So, this morning I noticed that the winning plan spent 20 more resources than were available. As such, I am going to cut one of the Chicago dice. It still finishes, but with far less overflow than before.
 
Have you considered battletech or star force or the honoververse killzone is most thematically because you also have an green death rock. Or the peacekeepers of Sol would be interesting.
 
Have you considered battletech or star force or the honoververse killzone is most thematically because you also have an green death rock. Or the peacekeepers of Sol would be interesting.
Of those, Star Force and Peacekeepers of Sol have both just not been on my radar. Battletech, Honorverse, and Killzone all have the same problem. No aliens. Part of the thing is to provide you a challenge and foils to work off of rather than years on end of "colonize world, deal with local problems until system is stable and you can mostly move on"
 
Just read the thread and found this
I had this crazy idea in a dream:
Kanes activates the TCN and Threshold Tower, and the moment the last of his hanger ons leave, the Threshold and every piece of Tiberium glows and the Solar system gets ISOTed into Battletech circa 3015 while the tower and all tib dissolve into harmless goo.
There is a small note from Kane left for the General Secretary telling him about wishing good luck and, oh, uh, the local version of the Not!Scrin/Visitors/Aliens-from-Tiberium Wars are about to invade the Inner Sphere in the near future, so get going and prepare everyone!

Just one of my musings about alternatives to Mass Effect.
One of The options on how to make it work
edit: just realized that star force may be to hard to get into since it is now on its 187 book.
 
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we should on do them after Granger retires if we find ourselves with plenty of dice and resources to convert into political capital and a pressing need for it as MARVs in the blue zones are honestly a waste , as there are no worth while tiberium fields nor any sort of military threat in the blue zones to justify the deployment of a MARV fleet when there are other places that need them more

OK I've had enough of this bullshit argument:

[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)

[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)

[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 159/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)

So here on this quote one can see the number gains of YZ and RZ Reclamator Hubs which are 25 RpT and 15 RpT plus 3 points of their zone reclamation. So an educated guess would be that a BZ Reclamator Hub would give 5 RpT and either 3 points of Yellow Zone Reclamation or something else. So not worth it?

Not so as the Blue Zone MARVs would function as the tips of the spear in BZ reclamation and as increased security in case of NOD attacks. As sufficiently large NOD attacks have yet to occur this is not the place to spend our resources. Yet. Next plan we should slowly start preparing for a NOD offensive by putting a few of these down by the end of the plan.

Can we develop pure landship version of MARV, stipping all tiberium stuff for more fighting ability, for use in Blue Zones?

That defeats the purpose of the MARV which is to contain tiberium in combat conditions. We'd be basically tempting Kane to open his next attack by hitting the Blue Zones first.

Seems sort of pointless tbh. Blue zones are the most defended already, and it would be better to do our fighting away from them.
If anything, GravTech based HoverMARVs might be a better long term option to research. Perhaps are a precursor to Global Stratospheric Transports.

If we get the option for HoverMARVs that doesn't diminish their effectiveness. I'd say it's more likely that we get a retrofit for our MARVs after the new Tiberium inhibitor research.
 
Resources:‌ ‌615 ‌+‌ ‌0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

We have 580 resources for this turn, right?

Political‌ ‌Support:‌ ‌50‌ ‌
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌7 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌

Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2) (3 dice) (30 R)
(progress 154/300: 10 resources per die) (+++ Energy)
-[ ] Blue Zone Arcologies (Stage 2) (2 dice) (20 R)
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
Heavy Industry (5 dice)
-[ ] Synchronized Cycle Fusion Plants (1 die) (20 R)
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) (4 dice) (60 R)
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry (4 dice)
-[ ] Chemical Fertilizer Plants (2 dice) (30 R)
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[ ] Johannesburg Myomer Macrospinner (Phase 3) (2 dice) (40 R)
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
Agriculture (3 dice)
-[ ] Yellow Zone Purification Facilities (Phase 1) (2 dice) (20 R) 37%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
-[ ] Entari Deployment (1 die) (20 R)
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Tiberium (5 dice)
-[ ] Yellow Zone Tiberium Harvesting (Phase 5) (2 dice) (40 R)
(Progress 60/300?: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
-[ ] Tiberium Inhibitor Development (1 die) (30 R) 91%
(Progress 0/60: 30 resources per die)
Orbital (3 dice + 2 free dice)
-[ ] Gravitic Drive Development (1 die) (30 R) 99%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) (4 fusion dice) (80 R) Phase 1 99%, Phase 2 65%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
Services (4 dice)
-[ ] Domestic Animal Programs (3 dice) 87%
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice + 3 free dice)
-[ ] Wartime Factory Refits (Phase 1) (1 die) (20 R) 71%
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
-[ ] Reclamator Fleet RZ-7 North (1 die) (20 R)
--[ ] Super MARVs
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Deployment Predator (4 dice) (40 R) 73%
(Progress 0/240: 10 Resources Per die) (High Priority)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
Bureaucracy (3 dice + 1 free dice)
-[ ] Expand Union Support (4 dice) 95%
(DC 90/120/150/180) (-10 Political Support)

First time making a plan. Anyway, here's a draft that focuses on getting some serious work done on Shala in the hope of getting both it and Columbia to phase 3 in this plan. It also commits to Boston phase 4, starts on another phase of arcologies to get people out of the commie blocks and futureproof the Blue Zones, hopefully gets a long-overdue deployment out, and keeps a bit of work going in terms of consumer goods. To pay for this there's a bit less focus on Tiberium, since we're doing well enough there we can afford it for a turn, and it doesn't try for superconductors or the other nice expensive projects.
Please, tell me if you think it could be improved, if you think I'm an idiot for what this plan does, or if I've counted wrong and this doesn't work.
 
I figure there's some chance of the Juggernaut being replaced, and some chance of it not. What it does, a decent self-propelled howitzer can do, in the same sense that a tank can do what the Titan Mk. I did.

The manner in which you put your assertion implied replacement of the Juggernaut with the general artillery park, none of which is self mobile. The Juggernaut might be replaced with a new version, or with a different self mobile gun, but no such project is currently available to my knowledge, and is most likely locked behind Tube Artillery Development.

That is a bluntly unnecessary insinuation. Please credit me with not being a fool or an ignoramus.

My apologies. The thread has been rather vocal about 'mechs stupid, use tanks', it coloured my response.

However, even within C&C canon, the Predator tank supplanted the Titan 'mech, seemingly because of issues involving cost and ease of mass production. The precedent is there, though whether or not it is followed remains to be seen. The Juggernaut is, essentially, the SP howitzer version of the Titan chassis, and I could easily imagine it being supplanted by the SP howitzer version of the Predator chassis, for instance.

I didn't say MLRS would replace gun artillery, but a combination of MLRS and self-propelled conventional artillery might (not will, might) supplant specifically the Juggernaut if they can outperform it in its intended role.

Again, your statements did not read as such.

That said, yes, a successor piece of equipment to the current Juggernaut is likely. It might also not be replaced at all, with at most a refit project to make it work better with new shells. A 200mm gun is and remains a 200mm gun, and it's not as if we need longer range guns. For jobs requiring those we've literally got missiles and aircraft, and they come with guidance issues due to tiberium interfering with long range targeting.
 
If we get Hover stuff to an acceptable level of sophistication, I expect something more along the lines of the Kodiak from the game that shall not be named to make a return.
 
Not so as the Blue Zone MARVs would function as the tips of the spear in BZ reclamation and as increased security in case of NOD attacks. As sufficiently large NOD attacks have yet to occur this is not the place to spend our resources. Yet. Next plan we should slowly start preparing for a NOD offensive by putting a few of these down by the end of the plan.

MARVs only defend specific areas. It'd harden the places those hubs and fleets are positioned, but leave the rest wide open.

Also, GDI has a much better position to fight TW4 outside the Blue Zones than you think. The Fortress Towns offer considerable defense in dept, there are strings of hardened redoubts at the borders between Blue and Yellow Zones, the curtain walls have been reconstructed, and every YZ MARV hub actively inhibits Nod operations in the areas they are deployed. It's a more forward defense, yes, but they result in Nod being much less mobile, much less able to hide among the population, drains their manpower reserves if only in the longer term and provides GDI with a strong point to hit Nod operations if Nod exposes itself. Like if it marshals forces for an attack on the Blue Zones, which will inherently expose its own rear areas where those forces are no longer stationed.
 
cnc.fandom.com

Ion storm

An Ion Storm is a violent and unpredictable weather effect caused by Tiberium. Ion Storms occur in several missions in Tiberian Sun and its expansion Firestorm, and there are several ways to cause a small localised ion storm in Tiberium Wars. Ion Storms are caused by the presence of Tiberium...

Check the second paragraph and on of the wiki page on ion storms. In Tiberian Sun, whenever an ion storm hit, it would ground Hover MLRS units.

Apologies for not making myself clear enough and stating that I was speculating about the Firehawk specifically. What I was trying to say was that it is an upgrade to the factories and may net us more military projects to do once fully done.
Okay, but that's an extremely vague and speculative remark- there's not much to say about it one way or the other.

- Red Zone Tiberium Harvesting is something to take nearer to the end of the turn so we can have multiple Glacier Mining operations ready to start.
By "the end of the turn" you mean the current Four Year Plan cycle? I can see it going either way. I wouldn't mind doing Red Zone Tiberium Harvesting in the near future if it's the most practical option.

Fair enough, but should we finish RZ 7 South before the end of the plan to secure the American Red Zones completely also?
It's worth considering, though on the same arguments as before, there's something to be said for doing part of the work to complete the MARV fleet in 2057 and then finishing it at the start of the next Plan.

*Is currently playing Kane's Wrath skirmish mode and has a squad of Slingshots inside Red "Continuous Ion Storm" Zones*
You were saying?
Okay. All I know is that Hover MLRS from around 2030 are very susceptible to ion storms. Slingshots, okay, aren't. Different operating principle, maybe? I don't know what to make of it.

[throws up hands]

Of those, Star Force and Peacekeepers of Sol have both just not been on my radar. Battletech, Honorverse, and Killzone all have the same problem. No aliens. Part of the thing is to provide you a challenge and foils to work off of rather than years on end of "colonize world, deal with local problems until system is stable and you can mostly move on"
BattleTech at least has enough combative factions that it would provide plenty of foils constantly fucking with us all the time, especially if Nod also survives in some form.

(That's an 'if')

So here on this quote one can see the number gains of YZ and RZ Reclamator Hubs which are 25 RpT and 15 RpT plus 3 points of their zone reclamation. So an educated guess would be that a BZ Reclamator Hub would give 5 RpT and either 3 points of Yellow Zone Reclamation or something else. So not worth it?

Not so as the Blue Zone MARVs would function as the tips of the spear in BZ reclamation and as increased security in case of NOD attacks. As sufficiently large NOD attacks have yet to occur this is not the place to spend our resources. Yet. Next plan we should slowly start preparing for a NOD offensive by putting a few of these down by the end of the plan.
The Blue Zones are massively defended by conventional military forces, and one important thing to remember is that for the cost of a single MARV fleet in a Blue Zone we could afford to complete some very important Military projects, because five MIlitary dice and about 100 Resources (average cost) go a long way.

Trying to build a MARV hub for defense in each of the 18 Blue Zones is almost certainly NOT going to be as effective at providing military security as instead spending the same cost (roughly 90 Military dice and 1800 Resources) funding conventional military assets. Unless Blue Zone MARV hubs turn out to be exceptionally rewarding in some other category, they aren't worth it given the lack of Resource income.
 
Okay. All I know is that Hover MLRS from around 2030
And orca gunships and orca bombers and harpy helis and antigravity banshees from the 2030s too...which do not crashland in the hyper ionized air of the Red Zones in the late 2040s. Aka: GDI and NOD figured out how to harden fight electronics against Ion storms.
 
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MARVs were supposed to have a +PS bonus attached to every fleet for all the characters who actually knew how to spin politics, but then we went and chose Granger the political idiot so they lost that bit. What we're left with is just kind of a mediocre use of military dice, we can get more exploded NOD troops by just buying the army an equivalent weight in Predator tanks, we can get more money and abatement by using those extra Predators to guard traditional harvesting operations, and the army would prefer the 50 predators over one MARV anyways because they're a lot more flexible and better suited to the Yellow Zone strategy we're taking.

Without the politicians giving us +5 PS for every giant ceramo-titanium manhood enhancer we build, we're left with just the practical numbers on the MARVs and even with Maj. Stavrakas making them vaguely competitive they're still pretty niche and only made sense to do this FYP because we bought the military zero Predator tanks during the first FYP and needed some kind of self-protecting abatement/income source while we rebuilt the army. Now that we've learned our lesson and fixed that MARVs are kinda obsolete again. I can maybe see them making a comeback when mutation gets so desperate that we need to start stripping the base military dice pool out of equipment manufacturing and put them into abatement instead, but until things are that desperate using our military dice to produce more conventional equipment that supports Tiberium dice doing mining/abatement is far more efficient than MARVs.
 
Alright Alright <<make's placating hand gestures>> I am a reasonable man and I am willing to compromise

how about Halo and titan fall style mechs with jump jets for mobility rather than flight and maybe orbital deployment
As long they look a bit janky in appearance Aka looking more like they were first made with industrial purposes in mind i am fine with that.
 
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So I'm putting together a plan, which is something I rarely do because by the time the results are written up and the new turn is created plans are already set. Anyway I'm putting this idea forward for consideration because I think it's worth considering our Political Strength score. Dr Granger's political naivete is as much a meme in OOC chat as it is in the quest universe, but he's got good political advisors and he's not an idiot. Accordingly the idea of gathering political strength is not something that will escape his advisors, especially when there's a good chance Granger and the Treasury will be advocating politically unpopular options such as Expand Union Support and Liquid Tiberium Power Cell Development. So this plan is focused on gaining Political Support but not at the expense of actually getting stuff done.


[] Plan Political Points
-[] Infrastructure [ 55 Resources] ( 4 / 5 dice)
--[] Tidal Power Plants (Phase 4) (154/300)
---[] 2 dice (20 Resources)
--[] Mecca / Jeddah Planned City (Phase 2) (116/320)
---[] 1 dice (20 Resources)
--[] Blue Zone Arcologies (Phase 2) (3/600)
---[] 1 dice (15 Resources)
-[] Heavy Industry [55 Resources] ( / 5 dice)
--[] Synchronised Cycle Fusion Plants (289/350)
---[] 1 dice (20 Resources)
--[] North Boston Chip Fabricator (Phase 4) (116/1200)
---[] 3 dice (45 Resources)
-[] Light and Chemical Industry [110 Resources] ( 4 / 4 dice)
--[] Johannesburg Myomer Macrospinner (Phase 3) (308/360)
---[] 1 dice ( 20 Resources)
--[] Superconductor Foundries (0/200)
---[] 3 dice ( 90 Resources)
-[] Agriculture [ 50 Resources] ( 3/ 3 dice + 1 Free dice)
--[] Entari Deployment (173/200 )
---[] 1 dice (20 Resources)
--[]Perennial Aquaponics Bays (Phase 2) (123/350)
---[]3 dice (30 Resources)
-[] Tiberium [ 125 Resources] ( 5/ 5 dice)
--[] Tiberium Inhibitor Development (0/60 )
---[] 1 dice ( 30 Resources)
--[] Improved Tiberium Containment Facilities Development (0/40 )
---[] 1 dice ( 25 Resources)
--[] Mecca / Jeddah Planned City (Phase 2) (116/320)
---[] 1 dice (20 Resources)
--[] Red Zone Containment Lines (Phase 5) (74/180)
---[] 2 dice (50 Resources)
-[] Orbital [ 50 Resources] (3/ 3 dice)
--[] Gravitic Drive Development (40/60)
---[] 1 dice (30 Resources)
--[] Expand Orbital Communications Network (Phase 3) (13/135)
---[] 2 Fusion dice ( 20 Resources)
-[] Services [ Resources] (3/4 dice)
--[] Domestic Animal Programs (0/200)
---[] 3 dice (30 Resources)
-[] Military ( 5/5 dice + 2 Free Dice) [130 Resources]
--[ ] Reclamator Fleet RZ-7 North
--[ ] Super MARVs (141/210)
---[] 2 dice (40 Resources)
--[] Governor Class Cruiser Shipyards
---[] Durban (167/200 )
---[] 1 dice (20 Resources)
---[] Vladivostok (66/200)
---[] 2 dice (40 Resources)
--[] Havoc Scout Mech Development (0/30)
---[] 1 dice ( 10 Resources)
--[] Wartime factory Refits (Phase 1) (0/60)
---[] 1 dice (20 Resources)


Resources: 605
Expenditure: 605
Remaining: 0
Free Dice: 3 remaining

* Tidal Power Plants to generate more Energy
* Mecca / Jeddah Planned City because we gain 5 PS from completing the current Phase, which is already half completed.
* Blue Zone Arcologies because it's a High Priority project and there is political muttering about it, although I'm only adding a single dice to it just to keep it ticking over.
* Synchronised Cycle Fusion Plants will give us more Energy, and will also open up Yellow Zone Fusion Power Campaigns, which in turn generate more Energy and will play well politically in the Yellow Zones.
* Johannesburg Myomer Macrospinner to make mech projects cheaper as well as creating Capital Goods and Energy
* Superconducting Foundries because it's a High Priority project that creates Capital Goods and Energy
* Entari Deployment to provide more Food on its own as well as increasing the efficiency of other agricultural systems
* Perennial Aquaponics Bays to provide more Food and also gains us 5 PS
* Tiberium Inhibitor Development to help with mitigation
* Improved Tiberium Containment to increase the amount of processing capacity granted by the Planned Cities such as Chicago and Mecca - this is why I didn't put any dice into Chicago this turn
* Red Zone Containment Lines to gain some extra Resources but also increase RZ mitigation
* Gravitic Drive Improvement because it's so close to completion, and because it has so much potential.
* Expand Orbital Communications Network because it gives us some Logistics and it also gains us 5 PS
* Domestic Animal Programs costs us some Food but that will easily be offset by Entari and the Perennial Aquaponics Bays, and give us another 5 PS
* Reclamator Fleet RZ-7 North gets 2 dice to make sure it's completed, not just to gain Resources and mitigation but also to help protect Chicago
* Governor class Shipyards already under construction get dice to push them to completion, assuming no shenanigans by the dice
* Havoc Scout Mech Development because it is a Steel Talons project and a High Priority, so we do this to make them happy, and also to take advantage of the crit on the Stealth Disruptor System.
* Wartime Factory Refits added to use


Civilian Air Travel will give us 5 PS and cost us 4 Logistics while we currently have a surplus of 7, but it will cost us at least 45 Resources for 3 dice, so not worth it at the moment. Although it might be worth considering for next 4-Year Plan if we need to generate Consumer Goods.

So this plan would give us 20 PS, 7 RZ mitigation and 35-45 Resources. We still have 4 Free dice and 20 resources to spend, but that's a reserve we can spend as we see fit.

EDIT: Wartime Factory Refits added to use up last 20 Resources as @Simon_Jester said it would increase the number of Firehawks available.
 
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MARVs only defend specific areas. It'd harden the places those hubs and fleets are positioned, but leave the rest wide open.

Also, GDI has a much better position to fight TW4 outside the Blue Zones than you think. The Fortress Towns offer considerable defense in dept, there are strings of hardened redoubts at the borders between Blue and Yellow Zones, the curtain walls have been reconstructed, and every YZ MARV hub actively inhibits Nod operations in the areas they are deployed. It's a more forward defense, yes, but they result in Nod being much less mobile, much less able to hide among the population, drains their manpower reserves if only in the longer term and provides GDI with a strong point to hit Nod operations if Nod exposes itself. Like if it marshals forces for an attack on the Blue Zones, which will inherently expose its own rear areas where those forces are no longer stationed.

I'm thinking we finish off the Fortress Towns development soon alongside finishing Shell Plants since it gives us housing and expand our control of the Yellow Zones before this plan ends so we can use MARV Hubs in the Yellow Zones for Labor recruitment next plan.

cnc.fandom.com

Ion storm

An Ion Storm is a violent and unpredictable weather effect caused by Tiberium. Ion Storms occur in several missions in Tiberian Sun and its expansion Firestorm, and there are several ways to cause a small localised ion storm in Tiberium Wars. Ion Storms are caused by the presence of Tiberium...

Check the second paragraph and on of the wiki page on ion storms. In Tiberian Sun, whenever an ion storm hit, it would ground Hover MLRS units.

OK but that was in Tiberian Sun. We're in the Tiberian Wars era. Hey @Ithillid has GDI hardened it's flyers and hovercrafts against Ion Storms at this point? Also are Veinholes: Veinhole still a thing in this quest?

The Blue Zones are massively defended by conventional military forces, and one important thing to remember is that for the cost of a single MARV fleet in a Blue Zone we could afford to complete some very important Military projects, because five MIlitary dice and about 100 Resources (average cost) go a long way.

Trying to build a MARV hub for defense in each of the 18 Blue Zones is almost certainly NOT going to be as effective at providing military security as instead spending the same cost (roughly 90 Military dice and 1800 Resources) funding conventional military assets. Unless Blue Zone MARV hubs turn out to be exceptionally rewarding in some other category, they aren't worth it given the lack of Resource income.

MARVs themselves are a Megaproject that will need to get completed at some point, but at this point of the argument my Edit: sight has been set to Yellow Zone pacification and Yellow-Red zone border constructions. And of course Mecca completion before this plan ends since that would be a feather in our cap.
 
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MARVs were supposed to have a +PS bonus attached to every fleet for all the characters who actually knew how to spin politics, but then we went and chose Granger the political idiot so they lost that bit. What we're left with is just kind of a mediocre use of military dice, we can get more exploded NOD troops by just buying the army an equivalent weight in Predator tanks, we can get more money and abatement by using those extra Predators to guard traditional harvesting operations, and the army would prefer the 50 predators over one MARV anyways because they're a lot more flexible and better suited to the Yellow Zone strategy we're taking.

Without the politicians giving us +5 PS for every giant ceramo-titanium manhood enhancer we build, we're left with just the practical numbers on the MARVs and even with Maj. Stavrakas making them vaguely competitive they're still pretty niche and only made sense to do this FYP because we bought the military zero Predator tanks during the first FYP and needed some kind of self-protecting abatement/income source while we rebuilt the army. Now that we've learned our lesson and fixed that MARVs are kinda obsolete again. I can maybe see them making a comeback when mutation gets so desperate that we need to start stripping the base military dice pool out of equipment manufacturing and put them into abatement instead, but until things are that desperate using our military dice to produce more conventional equipment that supports Tiberium dice doing mining/abatement is far more efficient than MARVs.
That was the price we paid for Mr Tiberium as our secretary. MARVs still serve a purpose though as they act as area denials so they are nice for doing things like protecting our glacier operations while also denying NOD the ability to place bases in the areas the MARVs operate, even more so with the anti-stealth. I do agree with holding off on any more MARVs (R7-N still needs to be finished but nothing beyond that) for the rest of the plan as we do have a lot of catchup to do on mil projects but once we are more caught up we should be able to slip the occasional MARV even to in a sense fortify a region both vs NOD and Tiberium.

For example once we make a push into India having a MARV hub or 2 to solidfy our beachhead may not be that bad of an idea.

by the time the results are written up and the new turn is created plans are already set.
Results can change a lot depending on what new information is revealed and new turns can also change a bit based on what new options show up. Myself going into next turn I am really waiting on the results and the deployment costs and progress needed for the military dev projects we just did as that is going to shape resource and dice expenditure.
 
That was the price we paid for Mr Tiberium as our secretary. MARVs still serve a purpose though as they act as area denials so they are nice for doing things like protecting our glacier operations while also denying NOD the ability to place bases in the areas the MARVs operate, even more so with the anti-stealth. I do agree with holding off on any more MARVs (R7-N still needs to be finished but nothing beyond that) for the rest of the plan as we do have a lot of catchup to do on mil projects but once we are more caught up we should be able to slip the occasional MARV even to in a sense fortify a region both vs NOD and Tiberium.

For example once we make a push into India having a MARV hub or 2 to solidfy our beachhead may not be that bad of an idea.
or for central africa and southern italy when we start glacier mining in those areas
 
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Resources:‌ ‌615 ‌+‌ ‌0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌

We have 580 resources for this turn, right?
We're already paying the grants and the forgotten, 615 is our figure after that.

Political‌ ‌Support:‌ ‌50‌ ‌
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌7 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌

Infrastructure (5 dice) 5/5 50R
-[ ] Tidal Power Plants (Phase 2) (3 dice) (30 R)
(progress 154/300: 10 resources per die) (+++ Energy)
-[ ] Blue Zone Arcologies (Stage 2) (2 dice) (20 R)
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
Heavy Industry (5 dice) 5/5 80R
-[ ] Synchronized Cycle Fusion Plants (1 die) (20 R)
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) (4 dice) (60 R)
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry (4 dice) 4/4 70R
-[ ] Chemical Fertilizer Plants (2 dice) (30 R)
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[ ] Johannesburg Myomer Macrospinner (Phase 3) (2 dice) (40 R)
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
Agriculture (3 dice) 3/3 40R
-[ ] Yellow Zone Purification Facilities (Phase 1) (2 dice) (20 R) 37%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
-[ ] Entari Deployment (1 die) (20 R)
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Tiberium (5 dice) 3/5 70R
-[ ] Yellow Zone Tiberium Harvesting (Phase 5) (2 dice) (40 R)
(Progress 60/300?: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
-[ ] Tiberium Inhibitor Development (1 die) (30 R) 91%
(Progress 0/60: 30 resources per die)
Orbital (3 dice + 2 free dice) 3/3+ 2 110R
-[ ] Gravitic Drive Development (1 die) (30 R) 99%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) (4 fusion dice) (80 R) Phase 1 99%, Phase 2 65%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
Services (4 dice) 3/4 30R
-[ ] Domestic Animal Programs (3 dice) 87%
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice + 3 free dice) 5/5 + 3 120R
-[ ] Wartime Factory Refits (Phase 1) (1 die) (20 R) 71%
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
-[ ] Reclamator Fleet RZ-7 North (1 die) (20 R)
--[ ] Super MARVs
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Deployment Predator (4 dice) (40 R) 73%
(Progress 0/240: 10 Resources Per die) (High Priority)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
Bureaucracy (3 dice + 1 free dice) 3/3 + 1 0R
-[ ] Expand Union Support (4 dice) 95%
(DC 90/120/150/180) (-10 Political Support)

570/615, 6/6 Free dice, 4/7 Fusion dice
You are actually within your means for this plan. This is better than some of us could say.

It would help in the future if you included a resource total for each sector as well as a dice total. This makes it easier to audit the plan, and avoid situations like this:
So, this morning I noticed that the winning plan spent 20 more resources than were available. As such, I am going to cut one of the Chicago dice. It still finishes, but with far less overflow than before.
because nobody, including me, bothered to audit the winning plan this turn, because it was a wall-of-text plan with no sector separation, let alone sector dice and resource totals, and we were used to not having to fact-check other people's plans.

EDIT: I hadn't actually thought of adding the Energy, Capital Goods etc costs and gains to each item before, though. I'll have to start doing that.

On the other hand, we're in between turns right now, so Q3 2056 no longer quite accurately reflects our situation, and we took on some obligations we need to see through.

Now, individual sectors:
Infrastructure (5 dice) 5/5 50R
-[ ] Tidal Power Plants (Phase 2) (3 dice) (30 R)
(progress 154/300: 10 resources per die) (+++ Energy)
-[ ] Blue Zone Arcologies (Stage 2) (2 dice) (20 R)
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
We've already completed Tidal Plants Phase 2, with 154 overflow.

In any case, I'm not sure we need Phase 3 at the moment, we have Synch Fusion on the way. I suggest Rail Link Reconstruction instead.

Also, no Mecca. That's a huge problem, because Mecca is not just abatement and capacity and PS, but also an opportunity to further coop NOD assets we can't really afford to pass up.
Heavy Industry (5 dice) 5/5 80R
-[ ] Synchronized Cycle Fusion Plants (1 die) (20 R)
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) (4 dice) (60 R)
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
One die on Synch Cycle Fusion has 70% chance to complete, per Derpmind's probability calculator.

This sector seems otherwise OK. We seem to have committed to Boston last plan and it's not entirely unreasonable to continue it?
Light and Chemical Industry (4 dice) 4/4 70R
-[ ] Chemical Fertilizer Plants (2 dice) (30 R)
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[ ] Johannesburg Myomer Macrospinner (Phase 3) (2 dice) (40 R)
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
Two dice on Chemical Fertilizers has 10% to complete this turn.
2 dice on Macrospinners 3 has 99% to complete.

I'm not convinced we need fertilizers at the moment? We're ahead on food and I'd rather put effort into YZ Purification Facilities and Aquaponics.

Superconducters are listed as High Priority because we use room temperature superconducters in Guardians, and we're only not using it for powerlines because we can't make enough of it for that.

Alternatively, you could go all-in on Macrospinners, because that decreases the cost of Zone Armor projects and we will need that when we transition to all-Zone Armor infantry.
Agriculture (3 dice) 3/3 40R
-[ ] Yellow Zone Purification Facilities (Phase 1) (2 dice) (20 R) 37%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
-[ ] Entari Deployment (1 die) (20 R)
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Entari Deployment has 100% to complete this turn with 1 die.

You all know my feelings about YZ Purification Facilities.
Tiberium (5 dice) 3/5 70R
-[ ] Yellow Zone Tiberium Harvesting (Phase 5) (2 dice) (40 R)
(Progress 60/300?: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
-[ ] Tiberium Inhibitor Development (1 die) (30 R) 91%
(Progress 0/60: 30 resources per die)
YZ Tiberium Havesting has 11% to complete this turn.

Word to the wise, though, I'd put it in RZ Containment Lines. RZ Containment can complete for 98% this turn for only 10R more, and that's worth 10-15R vs 5-10. YZ Intensification is cheaper than YZ Harvesting, it can complete in 1 die and only 15R per dice, but I think we need the next phase of YZ Fortress Towns.

Also, no Mecca.
Orbital (3 dice + 2 free dice) 3/3+ 2 110R
-[ ] Gravitic Drive Development (1 die) (30 R) 99%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) (4 fusion dice) (80 R) Phase 1 99%, Phase 2 65%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
I would say Gravitic Drive completes 100% this turn, because the dice bonus and an omake alone will clear it, but I'm a little afraid of calling down the wrath of Murphy.

I'm not convinced Shala is the best use of our free dice at the moment, for reasons I'll get to later.
Services (4 dice) 3/4 30R
-[ ] Domestic Animal Programs (3 dice) 87%
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
I have no complaints.

Military (5 dice + 3 free dice) 5/5 + 3 120R
-[ ] Wartime Factory Refits (Phase 1) (1 die) (20 R) 71%
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
-[ ] Reclamator Fleet RZ-7 North (1 die) (20 R)
--[ ] Super MARVs
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Deployment Predator (4 dice) (40 R) 73%
(Progress 0/240: 10 Resources Per die) (High Priority)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R)
-- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
I have many complaints.

Durban is at 161/200, and 98% to complete. Vladivostok is at 66/200 and 61% to complete.

Wartime Factory Refits is going to be a Capital Goods sink for some time, but more importantly it's a dice sink, and right now we have an urgent air situation to deal with. We did QMAAM and Orca Refit and URLS last turn because of this, and now we need to get them into the field ASAP.

For the same reason I'd take a few dice off RWS, and pull free dice off Shala.

The Navy needs Governors too bad to take dice off.

Bureaucracy (3 dice + 1 free dice) 3/3 + 1 0R
-[ ] Expand Union Support (4 dice) 95%
(DC 90/120/150/180) (-10 Political Support)
Hmm...

Maybe not the best use of free dice this turn, but not the worst? I don't want to put it off for fear of ending up losing it, but we do need free dice for Deploying Everything.

Oh, and Mecca must be completed.
 
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