Improving the Navy seems like the best short-term way to secure existing space infrastructure by cutting off access to greenland. Governors + Rolling stock to cover the capgoods cost, or Carriers + Orca refits would be decent solutions.
 
We're apparently going to get +1 fusion dice per turn for a while until we get to the point where the discount applies to everything. So as soon as we have a 4th fusion die, we can start doing a die per turn on ASAT. (20R is much more affordable than 30R after all.)

We should get an extra Fusion dice for having completed the Union constriction yard anyway. As far as applying Fusion dice to ASAT, it's in the Military category, not the Orbital, so we can't spend Fusion dice on it.

@Ithillid Can you confirm this?
 
ASAT isn't just a defensive structure, though. "it will prepare the system for further expansion with new weapons, and novel methods." Sounds like more offensive uses to me. Plus it'l let us build the [] Orbital Strike Regimental Combat Team Station with confidence, which will also be a potent offensive force. And I think we're going to want both. We can't turtle up defensively forever. So while next turn's certainly going to be too crowded for it, I think post-election we should work on building up Space Force in the medium term, rather than push them to the back of the line like we did with the Steel Talons.

(Also, don't be surprised if one of the first things the politicians order us to do after seeing their fancy new Philadelphia II is order us to build ASAT anyways.)
 
It would suck. As that would mean they got back to their authorities and came back with milspec support. When the mining expedition can seriously threaten our existence I shudder to think what their actual weapons are like.
 
I want High Orbit Ion Cannons get done some time. I would sleep better.
I'd say that's Item #3 on our list of Big Space Militarization projects. My own listing goes something like:

1) Phase 3 ASAT system
2) Orbital strike regiment
3) High orbital ion cannon Grid

There's probably a #4 and on that show up, unlocked by (1) and possibly the others. But the thing is that just finishing those projects could easily take us 2-3 years, which is a pretty long time by this quest's standards.

We're apparently going to get +1 fusion dice per turn for a while until we get to the point where the discount applies to everything. So as soon as we have a 4th fusion die, we can start doing a die per turn on ASAT. (20R is much more affordable than 30R after all.)
I may be confused, but isn't that a fancy way of saying "you have three fusion dice per turn, until such time as all your spacelift projects start getting the fusion discount for free regardless of how many dice you spend?"

I think we should just be prepared to do a variant on what we're already doing, and spend three dice on Orbital projects and one die on ASAT, and have one of the Orbital dice be on something relatively cheap (such as cleanup or communication satellites where not having a fusion die to spend on it isn't that big of a deal).

Space Force's confidence is at "decent" and the ASAT network is a tougher nut to crack than it was the first time around, and Kane should still be fucked off to hide in his bunker playing with the Tacitus. The new planetside hub in Greenland is a lot harder to hit than the old one in Maryland (as long as we can hold air and naval supremacy around the island...), and even if they do knock over the planetside hub the partial backup in orbit will be enough to at least protect SOME of our stuff. I don't think they could get the Philly today, they could maybe MASTERSTROKE their way through Greenland and then overwhelm the partial orbital hub with sheer numbers to fuck up the commsats or something but I'm going to guess that if the operators have any choice at all they're defending the Philly above anything else and can at least save that.

Even a partial orbital MASTERSTROKE is pretty beyond any individual or handful of warlords too I think, so even a partial repeat would require Kane to come out of hiding and kick off Tib War 4. None of this is to say that the ASAT system is impenetrable and we can ignore expanding it forever, but the Space Force's confidence gauge is a good barometer for how well they think they can protect space and "decent" is enough for me while there's other branches with worse confidence that need those Military dice instead. If the Space Force starts screaming next turn and revises their confidence down to "low" then ASAT gets bumped up the priority order but assuming they stay on "decent" I don't think it's particularly pressing given all the other military crises.
That's fair. After all, we're still pretty Resource-bottlenecked (we have 520 Resources/turn and by my count 39 dice to spend them on, everything that costs more than 13.333... Resources per die means we're scraping up something from somewhere. So spending a lot on a purely precautionary ASAT system upgrade right now likely isn't warranted... but if we're going to continue extensive investment into space infrastructure, we should seriously consider the upgrades within a year or two at present construction rates.

I doubt Kane's going to order his forces to launch a desperate maximum-effort masterstroke to paralyze our ASAT system just so he can blow up the prototype core of a Phase 2 Shala, because doing something like that involves expending resources he'd need years to rebuild. But if we've got Phase 4-5 of our everything up there, he may feel differently.

Assuming he doesn't actually have a soft spot for all the puny humans wanting to get off this increasingly green and glowy rock as much as he does, or something like that, of course.

If Kane is starting another Tiberium War then I'd rather have a Space Force on decent confidence and a navy/air force also on decent confidence rather than a Space Force on great confidence and the conventional branches on low. I don't see a scenario where we need ASAT 3 but also don't need a zillion upgrades to our planetside forces, so I'd rather get the planetside forces up to par first. I'll let Kane nuke one single factory in the Enterprise if that's what it takes to make sure he can't swarm into the Blue Zones and nuke 700 factories in there.

ASAT should get an upgrade before we start building major colony stations with tens of thousands of people in space, that makes sense to me. But I don't think that's going to happen for a while, we're still getting the Enterprise and space mining spun up plus a bunch of the smaller projects before we start real colonization.
The big issues here are:

1) We can probably build ASAT 3 and make our space assets nearly fully secure from Nod attack for much less resource expenditure than it costs to make our overall Blue Zone assets nearly fully secure.

2) Ultimately, assuming Kane launches an adversarial Tiberium War Four at us and is presumably not inclined to work with us to build the TCN... Well, in that scenario, unless we can end the war with Old Man Havoc Inna Mecha Suit personally prying the Tacitus from Kane's cold not-as-dead-as-we'd-like fingers so we can use it ourselves, we're badly going to need to evacuate to orbit. In which case having all our existing orbital assets razed and being forced to start from scratch, precisely as we were at quest start, would be a crippling disadvantage that might doom millions of lives.

3) So with both those things being said, I think it's worth upgrading the ASAT defenses some time... I'd say more than one year from now, but probably less than two if we keep building space station phases ambitiously.

ASAT isn't just a defensive structure, though. "it will prepare the system for further expansion with new weapons, and novel methods." Sounds like more offensive uses to me. Plus it'l let us build the [] Orbital Strike Regimental Combat Team Station with confidence, which will also be a potent offensive force. And I think we're going to want both. We can't turtle up defensively forever. So while next turn's certainly going to be too crowded for it, I think post-election we should work on building up Space Force in the medium term, rather than push them to the back of the line like we did with the Steel Talons.

(Also, don't be surprised if one of the first things the politicians order us to do after seeing their fancy new Philadelphia II is order us to build ASAT anyways.)
I mean, I can see it.

GDI Legislator: "Wow. The view from up here is... amazing. But tell me, what's stopping Nod from doing to us what they did to our predecessors in '47?"

Treasury Guy: "We put an auxiliary hub in space, for partial control of the network."

GDI Legislator: "Partial control, you say. So the main hub is on the ground?"

Treasury Guy: "Well, yes, but we relocated the control hub to Greenland, so now if they want to stage a commando raid they have to go to Greenland."

GDI Legislator: "Greenland, you say..."

[reflects on the likely morale of forces based in Greenland]

GDI Legislator: "Get that defense node relocated into orbit."
 
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It would suck. As that would mean they got back to their authorities and came back with milspec support. When the mining expedition can seriously threaten our existence I shudder to think what their actual weapons are like.
Oh for sure. Just thinking if it came after we've dealt with NOD and advanced a hell of a lot it'd be a neat follow on arc. If the quest goes on for that long.
 
I may be confused, but isn't that a fancy way of saying "you have three fusion dice per turn, until such time as all your spacelift projects start getting the fusion discount for free regardless of how many dice you spend?"
IIRC we'll have 3 fusion "dice" next turn, then 4 fusion dice the turn after, then 5 fusion dice etc. Until we've built up enough that the fusion discount is made permanent. We still only have 3 Orbital dice each turn, but we can apply the fusion discount to more and more free/military dice.
 
IIRC we'll have 3 fusion "dice" next turn, then 4 fusion dice the turn after, then 5 fusion dice etc. Until we've built up enough that the fusion discount is made permanent. We still only have 3 Orbital dice each turn, but we can apply the fusion discount to more and more free/military dice.
Oh really? Better than I'd imagined.

Since we can't afford to do all THAT many dice of space stuff anyway, not without neglecting important groundside priorities, we're gonna hit the practical limit pretty fast, at least unless asteroid mining shows up and turns out to be cooler and better than I expected.

I mean, as far as things go, Greenland is pretty cushy posting. No tiberium trying to eat you, no NOD trying to murder you, just sit in your heated base and leave only for ocasional patrol.
Yeah, but it's a GDI legislator doing the reflecting.

They may be picturing miserable soldiers in a poorly insulated base who spend a lot of time crawling through snow.
 
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They may be picturing miserable soldiers in a poorly insulated base who spend a lot of time crawling through snow.

While the base is likely well insulated, as are the soldiers walking around outside, it's still going to be generally cold and often snowy. Not exactly a fun posting.

That said, it wouldn't be the Treasury deciding 'let us put this in space'. What the Treasury does is cut the check and move the project management into place, it's mostly the other branches telling the Treasury where to build and what to build.
 
While the base is likely well insulated, as are the soldiers walking around outside, it's still going to be generally cold and often snowy. Not exactly a fun posting.

That said, it wouldn't be the Treasury deciding 'let us put this in space'. What the Treasury does is cut the check and move the project management into place, it's mostly the other branches telling the Treasury where to build and what to build.
Yes, but since Treasury decides WHEN to cut the check, and since the base damn sure isn't getting moved into space UNTIL Treasury cuts the check...

If someone wants the base moved into space and is trying to figure out which specific ass they need to kick to make that happen, the posterior in question will be Dr. Granger's.

That's the problem of being the Ministry of Absolutely Everything.
 
I may be confused, but isn't that a fancy way of saying "you have three fusion dice per turn, until such time as all your spacelift projects start getting the fusion discount for free regardless of how many dice you spend?"

Derpmind is correct. Next turn you will have 3 fusion dice, the turn after you will have 4, and then 5, and then 6, until you have (unless you get more dice) 17. (Military plus Orbital plus Free) At which point the bonus just applies period.
 
Derpmind is correct. Next turn you will have 3 fusion dice, the turn after you will have 4, and then 5, and then 6, until you have (unless you get more dice) 17. (Military plus Orbital plus Free) At which point the bonus just applies period.

That would be more or less halfway next plan.

In other words, wait until then and then spam the die spawning button like mad :p
 
That would be more or less halfway next plan.

In other words, wait until then and then spam the die spawning button like mad :p
Realistically we'll run up against a limit before that, on how many Resources we can spend on space stuff that even with fusion lift costs 20 R/die or so. Or on how many Free/Military dice we're willing to spend on escaping to the one place that hasn't been corrupted by tiberium.

There is very little practical difference between having ten fusion dice and having infinity fusion dice... unless we find some other way to make space actions a LOT cheaper, or surge our resource income by roughly 75%.
 
It would be even nicer to drip feed the navy and air force some upgrades with those same dice until they're caught up is my sticking point, blowing up space stations is flashy but the vast majority of our productive assets are still on the other side of the Karman Line where we need the conventional forces to stop NOD from rolling up with a cruise missile submarine and shelling Boston or something.
We definitely need to get the Navy the Governor Cruiser and the escort carrier. Preferably in that order, since you know, the Navy has been asking for the Governor from the beginning of the quest.

And we need to get on those stuff sooner rather than later given the sheer lead time they have. We can do refits and new tech for them later. The base ships have to start ticking in the background if we want to see the ships in active service any time soon. It is far better to get the ships designed and shipyards started *then* get tech upgrades for them rather than trying to get all the tech first then start on the ships.

i.e. the following scenarios

Scenario 1: Design and start Governor first then tech up
Q1 - Design Governor
Q2- Start on shipyard
Q3- Finish shipyard (Background lead time starts ticking here)
Q4- Laser Point Defense tech
Q5- Enhanced detection tech
Q6- ???
Q7- Governors enter active service. And if the ships have not had the tech added anyways, begin refit project.

Scenario 2: Get the tech 1st then the Governor
Q1- Laser point defense
Q2- Anti-stealth tech
Q3- ??? research
Q4- Governor cruiser design
Q5- Shipyard started
Q6- Shipyard finished (Governor lead time starts ticking)
Q7- ???
Q8- ???
Q9- ???
Q10- Governor enters service.

Keep in mind the above is optimistic timeline. The cruiser is in reality likely to take almost 2 years to come fully into service rather than the 1 year I've used in the scenario above.
 
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Yeah. I'd rather get the ships out as-designed and do an upgrade after the first wave have left the shipyards, than wait to perfect them.

The perfect is the enemy of the good.
 
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