Neither. No need for grants. There is no legitimate argument for either housing or Consoom grants at this time.
Don't housing grants require a constant flow of Logistic resource to increase capacity?

...Postage of complte awesome...
Thank you. My mind is full of fuck. And it is amazing. I will be digesting this info for some time.

Isn't there info on the Tacitus having been made by Renegade!not!Scrin for the Real!Scrin and against the wishes of not!Scrin goverment and one of those Real!Scrin is Kane?

The thing is that I was meaning Kane when talking "devs shilling for the big bad" not not!scrin or Tiberium. But still, thank you amazing person you.

Also thanks for maintaining the wiki.
 
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Thank you so much!

Editing that wiki seems like a fool's errand sometimes, after all, the franchise is all but dead and I don't even know if anyone actually reads this stuff. But I'm glad someone actually appreciates what I do.
I mean the edits that can be made will be exhausted at some point, without new material being produced, but for older franchises especially having a centralized archive for the lore is pretty nice. So it is appreciated.
 
I'd rather we avoid the housing grants entirely. Arcology (arcologies? arcologi?) are more efficient, better defended, better insulated against Tib and honestly seem more future proof and the better direction. Using the planned ME sequel quest; all the structures you see in the game, wether in space or planet side, are more in line with an arcology than anything close to any sort of suburb.
 
If we start getting huge amounts of yellow zone refugees to the point where our housing surplus is overwhelmed and something is drawing our dice and resources the housing grant can have their uses.

As for consumer goods grants I think those are a good idea since we'll be more cash strapped after the next budget re-allocation and being able to offload fancy clothes, furniture, and tooth brushes to to coops let's us keep our focus on the military and yellow zone outreach.
 
I'm not opposed to doing LI grants once we see how the cooperative and union actions shake out, the consumer good trickle is useful enough to have depending on the specifics of what it entails and how our budget looks.
 
Is this based on how those two actions could modify the nature of the grants?

Yeah between strategic planning, a cooperatives focus, and empowered unions I think the targeting of the grants will shift enough that it's less "hello private capitalist, here are public funds for you to generate private profit with" and more towards a decentralized and responsive way to fill all the little consumer niches that a full die's worth of state funding is too unwieldy for. The state can keep producing your baseline dirt cheap utilitarian clothing and bulk computer chips and industrial hardware but if small private cooperatives want to start custom assembling gaming computers or making printed t-shirts or whatever else is below our level of abstraction that's a worthwhile investment in the civilian economy.
 
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either 225 resource availability or a +10 to resources in our reserves after it is done.
240R. We took the budget option to have 265R, which then had 25R subtracted for our Grant and Forgotten spending.
[ ] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
Saarland dice where pairs so there was a 10R tiberium dice on it as well.
Specifically, the vote tally eats identical lines. If you go to the plan vote itself, the plan does Saarland twice. (And so does spend all 240R.)
[X] Plan Budget Crunch (Diversified)
Infrastructure (6 dice)
-[X] Yellow Zone Pipelines, 1 die (5 Resources)
-[X] Urban Metros (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
Tiberium (4 dice + 3 Free)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Intensification of Yellow Zone Harvesting (Phase 3), 1 die (15 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 5), 3 dice (75 Resources)
-[X] Tiberium Glacier Mining (Phase 5), 2 dice (60 Resources)
Services (3 dice)
-[X] Technical School Program, 1 die (5 Resources)
Military (3 dice)
-[X] Shell Plants (Phase 1), 1 die (10 Resources)
-[X] Point Defense Refits, 1 die (10 Resources)
Bureaucracy (3 dice + 2 Free)
-[X] Recruitment Drives, 4 dice
-[X] Focus Reallocation, 1 die
--[X] Heavy Industry
--[X] Tiberium
--[X] Services
 
To be fair, a) that omake was awesome, and b) I find it utterly in-character for Kane to position four Shadow teams outside Granger's house just to find out what's his preferred wine is.

I can even imagine that the Shadows took out one or two robbers or protesters, not out of the goodness of his heart (because, lacking), but because the game wouldn't be fun otherwise.

To be fair to the character Kane is terrifyingly good at espionage.

Furthermore as to why he would want Granger around: if Kane has decided to use the TCN plan someone will need to build it. Just look at that considerate man that is rebuilding industry, networking with yellow zones, buying enough time with tiberuim management to make construction viable, and last but not least willing to work with ex-nod forces. That sound like grounds for jolly cooperation when things start getting dicey and he needs to convince them to help build his ascension assisting device.

Granger is doing exactly what he wants, why ruin a good thing?
 
Adhoc vote count started by Marty7928 on Aug 11, 2021 at 12:30 PM, finished with 402 posts and 67 votes.

  • [X] Plan Sister Cities and Air Power Alt Military
    -[X] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 2 dice (40 Resources)
    -[X] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 1 die (15 Resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 4 dice (80 Resources)
    -[X] Entari Deployment, 3 dice (60 Resources)
    -[X] Chicago Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice (40 Resources)
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] GDSS Enterprise (Phase 3), 3 dice (3 Fusion) (60 Resources)
    -[X] Fashion development houses, 2 dice (20 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 2 dice (40 Resources)
    -[X] Stealth Disruptor System Development, 1 die (25 Resources)
    -[X] High Efficiency Heat System Development, 1 die (15 Resources)
    -[X] Orca Refit Package Development, 1 die (15 Resources)
    -[X] Quick Maneuver Air to Air Missile Development, 1 die (15 Resources)
    -[X] Universal Rocket Launch System Development, 1 die (15 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Vladivostok), 1 die (20 Resources)
    -[X] Laser Point Defense Systems Development, 1 die (15 Resources)
    -[X] Cooperative Focus 3 dice
    [X]Plan Energy and Enterprise
    -[X] Tidal Power Plants (Phase 2) 336/450 2 dice 20R 77%
    -[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 2 Infra die 60R 97.52%
    -[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    -[X] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%
    -[X] North Boston Chip Fabrication (Phase 4) 64/1200 1 die 15R
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 5 dice 100R 75%
    -[X] Perennial Aquaponics Bays (phase 2) 123/350 3 dice 30R 39%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 2 Tib dice 40R 73%
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 1 die 20R 0%
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] Gravitic Drive Development 20/60 1 die 30R 91%
    -[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R 57%
    -[X] Fashion development houses 89/225 2 dice 20R 82%
    -[X] Domestic Animal Programs 0/200 2 dice 20R 30%
    -[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
    -[X] Orca Refit Package Development 0/40 1 die 15R 91%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 91%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 2 dice 40R 11%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%
    [X] Plan Red Zone Lines + Predators + Unions
    -[X] Infrastructure 5/5 dice 120R
    --[X] Tidal Power Plants (Phase 2) 336/450 2 dice 20R 77%
    --[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 1 Infra die 40R 77%
    --[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 Tib die 2 Infra dice 60R 92%
    -[X] Heavy Industry 5/5 dice 90R
    --[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    --[X] North Boston Chip Fabrication (Phase 4) 64/1200 2 dice 30R (2/16 median chance)
    -[X] Light and Chemical Industry 4/4 dice 80R
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80R 36%
    -[X] Agriculture 3/3 dice 50R
    --[X] Entari Deployment 0/200 2 dice 40R 11%
    --[X] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 15%
    -[X] Tiberium 5/5 +1 free dice 90R
    --[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
    --[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 98%
    --[X] Chicago Planned City 1 die
    --[X] Mecca/Jeddah Planned City 1 die
    -[X] Orbital Industry 3/3 dice 70R
    --[X] Gravitic Drive Development 20/60 1 die 30R 91%
    --[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
    -[X] Services 2/4 dice 20R
    --[X] Fashion development houses 89/225 2 dice 20R 82%
    -[X] Military 5/5 +4 free dice 140R
    --[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 1 die 20R (1/3 median chance)
    --[X] Orca Refit Package Development 0/40 1 die 15R 91%
    --[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    --[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%
    --[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    --[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Bureaucracy 3/3 +1 free die
    --[X] Expand Union Support 4 dice 95%
    [X] Plan Mecca, Air, Enterprise and Mitigation
    -[X] Tidal Power Plants (Phase 2): 336/450 3 dice R 30 R 98%
    -[X] Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R (see Tiberium for full details)
    -[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    -[X] Nuuk Heavy Robotics Foundry (phase 1) 0/160 2 dice 40 R 47%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80 R 36%
    -[X] Perennial Aquaponics Bays (phase 2) 123/350 3 dice 30R 39%
    -[X] Chicago Planned City (Phase 3) 225/360 1 dice 20 R 16%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 dice (+2 infra) 20 R 92%
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
    -[X] Red Zone Containment Lines (Phase 5) 74/180 2 dice 50 R 98%
    -[X] Gravitic Drive Development 20/60 1 die 30R 91%
    -[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R 57%
    -[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
    -[X] Reclamator Fleet RZ-7 North Super MARV 0/210 3 dice 60 R 52%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Wingman Drone Development 0/40 1 die 15 R 91%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 91%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Cooperative Focus 3 dice
    [X]Plan Two Cities, Infra-heavy, with Pets.
    -[X] Tidal Power Plants (Phase 2) 336/450 2 dice 20R 77%
    -[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 1 Infra die 40R 77%
    -[X] Mecca/Jeddah Planned City (Phase 1) 1 Tib 2 Infra dice 60R 91%
    -[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    -[X] North Boston Chip Fabrication (Phase 4) 64/1200 2 dice 30R
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80R 68%
    -[X] Perennial Aquaponics Bays (Stage 2) 4 dice 40R 80%
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] Gravitic Drive Development 20/60 1 die 30R 91%
    -[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R 57%
    -[X] Orbital Cleanup (Stage 5) 42/90 2 dice 20R 99%
    -[X] Fashion development houses 89/225 2 dice 20R 82%
    -[X] Domestic Animal Programs 0/200 2 dice 20R 30%
    -[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
    -[X] Prototype Plasma Weapons Development 0/60 1 die 25R 71%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%
    [X] Plan Sister Cities and Air Power
    [X]Plan Cleaning the Skies
    -[X]Tidal Powers Plants (Phase 2) 3 dice 30 R
    -[X]Mecca/Jeddah Planned City (Phase 1) 1 die 20 R
    -[X]Chicago Planned City (Phase 3) 1 die 20 R
    -[X]North Boston Chip Fabricator (Phase 4) 2 dice 30 R
    -[X]Blue Zone Microgeneration Program (Phase 2) 1 die 5 R
    -[X]Synchronized Cycle Fusion Plants 3 dice 60 R
    -[X]Johannesburg Myomer Macrospinner (Phase 3) 4 dice 80 R
    -[X]Vertical Farming Projects (Phase 2) 3 dice 45 R
    -[X]Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R
    -[X]Yellow Zone Tiberium Harvesting (Phase 4) 3 dice 60 R
    -[X]GDSS Enterprise (Phase 3) 2 dice 40 R (Fusion)
    -[X]Orbital Cleanup (Phase 5) 1 die 10 R (Fusion)
    -[X]Fashion development houses 2 dice 20 R
    -[X]Domestic Animal Programs 2 die 20 R
    -[X]Super MARV Reclamator Fleet RZ-7 N 2 dice 40 R
    -[X]Orca Refit Package Development 1 die 15 R
    -[X]Laser Point Defense Systems Development 1 die 15 R
    -[X]Governer Class Cruiser Shipyards (Durban) 1 die 20 R
    -[X]Universal Rocket Launch System Development 1 die 15 R
    -[X]Quick Maneuver Air to Air Missile Development 1 die 15 R
    -[X]High Efficiency Heat System Development 1 die 15 R
    -[X]Tactical Airborne Laser Development 1 die 20 R
    -[X] Cooperative Focus 3 dice
    [X] Plan Tale of Three Cities
    -[X] Tidal Power Plants (Phase 2): 336/450 3 dice R 30 R 98%
    -[X] Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R (see Tiberium for full details)
    -[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    -[X] Nuuk Heavy Robotics Foundry (phase 1) 0/160 2 dice 40 R 47%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80 R 36%
    -[X] Entari Deployment 0/200 3 dice 60R 59%
    -[X] Chicago Planned City (Phase 3) 225/360 2 Tib dice 40R 88%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 dice (+2 infra) 20 R 92%
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R 57%
    -[X] Orca Refit Package Development 0/40 1 die 15R 91%
    -[X] Reclamator Fleet RZ-7 North Super MARV 0/210 3 dice 60 R 52%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 87%
    -[X] Cooperative Focus 3 dice
    [X] Plan Sister Cities and Air Power Alt Military Inhibitor
    -[X] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 dice (20 Resources)
    -[X] Chicago Planned City (Phase 3), 1 dice (20 Resources)
    -[X] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 1 die (15 Resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 4 dice (80 Resources)
    -[X] Entari Deployment, 3 dice (60 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice (40 Resources)
    -[X] Tiberium Inhibitor Development, 1 die (30 Resources)
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] GDSS Enterprise (Phase 3), 3 dice (3 Fusion) (60 Resources)
    -[X] Fashion development houses, 2 dice (20 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 2 dice (40 Resources)
    -[X] Stealth Disruptor System Development, 1 die (25 Resources)
    -[X] High Efficiency Heat System Development, 1 die (15 Resources)
    -[X] Orca Refit Package Development, 1 die (15 Resources)
    -[X] Quick Maneuver Air to Air Missile Development, 1 die (15 Resources)
    -[X] Universal Rocket Launch System Development, 1 die (15 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Vladivostok), 1 die (20 Resources)
    -[X] Laser Point Defense Systems Development, 1 die (15 Resources)
    -[X] Cooperative Focus 3 dice
    [X]Plan Clean it Up
    -[X]Infrastructure 5/5 60R
    --[X] Tidal Power Plants (Phase 2) 336/450 4 dice 40R 99%
    --[X] Chicago Planned City (Phase 3) 225/360 1 I die 20 R 77%
    -[X]Heavy Industry 5/5 100R
    --[X] Synchronized Cycle Fusion Plants 150/350 2 dice 40R 16%
    --[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 90%
    -[X]Light & Chemical Industry 4/4 80R
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80R 36%
    -[X]Agriculture 3/3 30R
    --[X] Yellow Zone Purification Facilities (Phase 1) 0/160 3 dice 30R 84%
    -[X]Tiberium 5/5 + 2 140R
    --[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 3 dice 60R 98%
    --[X] Mecca/Jeddah Planned City (Phase 1) 0/160 3 Tib dice 60R 99%
    --[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 20R 77%
    -[X]Orbital Industry 3/3 50R
    --[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R+ 83%
    --[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
    -[X]Services 0/4 0R
    -[X]Military 5/5 + 4 175R
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 3 dice 60R 52%
    --[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
    --[X] Stealth Disruptor System Development 0/40 1 die 25R 91%
    --[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    --[X] Governor Class Cruiser Shipyards
    ---[X]Durban 148/200 1 dice 20R 79%
    ---[X]Dakar 0/200 2 dice 40R 11%
    -[X]Bureaucracy 3/3
    --[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%
    [X] Plan Superconductor and Orca's
    -[X] Tidal Power Plants (Phase 2) 336/450 3 dice 30R 98%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 2 dice 40R
    -[X] Synchronized Cycle Fusion Plants, 2 dice 40R 16%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 3 dice (60 Resources)
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 4/360 2 dice 40R
    -[X] Superconductor Foundries 0/200 2 dice 60R 11%
    -[X] Entari Deployment 0/200 2 dice 40R 11%
    -[X] Large Strategic Food Stockpile 0R
    -[X] Chicago Planned City (Phase 3), 2 dice (40 Resources) 88%
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice 40R 65%
    -[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
    -[X] Orca Refit Package Development 0/40 1 die 15R 91%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Stealth Disruptor System Development 0/40 1 die 25R 91%
    -[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Wartime Factory Refits (phase 1) 0/60 1 die 20R 70%
    -[X] Cooperative Focus 3 dice
    [X]Plan Cities with Clean Air
    -[X] Tidal Power Plants (Phase 2) 336/450 2 dice 20R 77%
    -[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 1 Infra die 40R 77%
    -[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 Tib die 2 Infra dice 60R 92%
    -[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
    -[X] Nuuk Heavy Robotics Foundry (phase 1) 0/160 2 dice 40 R 47%
    -[X] Superconductor Foundries 0/200 3 dice 90R 59%
    -[X] Entari Deployment 0/200 1 dice 20R
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 1 dice 20R
    -[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 98%
    -[X] Gravitic Drive Development 20/60 1 die 30R 91%
    -[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
    -[X] Stealth Disruptor System Development 0/40 1 die 25R 91%
    -[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
    -[X] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 2 dice 40R 7%
    -[X] Orca Refit Package Development 0/40 1 die 15R 91%
    -[X] Tactical Airborne Laser Development 0/40 1 die 20R 91%
    -[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
    -[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
    -[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
    -[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
    -[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%
    [X] Plan Save Some Reserve + Unions
    [X]Plan wiggle room
    -[X] Tidal Power Plants (Phase 2), 2 dice (20 Resources)
    -[X] Rail Link Reconstruction (Phase 3), 1 dice (15 resources)
    -[X] Chicago Planned City (Phase 3), 1 infrastructure dice 1 tiberium dice (40 resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 infrastructure dice 1 tiberium dice (40 resources)
    -[X] Synchronized Cycle Fusion Plants, 5 dice (100 resources)
    -[X] Johannesburg Personal Robotics Factory, 4 dice (60 resources)
    -[X] Perennial Aquaponics Bays (Stage 2) , 3 dice (30 resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice (40 Resources)
    -[X] Tiberium Inhibitor Development, 1 dice (30 resources)
    -[X] Gravitic Drive Development, 1 dice (30 resources)
    -[X] GDSS Enterprise (Phase 3), 2 fusion dice, (40 resources)
    -[X] Fashion development houses, 4 dice (40 resources)
    -[X] Stealth Disruptor System Development, 1 dice (25 resources)
    -[X] Zone Emergency Medical Evacuation Vehicle Development, 1 dice (10 resources)
    -[X] Orca Refit Package Development, 1 dice (15 resources)
    -[X] Quick Maneuver Air to Air Missile Development, 1 dice (15 resources)
    -[X] Governor Class Cruiser Shipyards (durban) 1 dice, (20 resources)
    -[X] Laser Point Defense Systems Development, 1 dice (15 resources)
    -[X] Havoc Scout Mech Development, 1 dice (10 resources)
    -[X] Reclamator Fleet RZ-7 North Super-marv, 3 dice (60 resources)
    -[X] Cooperative Focus, 3 dice (30 political support)
    [X] Plan Prudent Planning Please
    -[X] Mecca/Jeddah Planned City (Phase 1), 2 dice (40 Resources)
    -[X] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 1 die (15 Resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 4 dice (80 Resources)
    -[X] Tiberium Inhibitor Development, 1 die (30 Resources)
    -[X] Red Zone Containment Lines (Stage 5), 2 dice (50 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice (40 Resources)
    -[X] Gravitic Drive Development, 1 die (30 Resources)
    -[X] GDSS Enterprise (Phase 3), 1 die (1 Fusion) (20 Resources)
    -[X] Orbital Cleanup (Stage 5), 1 die (1 Fusion) (10 Resources)
    -[X] Fashion development houses, 1 die (10 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 3 dice (60 Resources)
    -[X] High Efficiency Heat System Development, 1 die (15 Resources)
    -[X] Orca Refit Package Development, 1 die (15 Resources)
    -[X] Quick Maneuver Air to Air Missile Development, 1 die (15 Resources)
    -[X] Universal Rocket Launch System Development, 1 die (15 Resources)
    -[X] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
    -[X] Governor Class Cruiser Shipyards (Vladivostok), 1 die (20 Resources)
    -[X] Laser Point Defense Systems Development, 1 die (15 Resources)
    -[X] Cooperative Focus 3 dice
 
Yeah between strategic planning, a cooperatives focus, and empowered unions I think the targeting of the grants will shift enough that it's less "hello private capitalist, here are public funds for you to generate private profit with" and more towards a decentralized and responsive way to fill all the little consumer niches that a full die's worth of state funding is too unwieldy for. The state can keep producing your baseline dirt cheap utilitarian clothing and bulk computer chips and industrial hardware but if small private cooperatives want to start custom assembling gaming computers or making printed t-shirts or whatever else is below our level of abstraction that's a worthwhile investment in the civilian economy.

If i was more talented writting i would do a buisness quest omake

But i suck at grammar
 
To be fair to the character Kane is terrifyingly good at espionage.

Furthermore as to why he would want Granger around: if Kane has decided to use the TCN plan someone will need to build it. Just look at that considerate man that is rebuilding industry, networking with yellow zones, buying enough time with tiberuim management to make construction viable, and last but not least willing to work with ex-nod forces. That sound like grounds for jolly cooperation when things start getting dicey and he needs to convince them to help build his ascension assisting device.

Granger is doing exactly what he wants, why ruin a good thing?
Don't forget, laying a foundation of *working with NOD*. Both the splinter group he absorbed in, and the precedent set out near Mecca.
 
What about trying to lift it with scrin agrav engine harness or at least try to alter its space time anchor with gravity generators. It doesn't need to have mass to interact with gravity. Energy is also affected by gravity. And that tower is a literall supernova in terms of exotic energy.
The Scrin can control gravity just as well as you can, and in fact better because they invented the drive technology you're pirating. I'm not saying it can't be tried in theory if you can build a big and powerful enough Engine of Yeet, mind you... But I don't really expect it to work. Also there is some risk of failing and handing Nod a free giant gravity drive powerful enough to accelerate massive structures into space, and I'm sure they can come up with something screwy to do with that.

What about mindwhammying/brainwashing individual Nod operatives that are sent inside? Like even I know it is a dum dum idea but I am literally throwing darts at an idea board right and look what it hits.
Not the worst idea, but good luck identifying the Nod operatives and mindwhammying them enough to make them reliable agents without the Noddies inside the tower figuring out what's going on. Personnel access to Threshold-19 must be very tightly evaluated.

I am not talking about any secret passage , what I mean is to exploit the logistical necessities of the Nod forces holding up in the tower since they have to bring the tower back in reality to being in supplies, let people in and out of the tower and generally carry out Kane's will across the planet, these moments are when the tower would be vulnerable to commando infiltration so long as our intelligence guys can find us an opening
What if they have a mechanism that lets them beam the supplies and operatives in and out without making the tower vulnerable? It would be a logical thing for the Scrin to build into the design, because one of the main reasons the tower is so damn invulnerable, it seems, is because it's designed to ride out literally any conceivable forces or chaos on the planetary surface and still be able to function. Which means that anything it needs should probably be something it can get without dephasing and opening the front door, when for all the designers know the tower might need to open the front door in the middle of, say, a tiberium volcano erupting like a continously exploding nuclear detonation or some similarly horrific phenomena.

The Scrin have good teleporters; they'd want to use them here.

Uh oh. We have a problem then.
Yeah. Remember that the whole problem here is that we want the Tacitus and we suspect it's inside.

Neither. No need for grants. There is no legitimate argument for either housing or Consoom grants at this time.
There is an argument for housing grants: It would let us resolve the housing quality problem while spending WAY fewer total dice on the problem.

The downsides are that we'd still end up having to spend the resources, we'd still have to spend SOME dice (quite a few of them) on the necessary Logistics support projects, and that the resulting housing wouldn't be in giant tightly bunkered-up skyscrapers like a lot of people here want.

But it's a legitimate argument in the normal sense of the word- that is to say, it does something useful, just with downsides we'd probably prefer to avoid.

I'd rather we avoid the housing grants entirely. Arcology (arcologies? arcologi?)
Arcologies.
are more efficient, better defended, better insulated against Tib and honestly seem more future proof and the better direction. Using the planned ME sequel quest; all the structures you see in the game, wether in space or planet side, are more in line with an arcology than anything close to any sort of suburb.
I should note that the reason you mostly see giant self-contained buildings in Mass Effect are as follows:

1) You spend a disproportionate amount of time on marginally habitable planets and space stations where living in a giant self-contained structure is necessary. Much of the galactic population lives on garden worlds, by contrast. I could do a more detailed rundown when I have time.

2) A significant fraction of the time you spend on garden worlds, you spend in the middle of a city.

3) As a Watsonian explanation, the three main Mass Effect games are a series of third person shooters dating back to the timeframe 2007-2012. They are not "wide open world" games in which large built-up communities such as suburbs can be easily inserted. I suspect that keeping the game engine requirements manageable probably required that most maps be either indoor areas, built-up areas with limited lines of sight, or mostly empty wilderness with few or no actual features beyond the ground itself which is just built up out of a single layer of big textured polygons.

If we start getting huge amounts of yellow zone refugees to the point where our housing surplus is overwhelmed and something is drawing our dice and resources the housing grant can have their uses.
Again, we have an ongoing problem in that we have plenty of housing, but much of it is rather crappy cramped housing in hastily constructed high-rise apartments built right after Tib War III to house the jillions of refugees created by the war. There's physical space for everyone to have a place to sleep, but a lot of them are sleeping in a glorified broom closet and they don't like it.

As for consumer goods grants I think those are a good idea since we'll be more cash strapped after the next budget re-allocation and being able to offload fancy clothes, furniture, and tooth brushes to to coops let's us keep our focus on the military and yellow zone outreach.
It should be pointed out that a grant is arguably WORSE if we're cash-strapped, because it's a continuous thing that eats -15 RpT whether we have plenty of spare income or not.
 
What if they have a mechanism that lets them beam the supplies and operatives in and out without making the tower vulnerable? It would be a logical thing for the Scrin to build into the design, because one of the main reasons the tower is so damn invulnerable, it seems, is because it's designed to ride out literally any conceivable forces or chaos on the planetary surface and still be able to function. Which means that anything it needs should probably be something it can get without dephasing and opening the front door, when for all the designers know the tower might need to open the front door in the middle of, say, a tiberium volcano erupting like a continously exploding nuclear detonation or some similarly horrific phenomena.

The Scrin have good teleporters; they'd want to use them here.

Then my next idea to get into the tower is thus , the guys getting teleported in and out of the tower need to have some way of getting into contact with it so that someone teleports them in either that or some way to remote access the teleportation array these would the vulnerabilities we can exploit to get inside the tower , we find a Nod operative with the authorization codes to get teleported into the tower and use those to get our commandos inside to clear a way for our troops or secure what ever device used to open a portal to march an army into the tower
 
Then my next idea to get into the tower is thus , the guys getting teleported in and out of the tower need to have some way of getting into contact with it so that someone teleports them in either that or some way to remote access the teleportation array these would the vulnerabilities we can exploit to get inside the tower , we find a Nod operative with the authorization codes to get teleported into the tower and use those to get our commandos inside to clear a way for our troops or secure what ever device used to open a portal to march an army into the tower
This is too neat. So there must be a catch. :(
 
Do you have an idea? I could try to write it this or next weekend?

Probably based on how buisness are founded and done currently

Begin as a small private owned buisness but as it grows it further decentralizes

Probably a tech based buisness given we recently did video game options demand for harware and software of compiters should be on the rise

Specially for buisness

>finances software

It should be pointed out that a grant is arguably WORSE if we're cash-strapped, because it's a continuous thing that eats -15 RpT whether we have plenty of spare income or not.

Tho you gotta remember that we get income from taxing the market (we should get taxes this turn or next one)

So while it would be a passive cost of -15rpt that could be outweigthed by taxes gains on resources
 
Then my next idea to get into the tower is thus , the guys getting teleported in and out of the tower need to have some way of getting into contact with it so that someone teleports them in either that or some way to remote access the teleportation array these would the vulnerabilities we can exploit to get inside the tower , we find a Nod operative with the authorization codes to get teleported into the tower and use those to get our commandos inside to clear a way for our troops or secure what ever device used to open a portal to march an army into the tower
The main problem is that until and unless we know what things are like inside the tower, and what the security precautions on the teleportation are, this isn't so much a "plan" as it is a "speculative hope."

I'm not saying the thing cannot be done in principle, but in practice it'd be almost certain to fail without far, far more information than we possess or can reasonably infer from what we DO know.

Tho you gotta remember that we get income from taxing the market (we should get taxes this turn or next one)

So while it would be a passive cost of -15rpt that could be outweigthed by taxes gains on resources
The taxes go to GDI's overall budget and we only get a percentage of them. So unless the return on investment of those grants is hilarious, we're still losing more resources than we're getting back, at least in the medium term.
 
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