I think the most damaging think Nod could do to our space efforts is to strike at the Columbia when we've built it. Basically try to discredit the idea of fleeing to space in the eyes pf the people. And their most likely vector in the current situation might be via hijacking a Union or Leopard, as I don't believe an of our current measures could stop a spaceship intent on ramming a station. Of course, one should never completely discount the possibility of sudden Nod spaceship...
 
A Basic Analysis of Dice Costs and Income Levels

This post attempts a basic analysis of the rough average R costs of the dice, in order to try and reach an understanding of how much income should be aimed for, in order to keep the dice going. A big reason why I've written this post now, is because the QM has explicitly confirmed (in Discord) that we've caught up in terms of the military. So the expensive tiberium dice are going to start seeing some action, now that the military is in a much better place. The easy 5R Tiberium prospecting dice should be done less often now.

Ithillid07/28/2021

This is you having caught up, and GDI's military being ready to rock and roll.


Ithillid07/28/2021

Since you are going on the offensive, I might as well start actually laying out GDI territory versus where the various warlords are.

This is meant to be a more longer term estimate, by the end of the plan, to see what sort of income level to shoot for, in order to activate the dice in an ideal way. Ideal meaning that we are able to have flexibility to take expensive projects, and not take cheap projects, just for the sake of balancing the budget. If there are good cheap projects along the way, that's great, but not guaranteed.

It is not meant to be an exhaustive mathematical analysis, someone much better than me at stats can do that. If someone else wishes to attempt that, feel free to use the data in the post to do so.

*Only desirable projects will be listed, subject to my subjective opinion

Infrastructure
- Tidal Plants 10R per die
- BZ Arcologies 15R per die
- YZ Arcologies 15R per die
- Rail Link Reconstruction 15R per die
- Integrated Cargo System 15R per die
- YZ Fortress Towns 20R per die
- Chicago 20R per die

Only one 10R per die project here, many 15R per die. Of the 20R projects, perhaps 1 phase of fortress towns and 2 phases of Chicago by the end of the plan.

I think the average then is roughly 17R per die. 10R Tidal Plants probably wont last much longer, unless the QM is really kind and gives Phase 4 (QM confirmed Phase 3).

17R x 5 dice = 85R

Heavy Industry
- YZ Power Grid 10R per die
- BZPPC 15R per die
- Boston 15R per die
- Kure 15R per die
- Fusion Project 20R per die
- Automated Shipyards 20R per die

This is the category with quite some uncertainty because we know that finishing the Fusion chain will halve the progress needed (QM confirmed), but also up the R cost. So 10R for YZ Power and 15R for BZ Power is my guess at what the increased costs will be. I will feel pretty salty if the BZ Power goes up to 20R, that doesn't really feel like an upgrade then from the lengthy Fusion project chain.

I doubt that the projects that Kure unlock will be cheaper than Kure itself, and a lot of dice here are going to get sucked into Boston and BZPPC (once fusion chain is done) by end of plan. We probably want to do a couple phases of YZ Power too. So overall I think a 16R per die cost seems about fair.

16R x 5 dice = 80R

Light and Chemical Industry
- Chemical Precursor Plants 15R per die
- Personal Pharmaceuticals Plants 15R per die
- Johannesburg Personal Robotics Factory 15R per die
- Chemical Fertilizer Plants 15R per die
- Johannesburg Myomer Macrospinner 20R per die
- Superconductor Foundries 30R per die

Nothing cheaper than 15R. We will toss a whole bunch of dice into Myomers for obvious reasons by the end of plan. Hit superconductors along the way. So 19R per die long term seems about right.

19R x 5 dice = 95R

Agriculture
- Yellow Zone Aquaponics Bays 10R per die
- Yellow Zone Purification Facilities 10R per die
- Vertical Farming 15R per die
- Entari Deployment 20R per die
- Spider Cotton Development 20R per die

We are actually quite close to achieving the food plan goal. Just need YZ Aquaponics, Entari and one other +4 food project. Since Entari took 20R to develop and rollout, im guessing that something similar will happen for Spider Cotton. So overall about 15R per die I think.

15R x 3 dice = 45R

Tiberium
- Intensification of Yellow Zone Harvesting 15R per die
- Tiberium Vein Mines 20R per die
- Chicago Planned City 20R per die
- Yellow Zone Tiberium Harvesting 20R per die
- Red Zone Tiberium Harvesting 25R per die
- Red Zone Containment Lines 25R per die
- Tiberium Glacier Mining 30R per die

Easily the most expensive category. We want to start not doing Tib Prospecting at 5R because its 2-3 dice for 5R which is really trash returns. The cheapest 15R per die option is also locked behind fortress towns which is 20R and needs a lot of military support, so not much of it will be taken by end of plan. We want more RZ mit because theres only 50 right now. 1 or 2 glacier phases by end of plan. Overall, calling it at 25R per die long term.

25R x 5 dice = 125R

Orbital
The easiest category to analyze. On average its 2 dice of 20R for space stations, and 1 dice of 10R for clean up or probes or Com Sats. Only if income surges a really big amount (aka on the last couple of turns before realloc) would it change from average of 50R in total per turn.

Services
- Fashion development houses 10R per die
- Professional Sports Programs 10R per die
- Domestic Animal Programs 10R per die
- Vaccine Development Programs 25R per die

Some uncertainty here because of the big dice bonuses causing really fast project completion and new ones coming in. One thing that QM confirmed (in Discord) is no more 5R projects. Vaccine proves that it's definitely possible to get expensive projects here. 15R per die to play it safe long term, we burn through the 10R projects really fast.

15R x 4 dice = 60R

Military
There's way too many options to list here. I will simply make the observation that the old stuff that we are catching up on / caught up on have been quite a lot of 10R deployment options. The new stuff like lasers, new arty, airforce upgrades have been 15-20R each. We need a whole bunch of govt cruisers and they are 20R each. Long Term, calling it at 17R each because there's some 10R backlog still to work through.

17R x 5 dice = 85R

Free Dice
These are probably going all over the place long term. Military, Orbital, LCI, HI, Infra, even Tib if we can get the R for it. Im just going to take a middle ground estimate of 17R here.

17R x 6 dice = 102R, round up to 105R

Grand Total: 730R
Current Income as of Q2 2056: 545R

Closing Thoughts
This part is where it gets really subjective, and this is strongly my personal opinion. There are 7 turns left before reallocation. It would be a shame not to have at least 2 turns with a full budget to play with. So that means trying to reach 730R by Q2 2057 Results. I'm not sure what people think of that, maybe 'crazy' or 'unrealistic' to try and up income by another 185R in 5 turns. I think with glaciers opening up soon, the military getting strong enough to expand mining, and space mining opening soon (QM confirmed we need Enterprise 3), I don't think that is as unrealistic as it seems. Might even overshoot the target so that we can spam a whole bunch of free dice into SPACEEEE.

I will say though, I'm not particularly interested in having an internet argument about the specifics of the calculations. If you disagree with my rough estimate (and I've said it's a rough estimate), just copy paste the whole post and do your own calculations / estimate.

In any case, Ive spent more than 2 hours thinking and typing up this effortpost. I will peace out for the rest of today. Good day.
 
Yeah. I'm pretty sure postwar GDI would never seriously consider having all the top-ranking officials on the Philadelphia II at once, summit or no summit. Like I said- continuity of government measures, something to make sure that in the event of a worst case scenario power doesn't abruptly fall into the hands of someone unprepared and unsuited to wield it.
Considering that they actually did manage to have continuity of government due to Boyle being delayed... I think they'd actually had a beefed up version of it. Where one leader or deputy from each general sector of the government's Earthside at the very least. Possibly having it so that there's always either the leader or their deputy Earthside if they wanted to be very comprehensive.
 
Glacier mines cost too much in other areas such as logistics and military commitments. I would much rather try to expand our reach into the Yellow Zones rather than the Red Zones to help stop the decay of Blue Zones, help bring refugees into the safety of our spare housing and to keep more Yellow Zoners from being forced to turn to NOD for survival. I would be willing to support Containment Lines due to how much abatement it gives, but I will refuse to vote for any plan that has Glacier Mines until we have got other areas in hand and actually in hand not just barely under control.

If we send the military out to fight and die, I want it to be to drive back NOD, protect abatement efforts and help bring refugees into Blue Zones, not so we can make a lot of cash. Especially since the military isn't at full strength, just caught up with its current commitments so we shouldn't be trying to overextend the military again the moment it stops being overextended.

I would also like to get a few million people in space so if Kane comes to us with the TCN, he has to actually negotiate instead of dictating demands. And it is nice to have a Plan B in place instead of having to rely upon something we only know about due to meta-knowledge.
 
We might get one phase of glaciers this FYP just to loosen up the budget a little but I don't think we'll be getting like 200R more income. It's not that it's impossible, it's fully doable, but like Oshha said it comes at the expense of a lot of other sectors. We'd be chasing cash for the sake of chasing cash, and by the time we have our fat stacks it'll be the last few turns before reallocation and we won't get as much actually useful stuff done as we would have spending 7 turns on general industrial development vs. 5 turns on singlemindedly chasing fat stacks and 2 turns of general industrial development but with 20% more budget.

Doing some Red Zone mining and banking a bunch of logistics/processing capacity so we can bang out 3-4 phases of glaciers over the opening turns of the next FYP though.... that would be a pretty good idea. We'll need a big budget infusion after reallocation and doing the groundwork for it now is worthwhile.
 
Sounds to me like we might want to prep the initial conditions to be able to roll out a couple of phases of glacier mines turn 1 after the reallocation. Which would be a lot easier if we don't do glacier mines before it.
 
I don't think glacier mining is viable without pushing our military to breaking point. We have to get some more rollout for ground & air units and probably more zone armour especially before we revisit red zone operations.
 
While I do strongly appreciate the idealism of wanting the military to fight for good causes and not cash, I also strongly disagree that the military is 'only caught up'. If it was 'only caught up' then they would still be holding position, and not going on offensives. The fact that the QM is mapping out what territory we hold is a strong indicator that the military is more than 'just caught up'. Also, I don't want to spoil too much of the next turn before QM posts it, but ZOCOM has gotten to 'High' Confidence, and they are the specialists in RZ ops. So I feel like saying the military is 'barely holding it together' is overstating it.

Also, realistically the military isnt going to go out and take back big parts of lands from NOD until like 3-4 turns later because it needs Fortress Towns, and good luck getting that out in the next 2 turns. So that means more turns to continue upgrading and consolidating the military before they make a big push to take land. It's not like the military stops getting upgrades.

I don't see trying to get strong income for 2 turns as opposed to the military. We are going to need 5 more gov cruiser shipyards which are 20R each and roughly 13 dice to complete. Lasers, airforce upgrades, arty which are all things you want to give the military to take ground and rescue YZ people (particularly the arty upgrades) are like 15-20R each. Fortress Towns are also 20R. Our current average R per dice is about 13R+ btw. So if you want to give the military more upgrades so that they are stronger and more able to rescue YZ people, more income is also needed.

If you asked me to make a plan, I would try to get ONLY ONE phase of glaciers quickly (and that would be the only glaciers for the whole of the plan), then quickly turn around and pump that back into industry and the military. I have a plan (which I will post when Q2 comes out), that invests 11 dice into the military, and probably 9-10 on the following turn. Modest income options after that, which focus on abatement will be fine from then on.

Edit: To clarify, I support getting only one phase of glaciers this plan. I also support building up a large logistics surplus to surge out more glaciers post reallocation.
 
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While I do strongly appreciate the idealism of wanting the military to fight for good causes and not cash, I also strongly disagree that the military is 'only caught up'. If it was 'only caught up' then they would still be holding position, and not going on offensives. The fact that the QM is mapping out what territory we hold is a strong indicator that the military is more than 'just caught up'. Also, I don't want to spoil too much of the next turn before QM posts it, but ZOCOM has gotten to 'High' Confidence, and they are the specialists in RZ ops. So I feel like saying the military is 'barely holding it together' is overstating it.
You do remember that the military was willing to go out and fight to protect abatement efforts even through they weren't fully ready for the job due to how bad the Tib spread had been getting? The military being willing to go out to fight and die isn't indicative of their current effectiveness, it is an indicate of their willingness to do their job when things get bad enough. They were launching offensive operations against NOD even before the QM said they had caught up.
From Q3 2055:
With the continuing spread of the Red and Yellow Zones, paired with the continued levels of investment, the military is prepared to spend lives to continue expanding the defense of the Blue Zones. While not particularly happy with the state of affairs, they are ready to do what they are able, and damn the costs. Functionally, the Military would prefer if MARVs became a smaller portion of military investment, compared to the actual development and deployment of hardware, but in light of the need for more abatement efforts understand the focus. If desired, the Treasury could orient entirely towards MARV deployment for a quarter or two, so long as other major commitments were not expanded.
From Q2 2055:
With the shell situation now in hand, and the Apollo becoming GDI's mainline air superiority fighter, anywhere in range of a GDI airbase has become severely contested for the Brotherhood of NOD, rendering large sections of their airlift either grounded, or requiring heavy escort. Small counteroffensives, presaged by carefully planned shock bombardments have quickly become a norm, especially in the Ohio River Valley, with NOD bases withering under the combined pressure of air and ground assault. While these are not the daring deep strikes of the Third Tiberium War, or the rolling thunder of prewar sweeps, they have been punishing for those unfortunate enough to get in the way.
From Q4 2055:
Battles with the Brotherhood of NOD has seen a steady increase in intensity over the last quarter as the military services, buoyed by a major round of funding, have expanded offensive operations, while the Brotherhood of NOD have responded with bringing more new technologies forward, many still clearly in the prototype stages.
From Q1 2055
The military, in light of the significant expansion of funding that they have received in the previous quarters believes that it can once more carry out offensive operations against the Brotherhood of NOD, however these operations should generally be in the Yellow Zones, and quite geographically confined. Projects such as the planned cities are most advisable, while ones that will significantly expand shell expenditures, such as more waves of fortress towns or general Yellow Zone harvesting are not. However, any such operations must include continued full spreads of military funding, almost certainly including the provision of both more equipment, and more technological support, in order to keep pace with the Brotherhood of NOD.
Even when it was underfunded and needed to catch up, the military wasn't holding position, it was still going on offensive operations and has been doing so for all of 2055.
 
We might get one phase of glaciers this FYP just to loosen up the budget a little but I don't think we'll be getting like 200R more income. It's not that it's impossible, it's fully doable, but like Oshha said it comes at the expense of a lot of other sectors. We'd be chasing cash for the sake of chasing cash, and by the time we have our fat stacks it'll be the last few turns before reallocation and we won't get as much actually useful stuff done as we would have spending 7 turns on general industrial development vs. 5 turns on singlemindedly chasing fat stacks and 2 turns of general industrial development but with 20% more budget.

Doing some Red Zone mining and banking a bunch of logistics/processing capacity so we can bang out 3-4 phases of glaciers over the opening turns of the next FYP though.... that would be a pretty good idea. We'll need a big budget infusion after reallocation and doing the groundwork for it now is worthwhile.
I have some proto plans for Q2 and Q3 that would add about an average of 80 income between the two turns so hitting 200 over the rest of the plan is doable. And that is without chasing cash so much as chasing mitigation and getting cash as a result of that, while still knocking out mil projects and other requirements. Personally I would skip Glaciers until the last year at the earliest because they are a major mil commitment, a huge logistics drain and only provide 1 mit for the 60-90 R invested into them. If we can also work on the cap goods enough we have vein mining which is not as profitable but still adds onto our profit, does not require mil commitment and also lets us start fighting tiberium on a front that it has been unopposed so far.

YZ-5a Super Marv +15 R +3 YZ Mit
RZ-7N Super MARV +25 R +3 RZ Mit
[-] Red Zone Tiberium Harvesting (Phase 7) +10-20 R +1 RZ Mit
Red Zone Containment Lines (Phase 3) +10-15 R +3 RZ Mit
Red Zone Containment Lines (Phase 4) +10-15 R +3 RZ Mit
Tiberium Prospecting Expeditions (Repeating Phase) +5 R (to keep tib dice doing something when we need to cut costs)
Chicago Phase 3 +2 YZ Mit, +2 RZ Mit +100 Processing Capacity (with the above we will not quite need this but will be needing it for Q4)

Q4-We can look into doing Glacier this turn if we are able to fit in rail networks Q3 to keep our logistics up, also means more Mil rollout and makes sure we do chicago to up processing capacity because otherwise some of the glacier income will not be active, we also will be at a higher income so fitting in the 30 R per dice for glacier will not be as bad

@Ithillid for glacier and rz harvesting to unlock do we need to do the 2 MARV fleets as well that we promised the mil adviser or just the remaining 2 deployments?
 
I will concede the point on holding ground vs offensives, however the passages that you have quoted, show the increasing funding / preparedness of the military based on how large their offensive is.

Q1 2055 - can once more carry out offensive operations, quite geographically confined
Q2 2055 - small counteroffensives, presaged by carefully planned shock bombardments. Not deep strikes.
Q3 2055 - With the continuing spread of the Red and Yellow Zones, paired with the continued levels of investment, the military is prepared to spend lives to continue expanding the defense of the Blue Zones. (so not quite caught up yet)
Q4 2055 - Battles with the Brotherhood of NOD has seen a steady increase in intensity over the last quarter as the military services, buoyed by a major round of funding, have expanded offensive operations,

None of these passages mention taking and holding land, only offensives. Naturally, taking territory and holding it is going to take more military strength than offensives in general, which is why rescuing YZ people doesn't happen until the military is stronger. I will also note that it is now Q2 2056, and we have tossed another 20 dice into funding the military since the last quoted passage. Ground and Air are at 'Decent'. ZOCOM is at 'High'. Once again, I don't want to spoil the turn before QM posts, but the fluff text basically describes ZOCOM (RZ ops specialists) as really confident.
 
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If the next two phases of Glacier Mines both cost 5 logistics, then seeing as we'll have 8 logistics next turn we're only one +Logistics project away from doing two phases of Glacier Mining. As soon as they unlock again, we could easily bang them out in two or even one single turn. I feel like the cost of Glacier Mining is being heavily overestimated right now; a third phase is when the overhead cost is going to be a problem, not the second.

I know everyone wants to activate all our dice every single turn. But as @Jadankorr points out, the average cost per die is easily rising above our income. We're going to need to compromise if we want to both keep activating every die and continue investing in the more expensive projects. A turn or two focused on income growth will easily pay forward for the rest of the Plan.
 
If the next two phases of Glacier Mines both cost 5 logistics, then seeing as we'll have 8 logistics next turn we're only one +Logistics project away from doing two phases of Glacier Mining. As soon as they unlock again, we could easily bang them out in two or even one single turn. I feel like the cost of Glacier Mining is being heavily overestimated right now; a third phase is when the overhead cost is going to be a problem, not the second.

I know everyone wants to activate all our dice every single turn. But as @Jadankorr points out, the average cost per die is easily rising above our income. We're going to need to compromise if we want to both keep activating every die and continue investing in the more expensive projects. A turn or two focused on income growth will easily pay forward for the rest of the Plan.
We would need to increase our processing capacity as right now one glacier will knock us over if we do other options as well, 2 is way beyond that, and in my view the best way is Chicago Phase 3 which also increases mitigation and we want to keep a positive logistics score, the QM pointed out that being at = is not a spot we want to be at (even if it is better than -).
 
I agree with you Void, ive revised my plan since to include Chicago, because as youve pointed out, might get silo'ed otherwise.
 
Even when it was underfunded and needed to catch up, the military wasn't holding position, it was still going on offensive operations and has been doing so for all of 2055.

Military policy seems to be after the last war? It's better to take losses now even with bad gear? Then wait for a Nod attack. So the military saying they're willing to go on offensive doesn't mean they're good to go persay. I do worry about us pushing them to hard to soon to get back to abatement.

Also military stock shot to the moon for me when they said damn the cost and supported us.
 
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summon alien support to wipe out the GDI space presence for them,
I am unsure but isn't LEGION currently uploaded in the intergalactic Scrin networks via the Threshold Tower connection? What prevents Kane from having LEGION manipulate the Scrin into sending a large but not curbstomby non-mining-expedition/pure-military taskforce equipped with orbit capable craft through the Tower? All to trap GDI on Earth by having the Scrin bomb and blast their spaceport assets and industry. Just musing here. I may misremember a lot.
 
This is the category with quite some uncertainty because we know that finishing the Fusion chain will halve the progress needed (QM confirmed), but also up the R cost. So 10R for YZ Power and 15R for BZ Power is my guess at what the increased costs will be. I will feel pretty salty if the BZ Power goes up to 20R, that doesn't really feel like an upgrade then from the lengthy Fusion project chain.
Hmm.

Yeah, that's a fair point. In this quest to date, we've smacked into Resource limits a lot more often than Dice limits. Especially since every sixteen turns the government is going to keep swooping in and taking away a big chunk of our budget so we have to go back to the drawing board and re-inflate our RpT income.

The half/double thing wouldn't change net Resource costs for Blue Zone Power but would lower dice costs... the problem is that to benefit from that we'd need to be able to maintain a steady high Resource income, which has so far not been possible.

Easily the most expensive category. We want to start not doing Tib Prospecting at 5R because its 2-3 dice for 5R which is really trash returns.
Yeah, if we can conjure up the necessary Resources out of the air. :p

Though resuming glacier mining would certainly get us closer.

Some uncertainty here because of the big dice bonuses causing really fast project completion and new ones coming in. One thing that QM confirmed (in Discord) is no more 5R projects.
Oh?

Could you go into more detail on exactly what @Ithillid actually said about that?

Vaccine proves that it's definitely possible to get expensive projects here.
Well yeah. Medical projects are Services, and hoo boy can medical get arbitrarily expensive. Advanced scientific research at 30 R/die is under Services too, after all.

Military
There's way too many options to list here. I will simply make the observation that the old stuff that we are catching up on / caught up on have been quite a lot of 10R deployment options. The new stuff like lasers, new arty, airforce upgrades have been 15-20R each. We need a whole bunch of govt cruisers and they are 20R each. Long Term, calling it at 17R each because there's some 10R backlog still to work through.
I think it may be more complicated than that. Deployment projects being 10 R/die may not just be a function of old stuff that's going away. It's also a function of "not that complicated to build." Shell factories and factories that just make ablative anti-laser hockeypucks are not complicated. Shipyard machinery to make naval nuclear reactors and radars and sling around thousand ton ship structural components is complicated to build, by contrast.

I don't think glacier mining is viable without pushing our military to breaking point. We have to get some more rollout for ground & air units and probably more zone armour especially before we revisit red zone operations.
The point of the recent discussions is that that's what the military told us two or three years ago, and we've been doing that. We're up to the level where starting a new specific singular glacier mine wouldn't be out of the question in the near future, as long as we don't start slacking off on the military to make it happen.

The trick is that we can't just slam out phase after phase of glacier mining without regard for further military expansion; we need to view military dice expenditures as critical infrastructure that enables us to do more glacier mining and other tiberium harvesting/containment operations, which means ongoing investment.

Military policy seems to be after the last war? It's better to take losses now even with bad gear? Then wait for a Nod attack. So the military saying they're willing to go on offensive doesn't mean they're good to go persay. I do worry about us pushing them to hard to soon to get back to abatement.
The thing is, if we keep providing solid support to the military (regularly throwing them Free Dice and making sure to do the projects they see as high priority), their capabilities will at least hold steady. We've spent years deliberately not expanding further out away from our territory to enable the military to recover, and we can't just keep shoveling resources into that engine forever without firing it up and getting it ready to move.
 
@Ithillid for glacier and rz harvesting to unlock do we need to do the 2 MARV fleets as well that we promised the mil adviser or just the remaining 2 deployments?
No. You only need to complete the deployments. The other two MARV fleets are an internal commitment to Major Stavrakas.
As for military readiness, some parts are a lot happier than others, but generally they are ready to start punching holes in the Brotherhood, but for more on that, wait for the update, probably this afternoon. (all I have left to write is the MARV hub near Chicago)

Could you go into more detail on exactly what @Ithillid actually said about that?
I did not say no more 5r/die per die projects. I mentioned that there would be fewer, because you are likely to reach 15r/die before the end of the year, and my more aggressive estimates say higher.
 
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i wonder what next turns options will look like when the other branches of government realize that we actually listen to them when they say something is a priority.
 
No. You only need to complete the deployments. The other two MARV fleets are an internal commitment to Major Stavrakas.
As for military readiness, some parts are a lot happier than others, but generally they are ready to start punching holes in the Brotherhood, but for more on that, wait for the update, probably this afternoon. (all I have left to write is the MARV hub near Chicago)
Thanks, I was 90% sure we did not need the MARVs but good to confirm. Also when we do the 2 deployments do we get the RZ Harvesting Phase 7 right away or do we need to put a dice on it?

As for military, that is good news. Means we can do RZ containment Q2 for income and mitigation.

Yeah, that's a fair point. In this quest to date, we've smacked into Resource limits a lot more often than Dice limits. Especially since every sixteen turns the government is going to keep swooping in and taking away a big chunk of our budget so we have to go back to the drawing board and re-inflate our RpT income.

The half/double thing wouldn't change net Resource costs for Blue Zone Power but would lower dice costs... the problem is that to benefit from that we'd need to be able to maintain a steady high Resource income, which has so far not been possible.
Early in plans we tend to be more resource constrained, but later we can activate all of our dice even if we have to be careful on the more resource intensive projects. I do not see that changing with fusion and long term every idle dice hurts us. As it is with the military ready to push forward we have some nice mitigation gains waiting for us to take that also boost our income (so win-win). I expect us to gain about 80 income over Q2 and Q3. Than Q4 we have some decisions to make on our mitigation paths for the rest of the plan, fortunately the major mitigation actions under tiberium and mil (the two paths we will have to pick between) also come with income boosts. I personally am favoring finishing up the 2 Super MARVs asap and then diving RZ containment as much as we can for mitigation.

At 3 RZ Mit and 10-20 income for about 3 dice and 45 R it is a very nice mitigation gain as long as we can support it and keeps income ticking up while allowing us to do another tib project with the other 2 dice. With any luck a steady push towards mitigation will also let us push back the red zone and expand the blue zone.

As for Glacier, I think Karachi planned city was supposed to be the one that boosts logistics, if so we might want to pair glacier deployment with that and we should be able to fit a glacier with karachi before plan ends. Even without though we should be pushing income by a decent chunk each turn with a mit focus, at least enough to let us do needed projects and keep all dice active.
 
Thanks, I was 90% sure we did not need the MARVs but good to confirm. Also when we do the 2 deployments do we get the RZ Harvesting Phase 7 right away or do we need to put a dice on it?

I want to complete that commitment no matter what, Because Major Stavrakas is giving us a mil dice right now. So Completing 2 more fleets is mandatory to me. (might be mis-interperating what you wrote(I read it as not wanting to complete the commitment to the major))

E: Reading further into your coment it seems you also want to finish the marv fleets.
 
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I want to complete that commitment no matter what, Because Major Stavrakas is giving us a mil dice right now. So Completing 2 more fleets is mandatory to me. (might be mis-interperating what you wrote(I read it as not wanting to complete the commitment to the major))

E: Reading further into your coment it seems you also want to finish the marv fleets.
Yeah, I think there's broad support for finishing the last two MARV fleets (the South American Yellow Zone fleet in Colombia and the North American Red Zone fleet near Chicago).

The catch is that it's not a top priority; the main reason to do it fast would be to hurry up and get the extra RpT income as soon as we can, and there may be other Tiberium dice options that are more attractive in that respect.

Since we're only sustaining heavy MARV construction by investing nearly all our Free dice in the military, it would probably be more efficient to just put the Free dice on Tiberium- or to just divert the resources to activating Tiberium dice on something more lucrative and more Mitigation-friendly, and spend the Free dice on something else entirely.
 
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