The tib rolls hurt but aren't out there. A basic 10d100 roll averages out to around 100ish. Our rolls are on the higher end of the spectrum but not outside of reason.

Most of the plan went off without problems though that natural 1 probably means something squirrely in lore. Perhaps a Nod sabotage attempt or maybe just corruption again.
 
Calling it now, this is exactly what will happen.

Once mutation rolls starts happening, our Abatement efforts will be able to keep up (though not without effort), and the Tiberium Spread dice will finally chill out.

Kane will flip his lid as we start expanding the Blue Zones and push back the Red Zones more consistently than we ever did before the Mutation.

Calling it now Tiberium dice will calm after the mutation rolls strip away half our abatement. Then we will constant roll 60 or 70 instead of 80 or 90.
 
Very early Proto plan:
Infra 5/5 65R +13
-[] Tidal Power Plants (Phase 2) 0/??? 2 dice 20 R
-[] Housing 3 dice 45 R (arcologies, 60 for fortress towns)
HI 5/5 55R +16 (-2 for 6/8 due to graduates)
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 2 dice 10 R
-[] North Boston Chip Fabricator (Phase 4) 64/1200 3 dice 45 R
LC 4/4 60R +13
-[] Yellow Zone Light Industrial Sectors 327/400 2 dice 20 R
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 2 dice 40 R
Agri 3/3 30R +13
-[] State Operated Breweries 69/120 1 dice 10 R
-[] Perennial Aquaponics Bays 177/350 2 dice 20 R
Tiberium 5/5 70R +31 (-2 for 6/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Phase 4) ??/??? 2 dice 10 R
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 1 dice 20 R
-[] Chicago Planned City (Phase 2) 43/??? 2 dice 40 R
Orbital 3/3 60R +13 (3 Fusion dice)
-[] GDSS Philadelphia II (Phase 2) 299/360 2 dice 40 R
-[] GDSS Shala (Phase 1) 0/90 1 dice 20 R
Services 4/4 +2 dice 70R +28
-[] Fashion development houses 0/225 3 dice 30 R
-[] Ethnic Restaurant Program 97/150 1 dice 10 R
-[] Durable Goods Libraries and Central Repositories 50/200 2 dice 30 R
Military 5/5 +3 dice 110R +13
-[] Reclamator Hubs RZ 7 North 0/105 2 dice 40 R
-[] Reclamator Fleet YZ 5a Super MARVs 35/210 1 dice 20 R
-[] Ablat Plating Deployment (Phase 1) 152/200 2 dice 20 R
-[] Hydrofoil Shipyards (Busan-Ulsan) 0/100 1 dice 10 R
-[] Wolverine Mark 3 Deployment 58/150 2 dice 20 R
Bureau 3/3 +13
-[] Interdepartmental Communication Initiative 3 dice
Free 5/5
-3 Mil, 2 service

520/520
35 PS

Very early thoughts, need to check percentages and adjust but want to finish YZ light industry (should be 94% with 2 dice) and push out cons good and mil deployment. 1 dice on the hydrofoil plant because if it finishes great, if not we can just keep 1 dice on it to avoid overkill. YZ tib harvest dice becaue had 3 prospecting but had resources left over so could upgrade a dice to a more expensive option. For HI we have power in surplus so instead try to improve the YZ power grid and also start work on chips for a big cap good and cons good payoff down the line.

Also depends on what new projects open up. For orbit if the progress for philly phase 3 is right we can do 2 dice to finish phase 3 and start on Shala (agri) for some PS.
 
We should get Governor cruiser design. Yes. The cruiser shipyard will cost capgoods but the design and development does not take that. It's better to get the design out of the way first.

Yes. We could always research other stuff first in the hopes that it'll add to the Governor. But that doesn't help us sooner.

Plus anything valid to the design will be added *anyways* if we research them after the cruiser is designed.

Until we build a shipyard the Governor's design will be in a flux.

We cant keep putting off the design and expect the cruiser to be ready when we need it.
 
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Arcologies I'd prefer to wait until after elections for the Hawks split, and Fortress towns are unacceptable until we get at least another phase of Shell Plants to cover increased ammo consumption. I'd prefer work on Rail Lines, since Chicago was said to need Logistics.
Likely the next BZ arcologie and this time we dont have to shock so can do power and arcolgoy at the same time. For logistics we should be at +4 thanks to fiber optics. Can also swap to rolling stock factory instead of chips for more logistics and making rail network easier.

We should get Governor cruiser design. Yes. The cruiser shipyard will cost capgoods but the design and development does not take that. It's better to get the design out of the way first.

Yes. We could always research other stuff first in the hopes that it'll add to the Governor. But that doesn't help us sooner.

Plus anything valid to the design will be added *anyways* if we research them after the cruiser is designed.

Until we build a shipyard the Governor's design will be in a flux.

We cant keep putting off the design and expect the cruiser to be ready when we need it.
Likely Q1 that can be fit in but I want to finish off some of our current projects before opening more in mil. This way we get improvements rolled out. If you notice I have 3 dice on marvs (hubs or super marvs) and 5 on rollout projects. Q1 we can do 3 marvs and 4-5 on a mix of deployment and design (probably 1 on tubes and 1 on governor with the other 2 to 3 trying to finish off current projects)
 
Hear me out okay, we need the Governor.....so that we can make a ship girl version to use in propaganda! Think just think about it! Zero regrets
 
GDI lives in a blessed timeline where the shipgirl trope probably did not achieve as high of a success and saturation. Conversely Isekai and other escapist genres are probably more common.

Edit: Shipgirl, not Showgirl. Fucking Autocorrect
 
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Likely the next BZ arcologie and this time we dont have to shock so can do power and arcolgoy at the same time. For logistics we should be at +4 thanks to fiber optics. Can also swap to rolling stock factory instead of chips for more logistics and making rail network easier.
Looking at the description for Rail Links, it seems like it could unlock more YZ Projects, so it's something I think we should get behind to continue YZ investment, plus giving us more logistics.
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)
Also, I want to save HI for an all in on the Boston Chip Fabricator Phase 4 (with maybe some Fusion Peaker Plants if they're already unlocked.) With how we're likely to need to rely heavily on the military to push into Red Zone Abatement, they're gonna need a big boost fairly quickly.

[ ] Plan Chimeraguard Draft
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 2 dice (20 Resources)
-[ ] Rail Link Reconstruction (Phase 2), 3 dice (45 Resources)
Heavy Industry (5 dice +1 Free)
-[ ] North Boston Chip Fabricator (Phase 4), 6 dice (90 Resources)
Light and Chemical Industry (4 dice)
-[ ] Chemical Precursor Plants, 2 dice (30 Resources)
-[ ] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
Agriculture (3 dice +1 Free)
-[ ] State Operated Breweries, 2 dice (20 Resources)
-[ ] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions (Phase 1), 3 dice (15 Resources)
-[ ] Chicago Planned City (Phase 2), 2 dice (40 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[ ] Ethnic Restaurants, 1 die (10 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 3 dice (45 Resources)
Military (5 dice +3 Free)
-[ ] Reclamator Hub (RZ-7 North), 2 dice (40 Resources)
-[ ] Remote Weapons System Development Predator, 1 die (10 Resources)
-[ ] Ablative Plating Refits, 1 die (10 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Titan Mark 3 Development, 1 die (10 Resources)
-[ ] Wolverine Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Interdepartmental Communication Initiative, 3 dice

Resources Available: 530
Resources Used: 510
Resources Remaining: 20

Here's what I've got right now. Start work on Tidal Plants Phase 2 because we'll need the power sooner or later (and it's cheap.) Then go for Rail Links for the Logistics to be funneled into Chicago. Could alternatively do YZ Arcologies if we're not afraid of Hawk Backlash, but I'd like to work on Logistics and Power.

Heavy Industry is All In on the Boston Chip Fabricator. Why? Because with the increased need to get Red Zone Abatement up, we'll be leaning heavy on the military to cover those projects. That means the military needs a big booster shot ASAP, and the fastest way we can give them one is the Wartime Factory Refits. So push out Boston Phase 4 and then fling its Capital Goods surplus into Wartime Factory Refits to give the military the needed edge. Though, I could also see myself spending on Fusion Peaker Plants depending on their Progress and per-die cost.

LCI finishes up YZ Light Industry, and does Chemical Precursor plants to synergize with our Plastics industry, and to give us some more Capital Goods at a fairly cheap cost in Resources (important because we'll need them fast to do the Governor Cruiser.)

Agriculture puts 2 dice into State Breweries to make sure it finishes before elections, and one die plus a free die into Perennials to keep making progress there.

Tiberium is 2 dice into Chicago for RZ Abatement, plus 3 dice into Prospecting. Debating whether to take the 3rd die from Prospecting to Chicago for extra abatement. Only concern is whether our energy and logistics can keep up.

Orbital is all in on Philadelphia of course. There's a good chance we can outright finish it before elections thanks to our good rolls this turn. And there's a Stage 4 anyway, so it's not like we need to worry about overflow.

Services, 1 die on Ethnic Restaurants has a good enough chance of completion. The rest is on Durable Goods Libraries to try and complete it before elections.

Military, a RZ Reclamation Hub, Predator RWS to continue army investment, 1 die on Ablat Plate to finish it, 1 on Governor Class Cruiser to start up Naval development of things that aren't just green-water navy stuff. Steel Talons get the Titan Mk III since its upgrades will then roll into the Predator as well, and 2 dice to finish up the Wolverine Deployment.
 
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Gamewise, high tib rolls suck.

Narratively? :D Canon GDI got screwed by tiberium going at about 'average' then mutating. So they wereeventually, had lost entire blue zones. And lost the war so badly to tiberium that even after the TCN had been built vast swathes of the landscape, reclaimed from the crystal was left as barren desert and wasteland.

In this game, the players, wanting to avoid that, and in an effort to fix the economy went all in on tiberium abatement and mining. And, we're actually, even despite high rolls, ahead of where canon GDI was tiberium wise.

At the cost however, of not focusing as much on other things such as military. It *is* a tradeoff, as it should be.

Canon GDI kept up the pressure, and post war invested heavily into their military and bluezones.

Right now, we're still, and have been dealing with insurgents and low level nod strikes for years. Canon GDI going full military wiped out as much of that chaff and mid level warlords as they possibly could. Thinking they'd deal with tiberium afterwards. Which led to Nods highest tiers and elites all going into hiding, with the singular exception of Kane waking up the Marked. Laser concentrating everything on the tacitus labs and stealing that. Then going into hiding again. Up until GDI was so badly weakened by tiberium that they had to accept Kanes knowledge of the TCN.

Now, we're doing better against tiberium currently, but we're definitely behind on the military currently. Which nod has taken advantage of, perhaps overplaying their hand even, since we're now focusing on our military to keep up in that respect, and thanks to our greater economy than canon GDI, we (hopefully) will be able to catch up there.

All that said... Lorewise this is pretty fitting GDI has always struggled to balance Containing tiberium with fighting the brotherhood.

Tiberium dawn, tib arrives and nod starts a war. GDI starts fighting a war with Nod as they expand from a corporation into conquering nations and expanding their power. GDI beats nod. But in the years after the war, GDI isn't quite yet the world government, at least not enough of it. So tiberium keeps spreading, helped by some either trying to spread and mine it for cash, or for idealogical reasons. Tiberium mutates, and screws with the oceans. And then the Nod warlords that GDI has kept a lid on and controls through keeping fractured and playing warlords against each other, while GDI struggles to deal with the whole world falling apart. Then Kane returns and a whole second tib war starts. then after that CABAL awakens.

But fine, GDI handles the Cabal crisis with Nod, even sponsors some leaders like Marcion they can control, and in the meantime goes through a massive effort to fix the oceans tiberium algae problem, mostly containing it. There's a couple of setbacks with mysterious tiberium explosions. The rio insurrection and some Nod warlords ruling their own little corners of the world. But it's fine. Kane is definitely dead this time. Meanwhile, tiberium has spread throughout the world, various countries have lost huge sections of their landmass to the crystal or had their government collapse entirely. And so in all of that chaos GDI steps in and reforms itself to fill the role of world government, with the total dissolution of the last of the old world nation states. And yeah... Transitioning to the Zone model. And focusing on the blue zones, keeping them safe, and using them as a beachhead to protect valuable industry and push back against tiberium from the safe zones. Well, that is the logical play. Unfortunately Nod use that to attract the disenfranchised. But, you know what? The blue zone Idea works. GDI is able to keep them safe, and push back against the crystal, even cleaning up enough to not only expand blue zones, but create entirely new ones such as reclaiming Munich.

GDI's abatement strategy was working. And nod had been mostly cleared out, relegated largely to a handful on fortified yellow zones, or hiding in red zones. Small in numbers, judged little threat with few/no attacks. So much so that GDI is shifting its budget from military to the abatement, closing down military bases all over the world.

Then Bam. GDI's ion cannon network is downed. Suddenly Nod is attacking everywhere. Kane is back again. After your best commander killed him face to face. Now Nod's attacking blue zones all around the world on all fronts. They shoot up tiberium silo's and refinery's wrecking blue zones and causing all kinds of conventional damage too, destroying buildings and infrastructure and killing people. But fine. GDI goes to work. They push back Nod. Ion cannon the temple once again. And holy shit Europe just got covered in tib.

Abatement is set back years, if not decades. Entire lifetimes of work gone. Millions dead. GDI is left trying to pick up the pieces, bracing themselves for lengthy reconstruction and hunting down the Nod remnants. But nope. Aliens.

Aliens invade, and because Nod is doing Nod things and hiding out in yellow/red zones in their secret bases the Aliens are focused on the biggest population and industrial centres, nearly all of which happen to be blue zones. But you fight, and lucky for GDI some sane Nod troops join to save the world from the alien invasion.

An alliance which lasts until Kane returns from the dead again and announces it with another goddam nuke.

Then. Tib war three ends. And you've got the hard task of winning the peace. The world is more filled with tiberium than ever, so that's where the tib scientist head of the treasury focuses his efforts. And it's working. You're measurably slowing tiberiums spread, and even pushing it back in places. The military is asking for shit and the civilian populace aren't particularly enthused, but an industrial collapse is averted and you're getting on top of things.... then Nod goes and kills a mining crew. So fine, GDI invests more in military.

And that's where we are now. GDI has always had to juggle dealing with Nod and tiberium. Often in between dealing with civilian governments/treasury who tries to balance the budget. but those problems with governance don't go away when GDI becomes the government, indeed, now they're not just an army, but are in charge of everything. So juggling nod, and tiberium, and mundane day to day..... And GDI actually manages it for the most part. But then wacky shit blindsides them.

Kane returns from the dead. Tiberium mutates. Nod gears up for and fights a massive war. You fight them. Nod goes quiet. Unexplained Tiberium disaster. Nod gets stomped and goes quiet. Focus abatement. Nod recovers and alpha strikes. Kanes back again. More tiberium disasters.... A goddam alien invasion... Kane returns from the dead. And here we are, getting things under control, gearing up to stomp nod into shutting up and leaving us alone after they've just slapped us around the head again and killed our miners. And... not too far in the future we're looking at Tiberium mutation.

That's.... just all kinds of 'bruh'. Any one thing GDI can easily handle. Nod or Tiberium. They can even, just about keep on top of both most of the time. But then every now and again something new comes around to give GDI a kicking. Cyborg armies, or aliens. And every time you think Nod has been beaten into the bedrock Some hotshot general fucks things up for GDI and/or Kane returns from the dead and the brotherhood goes on a rampage. Or just when you're getting a handle on Tiberium it goes and mutates. or critical research labs are sabotaged leading the loss of months or years of classified research data.

This has been a long ramble but two things. 1 GDI is doing okay to handle all this. Both in the canon timeline and here. And 2 It's entirely in keeping with command and conquer for tiberium rolls to be sucky and everything to keep going wrong but GDI limps on anyway.
 
Also, I want to save HI for an all in on the Boston Chip Fabricator Phase 4 (with maybe some Fusion Peaker Plants if they're already unlocked.) With how we're likely to need to rely heavily on the military to push into Red Zone Abatement, they're gonna need a big boost fairly quickly.
Not a fan of dropping HI power, we just got out of a power shortage and had to constrain energy spending in case actions failed. And there are a lot of energy expenditure projects so we can go through our new reserve quickly and the next BZ phase is going to take more time to chew through. As it is we still have 4 factories in mil (1 zone suit, 1 rapier shipyard, 1 wolverine and 1 shell plant) that all take energy, so do a lot of our cap good and cons good in HI, LCI and agri. Even services and infra have energy drains in them. Not to mention keeping an energy surplus means that when the energy intensive tib tech become available we can go all in on that without having to worry about running dry.

It just seems poor planning to keep on having to shock actions to make sure things still function and we really need to get out of that mode of operating.

For mil I think we need to keep 3 dice on MARV projects as we need more mitigation and we also have to deal with losing mitigation not too far off.

For logistics- we were noted to be pulling stuff from museum on our last rolling stock project so getting the plant up and running would be a good idea.
 
just seems poor planning to keep on having to shock actions to make sure things still function and we really need to get out of that mode of operating.
If anything we should go for Tokyo, so we can get a second plant up and running. It's definitely not going to produce as much as Boston, but spreading out our industry means there are no convenient symbols to target.
 
This might actually be the optimal time to do them, to provoke the Blue Zoner Hawks, and make the split wider.
And then we rush Boston and do the factory refits, to ensure that we are seen as supportive of the military.
I think 8 to 9 dice in mil moving forward is sure to split the hawks

If anything we should go for Tokyo, so we can get a second plant up and running. It's definitely not going to produce as much as Boston, but spreading out our industry means there are no convenient symbols to target.
Tokyo is Cons Good focused compared to boston and we have other areas we are getting cons good from
 
For logistics- we were noted to be pulling stuff from museum on our last rolling stock project so getting the plant up and running would be a good idea.
We aren't pulling stuff from museums by Word of GM.
Floatingwood is wrong. Historical designs are, because the designs exist and most of the kinks are worked out, but actual museum pieces are not.
Edit: One thing is that the posters in that section are often trying, but can be wrong, can be mistaken. They are the view of the GDI public, and if there is anything that can convince people of democracy being a mistake, it is a five minute conversation with the average voter.
 
Looking at the description for Rail Links, it seems like it could unlock more YZ Projects, so it's something I think we should get behind to continue YZ investment, plus giving us more logistics.

I think if we go for that we should definitely go for the rolling stock project, the narrative description makes it sound like we're barely keeping ahead currently, so adding more demand probably won't help.
 
So, now that we know Philadelphia II didn't roll any natural 1s, (yay!) I've (mostly) finished the update to the Probability Array for next turn. +1 to everything means we're slightly more likely to complete, well, everything! Should be helpful, I'd think. And in the following spoiler are the uncompleted/phased projects from this turn. As always, plz inform me of any errors you spot.

-[] Blue Zone Power Production Campaigns (Phase 3) 20/600? 7 dice 70R 10%, 8 dice 80R 35%, 9 dice 90R 65%, 10 dice 100R 86%, 11 dice 110R 96%

-[] Yellow Zone Light Industrial Sectors 327/400 1 die 10R 56%, 2 dice 20R 95%

-[] State Operated Breweries 69/125 1 die 10R 73%, 2 dice 20R 99%
-[] Perennial Aquaponics Bays 177/350 2 dice 20R 24%, 3 dice 30R 74%, 4 dice 40R 95%

-[] Chicago Planned City (Phase 2) 43/160 1 Tib die 20R 30%, 2 Tib dice 40R 93%
-[] Chicago Planned City (Phase 2+3) 43/480 4 Tib dice 80R 5%, 5 Tib dice 100R 42%, 6 Tib dice 120R 83%, 7 Tib dice 140R 98%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Tiberium Prospecting Expeditions (Phase 4) 99/150? 1 die 5R 96%, 2 dice 10R 100%
-[] Tiberium Prospecting Expeditions (Phase 4+5) 99/325? 2 dice 10R 14%, 3 dice 15R 74%, 4 dice 20R 98%
-[] Tiberium Prospecting Expeditions (Phase 4+5+6) 99/525? 4 dice 20R 7%, 5 dice 25R 48%, 6 dice 30R 86%, 7 dice 35R 98%

-[] GDSS Philadelphia II (Phase 3) 229/360 2 dice 40R+ 61%, 3 dice 60R+ 93%
-[] GDSS Philadelphia II (Phase 3+4) 229/1080 11 dice 220R+ 8%, 12 dice 240R+ 23%, 13 dice 260R+ 46%, 14 dice 280R+ 69%, 15 dice 300R+ 85%, 16 dice 320R+ 94%

-[] Ethnic Restaurant Program 97/150 1 die 10R 91%
-[] Durable Goods Libraries and Central Repositories 50/200 2 dice 30R 70%, 3 dice 45R 98%

-[] Reclaimator Hub ??? 21/105 (Might not be enough rollover to count.) 1 die 20R 45%, 2 dice 40R 91%
-[] Super MARV Reclaimator Fleet (YZ-5a) 35/210 2 dice 40R 23%, 3 dice 60R 72%, 4 dice 80R 95%
-[] Ablat Plating Deployment (phase 1) 152/200 1 die 10R 81%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 58/150 1 die 10R 37%, 2 dice 20R 88%, 3 dice 30R 99%

Infrastructure 5 dice +13
-[] Tidal Power Plants (Phase 2) 0/??? 1 die 10R ???
-[] Blue Zone Arcologies (Phase 2) 3/??? 1 die 15R ???
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 23%, 3 dice 60R 72%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 26%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 34%, 3 dice 45R 81%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 25%, 3 dice 30R 74%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 37%, 3 dice 30R 83%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 5%, 11 dice 165R 19%, 12 dice 180R 41%, 13 dice 195R 65%, 14 dice 210R 83%, 15 dice 125R 93%
-[] Chicago Planned City (Phase 2) 43/160 1 Tib die 20R 30%, 2 Tib dice 40R 93%
-[] Chicago Planned City (Phase 2+3) 43/480 4 Tib dice 80R 5%, 5 Tib dice 100R 42%, 6 Tib dice 120R 83%, 7 Tib dice 140R 98%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 67%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 7%, 3 Tib dice 60R 65%, 4 Tib dice 80R 96%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Civilian Air Travel 0/250 3 dice 45R 20%, 4 dice 60R 63%, 5 dice 75R 90%
Heavy Industry 5 dice +16
-[] Blue Zone Power Production Campaigns (Phase 3) 20/600? 7 dice 70R 10%, 8 dice 80R 35%, 9 dice 90R 65%, 10 dice 100R 86%, 11 dice 110R 96%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 66%, 2 dice 10R 98%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 3 dice 15R 11%, 4 dice 20R 52%, 5 dice 25R 85%, 6 dice 30R 97%
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%, 3 dice 30R 93%
-[] Personal Vehicle Factories 0/250 3 dice 30R 25%, 4 dice 40R 70%, 5 dice 50R 93%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 4%, 15 dice 225R 14%, 16 dice 240R 31%, 17 dice 255R 53%, 18 dice 270R 73%, 19 dice 285R 87%, 20 dice 300R 95%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 7% (Req. omake), 2 dice 30R 71%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 34%, 6 dice 90R 70%, 7 dice 105R 92%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 2% 11 dice 165R 9%, 12 dice 180R 27%, 13 dice 195R 52%, 14 dice 210R 74%, 15 dice 225R 89%, 16 dice 240R 96%
-[] Kure Machine Works 0/280 3 dice 45R 10%, 4 dice 60R 51%, 5 dice 75R 85%, 6 dice 90R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 12%, 7 dice 175R 40%, 8 dice 200R 72%, 9 dice 225R 90%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 25%, 4 dice 80R 70%, 5 dice 100R 93%
Light and Chemical Industry 3 dice +13
-[] Chemical Precursor Plants 36/200 2 dice 30R 31%, 3 dice 45R 79%, 4 dice 60R 97%
-[] Yellow Zone Light Industrial Sectors 327/400 1 die 10R 56%, 2 dice 20R 95%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 8%, 5 dice 50R 40%, 6 dice 60R 74%, 7 dice 70R 92%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 20%, 3 dice 45R 69%, 4 dice 60R 94%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 20%, 4 dice 60R 63%, 5 dice 75R 90%
-[] Furniture Factories 0/150 2 dice 20R 43%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 9%, 3 dice 45R 54%, 4 dice 60R 88%, 5 dice 75R 98%
-[] Superconductor Foundries 0/200 2 dice 60R 9%, 3 dice 90R 54%, 4 dice 120R 88%, 5 dice 150R 98%
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 1 die 20R 39%, 2 dice 40R 89%, 3 dice 60R 99%
Agriculture 3 dice +13
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 15%, 6 dice 90R 48%, 7 dice 105R 78%, 8 dice 120R 93%
-[] State Operated Breweries 69/125 1 die 10R 73%, 2 dice 20R 99%
-[] Perennial Aquaponics Bays 177/350 2 dice 20R 24%, 3 dice 30R 74%, 4 dice 40R 95%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 18%, 9 dice 90R 44%, 10 dice 100R 71%, 11 dice 110R 88%, 12 dice 120R 96%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 13% (Req. omake), 2 dice 20R 73%, 3 dice 30R 96%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 20%, 5 dice 50R 58%, 6 dice 60R 86%, 7 dice 70R 97%
-[] Vertical Farming projects (Phase 2) 65/240 2 dice 30R 23%, 3 dice 45R 72%, 4 dice 60R 95%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 9%, 3 dice 30R 54%, 4 dice 40R 88%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 20%, 4 dice 80R 63%, 5 dice 100R 90%
-[] Entari Deployment 0/200 2 dice 40R 9%, 3 dice 60R 54%, 4 dice 80R 88%, 5 dice 100R 98%
-[] Spider Cotton Development 0/40 1 die 20R 89%, 2 dice 40R 100%
Tiberium 5 dice +31
-[] Tiberium Prospecting Expeditions (Phase 4) 99/150? 1 die 5R 96%, 2 dice 10R 100%
-[] Tiberium Prospecting Expeditions (Phase 4+5) 99/325? 2 dice 10R 14%, 3 dice 15R 74%, 4 dice 20R 98%
-[] Tiberium Prospecting Expeditions (Phase 4+5+6) 99/525? 4 dice 20R 7%, 5 dice 25R 48%, 6 dice 30R 86%, 7 dice 35R 98%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100% (1% omake used)
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 17% (Basically Req. omake), 2 dice 50R 87%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 56%, 3 dice 75R 96%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 3%, 4 dice 100R 43%, 5 dice 125R 86%, 6 dice 150R 99%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 73%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 31%, 3 dice 90R 88%, 4 dice 120R 99%
Orbital Industry 3 dice +13
-[] GDSS Philadelphia II (Phase 3) 229/360 2 dice 40R+ 61%, 3 dice 60R+ 93%
-[] GDSS Philadelphia II (Phase 3+4) 229/1080 11 dice 220R+ 8%, 12 dice 240R+ 23%, 13 dice 260R+ 46%, 14 dice 280R+ 69%, 15 dice 300R+ 85%, 16 dice 320R+ 94%
-[] GDSS Columbia (Phase 1) 0/90 1 die 20R+ 39%, 2 dice 40R+ 89%, 3 dice 60R+ 99%
-[] GDSS Columbia (Phase 1+2) 0/270 3 dice 60R+ 11%, 4 dice 80R+ 50%, 5 dice 100R+ 83%, 6 dice 120R+ 96%
-[] GDSS Columbia (Phase 1+2+3) 0/630 8 dice 160R+ 10%, 9 dice 180R+ 31%, 10 dice 200R+ 59%, 11 dice 220R+ 81%, 12 dice 240R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 19%, 5 dice 100R+ 57%, 6 dice 120R+ 85%, 7 dice 140R+ 96%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 7%, 2 dice 20R+ 68%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R+ 40%, 2 dice 20R+ 89%, 3 dice 30R+ 99%
-[] Orbital Cleanup (Phase 3+4) 1/180? 2 dice 20R+ 20%, 3 dice 30R+ 70%, 4 dice 40R+ 94%
-[-] Inner System Survey Probes 0/90 1 die 10R+ 39%, 2 dice 20R+ 89%, 3 dice 30R+ 99%
-[-] Asteroid Belt Survey Probes 0/90 1 die 10R+ 39%, 2 dice 20R+ 89%, 3 dice 30R+ 99%
-[-] Outer System Survey Probes 0/290 3 dice 30R+ 5%, 4 dice 40R+ 37%, 5 dice 50R+ 75%, 6 dice 60R+ 93%
Services 4 dice +28
-[] Virtual Reality Arcades 0/225 2 dice 20R 11%, 3 dice 30R 69%, 4 dice 40R 97%
-[] Fashion development houses 0/225 2 dice 20R 11%, 3 dice 30R 69%, 4 dice 40R 97%
-[] Ethnic Restaurant Program 97/150 1 die 10R 91%
-[] Game Development Studios 0/300 3 dice 15R 17%, 4 dice 20R 69%, 5 dice 25R 95%
-[] Durable Goods Libraries and Central Repositories 50/200 2 dice 30R 70%, 3 dice 45R 98%
Military 5 dice +13
-[] Wartime Factory Refits 0/350 4 dice 80R 8%, 5 dice 100R 40%, 6 dice 120R 74%, 7 dice 140R 92%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 9%, 3 dice 90R 55%, 4 dice 120R 88%, 5 dice 150R 98%
--Note: Can use Fusion dice
-[] Reclaimator Hubs 0/105 1 die 20R 24%, 2 dice 40R 80%, 3 dice 60R 98%
-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 63%, 2 dice 40R 97%
-[] Reclaimator Hub ??? 21/105 (Might not be enough rollover to count.) 1 die 20R 45%, 2 dice 40R 91%
-[] Super MARV Reclaimator Fleet (YZ-5a) 35/210 2 dice 40R 23%, 3 dice 60R 72%, 4 dice 80R 95%
-[] MARVs 0/160 2 dice 40R 34%, 3 dice 60R 81%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 47%, 4 dice 80R 84%, 5 dice 97%
-[] Crystal Beam Laser Prototype Development 0/40 1 die 20R 89%, 2 dice 40R 100%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 89%, 2 dice 20R 100%
-[] Zone Suit Factories 0/60 1 die 15R 69%, 2 dice 30R 98%
Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 89%, 2 dice 30R 100%
-[] Wingman Drone Development 0/40 1 die 15R 89%, 2 dice 30R 100%
Space Force - Note: Can use Fusion dice.
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 60R 2%, 3 dice 90R 36%, 4 dice 120R 77%, 5 dice 150R 95%
-[] High Orbit Ion Cannons 0/75 1 die 30R 54%, 2 dice 60R 95%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 89%, 2 dice 20R 100%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 89%, 2 dice 30R 100%
-[] Tube Artillery Development 0/40 1 die 15R 89%, 2 dice 30R 100%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 3%, 4 dice 40R 32%, 5 dice 50R 71%, 6 dice 60R 92%
-[] Railgun Munitions Development 0/60 1 die 10R 69%, 2 dice 20R 98%
-[] Ablat Plating Deployment (phase 1) 152/200 1 die 10R 81%, 2 dice 20R 99%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 89%, 2 dice 30R 100%
-[] Escort Carrier Development 0/40 1 die 15R 89%, 2 dice 30R 100%
-[] Hydrofoil Shipyards 0/100 1 die 10R 29%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Point Defense Refits 15/250 3 dice 30R 29%, 4 dice 40R 72% 5 dice 50R 93%
Steel Talons
-[] Titan Mark 3 Development 0/30 1 die 10R 99%
-[] Wolverine Mark 3 Deployment 58/150 1 die 10R 37%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 99%
-[] Havoc Scout Mech Development 0/30 1 die 10R 99%
Bureaucracy 3 dice +13
-[] Security Reviews: DC60 1 die 69%, 2 dice 98%
-[] Interdepartmental Communication Initiative DC 90 1 die 39%, 2 dice 89%, 3 dice 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 29%, 2 dice 83%, 3 dice 99%
Last Security Review
Light/Chem 2 turn ago 2055 Q2
Heavy Ind 3 turns ago 2055 Q1
Tiberium 4 turns ago 2054 Q4
Orbital 5 turns ago 2054 Q3
Services 5 turns ago 2054 Q3
Infrastructure 6 turn ago 2054 Q2
Agriculture 6 turn ago 2054 Q2
Bureaucracy 6 turn ago 2054 Q2
Military 10 turns ago 2053 Q2
 
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So security on Military is on the docket it seems. Once the results of this turn are revealed the next should be straight forward.
 
Well I have to admit I visibly cringed at seeing Tidal generators roll a 1 and how the Tiberium curse keeps going strong. Other than that it was a decent enough turn.

Fusion prototype completed, and that's what's most important to me.
 
That's not how probability works.
It kind of is. When you roll 5d20, the probability of getting any numbers outside the range of 30 to 70 is about sixteen percent. By contrast, when you roll 1d100, the probability of rolling numbers outside that range are about six-TY percent.

Therefore, if you have Mitigation 70 and are rollng 5d20-70 every turn, you will almost always be making headway. By contrast, if you roll 1d100-70 every turn, you will make headway only 70% of the time on average.

Now, with 5d20-70, the gains you make will be lower-variance (in that you will almost always gain something between 0.01 and 0.4% of global land surface every turn)... but you will be making very predictable gains, and even on the rare ( ~8%) occasions when you lose something, you will lose very little.

The entire point of rolling 5d20 instead of 1d100 is that while the maximum and minimum numbers are almost the same, and the average is nearly the same, the variance of statistically likely results is much lower.

The worst part of our rolls isn't that they are always bad, its that when we get bad rolls they always go to where it will hurt us the most.
I mean. Shitty tiberium expansion rolls have so far done very little damage to us.

We haven't lost any Blue Zones, we haven't lost any major production centers to tiberium fields overrunning them. It's scary because a ticking doomsday clock is always scary, but it so far has done almost nothing to seriously damage our industrial base or our military situation, so far as I can tell.

I'd much rather get a 100 on Red Zone expansion than get a natural 1 on a major project, or have Nod roll a 100 on a major military operation, for instance.

Very early Proto plan:
Infra 5/5 65R +13
-[] Tidal Power Plants (Phase 2) 0/??? 2 dice 20 R
-[] Housing 3 dice 45 R (arcologies, 60 for fortress towns)
HI 5/5 55R +16 (-2 for 6/8 due to graduates)
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 2 dice 10 R
-[] North Boston Chip Fabricator (Phase 4) 64/1200 3 dice 45 R
LC 4/4 60R +13
-[] Yellow Zone Light Industrial Sectors 327/400 2 dice 20 R
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 2 dice 40 R
Agri 3/3 30R +13
-[] State Operated Breweries 69/120 1 dice 10 R
-[] Perennial Aquaponics Bays 177/350 2 dice 20 R
Tiberium 5/5 70R +31 (-2 for 6/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Phase 4) ??/??? 2 dice 10 R
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 1 dice 20 R
-[] Chicago Planned City (Phase 2) 43/??? 2 dice 40 R
Orbital 3/3 60R +13 (3 Fusion dice)
-[] GDSS Philadelphia II (Phase 2) 299/360 2 dice 40 R
-[] GDSS Shala (Phase 1) 0/90 1 dice 20 R
Services 4/4 +2 dice 70R +28
-[] Fashion development houses 0/225 3 dice 30 R
-[] Ethnic Restaurant Program 97/150 1 dice 10 R
-[] Durable Goods Libraries and Central Repositories 50/200 2 dice 30 R
Military 5/5 +3 dice 110R +13
-[] Reclamator Hubs RZ 7 North 0/105 2 dice 40 R
-[] Reclamator Fleet YZ 5a Super MARVs 35/210 1 dice 20 R
-[] Ablat Plating Deployment (Phase 1) 152/200 2 dice 20 R
-[] Hydrofoil Shipyards (Busan-Ulsan) 0/100 1 dice 10 R
-[] Wolverine Mark 3 Deployment 58/150 2 dice 20 R
Bureau 3/3 +13
-[] Interdepartmental Communication Initiative 3 dice
Free 5/5
-3 Mil, 2 service

520/520
35 PS

Very early thoughts, need to check percentages and adjust but want to finish YZ light industry (should be 94% with 2 dice) and push out cons good and mil deployment. 1 dice on the hydrofoil plant because if it finishes great, if not we can just keep 1 dice on it to avoid overkill. YZ tib harvest dice becaue had 3 prospecting but had resources left over so could upgrade a dice to a more expensive option. For HI we have power in surplus so instead try to improve the YZ power grid and also start work on chips for a big cap good and cons good payoff down the line.

Also depends on what new projects open up. For orbit if the progress for philly phase 3 is right we can do 2 dice to finish phase 3 and start on Shala (agri) for some PS.
My top priority, aside from finishing off Philadelphia Phase 3, is throwing everything we have into a consumer goods surge. I know it'll be last-minute, but last-minute still means good shit hitting the shelves in the weeks right before the election, as I understand it. That's not a bad thing.

Finishing some military development projects is good though too, because it makes Hawks happy and we're still gonna be dealing with a lot of Hawks.

So security on Military is on the docket it seems. Once the results of this turn are revealed the next should be straight forward.
I think we may be hitting the point of diminishing returns with security reviews. There are other things we can do with the Bureaucracy dice, and our security reviews keep hitting nothing. We were expecting to find all kinds of shit in the Light Industry review and we got a nothingburger.

I'm not saying we shouldn't try to do security reviews, but maybe we should chill a bit.

Then again we did do something else with Bureaucracy last turn, so maybe not doing a security review more than one turn in a row is a bit much and we should go ahead as you say...

The thing is that Interdepartmental Communication would be really nice to have, from the sound of it, when 2056Q1 rolls around and we're in the immediate aftermath of the election with a clean slate and no big deadlines other than the end of the plan in two years' time.
 
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It really does, we should make a rotation at least for sec, military sec is important right now due to how important it is that things get to the boots on the ground and birds in the air. Another that must not be screwed with is our communication protocols. Kane has a nasty habit of jacking into our comms and networks.

Edit: I'm almost certain that Kane talks too you more than your bosses sometimes.
 
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