That isn't a fair equivalency as Fortress Towns can only be built in Yellow Zones while Arcologies can be built in both Yellow Zones and Blue Zones. Asking if we should Blue Zone Fortress Towns as your argument is invalid because we don't an option for Blue Zone Fortress Towns while we do have an option for Yellow Zone Arcologies.
Yes, we do have the option. I do not believe it is the best or even a better option than the rest. I believe it is a below average option right now. We have a lot of extra housing at this moment. We might be able to leverage it into something else later on, but that is for later. Housing is not a problem for us, we've got a lot of empty houses, I'd rather increase Logistics and Energy.

However, and potentially useful, this lets us drop a hammer on the Initiative First party, by stating that the Treasury does not consider bigotry a relevant factor in the forming of policy.
I honestly think we're getting too heated up on the Initiative First party. They're bigots, so what? As long as they are on our side, shooting NOD and not letting Tiberium overrun the BZ and YZ, it will be okay. We'll not change their minds so fast. There are more important things in this world.

Also why so hard on YZ Arcologies? I'm clearly not in favour of them at the moment, so why not just deal with it. I'm only one vote.
 
Yes, we do have the option. I do not believe it is the best or even a better option than the rest. I believe it is a below average option right now. We have a lot of extra housing at this moment. We might be able to leverage it into something else later on, but that is for later. Housing is not a problem for us, we've got a lot of empty houses, I'd rather increase Logistics and Energy.
Did you even check the update before making this post?

There is no option to do Blue Zone Fortress Town.
Infrastructure (5 dice)

[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 0/450: 10 resources per die) (++++ Energy)

[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantially more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)

[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, unpopular with Initiative First.
(Progress 0/170: 15 resources per die) (+++ Housing)

[ ] 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)

[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)

[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)

[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)

[ ] Chicago Planned City (Phase 2)
The first step in preparing for the city's eventual extent is to establish the core of its industrial capability, Tiberium Processing. Using this, local operations can be marginally rerouted, feeding into the city, rather than needing to be shipped across the Appalachians.
(Progress 43/160: 20 resources per die) (+ Housing, --- Labor, - Logistics, - Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+50 Tiberium Processing Capacity)

[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)

[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support for completion)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
 
Only thing I'm worried about is Initiative First splintering off, going radical, and/or attempting a coup.

In that event, I think INOPS will introduce themselves to Initiative First.

What this fellow said. InOps will most likely deal with that.

But if you want some really nice irony?

It's quite possible Nod will try to reach out to Initiative First and try to radicalize them in an attempt to create a Fifth Column or something similar to distract GDI.
 
It's quite possible Nod will try to reach out to Initiative First and try to radicalize them in an attempt to create a Fifth Column or something similar to distract GDI.
What's more likely is for NOD to send some false-flag agents to radicalize them in a different and less useless way. Remember, the reason that the IFers dislike the Yellow Zoners is that they believe they are all NOD supporters. (Well, one of the main reasons.)
 
[X] Plan R&D is Expensive

Wee, finished reading the thread!

I think after we get this phase of Philadelphia finished, we should get to work on Shala. The Tiberium situation is getting worse and worse, and from what I've gathered, Philadelphia and the Enterprise don't have enough farming going on to be self-sustaining. If the Earth-side situation goes FUBAR for any reason, be it Tyberium consuming everything or Nod hijinks, they're probably going to starve without Shala.
 
What's more likely is for NOD to send some false-flag agents to radicalize them in a different and less useless way. Remember, the reason that the IFers dislike the Yellow Zoners is that they believe they are all NOD supporters. (Well, one of the main reasons.)

That's one way.

I mean, it's Nod. It's not as if they don't know how to use cut outs and intermediaries and hiding their actual affiliations if they want to get something done.

Wee, finished reading the thread!

I think after we get this phase of Philadelphia finished, we should get to work on Shala. The Tiberium situation is getting worse and worse, and from what I've gathered, Philadelphia and the Enterprise don't have enough farming going on to be self-sustaining. If the Earth-side situation goes FUBAR for any reason, be it Tyberium consuming everything or Nod hijinks, they're probably going to starve without Shala.

Welcome to the madness.

Philadelphia and Enterprise have effectively no farming going on at all. Shala is the test case for that, and the Discord cabal has been considering shifting dice that way, but, well, money, military, consumer goods, everything else have kinda occupied our dice and Resources.
 
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We've also built Fortress Towns in the Yellow Zones. Should we do the same for the Blue zones? No as it does not solve any of the problems there.
We have literally already done that exact thing. Every Blue Zone is a country-sized fortress with giant walls and multiple layers of military bases full of heavily armed professional soldiers between the housing blocks and the outside world, setting up the BZ perimeter defenses was kind of a major plot point that's been ongoing for the entire game.
 
Yeah, we do. Problem is it is not close to the end of the 4 year plan. We are in the middle. If it was Q2 2057, yeah, go for the YZ arcologies. But we are not. And since as you have said, requires only 170 process, it can be built quickly. Like at the end of the plan.
Building them earlier rather than later helps us get benefits from them (such as having our Yellow Zone populations more tightly concentrated and easily secured and healthier).

Building them earlier as in starting before the election will tip Yellow Zone voters further in our favor.

Building them earlier means that the Socialist Party leadership will remember us as keeping our promise to them quickly and enthusiastically, not slowly and grudgingly.

Building them earlier rather than later insulates us against any risk of having to rush or overspend dice to make sure they get finished at the last minute.

There are many reasons to build them earlier, given that we promised to do something like this and that we don't really have any pressing reason not to. The only group likely to be offended are the Blue Zone supremacists in Initiative First, who we're not really interested in appealing to and who won't have much actual power in the legislature anyway as long as we play our cards right.

We've also built Fortress Towns in the Yellow Zones. Should we do the same for the Blue zones? No as it does not solve any of the problems there.
The entirety of the Blue Zones is a fortress, surrounded with walls, weapon emplacements, and fortified bases. It's all fortress town. :p

Finally, while the Services sector has a large dice bonus, all remaining Services projects are only +Consumer Goods projects. Which after the election this turn aren't going to be as important. We'll still want to activate all 4 Services dice as often as possible, but if we have to occasionally only use 3 dice to afford other projects elsewhere I don't see it as a huge sacrifice.
Suffice to say that:

1) I suspect new Services projects will arise in the near future to meet other and more complicated needs based on the campaign promises and wishes of the greatly expanded political parties, and

2) Services projects are almost always Resource-cheap. The ability to keep up a steady stream of additional Consumer Goods boosts from them is in my opinion highly desirable for this reason. I really don't like leaving dice fallow, especially when there's something relatively cheap we can do with them and we're reasonably assured of getting at least 30-35 points of progress per die in all but the very worst case scenarios.

I suggest we support the military this turn, to make up for lost time. Besides, all the plan asks for is that we complete the yellow zone light industrial belts.
All frontrunning plans heavily support the military this turn. Wanting to heavily support the military does not distinguish one plan from another for voting purposes; all plans favor it, much as all plans agree on completing Phase 3 of the Philadelphia II this turn, or on trying to finish the breweries.

As to Plan commitments in the Yellow Zones... We made three promises relevant to the Yellow Zones.

1) We promised to build shell factories up to Phase 3, making existing holdings in the Yellow Zones defensible. We did that, and it doubled as helping us fulfill our commitments to the old Hawk Party.

2) We promised to build up Yellow Zone light industry. As you say, we're working on it and hope to have it done not only before the end of the Plan, but before the election. Well and good.

3) To the Socialists, we promised two arcology projects. Given that the Phase 2 Blue Zone arcology project cost about seven more Infrastructure dice and about 100 more Resources than the Yellow Zone arcology project, this realistically means we've committed to EITHER building arcologies in the Yellow Zones, OR to an exorbitantly expensive and quite deliberate effort to AVOID building arcologies in the Yellow Zones without breaking our promise.
 
We have literally already done that exact thing. Every Blue Zone is a country-sized fortress with giant walls and multiple layers of military bases full of heavily armed professional soldiers between the housing blocks and the outside world, setting up the BZ perimeter defenses was kind of a major plot point that's been ongoing for the entire game.

As Ithillid put it when responding to a question about NOD's feelings towards Doctor Granger:

You have gotten allies, nearly doubled GDI's income in four years, and have pushed the jumping off points back at least a hundred kilometers in most places. And put effectively a wall of guns, earthworks, and hate between them, and the soft juicy Blue Zones.
 
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Best we finish our plan commitments as quickly as is practical then let everything we do be a bonus that reflects well on us than fart about and have to rush things at the end where we risk failure.

Also, on the Blue Zone borders, we have fortified them to the point that the Korean DMZ looks like a nice place for a picnic in comparison.
 
I feel the same way about Superconducter Foundries, actually. It's been in the docket awhile and I can't help but hear further improvements beyond the promised fusion synergies.
They have been in the docket and I also want to commit to it. As much as I hate to say it though, it has to come after Myomers. The latter at least needs one phase done and have the tech proliferate to the masses first. Foundries more or less have been there for the longest time.

Elsewise, I got no complaints.
Very well. Just to be clear, which of the following sacrifices do you find most palatable:

1) Dropping two dice worth of Military projects, because that's where most of our free dice are going, OR
2) Dropping the effort to complete Yellow Zone Light Industry before the election, and the concomitant +8 Consumer Goods and boost in popularity among Yellow Zone voters we were hoping for, OR
3) Dropping the Chemical Precursors project that provides the +2 Capital Goods we're seriously hoping to have next turn so we can proceed confidently to build the warship production facilities the Navy's been wanting since 2050, and which likely has synergies of its own just as Myomer Macrospinners surely does?
It's a belated reply due to RL concerns and the vote has swung to the point that Myomers is a win but as is, my answer would've been the second. More or less, we don't need to chase popularity any more. The main political worry was the Hawks/FMP alliance and their capability to leverage policy requirements that a good sum of questers here find distasteful. Now with the former splitting and the latter being bombarded by our constant ramming of Consumer Goods, we don't need to push the pedal as much on YZ popularity or attempting to make the FMP even more irrelevant. We're not going to leave the YZ hanging of course — appeasing the military this much is part of the point to allow further YZ penetration — but we can release the pedal of YZ Appeasement for a quarter.
 
Given that we're likely to Complete Phase 3 of Philly, and transition to building up Shala and Enterprise, I'd like to see us make a conscious commitment to trickling 1 Mil Die a turn into ASAT (especially as we'll have an extra fusion die next turn), so we steadily build up the defenses for space infrastructure parallel to the infrastructure itself. The more resources we pour into space, the more devastating a mistake in its defense will be.

In the same vein, I think now that our MARV commitment is done, and we don't have a strong impetus after the South American and Chicago MARVs, it would also be good to commit to consistently spending 1 die per turn minimum in Shell Plants hereafter. We've consistently invested 3-4 of 8-9 Mil Dice in MARVs these last few quarters, which is great, but now that MARVs are slowing down a bit we can diversify our Mil Investments. I hope to stave off another Shell Crisis in coming years if at all possible.

In general, planning going forward should try and be more proactive. The Cruisers for example, are a great idea, and very proactive. We lack a new generation of Blue Water Navy, and we've successfully pushed back on NOD piracy. Given NODs history, it seems pretty self evident that they will rollout new ships to up attacks on our logistics, as GDI is widely spread out and has a long logistics train. So if we get the Cruiser out soon enough, we can preempt that development.

Similarly, we know we're going to be building more Fortress Towns and Planned Cities, making bigger pushes into the resident-dense Yellow Zones in the future of this plan. So preempting the rising need for shell is a good, proactive choice.

In general I'd like to see more discussion around likely NOD developments and things we can do to head them off. I saw some discussion about Orca Refits, and how that could help curb some of the ground -side skirmishing with our MARV escort forces. Or another poster talking about developing better anti-infantry tools for our Mechanized Forces to diversify their uses on the ground (as of now, most of them are anti-tank or anti-armored in general, and struggle with smaller targets).

What do you guys think are the big, likely NOD developments we ought to focus a bit of effort to countering? I personally think the Cruisers is a big one, as I expect an up in the NOD Piracy ops, with a likely counter to the Hydrofoils. I already mentioned also, that I think some NOD Warlords will try and damage our Orbitals in the next couple years as we keep developing it. Obviously if we keep investing in Military, we'll preempt a lot by chance, but a bit of early focus on those efforts would probably pay forward strong dividends.
 
I already mentioned also, that I think some NOD Warlords will try and damage our Orbitals in the next couple years as we keep developing it.
I agree, and because of this I'd like to get the next stage of the ASAT Defense System up sometime sooner then later. It'd be really really embarrassing if they shut the network down again and when people ask how it was possible we have to go 'well, uh, we never got around to building the backup stations because other stuff seemed more important'.

Though long term we might have to worry more about surface to orbit laser strikes then missile strikes.
 
Enterprise phase 2 gave us the shuttles that gave a 10% discount to stations and the phase 3 discount will also apply to ASAT building that will take 5 dice on average:
GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 19%, 5 dice 100R+ 57%, 6 dice 120R+ 85%
And these are the odds before the +2 to all dice we get once Philadelphia II (Phase 3) is done.
I say start the ASAT once Enterprise is done as we have a large number of deployments unlocked with the 4 new ones this turn.
 
Given that we're likely to Complete Phase 3 of Philly, and transition to building up Shala and Enterprise, I'd like to see us make a conscious commitment to trickling 1 Mil Die a turn into ASAT (especially as we'll have an extra fusion die next turn), so we steadily build up the defenses for space infrastructure parallel to the infrastructure itself. The more resources we pour into space, the more devastating a mistake in its defense will be.

In the same vein, I think now that our MARV commitment is done, and we don't have a strong impetus after the South American and Chicago MARVs, it would also be good to commit to consistently spending 1 die per turn minimum in Shell Plants hereafter. We've consistently invested 3-4 of 8-9 Mil Dice in MARVs these last few quarters, which is great, but now that MARVs are slowing down a bit we can diversify our Mil Investments. I hope to stave off another Shell Crisis in coming years if at all possible.

In general, planning going forward should try and be more proactive. The Cruisers for example, are a great idea, and very proactive. We lack a new generation of Blue Water Navy, and we've successfully pushed back on NOD piracy. Given NODs history, it seems pretty self evident that they will rollout new ships to up attacks on our logistics, as GDI is widely spread out and has a long logistics train. So if we get the Cruiser out soon enough, we can preempt that development.

Similarly, we know we're going to be building more Fortress Towns and Planned Cities, making bigger pushes into the resident-dense Yellow Zones in the future of this plan. So preempting the rising need for shell is a good, proactive choice.

In general I'd like to see more discussion around likely NOD developments and things we can do to head them off. I saw some discussion about Orca Refits, and how that could help curb some of the ground -side skirmishing with our MARV escort forces. Or another poster talking about developing better anti-infantry tools for our Mechanized Forces to diversify their uses on the ground (as of now, most of them are anti-tank or anti-armored in general, and struggle with smaller targets).

What do you guys think are the big, likely NOD developments we ought to focus a bit of effort to countering? I personally think the Cruisers is a big one, as I expect an up in the NOD Piracy ops, with a likely counter to the Hydrofoils. I already mentioned also, that I think some NOD Warlords will try and damage our Orbitals in the next couple years as we keep developing it. Obviously if we keep investing in Military, we'll preempt a lot by chance, but a bit of early focus on those efforts would probably pay forward strong dividends.
Hm. Well, Nod naval activity may rise, but a big part of why we want the cruisers and escort carriers isn't just so that we can pre-empt Nod's actions, it's so that we can force Nod to react to our actions. Reasserting our naval supremacy and having ships more capable of operating safely in coastal waters where Nod is active will mean that we can take the fight to Nod in places where they previously felt secure, and seize territory and things of value (including evacuating refugees) at Nod's expense. When fighting a global intercontinental conflict, having naval superiority is a vital force multiplier that makes a lot of things possible that would otherwise be impossible... and having naval supremacy is an even greater force multiplier.

...

Nod warlords going for our orbitals as such seems less than fully likely, because the necessary installations (e.g. missile launch silos or giant fuckoff surface-to-space lasers) are going to be big and obtrusive. Nod's core membership, the elites who get Cool Shit like Avatars and Vertigo bombers and who have lots of Black Hand power armor, they're the ones I'd worry about that form. And yes, that's a good reason to expand ASAT... but on the other hand, the existing defense system is actually relatively well adapted to that kind of sporadic threat. The main weakness of ASAT as it now exists isn't that it fails to defend things, it's that it's vulnerable to an assault on its command centers. We've moved part of the command and control system into space, so that's good; ASAT Phase 3 is us doing more of that. But to really knock out our ASAT system, or to damage major targets through it, even now would require some combination of a massive barrage with lots and lots of surface to space weaponry, OR a concerted attack that took out both the command node in Greenland and the backup node in space.

That's more of a "Kane masterstroke" scale of move than anything a lone warlord could accomplish. And if we're preparing against it we should also be thinking about the prospect of this coming at the same time as a more general full-court push by all of Nod.

Though to a real extent that would be us preparing for the last war, because "Nod punches out our space assets and simultaneously tries to bum-rush the Blue Zones into the ocean" sounds a lot like a repeat of Tib War III. Then again, it's a reasonably likely way for the next war to play out, if we've read Kane's psychology correctly and he's likely to be trying to force us into playing according to his script for how things should go, so that he can make us desperate enough to cooperate with Nod on the TCN even when we don't understand how it works.

...

Developments I foresee:

1) More reliance on liquid tiberium as weaponry or enhanced weaponry.
2) Diminished effectiveness of lasers against our ablatives forcing Nod to diversify, either developing particle beam weapons, stealing our railgun tech, upgrading and relying heavily on missiles, or something else.
3) Nod either largely abandoning air power (as they did in Tib War One) or finding a way to field some kind of alien-tech super-fighter that can match the Apollo; my money is on the latter.
4) Nod may attempt to revisit their old habits of subterranean tunneling as a substitute for easily intercepted surface traffic, if they haven't already. The spread of underground tiberium makes that problematic, but Nod may have ways to deal with that.
 
I agree, and because of this I'd like to get the next stage of the ASAT Defense System up sometime sooner then later. It'd be really really embarrassing if they shut the network down again and when people ask how it was possible we have to go 'well, uh, we never got around to building the backup stations because other stuff seemed more important'.

Though long term we might have to worry more about surface to orbit laser strikes then missile strikes.
We have a backup station, just not a fully networked backup system. I don't oppose doing the Phase 3 ASAT upgrades in the back half of this Plan, mind you, but the system isn't nearly as fragile and vulnerable to disruption as it was in 2047.

Enterprise phase 2 gave us the shuttles that gave a 10% discount to stations and the phase 3 discount will also apply to ASAT building that will take 5 dice on average:
GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 19%, 5 dice 100R+ 57%, 6 dice 120R+ 85%
And these are the odds before the +2 to all dice we get once Philadelphia II (Phase 3) is done.
I say start the ASAT once Enterprise is done as we have a large number of deployments unlocked with the 4 new ones this turn.
Yeah I can get behind that. In early 2056 we push towards Enterprise Phase 3 along with orbital cleanup (because we're not on a deadline and we know we need to do more cleanup), then we go to work on Shala and ASAT.
 
Hm. Well, Nod naval activity may rise, but a big part of why we want the cruisers and escort carriers isn't just so that we can pre-empt Nod's actions, it's so that we can force Nod to react to our actions. Reasserting our naval supremacy and having ships more capable of operating safely in coastal waters where Nod is active will mean that we can take the fight to Nod in places where they previously felt secure, and seize territory and things of value (including evacuating refugees) at Nod's expense. When fighting a global intercontinental conflict, having naval superiority is a vital force multiplier that makes a lot of things possible that would otherwise be impossible... and having naval supremacy is an even greater force multiplier

Even If not? There's still a lot of coastline for Nod to use. Forcing them inland is a bonus. Also if we own the waves? We can start looking at basing offshore for deployment. Either convention amphibious landing ships or bigger theoretical stuff like the Mobile Off Shore base or maybe something new.

I really want to give the Navy the stuff to do aggressive evacuation. I think this is a good way to start making Nod react to us. While keeping it away from our Yellow and Blue zones.
 
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