe
--[X][Carter]Launch Olberth-Deimos-A
---[X] 1 probe
--[X][Carter]Launch Olberth-Phobos-A
---[X] 1 probe
-[X] Bureaucracy (5 Dice): +6
--[X][Carter]Reach out to the Technical Schools 0/50 1 die
--[X][Carter]Relocate Administration 0/150 2 dice
--[X][Carter]Prepare for Budget Infusion 0/150 2 dice
C: 80/172
AP: 7/7
Power: 1/11
Personnel: 1/1
 
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The Central American MARV hub doesn't directly do anything for either the glacier mines or the Chilean Blue Zone
Where are you getting this from? The overflow is from RZ6 South which would make the YZ in South America, if it had been RZ6 North than that would be directed to Central America. And the text says the new hub is in Columbia not Central America. In addition finishing the YZ hub is going to add more refugees coming into the GDI and out of NOD control. So calling it a Central American hub is wrong, it is a South American hub and one that will secure our control of the region from NOD.

edit- reviewing the text just finishing the YZ hub would have benefits on our command and control in the region and also a way to bring more of the YZ populace under our purview and out of NODs
 
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Where are you getting this from? The overflow is from RZ6 South which would make the YZ in South America, if it had been RZ6 North than that would be directed to Central America. And the text says the new hub is in Columbia not Central America. In addition finishing the YZ hub is going to add more refugees coming into the GDI and out of NOD control. So calling it a Central American hub is wrong, it is a South American hub and one that will secure our control of the region from NOD.
Look at where I described it. It is right at the base of Mesoamerica. aimed north towards Panama and Mexico.
 
Or we could just put that die/20R into a SMARV fleet in a Red Zone where we know for a fact it's needed. I'm not really convinced that we should spend it on experimenting just to see the YZ numbers, there's no way that the YZ income numbers are going to be better than the RZ ones it would just be burning 20R and a die to unlock a project we'll never have a real incentive to do until every single Red Zone is full.
Again, I'm only even considering doing a Yellow Zone MARV hub because it's specifically Chicago, and having MARVs there will help secure facilities that are in their own right generating income.

If the MARVs generate -10 RpT, but in exchange we get significantly more security for a facility that's generating 30 RpT, then maybe it's not optimal but it's at least justifiable kinda sorta.

This plan send a probe to Venus as we have been told that its the most likely place for Tiberuim to be outside of Earth and orbital mechanics make a launch this turn cheaper as it does not need a dedicated drive module.
Honestly Venus is the one place with an environment so crappy and appalling I think tiberium might not even be able to survive there. :p

Where are you getting this from? The overflow is from RZ6 South which would make the YZ in South America, if it had been RZ6 North than that would be directed to Central America. And the text says the new hub is in Columbia not Central America. In addition finishing the YZ hub is going to add more refugees coming into the GDI and out of NOD control. So calling it a Central American hub is wrong, it is a South American hub and one that will secure our control of the region from NOD.

edit- reviewing the text just finishing the YZ hub would have benefits on our command and control in the region and also a way to bring more of the YZ populace under our purview and out of NODs
A hub in Colombia would sort of help with the Amazon glacier mines by securing their flank.

It would almost certainly not do anything meaningful to benefit stuff we've got going on in Chile on the wrong side of a gigantic mountain range and thousands of kilometers away.




So for tiberium I am looking at these two in addition to Chicago as they provide the highest mitigation of our tiberium options (the extra resources help with both letting us do more expensive projects at the same time and roll resources to other departments at some point in the future). It all comes down to what the mil feels that they can best handle for me.

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
Fair point. I'm pretty sure the military will be comfier with the Yellow Zone harvesting option, because it doesn't involve exposing ourselves as deeply. On the other hand, the Red Zone containment option is more lucrative and generally cost-effective.

The Central American MARV hub doesn't directly do anything for either the glacier mines or the Chilean Blue Zone, it's on the wrong side of the continent to support either. It's nice that the overkill didn't vanish into the aether and the points are still there for whenever we get around to building YZ hubs, but I think we're far better served by just ignoring that YZ hub for a while and continuing to fill up the Red Zones first and foremost.
The only reason I'm even thinking of building a yellow zone MARV hub is because we can base MARVs specifically right around Chicago, which seems like an obvious synergy since it assists both in the military security of Chicago (a nontrivial concern given the state of the military) and in the actual tiberium harvesting and mitigation.

MARV fleets are still a pretty limited commodity for a while and one in a random bit of Central America is going to do far less for us than filling out both halves of Red-7 to support Chicago/the glacier mines or the southern half of Red-1 to help get Europe under control. And by the time we fill out Red-7 and Red-1 we'll probably be pretty close to resuming the glacier mines and will have new Red Zones to protect. A YZ MARV fleet at this point in time is wasting a lot of opportunity cost over a Red Zone fleet, a lot more opportunity cost than economizing a few dozen points on one hub that's way out of position to support anything major we're doing right now.
I don't actually disagree here; you make a good point.

Well we could go 2 on Super MARV and then the rest on mil projects but getting a peek at the YZ version of Super MARV would be nice and something we can probably toss one dice at a turn for an extra boost. And how did overfill from a glacier supporting RZ end up away from the glacier?

Edit-
Also I have a hard time supporting future glacier mining projects when mitigation is a bigger issue than the income increases.
The resource thing may change; if we complete something that meaningfully increases our tiberium refining cap, we'll want to fill that up quick-like. And it sure would be nice to have an average of more than about 12.5 Resources/die to allocate, because we won't always be able to stick to the most attractive projects in each field including a lot of 10 R/die stuff that makes things cheap.

Also, I suspect that overfill from a glacier-supporting Red Zone ended up away from the glacier because after we completed the Reclamator Hub complex near the glacier, funds were diverted to build another hub elsewhere in the same general region of the Earth.

The North american glacier mines still need their SMARV protection detail.
Hm. A good point. Which red zone is that, by the way?

And MARVs there will at least be on the same continent and thus a problem for the same group of Nod commanders who would otherwise be harassing Chicago (like that Gideon fucko. Running him over with a MARV sounds like a good plan right now).

You said columbia, which is still south america. Central america and mexico should have another hub further north. Also why is the overflow from South at the north end?
Geography time. Colombia is directly south of Panama, which is the southern end of Central America. There's actually a lot of territory, much of it very rugged, between there and northern Mexico.

A base in Colombia is not a bad place to start from if you want to work your way up into Central America, though God knows what the mountainous and swampy terrain of the Isthmus of Panama is like with all the tiberium shit going on. Ironically the Darien Gap might actually be MORE passable as a tiberium-encrusted green glowing Red Zone hellscape than it is in real life. :p
 
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Look at where I described it. It is right at the base of Mesoamerica. aimed north towards Panama and Mexico.
Also am I reading it right that Yellow Hubs help bring more population under our control or were the refugees coming from the RZ hubs finishing?


Geography time. Colombia is directly south of Panama, which is the southern end of Central America. There's actually a lot of territory, much of it very rugged, between there and northern Mexico.
I know Colombia is where SA connects to CA but that means even if it extends into CA it is not a CA hub but a Northern SA hub, more so since Panama is has quite a bit of mountains that would put a limit on how far a Colombia hub can spread into CA
 
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Also am I reading it right that Yellow Hubs help bring more population under our control or were the refugees coming from the RZ hubs finishing?
Yellow Hubs will. Generally projects with the YZ tag in Infra, Military, and Tiberium fields helps bring more refugee waves in. Because all of those at this point are generally pushing out from the relatively narrow band you have now, towards giving NOD forces bad days and securing the civilian populations of those areas.
 
Yellow Hubs will. Generally projects with the YZ tag in Infra, Military, and Tiberium fields helps bring more refugee waves in. Because all of those at this point are generally pushing out from the relatively narrow band you have now, towards giving NOD forces bad days and securing the civilian populations of those areas.
I like this, RZ, YZ and BZ hubs each filling a slightly different purposes beyond adding places to base Super MARVs for income and mitigation.

Hmmm, if the YZ is at Northern Columbia combined with our 2 shipyards and our apollo factories we can cut NOD transportation in and out of SA so that would leave NOD forces there isolated from support. I do want to do the third shipyard at some point to help further cut NOD forces from each other making new tech harder to ship out.
 
Hm. A good point. Which red zone is that, by the way?

And MARVs there will at least be on the same continent and thus a problem for the same group of Nod commanders who would otherwise be harassing Chicago (like that Gideon fucko. Running him over with a MARV sounds like a good plan right now).

Red-7 is the North American Red Zone, and we really need a SMARV fleet in both the northern and southern halves. The southern half is where our NA glacier mines are located, and the northern half is where Chicago is going to get built (the RZ has grown quite a bit since the start of the game so the 2050 map that shows Chicago like a hundred miles away from the RZ is wrong, it's directly on the border and being built for the purpose of abating Red-7). A SMARV fleet in whatever number Yellow Zone is between Chicago and Blue-2 would help with keeping it connected back to the Blue Zone (I think it's less critical, the logistics can go over the Great Lakes pretty safely with air and naval superiority) but a SMARV fleet in Red-7 North is what they need to support their actual abatement mission.
 
So, I'm going all-in on Mars to complete that part of our mandate there (which requires 3 probes for Mars proper). Building an extra probe to send to Venus next turn with a drive module. Doing the Leopard mod with 4 dice has over 90% chance of success, which is good enough for a Pardus launch next turn. Also, pushing the Research Base planning in case there's anything that the Pardus mission can bring for that. (Probably not, but worth evaluating.)

[X]Plan Carter's Terrible Flock of Probes
Tiberium (3 Dice): +14 (AD cost: 5C) 6C
-[X][Carter]SCED Base Tiberium Perimeter Stage 2 125/500 (2C/Die) 6C 0%
Industry (3 Dice): +14 (AD cost: 4C) 21C
-[X][Carter]Relocate Part Production 227/250 (1C/Die) 1 die 1C 92%
-[X][Carter]SCED Base Civilian Power Connections 86/100 (3C/Die) 1 die 3C 100%
-[X][Carter]Automated Assembly Line (Phase 3/8) 43/200 (1 AP or 5C/Die) 1 die + 3AD 17C 3AP 96.08%
Assembly (4 Dice): +9 (AD cost: 7C) (Progress limited by assigned Parts) 32C
-[X][Carter]Satellite Factory Assembly: (10C~1 Satellite, Satellites bought this way can be launched the same turn, max 2 per turn, requires no Dice)
--[X][Carter]Hermes Orbiter Probe 2 probes 20C
-[X][Carter]Hermes Orbiter Probe 50/85 1/1 AP 2/2C (+1 Orbiter Probe) 1AD 7C 75%
-[X][Carter]Modify Leopard (Normal Version) 0/160 0/5C 4 dice 5C 90.96%
RnD: +20
Development (3 Dice): 15C

-[X][Carter]C-Sat-Development (Requires one Die)(5C/Die) 1 die 5C Autosuccess
-[X][Carter]Ion Drive Module Development AP 0/4 0/125 (5C/Die) 2 dice 4AP 10C 65.14%
Space Command Mission Planning (5/6 Dice) +5 18C for 3 Titan launches
-[X]Launch Olberth-Mars-A
--[X] 3 Probes
-[X]Launch Olberth-Deimos-A
--[X] 1 probe
-[X]Launch Olberth-Phobos-A
--[X] 1 probe
-[X][Carter]Mission: Research Base Luna 456/500 2 dice 94.72%
-[X][Carter]Mission: Unmanned Lander Venus 102/150 1 die 58%
-[X][Carter]Martian Comsat Network 0/100 2 dice 60.84%
Bureaucracy (5 Dice): +6
-[X][Carter]Relocate Administration 0/150 2 dice 20.16%
-[X][Carter]Prepare for Budget Infusion 0/150 2 dice 20.16%
-[X][Carter]Reach out to the Technical Schools 0/50 1 die 57%

Capital: 40 + 132 = 92/172
AP: 7/7

Edit: Leopard being modified, changed costs for Titan launches. Down 11C, not a major problem.

Edit: Changed development for a good chance of Ion Drive modules, since they are needed for CSAT missions.
 
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So, I'm going all-in on Mars to complete that part of our mandate there (which requires 3 probes for Mars proper). Building an extra probe to send to Venus next turn with a drive module. Doing the Leopard mod with 4 dice has over 90% chance of success, which is good enough for a Pardus launch next turn. Also, pushing the Research Base planning in case there's anything that the Pardus mission can bring for that. (Probably not, but worth evaluating.)

There is plenty of time left for the making the Mars mandate we have till the next launch window to complete it. i make timeline to compare launching 2 and 3 probes to Mars this turn:
Launch windows, mandates and planned launches
2055 Q2 Mars and Venus launch window: 2 probes to Mars, 2 to the moons of Mars and 1 to Venus
2055 Q3 Moon landing? Titan moon probe launch
2055 Q4 Moon landing?
2056 Q1 Moon orbit mission completes if one more probes is send
2056 Q2 Mandate: complete Moon orbital mission, Moon orbit mission completes if no more probes are send
2056 Q3 Mars probes arrive
2056 Q4 Venus launch window
2057 Q1 Mars probe mission complete if 3 probes are send
2057 Q2 Mars launch window, mandate: send at least 3 probes to Mars, Mars probe mission complete if 3 probes are send

-[X][Carter]C-Sat-Development (Requires one Die)(5C/Die) 1 die 5C Autosuccess
-[X][Carter] Surface Space Suit Development 3/3C 1/1 AP 105/350 (5C/Die) 1 die 5C
-[X][Carter]Ion Drive Module Development AP 0/4 0/125 (5C/Die) 1 die 4AP 5C
A R&D dice gets to 120 if a 100 is rolled so two dice on Ion Drive Module Development would work better here as deploying the C-Sat requires Ion drives.
 
Red-7 is the North American Red Zone, and we really need a SMARV fleet in both the northern and southern halves. The southern half is where our NA glacier mines are located, and the northern half is where Chicago is going to get built (the RZ has grown quite a bit since the start of the game so the 2050 map that shows Chicago like a hundred miles away from the RZ is wrong, it's directly on the border and being built for the purpose of abating Red-7). A SMARV fleet in whatever number Yellow Zone is between Chicago and Blue-2 would help with keeping it connected back to the Blue Zone (I think it's less critical, the logistics can go over the Great Lakes pretty safely with air and naval superiority) but a SMARV fleet in Red-7 North is what they need to support their actual abatement mission.
[grunts]

Makes sense.

...

[] Plan Better Living Through Chemistry (WORK IN PROGRESS, ROUND 3)

1+3+1 of 5 Free Dice

5 of 5 Infrastructure Dice
-Tidal Power (157/200) (2 dice, 20 R) (+4 Energy)
-Arcologies (396/450) (1 die, 15 R) (-2 Energy)
-Fiber Optics (105/240) (2 dice, 40 R)

5+1 of 5 Heavy Industry Dice
-Blue Zone Power (345/550) (3 dice, 30 R) (+16 Energy)
-Fusion Prototype (124/200) (2 dice, 40 R) (+1 Energy)
-Union Yard (137/180) (1 die, 30 R)

3+3 of 3 Light Industry Dice
-Yellow Zone Light Industry (173/400) (2 dice, 20 R)
-Bulk Plastics (126/200) (2 dice, 20 R) (+1 CapGoods)
-Chemical Precursors (36/200) (2 dice, 30 R) (+2 CapGoods)(-2 Energy)

3 of 3 Agriculture Dice
-Perennials (106/350) (3 dice, 30 R)

2+ of 5 Tiberium Dice
-Chicago Planned City (41/80) (2 dice, 20 R) (possible -Energy)
-Important Tiberium Project TBD (0/???) (3 dice, ?? R)

3 of 3 Orbital Dice
- Philadelphia II (Phase 2) (92/180) (2 fusion dice, 40 R)
- Orbital Cleanup (Phase 3) (1/90) (1 dice, 15 R)

4 of 4 Services Dice
-Ethnic Restaurants (0/150) (2 dice, 20 R)
-Fashion Development (0/225) (1 die, 10 R)
-Durable Goods Libraries (0/200) (1 die, 15 R)

5+1 of 5 Military Dice
-RZ-6 South Super MARV Fleet (136/210) (2 dice, 40 R)
-Reclamator Hub, Red Zone 7-North (Chicago area) (0/105) (2 dice, 30 R)
-Important Military Project TBD (0/??) (2 dice, ?? R)
--Dunno, anti-laser ablative hockeypuck factory? Maybe a Steel Talons project if any are appealing enough?

3 of 3 Bureaucracy Dice
-Interdepartmental Communication Initiative (3 dice)



POWER BUDGETING

+8 Energy initially

Net delta-E from previous plan
+2 (YZ power)
-2 (Vertical Farming)
-4 (Toronto plant)
-2 (Shell Plants Phase 3, EDITED IN)

Now +2 Energy

With this draft plan, we have nearly certain completion of Tidal (+4), and also reasonably likely completion of Blue Zone Power (+16), and Fusion Prototype (+1).

We have probable completion of Arcologies (-2), Chemical Precursors (-2), and possible completion of Chicago Phase 2 (-??).

RESOURCE BUDGETING

Budget
75 for Infrastructure
110 for Heavy Industry
70 for Light Industry
30 for Agriculture
20+ for Tiberium
55 for Orbital
70+ for Military

Total 430 + About 70 left over to activate two military dice and three tiberium dice.



Tiberium: Still very much open to suggestions here, beyond putting two dice on Chicago. There's resources free in the plan for it, I just don't know what to do.

Military: I wish to emphasize that I've got, in this draft skeleton, six dice on military, and four of them are on MARVs because we've got a hub to do near Chicago and simultaneously we still need to finish the MARV fleet in South America. The other two dice are up in the air because I sincerely do not claim to know what the single most attractive military program will be next turn.
 
[] Plan ???
-[] Infrastructure 5/5 dice 65R
--[] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%
--[] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%
--[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[] Heavy Industry 5/5 dice +1 free 80R
--[] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40R 89%
--[] Fusion Power Prototype 124/200 1 die 20R 55%
--[] Union Class Construction Yard 137/180 1 die 20R 88%
-[] Light and Chemical Industry 3/3 dice +3 free 60R
--[] Yellow Zone Light Industrial Sectors 173/400 4 dice 40R 74%
--[] Bulk Plastics Facilities 126/200 2 die 20R 94%
-[] Agriculture 3/3 dice 30R
--[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
-[] Tiberium /5 dice R
--[] ???
-[] Orbital Industry /3 dice R
--[] GDSS Philadelphia II (Phase 2) 92/180 2 dice 40R 89%
--[] ???
-[] Services 4/4 40R
--[] Fashion development houses 0/225 2 dice 20R 10%
--[] Ethnic Restaurant Program 0/150 2 dice 20R 68%
-[] Military /5 dice R
--[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 1 die 20R 54%
--[] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
--[] ???
-[] Bureaucracy 3/3 dice
--[] Interdepartmental Communication Initiative DC 90 3 dice 99%

Total: 355/490R 4/5 free dice
135R and 1 free die unspent.

Energy +2
Tidal +4, BZ Production +16
BZ Arcology -2, YZ LI -2

Consumer Goods
BZ Arcology +4, Fiber +4, YZ LI +8, Bulk Plastics +2, Fashion +4, Ethic Resturaunt +4
Total possible: +26

My attempt at sketching out a consumer-goods focused plan. Plan highlights are pushing for Yellow Zone Light Industrial Sectors this turn and only spending 2 military dice on MARVs. Note that on power, we can bank on either Tidal or BZ Production finishing, meaning if we don't spend more than 6 Energy we only have a ~0.16% chance of running out of power... But if we do feel like we need more power, we can use a free die in HI to bump BZ Production up to 5 dice and a 99% completion chance.
 
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and it connect our himalaya blue zone much more effectively with the rest of the blue zones.Also for reference here the option with it description
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running
 
I have a question.

What happens if we clear a continent?

I know, I know. Massively unlikely to happen. But in the theoretical scenario where we dump all abatement into America, and we somehow clear it. What then? We have a safe zone where we can life/ build safely or something? I'd guess the most likely outcome is something like tiberium glaciers breaking off and hitting our coasts and reintroducing tiberium that way, or dust particles brought by a hurricane/storm or such...

Also, space evacuations. Where are we basing that out of? because basing it from an Island such as UK or Japan (or both) Would provide relatively stable places to evacuate from.
 
What happens if we clear a continent?

I know, I know. Massively unlikely to happen. But in the theoretical scenario where we dump all abatement into America, and we somehow clear it. What then? We have a safe zone where we can life/ build safely or something? I'd guess the most likely outcome is something like tiberium glaciers breaking off and hitting our coasts and reintroducing tiberium that way, or dust particles brought by a hurricane/storm or such...
Effectively impossible. Even the smallest of the continental Red Zones is just too big for you to eliminate.

Also, space evacuations. Where are we basing that out of? because basing it from an Island such as UK or Japan (or both) Would provide relatively stable places to evacuate from.
Depends on how it is going. The sooner you start, the more organized and planned it will be. For example, if you are starting before the end of the plan in a substantial manner, you will be likely launching primarily from your holdings in places like Duqm, the West African Blue Zone, or Colombo. Basically bringing people in on ships or aircraft. The later/more desperate the situation is, (although the most desperate options have become quite unlikely) the less planned the evacuation will be, with launches coming in blocks from the blue zones.
 
My attempt at sketching out a consumer-goods focused plan. Plan highlights are pushing for Yellow Zone Light Industrial Sectors this turn and only spending 2 military dice on MARVs. Note that on power, we can bank on either Tidal or BZ Production finishing, meaning if we don't spend more than 6 Energy we only have a ~0.16% chance of running out of power... But if we do feel like we need more power, we can use a free die in HI to bump BZ Production up to 5 dice and a 99% completion chance.
Okay, that is an aggressive Consumer Goods turn; much like @Vehrec 's plan last turn I have to respect it for knowing what it wants and pursuing that ruthlessly. I do have some concerns...

[] Plan ???
-[] Infrastructure 5/5 dice 65R
--[] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%
--[] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%
--[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
I'm not especially thrilled to be leaving an infrastructure die de-activated. It may not be possible to dig up the resources, of course...

-[] Heavy Industry 5/5 dice +1 free 80R
--[] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40R 89%
--[] Fusion Power Prototype 124/200 1 die 20R 55%
--[] Union Class Construction Yard 137/180 1 die 20R 88%
High risk of delaying our fusion power applications by another quarter, not something I'm thrilled about, though I understand why you're doing it because you need to shake loose the Heavy Industry dice to be more confident of getting the power budget thing than I would be.

-[] Light and Chemical Industry 3/3 dice +3 free 60R
--[] Yellow Zone Light Industrial Sectors 173/400 4 dice 40R 74%
--[] Bulk Plastics Facilities 126/200 2 die 20R 94%
Note that one potential drawback of this plan is a ~4.5% risk of falling into Capital Goods deficit if Yellow Zone Light Industrial Sectors completes and Bulk Plastics does not. My plan spends more on Chemical Precursors for precisely this reason, to make sure that we're not in danger of a Capital Goods shortfall when we finish the Yellow Zone factories next quarter.

-[] Tiberium /5 dice R
--[] ???
I assume you're not planning on working on Chicago?

-[] Orbital Industry /3 dice R
--[] GDSS Philadelphia II (Phase 2) 92/180 2 dice 40R 89%
--[] ???
I recommend Orbital Cleanup since it's generally resource-neutral in the long run.

-[] Services 4/4 40R
--[] Fashion development houses 0/225 2 dice 20R 10%
--[] Ethnic Restaurant Program 0/150 2 dice 20R 68%
Ahh, I see. Yeah, I can understand why you're doing this. Me, I have aspirations of completing Durable Goods Libraries in Q4 and figured to put a dent in that, since realistically Fashion Development won't finish this turn.

-[] Military /5 dice R
--[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 1 die 20R 54%
--[] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
--[] ???
As others have pointed out, this gives us an unsatisfactory turn for progress on the MARVs. High risk of not completing our unfinished fleet in the Amazon Red Zone, and the MARV hub we complete is in a suboptimal position, since it does not maximize either income (that would be a Red Zone hub) or security benefits (that would be nearer to Chicago).

Total: 355/490R 4/5 free dice
135R and 1 free die unspent.
To be fair, you have the resources here to do a lot of the things you haven't budgeted for (e.g. that fifth infrastructure die).

Energy +2
Tidal +4, BZ Production +16
BZ Arcology -2, YZ LI -2

Consumer Goods
BZ Arcology +4, Fiber +4, YZ LI +8, Bulk Plastics +2, Fashion +4, Ethic Resturaunt +4
Total possible: +26
I acknowledge that your plan has a very good chance of filling us up on Energy, but the downside is, um. That "total possible" reflects a lot of stuff that is far from certain to succeed. A more realistic expectation value for your Consumer Goods output is...

(.74*4)+(.55*4)+(.74*8)+(.94*2)+(.10*4)+(.68*4)

...Sixteen consumer goods. Still impressive, not exactly chopped liver, but not quite the "Wow!" effect of +26. Because odds are at least some of those projects won't complete, and indeed Fashion Development is so unlikely to complete for you that you really shouldn't count it at all.

the logistics planned city might be a good options so we dont spread the military to thin.
The problem is that this is a chicken-and-egg paradox. The military is spread thin, so needing to deploy like a million soldiers to defend a new planned city in the middle of a Yellow Zone where Nod is already strong makes it hard for them to hold on. Eventually it would pay off in the long run, I'm sure, but not in the short run.

And if we're already building the Chicago Planned City for the abatement/mitigation, plus working on another tiberium project of some kind worldwide, then that's probably all the military's surplus capacity for expansions right there. We'd do better to get our +Logistics from somewhere else... which we can once we have the dice to spare.
 
And if we're already building the Chicago Planned City for the abatement/mitigation, plus working on another tiberium project of some kind worldwide, then that's probably all the military's surplus capacity for expansions right there. We'd do better to get our +Logistics from somewhere else... which we can once we have the dice to spare.

i wasmore suggesting it because from what i understand the plan cities take less military to defend then the other options.
 
i wasmore suggesting it because from what i understand the plan cities take less military to defend then the other options.
Maybe. On the other hand, they're resource-intensive, and the first phase of the cities isn't really useful unless we intend to follow through on the following phases, which probably cost at least -Energy and maybe other things.

I don't want to start a planned city we aren't likely to follow through on.
 
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