1 die for security review
3 dice on MARVs (good luck convincing people to vote for 2 MARV dice)
2-3 dice for RWS rollout
2 dice for Governor shipyard
2 dice for something, ANYTHING, Steel Talons connected- if we're waiting on Johannesburg to actually roll out any next-generation mechs, fine, we'll fund their development projects instead.

Sounds good to me.
 
I don't see anything wrong with pushing the Titans out immediately. Just because the progress needed might get reduced in the future doesn't mean we have to wait first. Maximum numbers efficiency isn't worth sitting on new technology development. (Unless your rolls are bad.)
 
Wait, we get a sixth free die?
I believe it is from the third state of Philadelphia.
[ ] GDSS Philadelphia II (Phase 3)
While the command deck is complete, there are several more decks, and the equivalent of multiple office buildings left for construction. With this, GDI will return to its status before the Second Tiberium War. While not a full governmental structure, it is enough to conduct most military operations, and many political ones.
(Progress 229/360: 30 resources per die) (+2 to all dice, +1 Free Die) (5 PS for completion) (Fusion)
 
That's why I'm thinking more in terms of, say...

1 die for security review
3 dice on MARVs (good luck convincing people to vote for 2 MARV dice)
2-3 dice for RWS rollout
2 dice for Governor shipyard
2 dice for something, ANYTHING, Steel Talons connected- if we're waiting on Johannesburg to actually roll out any next-generation mechs, fine, we'll fund their development projects instead.

Yeah this is what I was thinking the Military sector should look like, doing a bunch of further development actions to unlock more hardware that we're too backlogged to actually put into production for a year or more would be kind of wasteful. Look at what we did to the Wolverines, they sat on the drafting table for years after we designed them. Since we just did a development turn I think we now have to spend a turn or two getting all that stuff into production before another development round.
 
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Infra 5/5 55R +15
-[] Tidal Power Plants (Phase 2) 0/400 4 dice 40 R 0%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 15R 97%
HI 5/5 75R +18 (-2 for 8/8 due to graduates)
-[] Fusion Peaker Plants 172/240 1 die 20R 66%
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 3 dice 45R 0%
I'd rather not slow-walk Heavy Rolling Stock this turn, because we urgently need more Capital Goods to get any Governor shipyards up and running. We really shouldn't put that off any longer. And Chemical Precursors is unlikely to come through for us next turn, because of how far it is from completion.

Now, I can see a justification for slow-walking Fusion Peaker Plants, because it's legitimately close to completion and there's no rollover.

Orbital 3/3 +1 dice 70R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 2 dice 40 R 91%
-[] GDSS Enterprise (Phase 3) 68/390 1 dice 20 R 0%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R 42%
I'd strongly prefer to focus in on one space station at a time for now; if you're willing to spend three dice on stations, it's worth it to spend three dice on Shala proper so we have a chance of actually getting to Phase 2 and getting food production stood up. At a bare minimum we should be willing to invest in Shala Phase 1+2 before Enterprise Phase 3, or the other way around, rather than trying to do both at once and failing.

Also your plan spares no fusion dice for military spacelift, which is something people have been talking about, but such is life.

Current thoughts. Heavy mil investment putting a free dice into orbital to chip away at Enterprise since phase 3 opens up projects (phase 2 gave us the shuttlebay for example). For mil I need to see what the new options are because there is going to be a lot of change in that category.
I'm not saying Enterprise Phase 3 isn't important or desirable, to be clear, but we should prioritize and focus our efforts for now, since we're still in the stage where stations can be completed in a quarter or two if we work at it, but take much much longer to show benefits otherwise.

Hmmm politically also I'd say the market socialists entering the political sphere as a party in their own right is a major vote of confidence in the treasury's/governments ability to run the market/ how well they've handled the various crisis'. Very much proving that a government ran economy can function just fine, despite the screeching of the free market party. We're putting people back to work and it's work with reasonable hours and compensation and improving living conditions. So that's a nice recognition of the government policies we've largely pushed.
The thing is... voting Market Socialist is a vote of confidence in socialist control of the means of production (that is, worker/government-owned capital, rather than private capitalist-owned capital)... but not a vote of confidence in the state's planned economy.

The Market Socialists are probably going to be lecturing us on how they want us to do more grant programs, just like the old Free Market Party was... The only difference is that they'll want Treasury to invest exclusively in co-ops and break the back of anything that even vaguely looks like a nascent megacorporation.

I feel like a heavy push for Enterprise (even to phase 5) is the better idea. Just look at how useful shuttlebay ended up being - getting a station from phase 1 to phase 3 is 60 progress cheaper and judging by the bonuses we've been told phase 5 philly gives us, that is by far the smallest reduction we'll get.

Phase 4 is 100 progress and phase 5 is 150. It is a serious mistake to not stack those bonuses as much as practical before further investment into other stations. The fact that we're looking at an average of 2/3 dice reduction to go from phase 1 to phase 5 with the smallest bonus is telling. If that means putting off all other space actions for a few turns then we'll ultimately more than make up for it by the end of the plan.
First of all, we're not gonna get to Phase 5 Enterprise by the end of the plan, that's somewhere in the vicinity of 2000-2400 dice progress away and we roll three dice per turn. Without massive free dice spam (and realistically nearly all the free dice are going to the military or maybe Heavy Industry for North Boston), it ain't happening.

Second of all, you're implicitly assuming that none of the other space stations have commensurate bonuses. That's not necessarily true. In particular, getting Shala up to Phase 2 or 3 might mean the thing actually starts growing enough food to feed our existing space workforce, considerably reducing the logistical burden for ground support and making projects cheaper/easier in some way. Having Shala working in orbit is also desirable because it reduces the risk that an interruption in support from the ground (say, because Nod attacks a major spaceport facility) is actually dangerous to the crews aboard our other stations.

I think most agree on Enterprise phase 3 as our next station we can decide on the next station once that is completed.
I can work with the priority being Enterprise Phase 3 (hell, it's Capital Goods and I never sneeze at that). But I do want to make very sure that in the near term we always pick one priority station to work on at any given moment and focus on it, rather than slow-walking two at a time. The bonuses from the stations are good enough that we want to frontload them as much as possible.

The NA N red zone hub overcompletion should overflow into the other NA red zone hub.

I'd rather invest 2 dice there and 1 in the SA N Y fleet than the inverse.
I'm pretty sure we already built the other North American Red Zone hub. Meanwhile, there is very little chance of significant overflow from two dice on the South American MARV fleet.

We're reaching a point in the plan where we may not be rolling out actual MARVs every single turn and may have to step back from an average pace of three MARV dice per turn of construction. This is partly because we're trying to get the conventional military stood up to the point where conventional tiberium mining can be expanded. Remember that MARVs are NOT all that resource or dice efficient as a way to mine or mitigate tiberium; they're just the only kind of mining and mitigation the military is willing to sit still for. Because MARVs will mostly defend themselves, and so don't require so many entire army divisions to be deployed into Nod-infested wastelands just to cover the mining.

But our efforts to bulk up the military so we can afford to expand conventional harvesting, the kind with good old-fashioned tiberium harvesters and refineries and silos and maybe tiberium spikes? That competes directly for dice and resources with the MARV program.

So I'm fine with a chance that the Chicago MARV hub won't finish next turn while the South American MARV fleet does, and that we just sink 2-3 dice into building hubs in Q2, and so on. It's okay, they get built eventually in reasonable numbers.

But the military is not-so-subtly hinting at us that they're worried that we're overspending on MARVs, and I don't think they're entirely wrong since we did make a commitment to build Major Stavrakas a giant continent-spanning MARV armada within four years and we bid fair to have fulfilled that promise in three years or less.

I don't see anything wrong with pushing the Titans out immediately. Just because the progress needed might get reduced in the future doesn't mean we have to wait first. Maximum numbers efficiency isn't worth sitting on new technology development. (Unless your rolls are bad.)
The big question is whether any new technologies that are still on the drawing board would seriously impact the Titan Mk III. In particular, crystal beam lasers, since we have rolled out ablatives and myomers and those are the big remaining things we need in order to build the Steel Talons their Battlemech designs.

I believe it is from the third state of Philadelphia.
Yeah, I believe you, I just forgot.

Yeah this is what I was thinking the Military sector should look like, doing a bunch of further development actions to unlock more hardware that we're too backlogged to actually put into production for a year or more would be kind of wasteful. Look at what we did to the Wolverines, they sat on the drafting table for years after we designed them. Since we just did a development turn I think we now have to spend a turn or two getting all that stuff into production before another development round.
The only reasons I'm iffy on that are:

1) We may want to get myomer production up to a reasonable Phase 1 level before we do another Steel Talon deployment program. Steel Talons are the bleeding edge alpha-tester nerds, so they're all over development programs like white on rice and aren't going to be too bothered if we just fund more development instead of actual deployment. We'll get to deployment on their cool shit SOON, I mean it, I'm serious, it's just a specific production hiccup at a specific factory in South Africa that's the problem, and that's something we can sort out, we just need another quarter. Right now there just isn't enough myomer fiber in all of GDI's territory to make more than a handful of hand-built prototype 'mechs, and that's a problem if we're trying to integrate that good shit into our next-gen 'mechs. This is a good example of the kind of very specific problem that should be allowed to override abstract general principles like "deploy more, develop less."

2) We may actually have to do more development on our laser hardware before it can be sent to the front lines. Right now we have prototype crystal beam lasers, but that doesn't translate into actually having, say, a working gatling laser that can be used as a naval point defense mount or an aircraft gun.
 
Mechmuscle Delivery Pending, Build Up Chicago

Infrastructure (5/5, 55 R)
-[] Yellow Zone Arcologies (Phase 1) (1 die, 15 R) (97% to complete)
-[] Tidal Power Plants (Phase 2) (4 dice, 40 R) (4 of 6-ish dice to complete)

Heavy Industry (5/5, 70 R)
-[] Fusion Peaker Plants (1 dice, 20 R) (66% to complete)
-[] Heavy Rolling Stock Plants (2 dice, 20 R) (96% to complete)
-[] North Boston Chip Fabricator (Phase 4) (2 dice, 30 R) (2 of 17-ish dice)

Light and Chemical Industry (4/4, 70 R)
-[] Johannesburg Myomer Macrospinner (Phase 1) (2 dice, 40 R) (100% to complete, MIGHT clear Phase 2 but I doubt it)
-[] Chemical Precursor Plants (2 dice, 30 R) (34% to complete)

Agriculture (3/3, 30 R)
-[] State Operated Breweries (1 die, 10 R) (91% to complete)
-[] Perennial Aquaponics Bays (2 dice, 20 R) (97% to complete)

Tiberium (5/5, 70 R)
-[] Chicago Planned City (Phase 3) (3 dice, 60 R) (46% to complete)
-[] Tiberium Prospecting Expeditions (Phase 6) (2 dice, 10 R) (91% to complete)

Orbital (3/3, 40 R)
-[] GDSS Enterprise (Phase 3) (1 fusion die, 20 R) (1 of 5-ish dice)
-[] Orbital Cleanup (Phase 3) (2 fusion dice, 20 R) (89% to complete Phase 3, 20% to complete Phase 3+4)

Services (4/4, 30 R)
-[] Fashion Development Houses (2 dice, 20 R) (2 of 3-ish dice)
-[] Game Development Studios (2 dice, 10 R) (2 of 4-ish dice)
-(this area is unusually likely to see change as new options arise, since existing options are so picked over)

Military (11/5, 170 R, budgeting generously)
-[] Security Review (1 die)
-[] Orbital Strike RCT Station (1 fusion die, 20 R) (1 of 3.5-ish dice)
-[] Reclamator Hub RZ-7N (1 die, 20 R) (75% to complete)
-[] Reclamator Fleet YZ-5a (2 dice, 40 R) (72% to complete)
-[] Remote Weapon Systems Predator (2 die, 30 R) (??% to complete)
-[] Governor Yard (2 dice, 40 R) (??% to complete)
-[] Mastodon Heavy Assault Walker Development (1 die, 10 R) (99% to complete)
-[] Havoc Scout Mech Development (1 die, 10 R) (99% to complete)

Bureaucracy
-[] Security Review: Military (3 dice) (99% to complete)

55+70+70+30 + 70+40+30+170

125+100+140+170
225+310
535 Resources

OK, there. Again, to be clear, I'm doing development for the Steel Talons ONLY because we just plain don't have the myomer production to roll out large numbers of next-generation 'mechs that use myomers, due entirely to delays on the Johannesburg production line that we hadn't anticipated (that is, shitty rolls). The rest of the military stuff is focused on deployment of existing systems we know we want and are ready to use.

Those dice might get shuffled around, but the biggest likely change would be to do some kind of development project (ew!) on laser weaponry for some specific application, which would likely be taking a bite out of the OSRCT station in my plan. Or I might similarly sacrifice the OSRCT die this turn to free up resources for Services.

This plan as a whole is on a pretty tight Resource shoestring in order to provide ample resources to the military (I think this might be a record-setting military budget) and to work on Chicago (where with three dice I actually have a nearly 50/50 chance of completing the phase!)

Note that this plan does explicitly only put one die on space station construction and two on orbital cleanup; this is specifically intended to free up resources so that NEXT turn we'll have surplus resources to fund heavy space station construction and get Enterprise Phase 3 (if we're lucky) or close to it (if not).
 
@Simon_Jester
According to the status page, we've completed the following hubs:
RZ-1 North
RZ-6 North
RZ-6 South
YZ-5a

According to @Crazycryodude's post after the rolls, we are at 49/105 for RZ-7 N (Chicago). Am I missing that we completed RZ-7 S somewhere else?

Look, I'm not saying that we need to get every bit of overflow we can. But when it is to something that is a very high priority (red zone) or high priority (the first yellow zone to secure red zone military resupply and tiberium exports), it is very nice to have.
 
The thing is... voting Market Socialist is a vote of confidence in socialist control of the means of production (that is, worker/government-owned capital, rather than private capitalist-owned capital)... but not a vote of confidence in the state's planned economy.

The Market Socialists are probably going to be lecturing us on how they want us to do more grant programs, just like the old Free Market Party was... The only difference is that they'll want Treasury to invest exclusively in co-ops and break the back of anything that even vaguely looks like a nascent megacorporation.
I would note that we also now have a decently sized pure Socialist Party, so there clearly is a slide towards support for the planned economy— and if we continue to do well, I expect that to only grow.
 
New Tiberium Spread Calculations:


*over 23 dice in YZ and RZ each

Let me know if you have any readability issues, or recommendations. The YZ dice got quite a bit worse, while Red improved marginally. I added in the total Dice Average, over both YZ and RZ. Its a kind of global Tiberium spread average, but its not super useful because our mitigation is individual, not global. I can remove it for the next turn if you guys would rather not see it, just let me know.

The reason the total average is worse overall, is that the number of dice being averaged is double (YZ+RZ Dice = 46) which means the std deviation is quite a bit lower for that calc. That makes the high results less likely overall. Again though, what we really care about are the YZ and RZ results individually, not taken together.
 
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I would like to make a case for why we should do Enterprise phase 3 before any other space stations. Reading the descriptions of the stations as they get completed i get the following;

Phase 1 - Basic framework
Phase 2 - Partly operational
Phase 3 - Fully operational
Phase 4 - Improved functionality
Phase 5 - FULLY ARMED AND OPERATIONAL BATTLESTAIONS! *Ahem*

Phase 4and5 are conjecture on my part.

Now based on this, i feel we need to get Enterprise to full functionality. Doing so, plus any other projects that get opened up, will likely make all our space projects easier in the long term.

And if nothing else, i just like the narrative of getting it fully operational before we do any others.
 
I would note that we also now have a decently sized pure Socialist Party, so there clearly is a slide towards support for the planned economy— and if we continue to do well, I expect that to only grow.

No.

It's a slide towards 'do not let corporations be a bunch of dicks, and protect the right of the workers to not be abused for the sake of another's profit'. Subtle difference.

The Market Socialists especially don't care about whether or not the economy is a planned one or not, so long as it functions, but the Socialist Party is not going to go all 'planned economy hurray, now everything shall be good and better'. They too want things to actually get better, focusing on the lot of the general population and the most deprived among them. The centralized command/planned economy? That is one of a number of ways they will consider as ways to make it happen.

If the planned/command economy can be proven to be at best detrimental and possibly outright harmful to the goals of the Socialist Party, said party is going to drop it as a way to get things done.
 
Word on the Discord (last I checked) is that we're going to be getting a bunch of new and exciting options next turn, including more research options. But in the meantime, how about I pretend that's not gonna happen and post my own very-extra-early plan?

[] Plan Totally Subject To Change
-[] Infrastructure 5/5 dice 55R
--[] Tidal Power Plants (Phase 2) 0/400 4 dice 40R (4/6 dice for median chance.)
--[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R
-[] Heavy Industry 5/5 dice 60R
--[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%
--[] Fusion Peaker Plants 172/240 1 die 20R 66%
--[] North Boston Chip Fabrication (Phase 4) 64/1200 2 dice 30R (2/16.5 dice for median chance.)
--[] Heavy Industrial Enterprise Grants 1 die auto
-[] Light and Chemical Industry 4/4 dice 50R
--[] Chemical Precursor Plants 36/200 2 dice 30R 34%
--[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100%
--[] Light Industrial Enterprise Grants 1 die auto
-[] Agriculture 3/3 dice 30R
--[] State Operated Breweries 85/125 1 die 10R 91%
--[] Perennial Aquaponics Bays 278/350 2 dice 20R 97%
-[] Tiberium 5/5 dice 100R
--[] Chicago Planned City (Phase 3) 49/320? 5 Tib dice 100R 99%
-[] Orbital Industry 3/3 dice 60R
--[] GDSS Enterprise (Phase 3) 68/390 3 dice 60R (3/5 dice for median chance.)
-[] Services 4/4 dice 30R
--[] Fashion development houses 0/225 2 dice 20R 13%
--[] Game Development Studios 0/300 2 dice 10R (2/4 dice for median chance.)
-[] Military 5/5 dice +6 Free 145-170R
--[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%
--[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R 72%
--[] Zone Suit Factories 0/60 1 die 15R 71%
--[] Orbital Strike Regimental Combat Team Station 0/225 1 die 20R (1/3.5 dice for median chance.)
--[] Deployment Stuff ??? 5 dice 50-75R
--[] Security Review
-[] Bureaucracy 3/3 dice
--[] Security Reviews (Military) DC60 3 dice 100%

Total cost: 530-555R/540R, 6/6 Free Dice

-Does stuff. Options picked cuz I wanna do them. Notably, now that the elections are over this starts up those Grant programs so we can keep chugging along on Consumer Goods and eventually restart taxes and stuff. (Not the Housing grant tho. We're not gonna be doing those anytime soon.) Everything else, again, cuz I wanna do them.
 
I'd rather not slow-walk Heavy Rolling Stock this turn, because we urgently need more Capital Goods to get any Governor shipyards up and running. We really shouldn't put that off any longer. And Chemical Precursors is unlikely to come through for us next turn, because of how far it is from completion.
I need to see how much cap good the cruiser yards require (and how much energy they take) but I can shift dice off of boston to rolling if it looks like we need that. Fusion breaker I am slow rolling though

I'd strongly prefer to focus in on one space station at a time for now; if you're willing to spend three dice on stations, it's worth it to spend three dice on Shala proper so we have a chance of actually getting to Phase 2 and getting food production stood up. At a bare minimum we should be willing to invest in Shala Phase 1+2 before Enterprise Phase 3, or the other way around, rather than trying to do both at once and failing.

Also your plan spares no fusion dice for military spacelift, which is something people have been talking about, but such is life.
Hmm I could go 3 on Shala to make it easier to finish phase 2 Shala next turn, as that is a goal of mine since it provides several benefits. 1) it reduces the amount of supplies that need to be shipped into orbit since food can be grown in space for the existing stations which reduces a potential vulnerability (supply getting interdicted). 2) it better supports future space expansions (such as space housing or orbital drop regiments) 3) it gives us +10 PS and well the last time we had high PS we got options to make tech rollout faster (and in turn do research sooner) and +1 LCI which are fairly major benefits. I am skipping a dice for ASAT phase 3 this turn to try and rollout some of the mil projects we did this turn and given that I want 4 dice working in orbital since we will need orbital evac as unless we get the TCN (Kane or very good luck on Scrin research) we will have to leave Earth behind to survive so picking up the general pace seems like a good idea (also it kind of works with the free dice from the phily boosting how much orbital work we get done each turn).

Word on the Discord (last I checked) is that we're going to be getting a bunch of new and exciting options next turn, including more research options. But in the meantime, how about I pretend that's not gonna happen and post my own very-extra-early plan?
Yeah there is a reason I put X dice on mil projects and such because mil and service at least we should be having a lot of new options just from what we finished. But it sounds like some of the NOD and Scrin research is going to start showing up which if it is all areas well that blows up most pre plans. I need to see how much progress, resource cost and any cap good and energy expenditures for mil for example beyond 3 on marvs and the rest on deployment and development
 
Just did the tiberium math, and I noticed something.

90 - 77 = 13

Blue:14.45 - .13 = 14.32

Yellow: 27.77 + .13 = 27.90

32 - 50 = -18

Red:57.68 - .18 = 57.5

Yellow: 27.90 + .18 = 28.08

28.08 + 14.32 = 42.4 + 57.5 = 99.9

We lost .1 percent of the Earth somewhere before the tib rolls this quarter. Did the Scrin disintegrate it?
 
We lost .1 percent of the Earth somewhere before the tib rolls this quarter. Did the Scrin disintegrate it?

Just Ithillid borking the calculations a bit. He'll fix it once he notices.

Sure but, well— It is working. Planned economy has been working out and that is the whole reason they've gained power.

I do not agree with this assessment. They've gained power because they got in Parliament, got 2 Arcologies on the budget while being a tiny minority party and manage to deliver on their promises.
 
Just Ithillid borking the calculations a bit. He'll fix it once he notices.



I do not agree with this assessment. They've gained power because they got in Parliament, got 2 Arcologies on the budget while being a tiny minority party and manage to deliver on their promises.
Right, they accomplished their goals— through central planning. So. Yeah. Central planning is likely a prominent ideology within their party. Because it's brought success.
 
We lost .1 percent of the Earth somewhere before the tib rolls this quarter. Did the Scrin disintegrate it?
If they did, it happened in the Q3 2055 Tiberium rolls. The Yellow Zones should have shrunk to 27.87%, not 27.77%. @Ithillid, including this turn, going through the math again I got these results:

Q3 2055
BZ 14.65 -0.20 = 14.45
RZ 57.36 +0.32 = 57.68
YZ 27.99 +0.20 -0.32 = 27.87

BZ 14.45 + YZ 27.87 + RZ 57.68 = 100.00

Q4 2055
BZ 14.45 -0.13 = 14.32
RZ 57.68 -0.18 = 57.50
YZ 27.87 +0.13 +0.18 = 28.18

BZ 14.32 + YZ 28.18 + RZ 57.50 = 100

E: Fixed the Q4 numbers.
 
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For the blocs, yeah there seems to be a lose coalition that basically shuts out FMP and Initiative First (which where allies in the past term) to the point they are not even needed to be consulted.

I'd like to hope in theory we can find one or two acceptable things that we want which can earn the support of at least one or two members of each party to draw them into our own sphere.

Did the Scrin disintegrate it?
Honestly? Looking at the temple prime explosion? It would not surprise me if that was indeed the case. Though, losing some of it recently... we haven't been digging up that much tiberium right? :V
 
Which is why high orbit ion cannons, while not high priority, should be done, and preferably this plan.

Eh, they're a dead end. There is literally nothing stopping an adversary from parking outside the maximum effective range of the ion beams and blowing them apart with mass driver fire. A grid like that is only useful as a screen for actual warships. Which we don't actually have.

It's like turtling and spamming base defences when you don't have any units. Good at providing an illusion of security, but not actually useful at providing that security against an opponent that doesn't have hardcoded behaviors.
 
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could get us some more ion canon cover too blast nod bases or large nod formations with too hell.

but i am sure all those yet too be made normal military factory`s will do just fine.
 
Eh, they're a dead end. There is literally nothing stopping an adversary from parking outside the maximum effective range of the ion beams and blowing them apart with mass driver fire. A grid like that is only useful as a screen for actual warships.
This is presuming both the satellites have no means to maneuver in the face of long range fire, or that our Ion Cannon network designed to intercept and defeat advanced nuclear missile launches won't be able to engage ballistic projectiles lobbed at extreme ranges.

You, certainly do not know IC what works as an effective space defensive system, considering the IC experts who do just got done turning the Ion network against alien assault and have decided the most the immediate step to address that problem is higher orbit defense stations. And literally no one in Space Force has told us to hold off on defensive installations until we get warships. Not when fusion torches became viable, and not when we started playing with reactionless drives. This is literal armchair generalship that ignores any IC expertise on the subject.
 
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Once More, With Feeling, And A Lot of Guns, Mk II

Infrastructure (5/5, 55 R)
-[] Yellow Zone Arcologies (Phase 1) (1 die, 15 R) (97% to complete)
-[] Tidal Power Plants (Phase 2) (4 dice, 40 R) (4 of 6-ish dice to complete)

Heavy Industry (5/5, 75 R)
-[] Fusion Peaker Plants (2 dice, 40 R) (99% to complete)
-[] Heavy Rolling Stock Plants (2 dice, 20 R) (96% to complete)
-[] North Boston Chip Fabricator (Phase 4) (1 die, 15 R) (1 of 17-ish dice)

Light and Chemical Industry (4/4, 70 R)
-[] Johannesburg Myomer Macrospinner (Phase 1) (2 dice, 40 R) (100% to complete, MIGHT clear Phase 2 but I doubt it)
-[] Chemical Precursor Plants (2 dice, 30 R) (34% to complete)

Agriculture (3/3, 30 R)
-[] State Operated Breweries (1 die, 10 R) (91% to complete)
-[] Perennial Aquaponics Bays (2 dice, 20 R) (97% to complete)

Tiberium (5/5, 70 R)
-[] Chicago Planned City (Phase 3) (3 dice, 60 R) (46% to complete)
-[] Tiberium Prospecting Expeditions (Phase 6) (2 dice, 10 R) (91% to complete)

Orbital (3/3, 40 R)
-[] GDSS Shala (Phase 1) (1 fusion die, 20 R) (39% to complete)
-[] Orbital Cleanup (Phase 3) (2 fusion dice, 20 R) (89% to complete Phase 3, 20% to complete Phase 3+4)

Services (4/4, 30 R)
-[] Fashion Development Houses (2 dice, 20 R) (2 of 3-ish dice)
-[] Game Development Studios (2 dice, 10 R) (2 of 4-ish dice)
-(this area is unusually likely to see change as new options arise, since existing options are so picked over)

Military (10/5, 155 R, budgeting generously)
-[] Security Review (1 die)
-[] Reclamator Hub RZ-7N (1 die, 20 R) (75% to complete)
-[] Reclamator Fleet YZ-5a (2 dice, 40 R) (72% to complete)
-[] Orbital Strike RCT Station (1 fusion die, 20 R) (1 of 3.5-ish dice)
-[] Tube Artillery Development (1 die, 15 R) (89% to complete)
-[] Governor Yard (2 dice, 40 R) (??% to complete)
-[] Mastodon Heavy Assault Walker (1 die, 10 R) (99% to complete)
-[] Havoc Scout Mech Development (1 die, 10 R) (99% to complete)

Bureaucracy
-[] Security Review: Military (3 dice) (99% to complete)

55+75+70+30 + 70+40+30+155

130+100+140+155
525 Resources

Hmmm....

@Ithillid, can some Escort Carriers be modified to serve as amphibious assault ships? And does the Navy have or envision needing a Marine Corp?

Because if so, I'd like to take dice off the Mastodon and the Tube Arty to develop the Escort Carrier and the Orca Refit concurrently with rolling out the Governor, on the idea that we roll out the Carriers right after the Governors.

That would give the Navy the hulls to conduct naval air support and amphibious assault, giving us an hour man to the OSRCT's minute man--where the OSRCT can deploy anywhere within hours and hold down the fort for a few days, the Navy could deploy a Marine Expeditionary Unit anywhere within weeks and stay there, because they can maintain a seaborne logistics link that isn't vulnerable to triple A/ASAT.
 
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