Well then, we can finish the job with the yellow zones and start rocking and rolling.
That is not really an option anymore. We have integrated the Yellow Zones we control into the GDI political system. That is a good thing, cuts of an easy NOD propaganda opportunity, generates loyalty, and is morally the right thing to do. But it means that they now have votes, and due to their population a good deal of votes. This makes them a powerful enough voting block that we now need to constantly support them to keep their support. Meaning the job is never going to be done.

We still need to keep up investment in the military but just dropping yellow zone support for the military is no longer an option. We need to figure out a way to balance them as well as our other priorities instead of just lurching to mass investment in one area at a time as we tend to do.
 
When it comes to the military, I am going to look a bit at canon GDI (Now, this is not entirely either a fair or entirely accurate comparison, because you have made developments that they never did)
Generally, you can assume that Canon GDI was putting 2-3 dice of military development out every single turn from turn 1. Screw the Yellow Zones, screw the Forgotten, give the military industrial complex the funding that it needs. What this means is that you are some 30 to 40 dice of investment behind in total.
Huh. Has our much greater income due to more extensive, innovative and profitable tiberium harvesting efforts started to offset that lead now that we're focusing a lot more on military? Whilst still being able to decently manage everything else.
 
Huh. Has our much greater income due to more extensive, innovative and profitable tiberium harvesting efforts started to offset that lead now that we're focusing a lot more on military? Whilst still being able to decently manage everything else.
No because we are still at less than half of pre-war GDI income. And we didn't spend much at all on the military for the first several turns. After all, it took the military basically going 'Listen here you little shit' in polite speak via letter for the thread to throw even a modicum of resources to them.
 
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That is not really an option anymore. We have integrated the Yellow Zones we control into the GDI political system. That is a good thing, cuts of an easy NOD propaganda opportunity, generates loyalty, and is morally the right thing to do. But it means that they now have votes, and due to their population a good deal of votes. This makes them a powerful enough voting block that we now need to constantly support them to keep their support. Meaning the job is never going to be done.

We still need to keep up investment in the military but just dropping yellow zone support for the military is no longer an option. We need to figure out a way to balance them as well as our other priorities instead of just lurching to mass investment in one area at a time as we tend to do.

I'm talking about the industry. We finish that up, and start blowing our dice on the Army.
 
I'm talking about the industry. We finish that up, and start blowing our dice on the Army.
We can't focus on the industry. We need to build up the military as well. We need constant sustained investment on the military because of the lead time I mentioned before. We can't just splurge on the military a turn before a crisis happens and expect the military to be able to handle the crisis. Factories need time to spool up, soldiers need to be trained, etc.

We need to balance things out.
 
I'm talking about the industry. We finish that up, and start blowing our dice on the Army.
But like I said on the second part we can no longer afford to do that. Spending 5-6 dice on military a turn is needed but we have several other fires to deal with, more coming up, and need to increase investment in space and actual solutions instead of time buying measures. Just throwing all our free dice on the military will see other sections under developed and us encounter large power issues. This is not a hole we should bliz out of.
 
@Ithillid With my mention of how close the northern border of Red Zone 1 looks to be to the border of Blue Zone 1 on the map, are we at risk of losing facilities in Blue zone 1 such as the Copenhagen shipyards if the Red Zones expand too far? Would a Reclamation Hub in Red Zone 1 North like in my plan above help to mitigate this risk?
 
@Ithillid With my mention of how close the northern border of Red Zone 1 looks to be to the border of Blue Zone 1 on the map, are we at risk of losing facilities in Blue zone 1 such as the Copenhagen shipyards if the Red Zones expand too far? Would a Reclamation Hub in Red Zone 1 North like in my plan above help to mitigate this risk?
You already have a RZ1 North hub and fleet.
 
No because we are still at less than half of pre-war GDI income. And we didn't spend much at all on the military for the first several turns. After all, it took the military basically going 'Listen here you little shit' in polite speak via letter for the thread to throw even a modicum of resources to them.
I take it you missed the fact we were talking about how canon GDI did according to Ithillid after TW3 compared to how we're doing. And one of the things we did has minimise investment into the military whilst also maximising investment into tiberium. Which included things like the innovative Glacier Mining which wouldn't have been offered to the other leaders, including the one chosen by the canon timeline.

So sure, we're still at less than half of pre-war GDI income, though I think that's probably outdated by now. But we're very likely to actually have much higher income than canon GDI did by this time in their universe. Which means that even though we're lagging behind them on military, we're actually likely either equal or ahead of them with most other things. Though the blue zones are probably doing worse in exchange for actually having a presence in the Yellow Zones. And the fact that we've got such a high income now means we can invest a lot heavier than canon GDI could manage whilst still doing anything else whilst not falling behind on other elements.
 
I will not be voting for any plan without at least an investment towards the proper deployment of Steel Talons mechs because they are both our R&D division and no new weapons systems can be up for mass production without a mech platform. The Woverines and the Titans are the big ticket items we would need to help advance our military and would help in no longer having Granger's picture in every dartboard in every Steel Talons base.
 
We have more income than the canon GDI did but being 30-40 dice in the hole on the military means we're 30-40 dice in the hole on the military no matter how you slice it. Our bigger and earlier income focus might now allow us to (slowly, over like a decade, at the cost of many Free dice) play catchup to canon GDI's level while not massively compromising other sectors, but let's not pretend it was a genius seven-dimensional chess move with no negative consequences. We made an active choice to spend half a decade gutting the military in favor of the civilian economy and that has consequences for us, both good and bad.
 
We have more income than the canon GDI did but being 30-40 dice in the hole on the military means we're 30-40 dice in the hole on the military no matter how you slice it. Our bigger and earlier income focus might now allow us to (slowly, over like a decade, at the cost of many Free dice) play catchup to canon GDI's level while not massively compromising other sectors, but let's not pretend it was a genius seven-dimensional chess move with no negative consequences. We made an active choice to spend half a decade gutting the military in favor of the civilian economy and that has consequences for us, both good and bad.
I never implied otherwise. Just that, going forward, we've got a better economy than the canon GDI did by this point. Which means that we can afford to do a lot better than they did. Which means that eventually we're likely to catch up to them, at least until it hits the point they start deploying the TCN. Because whilst that set up is extremely expensive, once any of it becomes operation the rewards are much, much greater than our glacier mining operations. Whilst also doing a lot of mutation-immune mitigation.

That said, I do think we're not going to go back to just one or two dice into Military any time soon. I figure that we're basically guaranteed to be doing the two-three cycle needed to get a MARV fleet operational over two turns until we max that out, whilst also spending at least one or two dice on other projects going forward for a long time. At least until we've managed a full replacement cycle for our current designs, which likely means a bunch of refits first as well.
 
Okay, I'm going to put together a preliminary plan because why the hell not.
Hm. Comparing and contrasting with my own draft plan, Better Living Through Chemistry.

[]Plan Power-Up
-[] Infrastructure ( 5/5 dice) [ 80 Resources]
--[] Tidal Power Plants (157/200 ) (10 Resources)
---[] 1 dice
--[] Fiber-Optic Expansion (105/240 ) (40 Resources)
---[] 2 dice
--[] Blue Zone Arcologies (Phase 1) (304/450) (30 Resources)
---[] 2 dice
Arcologies are up to 396/450; it is questionable whether it's worth putting a second die on them. Meanwhile, there is a modest but significant chance of Tidal Power failing with only one die. But we're depending on having at least Tidal Power if not Blue Zone Power next turn in order to feel free to do anything energy-hungry THIS turn (that is to say, 2055Q3...) So that means we should probably shift a die from Arcologies to Tidal Power. Incidentally this frees up 5 Resources for elsewhere if you felt resource-limited.

-[] Heavy Industry ( 5/ 5 dice ) [ 70 Resources]
--[] Fusion Power Prototype (124/200 ) (20 Resources)
---[] 1 dice
--[] Blue Zone Power Production (Phases 2) (346/550 ) ( 30 Resources)
---[] 3 dice
--[] Union Class Construction Yard (137/180 ) ( 20 Resources)
---[] 1 dice
The big point of concern here is the relative lack of dice for Fusion Power Prototype. Blue Zone Power has only a middling chance of completing with three dice, but that's hard to ensure (I think it'd take about five dice to be really confident, maybe even six).

Since we have no reason to expect our Energy situation to be good any time in the foreseeable future, but rather to always (appropriately for a Command and Conquer game) to be capped by the available Energy supply, we have very strong reasons to want fusion energy as soon as possible. If at all possible it would be desirable to get two dice on the prototype, either by spending a free die (as I do) or transferring a die from something else. On the other hand, both Blue Zone Power and the Union Yard are critical projects in their own right for our short and long-term futures, respectively.

-[] Light and Chemical Industry ( 3/ 3 dice +2 free dice) [100 Resources]
--[] Bulk Plastics Facilities (126/200 ) ( 10 Resources)
---[] 1 dice
--[] Superconductor Foundries (0/200 ) ( 90 Resources)
---[] 3 dice
--[] Security Reviews - Light and Chemical Industry
---[] 1 dice
We just did a security review on light industry literally this turn and rolled a 183. There is no need to repeat. Now here I see why you have no free dice for heavy industry- you're doing something broadly similar to what I do with 'Better Living Through Chemistry,' only standing up Superconductor Foundries instead of Chemical Precursor Plants. This is more energy-lucrative, but also very resource-expensive, and even with three dice you have no assurance of completing the project in a single jump- indeed, I haven't checked @Derpmind 's excellent probability matrices, but doing some quick estimates I suspect the odds of finishing with three dice are lower than 50%. This ties into an overarching risk associated with your plan- namely, that none of your Energy-granting options are a sure thing that covers our immediate power needs, though admittedly the odds of all three Energy options failing are low.

Also, you make no effort to complete or even work on Yellow Zone Light Industry, which is problematic because it's a campaign promise we're really hoping to get done before the election. While I (unlike some others, including Derpmind) am comfortable with waiting to finish it until Q4, I would prefer not to have to sprint to finish it during Q4 because no further gains were made during Q3.

-[] Tiberium ( 3/5 dice) [70 Resources]
--[] Red Zone Containment Lines (Phase 3) (8/180) (50 Resources)
---[] 2 dice
--[] Chicago Planned City (41/80) (20 Resources)
---[] 1 dice
Given that Tiberium dice have our highest bonus and that it is extremely important for us to get as much tiberium mitigation done as we can to expand the Blue Zones before tiberium begins to mutate to resist sonic fencing in two years' time... It is probably not a good thing for us to fail to activate all our Tiberium dice. Granger is basically the new Dr. Mobius, and leveraging (and enhancing!) his Tiberium bonuses has been a cornerstone of our strategy throughout the quest. I strongly recommend finding the resources to activate the remaining two Tiberium dice on something.

-[] Orbital (3/3 dice) (2 Fusion) [45 Resources]
--[] GDSS Shala (Phase 1) (0/90) ( 20 Resources)
---[] 1 Fusion dice
--[] Orbital Cleanup (1/90) (25 Resources)
--[] 1 dice + 1 Fusion dice
You've mis-estimated some costs here. Orbital Cleanup still costs 15 R/die, so fusion dice spent on it will always be less rewarding than fusion dice spent on a space station that costs 30 R/die. Both fusion dice should go on the space station...

...But I think we should work on another phase of Philadelphia II before we begin work on Shala. We're likely to get more useful bonuses from Phase 2 of station construction than from another Phase 1. It's likely to only take one more quarter to get the basic core of the Philadelphia working, because we're at 92 progress on Phase 2 already thanks to the overflow from Phase 1. That will be a major political milestone for us, and is likely to unlock mechanical benefits, as discussed above. Whereas Phase 1 of any station generally gives us nothing.

While Shala and Columbia are indisputably very important, nothing we've learned in the recent past should compel us to jump away from one project to another project hastily when we're close to reaching a major milestone on the other project.

-[] Services (3/4 dice) [15 Resources]
--[] Game Development Studios (0/300) (20 Resources)
---[] 3 dice
Service dice are another area where we get strong bonuses, so leaving Service dice inactive is always a pity. If nothing else, I suggest you flip a die from Arcologies to Tidal Power to reflect the increased progress you didn't take into account, and then use the 5 Resources thus freed up to activate another die of Game Development. More generally, I think the aggressive spending on Superconductor Foundries in your plan is sucking the oxygen out of the room for other projects, which I'm not entirely happy with.

-[] Military (5/ 5 dice + 2 free dice) [110 Resources]
--[] Reclamator Hub Red Zone 1 North (0/105 ) (40 Resources)
---[] 2 dice
--[] Super MARV Reclamator Fleet (RZ-6 South) (136/210) ( 40 Resources)
---[] 2 dice
--[]Remote Weapon Systems Development Predator (0/40) (10 Resources)
---[]1 dice
--[]Point Defence Refits (15/250) (20 Resources)
---[] 2 dice
1) You're actually using three free dice on the military.

2) If we are going to build the planned city for mitigation in Chicago, we should probably put the next reclamator hub in Red Zone 7- North (nearer to Chicago) or Red Zone 7-South (where we currently have glacier mines to cover in the American South). Not Red Zone 1 (I believe that's in Europe).

3) While I support your priorities on military research and development, a lot of people will want to build the Advanced Myomer Works next turn, I think.




That said, I do think we're not going to go back to just one or two dice into Military any time soon. I figure that we're basically guaranteed to be doing the two-three cycle needed to get a MARV fleet operational over two turns until we max that out, whilst also spending at least one or two dice on other projects going forward for a long time. At least until we've managed a full replacement cycle for our current designs, which likely means a bunch of refits first as well.
I think at some point we may not be able to keep up the MARV cycle while still adequately maintaining the conventional military. The MARVs are very much what we want done, but they don't do the majority of the fighting.

I will not be voting for any plan without at least an investment towards the proper deployment of Steel Talons mechs because they are both our R&D division and no new weapons systems can be up for mass production without a mech platform. The Woverines and the Titans are the big ticket items we would need to help advance our military and would help in no longer having Granger's picture in every dartboard in every Steel Talons base.
So, what about projects that invest heavily in other branches of the military, such as the Air Force (whose VTOLs need a makeover badly), the Navy (which has multiple major projects that need doing) and the conventional ground forces (whose tanks can't even get a frickin' machine gun and so keep getting taken out by suicide bombers)?

I'm talking about the industry. We finish that up, and start blowing our dice on the Army.
Yellow Zone Industry is just one project, and it's not really even competing with the military for dice much (maybe a Free Die or two). Remember that we have entirely separate dice categories; we can't put 100% of our resources on any one thing because we don't have the dice.

Next turn we really need to get the Governor cruiser done so we can build its shipyard the turn after.

Remember folks, everything has a lead time that will tick along in the background. Just because it got done doesn't mean it'll complete its job within that quarter. Most if not all actions and items in this Plan Quest have lengthy lead times.

The Apollo fighter factories for example needs multiple quarters before they can fully furbish GDI with Apollo fighters. It takes time to build shit and train people in their use and integrate it into the GDI arsenal.

The Governor Cruisers will most likely take almost a year or a year and a half before they can show their chops.

Once the shipyard is done GDI will have to build the cruisers, train the crew, do shakedown cruises, fix all the issues shown in the shakedown cruises, train crew again to fix issues, *then* actually start patrols. That takes a lot of time.
Yes, but that doesn't mean the Governor-class cruisers are more necessary in and of themselves than everything else we're doing. For example, point defense refits to existing warships might be a higher priority, among other things because they don't require years of lead time to start having effects, only a relatively short period of training the crews on the point defense systems that already more or less work.

We should put more resources into building more MARVs. You can never have enough MARVs.
We're already operating at a point where if we were building any more MARVs we'd be doing effectively nothing for the rest of the military. So I think we may have hit saturation on what we can afford to spend on MARVs, at least until we get more Military dice (e.g. from that comprehensive war factory upgrade program).

Can they?

They haven't had a security review since the Q2 2053 in the last plan and they have had a massive expansion in manpower after the budget revision. As far as we know we might have been leaking military hardware and classified information like a sieve for close to two years and we won't know until we do a security review.
First, the military probably does SOME of its own security reviews.

Second, Q2 2053 was literally two years ago. We have seven departments. We mechanically can't do a serious security review of each department more than about once every 1.75 years, because there literally are not enough quarters in the year to go around. So don't act like they're "behind schedule" just because it's been two years. If we hadn't done a review in four years, now that would be different.

Hmm, if we really want to invest more in space, completing the next phase of ASAT is necessary.

The current network is only a bit better than the old one, so it needs development in order to protect the relatively fragile eggs we have in orbit.
Well, sort of. At the moment we have less to protect in orbit. Back before Tib War III, as I understand it... We had a roughly Phase 4 Philadelphia in place, protected by Phase 1 ASAT. Now we have Phase 1 Philadelphia and Phase 2 Enterprise, protected by Phase 2 ASAT.

The Philadelphia was very much the primary command and control center for all of GDI, to the point where by blowing it up Kane more or less blew GDI's brains out and put fucking Redmond Boyle in charge for the duration of the war. Also during that time, we had ASAT controlled entirely from a single ground station, which then got attacked by Nod.

Now the command center for ASAT is in space, which is good because it means the defense system's control center is at least no longer outside the defense system's own coverage. So the system is better protected than it was, and we have less up there to protect.

When we have more significant industrial or command-and-control concerns up in space, then it's going to be time to upgrade to Phase 3 ASAT.

Considering GDI has been using Tiberium economics for the last 50-60 years, in that Tiberium is a wonder material with just a little refining you can turn into just about anything, would GDI industry/economy suffer from suddenly not having complete access to their alchemy material?

I know it's not completely going back to reinventing the wheel, Enterprise shows that non-Tiberium refining is still alive and well, but things might be difficult if we have to go and search for a specific element like a normal civilization.
One thing Scrin technology is no doubt very good for is mining tiberium on uninhabitable hell-worlds (made so by tiberium) for the benefit of a spacefaring civilization, since that's what the Scrin themselves use it for. So we can, in that scenario, probably just keep mining tiberium on Earth (mostly with tele-operated infrastructure from orbiting stations, i suspect) and doing everything but tiberium harvesting and refining in space.

Heck not to be pessimistic here but we don't need to evacuate the whole planet for us to technically win just enough people so the human race doesn't die out.

And yes that is grim as all hell I won't lie but when it comes to a space colony our first concern is getting enough people off world to see the continuation of the human race(that should only be a few hundred thousand at a minimum). After that then we can concern ourselves with getting everyone off earth but as long as enough people get off world to avoid any potential genetic problems and to ensure there's a large enough population to allow growth as well as sufficient independence for them(by that I mean won't need earth for any major supply based issue that may come up) then we're golden.

It's by no means the most optimistic thing to say but it's also the baseline we should be going for if we do plan to start going really heavy space colony wise. Anything after that is a nice bonus.

Edit: Heck got morbidly curious on this and looked up how many people would be needed to successfully repopulate mankind in a apocalypse(which let's be honest we're in) and technically we need only 500 people to do so.
Fuck that.

Spaceships go brrrr until everyone who wants a way off the Earth can get off.

Everyone.

Everyone.

Except Kane. He can get out and walk.
 
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[ ] Plan Military push
Infrastructure (5 dice) 75R
-[ ] Tidal Power Plants, 2 die (20 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice +2 Free) 90R
-[ ] Blue Zone Power Production (Phase 2), 3 dice (30 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Union Class Construction Yard, 1 die (20 Resources)
-[ ] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
Light and Chemical Industry (3 dice +1 Free) 40R
-[ ] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[ ] Bulk Plastics Facilities, 1 dice (10 Resources)
Agriculture (3 dice) 30R
-[ ] Perennial Aquaponics Bays, 1 die (10 Resources)
-[ ] State Operated Breweries 0/125 2 dice 20R 64%,
Tiberium (5 dice) 60R
-[ ] Chicago Planned City (Phase 1), 3 dice (60 Resources)
Orbital (3 dice) 55R
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 die (15 Resources)
Services (4 dice) 50R
-[ ] Ethnic Restaurants, 2 dice (20 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 2 dice (30 Resources)
Military (5 dice +2 Free) 90R
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 2 dice (40 Resources) 94%
-[ ] Remote Weapons System Development Predator, 1 die (10 Resources)
-[ ] Orca Refit Package Development 0/40 1 die 15R 88%
-[ ] Universal Rocket Launch System Development 1 dice 15R
-[ ] Ablative Plating Refits, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Interdepartmental Communication Initiative, 3 dice

Resources Available: 490
Resources Used: 490
Resources Remaining: 0
I think the new rocket systems might combine well with tank and aircraft work so doing both at once could lead to a single upgrade that does both
With 2 dice Tidal power is guaranteed to compete giving the power needed for rolling stock plants resolving our shortage of trains and providing logistics and capital goods.
I am going with fewer dice on a lot of projects here and some will fail but others will complete with fewer dice than in most plans.
We might end up on -1 capital good but the odds of that are low and we have been as low as -16 in Q4 2051 so going to -1 for a single turn is no major issue as if they do not complete both factories will be close enough to completing that they can be finished with a single dice.
 
Edit: Heck got morbidly curious on this and looked up how many people would be needed to successfully repopulate mankind in a apocalypse(which let's be honest we're in) and technically we need only 500 people to do so.
Technically, you can get away with 50 people. Provided they are no closer than second cousins and you carefully monitor the genetic lineages for the next 10 generations or so.

Considering GDI has been using Tiberium economics for the last 50-60 years, in that Tiberium is a wonder material with just a little refining you can turn into just about anything, would GDI industry/economy suffer from suddenly not having complete access to their alchemy material?

I know it's not completely going back to reinventing the wheel, Enterprise shows that non-Tiberium refining is still alive and well, but things might be difficult if we have to go and search for a specific element like a normal civilization.
We wouldn't have to lose access to Tiberium or the Earth. We can still send mining expeditions down from orbit or maintain small mining bases on the surface. Refining can be done in orbit with ease. Hell, being in space would actually make glacier mining easier since our miners can just shuttle straight up and down rather than travelling through Nod territory.
 
I propose a rule of thumb for our ASAT network: Keep ASAT level =highest space station level. I also propose doing Enterprise Stage 3 before we have the feeder lines fully set up, if only to simplify setting up the feeder lines with space-built equipment.

Also, @Simon_Jester ? You're talking about the Myomer factories like they're not done yet but we just voted to do the prototype plant and while it's got a tiny output and will need supplementing, either directly at the factories or by building a giant Megaspinning Plant, it is already done.
 
So, what about projects that invest heavily in other branches of the military, such as the Air Force (whose VTOLs need a makeover badly), the Navy (which has multiple major projects that need doing) and the conventional ground forces (whose tanks can't even get a frickin' machine gun and so keep getting taken out by suicide bombers)?
The Talons are our vechicle for the next generation of military technology. While we still have more developments on the pipelines to really fight Nod in beyond the 2060s we need to be able to fund the Talons which we have been putting off for five years now. The Ground Forces are good for now and the Air Force are really liking all the new Appollos we just finished building. The Navy might need more cruisers but that is on priority since they are blue navy capability. We haven't done anything with the Talons and they really need something for us to advance our progress against Nod.
 
The argument that we shouldn't invest in Steel Talons because other sections have more pressing needs is a good one... 5 years ago. Like we did not give a damn about those projects at the start so attempting to appeal to that rings hollow. Instead of completing basic upgrades and turning to more advanced ones we are now in a position where we need to do both simultaneously. We aren't going to dig ourselves out of the hole by taking the low hanging fruit at this point. We need to develop new technologies in addition to adapting old ones. And steel talons are very important for that first part.
 
I propose a rule of thumb for our ASAT network: Keep ASAT level =highest space station level. I also propose doing Enterprise Stage 3 before we have the feeder lines fully set up, if only to simplify setting up the feeder lines with space-built equipment.
Maybe. I think ASAT Stage 3 is more then sufficient as long as we're only thinking about Nod, but "what if the Scrin come back" is a valid reason to keep upscaling from there.

On the other hand, we have a lot of bootstrapping to do for our orbital infrastructure, so diversion of effort to build redundant fortifications may not be as useful as just going all-in on economic efforts.

Also, @Simon_Jester ? You're talking about the Myomer factories like they're not done yet but we just voted to do the prototype plant and while it's got a tiny output and will need supplementing, either directly at the factories or by building a giant Megaspinning Plant, it is already done.
Hmrm. Sorry, I think that was a bubble of thought carried over in my brain from when I was debating the last round of plans. You're right. The myomer plant is done, so whatever happens next turn is going to be something different.

The Talons are our vechicle for the next generation of military technology. While we still have more developments on the pipelines to really fight Nod in beyond the 2060s we need to be able to fund the Talons which we have been putting off for five years now. The Ground Forces are good for now and the Air Force are really liking all the new Appollos we just finished building. The Navy might need more cruisers but that is on priority since they are blue navy capability. We haven't done anything with the Talons and they really need something for us to advance our progress against Nod.
I feel a little weird about the idea that all our military advancements are bottlenecked by Talons research.

Also, I won't feel good about the ground forces' situation until we've got mass-produced anti-laser ablatives and fitted some damn machine guns on our tanks. I consider those to be at least as important as any Steel Talon developments in the pipeline.

The Air Force really likes our new air superiority fighters, but if we don't have an adequate air-to-ground platform it doesn't matter much. The Orca refits are important.

Once again, gonna cross-reference with Better Living Through Chemistry

[ ] Plan Military push
Infrastructure (5 dice) 75R
-[ ] Tidal Power Plants, 2 die (20 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice +2 Free) 90R
-[ ] Blue Zone Power Production (Phase 2), 3 dice (30 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Union Class Construction Yard, 1 die (20 Resources)
-[ ] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
Heavy Rolling Stock is no longer our most attractive Capital Goods option. Chemical Precursors gives us the same +2 Capital Goods for roughly the same dice investment and half the energy cost. And since under your plan we have no reasonable certainty of getting more than +4 Energy next turn, that matters. I recommend swapping the free dice from Heavy Industry to light and using them to push Bulk Plastics, Chemical Precursors, or both.

Heavy Rolling Stock becomes considerably more attractive after we know we've got the next round of power plants in hand. But with three dice on that in your plan, we only have about a 50/50 shot of getting it. Furthermore, your plan is relatively unlikely to complete Bulk Plastics and has only a 57% chance of finishing Heavy Rolling Stock anyway, which means that there's some chance we'll complete Yellow Zone Light Industrial Sectors without completing a project to provide the other point of Capital Goods it would require.

Agriculture (3 dice) 30R
-[ ] Perennial Aquaponics Bays, 1 die (10 Resources)
-[ ] State Operated Breweries 0/125 2 dice 20R 64%,
Perennials is in high demand and provides political benefits, and if we don't get it done this quarter or next quarter it won't be finished taking effect by the end of the Plan. I understand the desire to push consumer goods, but I'd very much rather throw all dice on Perennials this turn.

Tiberium (5 dice) 60R
-[ ] Chicago Planned City (Phase 1), 3 dice (60 Resources)
I assume/hope/imagine that you intend to do something with the other two dice but don't know what yet?

Also, it's fairly likely that Phase 2 of Chicago will require Energy... but we don't know how much for sure, and you're budgeting for this on top of Heavy Rolling Stock (-4 Energy) and Arcologies (-2 Energy), and Yellow Zone Light Industry (-2 Energy). There's a real risk of us tripping over our power budget here, depending on which projects complete, because the only "sure thing" your plan contains on the +Energy front is Tidal Power, which would bring us to only +6 Energy when combined with our existing surplus.

Services (4 dice) 50R
-[ ] Ethnic Restaurants, 2 dice (20 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 2 dice (30 Resources)
And this is another -2 Energy project to add to the list, though it's unlikely to finish since we'd have to roll about a 150 or higher on 2d100.

Military (5 dice +2 Free) 90R
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 2 dice (40 Resources) 94%
-[ ] Remote Weapons System Development Predator, 1 die (10 Resources)
-[ ] Orca Refit Package Development 0/40 1 die 15R 88%
-[ ] Universal Rocket Launch System Development 1 dice 15R
-[ ] Ablative Plating Refits, 2 dice (20 Resources)
I'd rather avoid the MLRS development for now since it scratches a lot of the same itches our shell production should already be taking care of. The other branches need love just like the ground forces do, and since anti-laser ablatives mainly though not only benefit them, I think the rocket launchers can be cut.

I think the new rocket systems might combine well with tank and aircraft work so doing both at once could lead to a single upgrade that does both
Aircraft already rely heavily on rocket launch systems.

And main battle tanks with MLRS armament don't work very well because they fulfill opposite requirements. The rocket systems are optimized for indirect fire and bombardment of enemies that don't have line of sight on you, so they don't synergize well with heavy armor.

And correspondingly, a tank that is designed to go into direct combat range of the enemy shouldn't be hauling around a giant box of highly explosive missiles on top where every Tom, Dick, and Noddie can try to light it up from behind a bush half a kilometer away.

Don't get me wrong, MLRS systems are a great idea and firmly in keeping with GDI traditions, but I think we've given enough love to the ground forces that our continued ongoing love should express itself in different ways.

With 2 dice Tidal power is guaranteed to compete giving the power needed for rolling stock plants resolving our shortage of trains and providing logistics and capital goods.
Nearly guaranteed to complete... but the problem is that you've budgeted for a lot more Energy than we actually have in this plan. Blue Zone Power isn't a sure thing to complete here, after all. And even to get this far you've had to sacrifice the second die on Fusion Prototype.

On the other hand... Well, I'm realizing sacrifices must be made. More on that in a bit.
 
I feel a little weird about the idea that all our military advancements are bottlenecked by Talons research.

Also, I won't feel good about the ground forces' situation until we've got mass-produced anti-laser ablatives and fitted some damn machine guns on our tanks. I consider those to be at least as important as any Steel Talon developments in the pipeline.

The Air Force really likes our new air superiority fighters, but if we don't have an adequate air-to-ground platform it doesn't matter much. The Orca refits are important.

Its probably not all bottlenecked by Steel Talons, but a lot of ground forces radical new techs probably are, and too a lesser extent everyone else could benefit from that. As to the point about the importance of RWS, well like Simon man we did RWS in the first plan, the roll was bad, and then we started ignoring it. A bit like naval PD actually. So we could have done it but we chose not to. I'm not really sympathetic to the argument that we have other military priorities, when we are only starting to fufill them all now. At the latest Kane's Wrath should have been our wakeup call that we need to actually rebuild the military. Instead we waited until the military used the nuclear option a year and a half later. And then people got upset that the generals didn't want to spend underequipped soldiers lives for income, that would not go to actually equipping those soldiers.

Also for compairison whatever Nods equivalent to Steel Talons is has been working for the last 5 years, so we are half a decade behind on deployment of novel technologies. Like yes we need RWS, we needed it 5 years ago, but we also need to pursue new technologies, and since we're so far behind we need to do both. And I don't count myommers towards Steel Talons spending since people got that for the purpose of using it in non-military roles.
 
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So people here are aware the QM has said on Discord that our GDI is 30-40 military dice behind canon GDI at this point as canon GDI pushed much harder on its military and focused on the shrinking blue zones.
 
Yeah, the Talons are where most of the goodies are. Outside of the Talons, the most obvious new tech is behind the sonic artillery (mainstream sonic weapons) and maybe rockets, but that is in a lot of ways more refinement than anything truly new. Our early investment in Zone Suits might also lead to large-scale adoption of powered armor in the army, but likely only after the last factory have been finished. Besides that there is the reverse engineering gatcha, I suppose.
 
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