Brotherhood Warlords
So I thought I'd collate the various profiles we have gotten on NOD commanders.

The most important is Kane. While none within the Brotherhood know his true story, there are many legends. Most place him as being ancient, with some even crediting him as being a central figure in the first stories of the old testament. What is known, from Havok's report on the works beneath the pyramids of Giza, is that Kane is very old, with tombs bearing his sigil dating back thousands of years to the time of the Pharaohs. However, any claims to be as old as Kane are widely agreed to be insecure commanders lying to make themselves look better.

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Attempting to Fulfill the Plan: GDI Edition

Kane Kane is many things to many people. Madman, Prophet, Saint, Sinner, Angel and Demon. His truth is far, far more complicated. Kane was not born on Earth. Was not even born on a planet. He is in fact Bentusaar, a race of binary aliens. Half organic forms, half shipminds. Ancient...

The second is a new name to GDI's knowledge. Rather than operating under banners and heraldry, Jackson Waterley has preferred stealth and to strike and fade often before the enemy commander knows he is there. A brilliant tactician and field commander, he has proven to have little political knowledge, a crippling failing in the Brotherhood's often intercine political dealings. Having served many masters, he has recently fallen off of the grid, with many suspecting that Kane himself has chosen him as a future commander. Of course, it is also possible that he has been killed in the ongoing strife within the Brotherhood's ranks.
Noted strengths: Stealth, Tactical brilliance, Current operations are unknown
Noted weaknesses: NOD leadership, May actually be dead
Specialty: ???

Gideon (no other name recorded) is an up and comer in the Brotherhood's ranks. While he was raised on the opposite side of the world, records from his days in one of the Black Hand's Schola Fidelis, gave him high marks in oratory and the code, but not as a particularly skilled battlefield officer, likely to be pushed aside to serve as a confessor or a local priest, rather than rising through the ranks. However, the war has killed many of his superiors, placing him high in the ranks of the North American Black Hand, where he has also shown a skill for politics.
Strategy if picked as Kane's right hand: weapons of terror and propaganda
Noted strengths: NOD recruitment, NOD leadership
Noted weaknesses: Gamer, Inexperienced
Specialty: propaganda and politics
Masterstroke: Tiberium weapons

Status: Lost Canadian and Mexican vassals, reduced to secondary power, Dead
Attitude: Hardliner

The current head of the South American branch of the Brotherhood, Stahl is a rarity within Brotherhood ranks. Having risen from being a street confessor in the 2030s to the head of a regional branch, Stahl has more regard for the lives and capabilities of the Militant than most of his compatriots. Instead of trying to replace them with more regular forces, Stahl has tended to emphasize giving them the best equipment and training possible, paired with distinctly fabian tactics. Rather than the headlong assault, Stahl prefers to harass and harry GDI. A key part of his tactics is the geography. NOD is generally constrained to the area east of the Andes, meaning that GDI has a relatively short front, and oftentimes a significant geographical advantage.

In terms of technology, Stahl has pushed for equalizers and force multipliers, deploying not only laser weapons, but a number of radiation weapons and Tiberium based devices in his war on GDI. These are his preferred force multipliers as they can be given to militants with relatively minimal training, although they are certainly more effective with well trained troops.

However, Stahl has significant opposition within the Brotherhood itself, and while he has refined the South American branch to a fine blade, it is one that he is unlikely to wield. Primarily this is due to his refusal to directly attack GDI, either in the north or south, without some form of substantial tactical advantage and limited goals.
Strategy if picked as Kane's right hand: pseudoconventional forces with significant asymmetric warfare approaches
Noted strengths: Quality troops, Force multipliers, Fabian tactics
Noted weakness: NOD leadership
Specialty: Rationality and fabian tactics
Masterstroke: Extreme tactical competence
Status: 'Winner' of the Regency war.
Attitude: Pragmatic

One of the few members of the Brotherhood leadership to not have divorced themselves from their original name, Talitha Bintang was born in the year 2000, and has had a very long career in the brotherhood of NOD. Enlisting before the Second Tiberium War, she missed the major battles, only rising to prominence as the "Pirate Queen of the South Sea" in the years between the Second and Third Tiberium wars, as the seas once more became major logistical lines. Outwitting or outfighting GDI commanders for a decade, she played little role in the Third Tiberium War, husbanding her forces. Today she is one of the best equipped NOD warlords, having some of the few remaining NOD battleships, one of which, the Rajanaga, she has taken as her flagship.
In the years since the war, she has tended to keep her head down and her raids limited. While still the pirate queen, at fifty five, she has become more concerned with keeping her own power rather than winning victories in the name of the Brotherhood.
Strategy if picked as Kane's right hand: Corbett strategy (naval)
Noted strengths: Experienced, Naval forces
Noted weakness: Content
Specialty: Naval warfare
Sponsoring Australian Minor Warlords
Masterstroke: Pylon/ Ion Diffuser Shields
Status: Pacific Conference Signatory

Nicholai Krukov is a former Russian Army officer. As the region collapsed in the lead up to the Second Tiberium War, he found his natural allies to be the Brotherhood of NOD. Naturally aggressive, many of his formations use as much captured GDI equipment as the Brotherhood's. But unusually among Brotherhood leaders, he is very willing to engage GDI head on, relying on combined arms and a secure base of operations to maintain his ability to do so.

In the Third Tiberium War, his columns drove as far as Helsinki before being driven back, punching through many of the same positions his ancestors had broken on over a century prior.
Based out of the Ural Mountains, his position is deep enough in the Yellow Zone that GDI has effectively no ability to actually reach out and touch him. Concerningly, while little is known about his bases, it seems highly likely that they are built around and into the mountains themselves, countering GDI orbital superiority.
In terms of personality, Krukov is notably stable as a NOD commander, having earned respect not through fear and intimidation, but through competent and effective leadership, on and off the battlefield. While his territory is large, he seems to have significantly less dissension than many other NOD commanders.
Noted strengths: Experienced, NOD leadership, Civilian leadership, Combined arms, Captured GDI equipment
Noted weakness: Willing to commit to head-to-head engagements against GDI
Specialty: Conventional Warfare
Lost Superweapon to Orbital Drop
Sponsoring Yao

Alazar Mehretu began his career in the Brotherhood shortly before the Second Tiberium War. A relatively young warlord at the time, he found his focus in special operations. As Marcion split the Black Hand, Mehretu, among others, took in the losing splinters. In contrast to the other Warlords' contentment in having 'simple' specialist field infiltrators, Mehretu chose another path. He forged them into relatively low tech deep penetration field operatives. While his men are certainly capable of conventional warfare, as demonstrated by the tests of some of the first Redeemer platforms, their key tasking has always been deep penetration raids and sabotage.
Additionally, while his core territory is in the African Yellow Zone, he has a global network of contacts and has been linked to attacks and terror activities as far away as the Americas and even Korea. While these attacks are of a much smaller scale, more oriented towards lone wolf attacks, they tend to target political flashpoints, such as the attack on a reopening university immediately after the war.
Noted strengths: Experienced, Infiltration: deep penetration raids and sabotage, Infiltration: Global operations, Infiltration: Political flashpoints
Noted weaknesses: None
Specialty: Infiltration and terrorism
Vassalized the Ten Rings
Masterstroke Active: Remembrancers
At war with Caravanserai
Attitude: Hardliner

Before the Third Tiberium War, Reynaldo was a nobody and part of an extremely minor branch of the Brotherhood of NOD. Western Europe has always been GDI territory, and Reynaldo's branch was cut off by the Pyrenees sitting on the historical border between France and Spain. His position is unusual for the Brotherhood in the region, where the most powerful and favored Warlords were typically those found in the Balkans and tended to be increasingly less relevant from there, with Reynaldo's branch being the furthest and most minor. However, with the Brotherhood's best and brightest expended in the Third Tiberium War and all but wiped out during the Scrin invasion, the Spanish branch found itself the largest and most intact in the region.

Doctrinally, Reynaldo favors infiltration and Shadow Teams along with his own specialists, the Guerileros, to avoid direct engagement. Massive use of land mines, IED positions, and hit and run tactics has been his preferred approach, a tactic of weakness before the Third Tiberium War, and an intentional approach to avoid conflict since then. These Fabian tactics have not won him many friends, but at the same time, most of his potential enemies have died, either to the encroaching Red Zone or to the GDI. At this time, no critical locations are known, and his efforts to obfuscate his supply lines have been very successful, especially as his forces grind down or do not include maker, proof, or other identifying markings on many of their weapons systems.
Noted strengths: Infiltration, Fabian tactics, Obfuscation
Noted weaknesses: NOD leadership, Poorly equipped, Gained power by GDI or tiberum killing his much stronger rivals
Specialty: Infiltration and guerilla warfare
Status: Submitted to Kane
Attitude: Hardliner

The Middle Eastern Brotherhood is currently in disarray. Traditionally, they have been at the center of a series of interlocking rings of feuding ethnic, religious, and cultural groups frequently fuelled and fanned by the Brotherhood. By the end of the Third Tiberium War and the destruction of the Temple Prime however, their primary and both secondary headquarters have been destroyed. Since then, the inexorable spread of the Red Zone has put paid to every warlord attempting to make a play for power, as they have inevitably been forced to move, setting off another wave of internecine feuding as the survivors scrabble for any remaining scraps. However, there is an exception to this norm. An oasis of relative peace have formed itself, a neutral cordon between Mecca and Medina, where a combination of Neutral and loosely-aligned NOD Warlords joined forces with a task force of The Forgotten and GDI to stave off the encroaching Tiberium threat and organize what remained of the yearly Islamic pilgrimage. However, this oasis is not likely to last, as Tiberium means that the full resources of a major power is required to defend the site.
Noted Strengths: Willing to work with anyone to protect Mecca, Raiding
Noted Weaknesses: Internal fighting, Few resources, Poorly equipped, Willing to work with anyone to protect Mecca
Non-aggression pact with GDI
Hostile to Mehretu

As a consequence of organizing the Mecca planned city, InOps has discovered the Caravanserai. While chiefly an organization of Arabian Warlords, the Caravanserai has tasked itself with ferrying Hajj pilgrims from all around Nod-controlled or contested areas around the world. Though previously known as a consortium of Warlords invested in the protection of Mecca, the truth– as forged camaraderie and loose lips would spill– is more than that. Though the Meccan Warlords acted as the main, if somewhat fractious, stewards of the Al-Mukarramah, they levy a considerable soft power throughout Nod spaces with varying Nod factions considering them in different light. More than not, however, their importance was considered to be that of the Red Cross in pre-Tiberium years. NOD Warlords often chip in funds and materials for Mecca in various trickles. In exchange, they are given a set quota of pilgrims per year– departing from two corners of the world as two Commanders of the Pilgrims (Umara' Al-Hajj) start their journey from both the western corner of Africa and south-eastern corner of Indonesia for a four-month trip to Mecca and back. They do this in small disparate convoys that take the pilgrims through perilous lands and landscapes, forcing them to take a slow route as the convoy picks up momentum and to ensure that the pilgrims, a great portion among them infirm or sick, are taken care of.
The extent of the Caravanserai's operations, the publicly known ones thus far, have been enlightening. Though what it will mean to the decisions of the GDI leaders remain, for now, uncertain. One thing is certain, however: GDI's attempt to influence the Caravanserai has been noted– and though most NOD Warlords outside of Mecca are liable to take a 'live and let live' attitude so long as their quota systems are kept in place- others will take a forceful stance on it.
Noted Strength: Diplomacy
Co-ordinates with all powers to enable Hajj
Non-aggression pact with GDI
At war with Mehretu

Yao Qinglian is the most significant of the Chinese Warlords. With much of the area burnt over during Operation Dawn Star back in 2052, the Brotherhood of Nod was thrown into general disarray, with a number of regional leaders springing to prominence. Claiming to be the legitimate successor (one of about a half dozen in the region) to the People's Republic of China, Yao has been able to unite much of the region behind her banner. However, she is also one of the weakest of the major regional warlords, and has been unable to invest much into advancing his technologies of war. At the same time, she is opportunistic, and has been effective in acquiring technologies from nearby warlords in exchange for other forms of support.
In the region, her forces have been generally well organized, and some of the most professional Nod armies. While not up to the standards of Stahl or Krukov in terms of general equipment or tactical acumen, her forces are generally able to hold their own in the field, although they are often let down by inferior equipment. However, the regional warlords have quite a number of heavy batteries of Specter artillery. These have been their saving grace, often using preplanned fire and rapid maneuver to keep the pressure on GDI positions. They have also been one of the least affected by the Initiative's advancing technologies, as in most cases, they have never adopted the systems that the technology was built to counter.
Status: Pacific Conference Signatory

In the broader scheme of things, Ibrahim is a relatively minor Warlord, controlling the border regions of the former Iran and Afghanistan. Situated between the center of power in India and the formerly divided Middle East, Ibrahim outlasted many of his ambitious and younger rivals. With records that spanned as far back to the first interwar period, he is a septuagenarian survivor, tending to his fragmented fiefdoms with a very defensive oriented outlook. The main reason for this survival can be attributed to his canniness and risk-management, allowing younger warlords to rise up and be absorbed into the greater Middle Eastern theatre while giving himself credit as their tutor.

And if that does not suffice, Al-Isfahani has a hammer in his disposal. According to latest intelligence, he had gained the moniker of 'Shah of Atom' after it became known that he had been the last in the long line of Warlords to gain the schematics from Persepolis, a joint nuclear research organization between Russia and Iran before the chaos of the first Tiberium War. Unconcerned with fighting dirty, it became known that his bombs were the one who lit up GDI's FOB in the Sinai Valley with nuclear fire. Caravanserai-sourced information corroborated with InOps reasoning that after the destruction of Temple Prime and the dissolution of the Middle Eastern Warlords, he pushed forth in bringing smaller warlords under his control. However, GDI's interests in extraction operations have led to him being put in the inadvertent frontline. Though GDI has no problems beating his forces back, such defeats have been located in the far periphery of his territories.
Noted strengths: atomic weapons supplier, canny, tutor

During the First Tiberium War, India had sided with GDI, fighting a generally inconclusive war among the mountains that line along the border with Brotherhood controlled China, and sending troops across the middle east to conflicts there. However, after the war, as Tiberium and the associated mutations began to spread, GDI increasingly saw India as being one of its many untenable outposts, and had begun substantial preparations as early as 2010 to begin evacuating India's population northward into a series of mountain fastnesses, and potentially far further. This process continued for the next twenty years, although often in fits and starts, with GDI forces needing to stage operations elsewhere, and substantial other costs, such as the humanitarian crises that need to be resolved during the collapse of national governments across the world.

While GDI had been slowly constructing what would become BZ-18, the Brotherhood of Nod had certainly not been standing still, and had found support among the people of India's underclasses. What they lacked was leadership, centralized control, and heavy military support assets. During the buildup to the Second Tiberium War, all three changed. The Bannerjee siblings had been slowly rising up the ranks, dodging assassins and Initiative efforts to kill them off. As Kane focused his efforts on the Americas and Europe during the Second Tiberium War, the Bannerjee siblings, through politics, incentives and force majeure, forged the Indian Brotherhood into a force to be reckoned with. With GDI distracted during the war, the Bannnerjees raised their banners and marched, their armies smashing GDI detachments south of Gwalior, and causing GDI efforts to collapse across the central Indian plain. At around the same time, CABAL and his cyborg legions turned on both the Brotherhood and the Initiative, rampaging across the world. The Bannerjees, having relatively few of these weapons, escaped the worst of its attentions, and in the aftermath marched on New Delhi, the core of the Initiative's hold on northern India. While it would take years for them to cement their control, GDI leadership at the time elected to not contest the Indian plain, seeing it as being a bridge too far, especially with the need to focus available resources on projects like the then still prototype sonic projectors.

This is something that had changed after the Third Tiberium War. Hackett scarcely gave details here, but the biggest news was thus: There had always been patches of what would today be called "Blue Zones" in India even during the Second Tiberium War. They're just controlled by the Brotherhood. Between not wanting to give legitimacy to the Brotherhood and to ensure overzealous GDI higher-ups did not destroy what few patches of 'pristine' land remained after the ravages of Tiberium, this finding was buried deep within InOps, almost to the point of countermanding any Directorial insight. What happened when the Scrin razed the whole world equally and burned the subcontinent remains unknown; what is known is that afterwards, the Bannerjee siblings centralized their control over the Brotherhood in India, shifting from a collective organization to one where rule is passed down from central authority.

The younger brother, Buddhadeb Bannerjee, is a protege of Abdul Kareem, one of the tripartite researchers behind the Abdul-Pascal-Kane Tiberium refinement process. Considered a critical researcher and savvy enough to keep his head down, he made himself welcome within the power structures of all the extant Warlords of his time by building up APK refineries and mimicking GDI-style Tiberium control measures, devising highly effective abatement methods before eventually getting his hands on GDI's own abatement methods and equipment after the Third Tiberium War and proliferating them, ensuring that Tiberium outcroppings in urban areas were safely handled while the Indian warlords centralized their own production centers. As he seized India, he also managed to obtain vast swathes of Indian industrial capacity, capturing multiple cities nearly intact, and often allowing evacuation convoys and retreating GDI units to escape in order to secure factories and refining complexes.

But it is the older sister, Ishani, that cemented the two as truly indispensable to the whole of the Indian Brotherhood. While her brother was a prodigy in matters of material science, Ishani is merely a middling researcher in biological science. However, she has a knack for delegation and politicking. With a resume that starts at Project ReGenesis – the purported next step of human evolution – as a junior researcher to varied bioscientific 'technology of peace' projects. From gene tailoring surgeries for surviving mild Tiberium sickness to improved hydroponics and aquaponic farming – maximizing what remained of the Seven Rivers of India – an ever growing roll of honours describe her achievements and advancement, and she has distributed her discoveries among the subordinate warlords of India, and used them as leverage for influence among the rest of the Brotherhood.

Through means that Hackett did not deign to tell Seo, their achievements had allowed the siblings a place in Kane's technological council since the Third Tiberium War. From what can be gleaned, Ishani likely managed to crack the code of the Scrin Buzzers and its rudimentary sentient-intelligence in a biological framework. During the chaos after the Third Tiberium War, the siblings joined forces and created their first hybrid Gana, the Aja-class Collectors. The organism, a goat-like Tiberium-infused creature, operates in a swarm-like manner, searching for outcroppings of Tiberium and 'grazing' them with molars with enough power to crush the crystals into finer chunks. After a short life cycle, the collected Tiberium crystallizes within and kills the beast for the 'herders', the supervisors of the Collectors, who ensure the expired Ajas and their bounty end up processed in the Brotherhood's refineries. While the Ajas have since seen several revisions, including a number that seem to have integrated some form of stable tiberium mutation, they are still a key source of tiberium harvesting and abatement.

The Indian Brotherhood of the new 60s is a relatively prosperous state that contains the largest share of the remaining Brotherhood population. With its inward focus and unchecked growth over the past decade, India is as much a redoubtable fortress as it is a research facility for the Bannerjees. While certainly far from a wonderland, it is as close as the Brotherhood has ever gotten to making their propaganda and promises real.
Noted Strengths: gana, biotech, tiberium studies, large population, tib-eater goats.
Status: Pacific Conference Signatory

Of the warlords in the remnants of Mexico, Jose Luis Mondragón is probably the most well known and capable. With Gideon relatively far away, Mondragón has chosen to strike out on his own. While not as politically skilled as Gideon, he has been one of the more technically adept of the warlords, and a source of many of Gideon's walkers. He is just as unlikely to negotiate as, like Gideon, he is heavily influenced by the Black Hand.
With his position trapped between the encroaching Red Zone and the Initiative controlling his coastlines, he is a cornered rat, one that may well lash out if pressured. However, he is not expected to launch into a death or glory attack at this moment, as that seems to have been one of the division points that led to his split with Gideon.
Status: Former Gideon vassal
Attitude: Hardliner

With regards to the Krukov's fiefdom, b speaking, his area of operations is divided into three theaters. The East, the Urals, and the West. In the East, forces were spread out and operated at the far end of thousands of kilometers of supply lines. For the most part, Krukov's decentralized operations were focused on the deep Yellow and Red Zone edge regions for harvesting operations. It is a region of paradoxes, where subordinates considered too powerful or dangerous are put to exile, battling away against ostensible peers and giving their income to Krukov in exchange for Ural-made arms. The most prominent Warlord in this theatre is Oleg Pavchenko, exiled in parts due to his tactically gifted mind and his own ambitious drive. Cherdenko confided that Pavchenko is the main sponsor for Yao Qinglian, the rising Warlord in Chinese Theatre, directing him to proxy offensives against the Korean Blue Zones and probing attacks at the Himalayan ones.
Engaged in Regency War

The West, however, is a region of danger. As the primary operational theatre, it was where subordinate Warlords could strike out and make a name for themselves against the GDI using anything from quick smash and grab operations via tactically superior forces to surprise bombardment from Spectre platforms. Here, success and failure differentiates whether one gets promoted or shot unceremoniously, as Krukov brooked no incompetence in such an important theatre. Here, Cherdenko and Moskvin had ruled as the main Warlords, neither ever truly powerful enough to overpower the others while fending off any vultures wanting to usurp the weakened winner. With his capture and Moskvin's demise however, Cherdenko speculates that peace would reign for the GDI in the interim as power struggles and the sustained casualties prevents any but the lightest operations against the Initiative..
Cherdenko Status: Captured
Moskvin Status: Dead

In the great north, there are dozens of minor warlords. While the region is mostly barren and relatively poor in Tiberium, it does have one thing that the Brotherhood of Nod desperately needs. Massive volumes of empty terrain. Jessica Majors, one of the most experienced mining hands in the region, has rallied them to Krukov's banner in the name of better working conditions and greater appreciation for their work.

Majors has vast amounts of tiberium for the amount of population that she has to work with, and is believed to not be particularly interested in continuing the war with GDI. While her record in combat against GDI is relatively good, winning battles across the north-eastern front, they have primarily been against relatively small and lightweight GDI forces during the opening weeks of the Third Tiberium War. Since then, her record has become far spottier and more mixed, losing battles north of Seattle during the reconquest, commanding a major conflict at Calgary in 2048, before linking up with GDI forces during the 2049 war against the Scrin and then turning on them, and failing to protect the northern of the two North American threshold towers.
Status: Former vassal of Gideon

The North African Brotherhood has not seen a singular prominent warlord. Instead, a group known as the Ten Rings has taken overall command. These ten smaller warlords, ranging along what was once known as the Barbary Coast, formed a loose alliance, choosing to fight GDI rather than each other. All have tended to focus on smaller light boats, with their largest being only 250 to 300 tons of displacement. However, with the deployment of large numbers of Hydrofoils to the region, their focus has shifted from piracy to raiding, specifically using dumbfire missiles in a series of terror attacks on blue zones. While so far they have been generally so inaccurate that they are not a significant problem, or there has been a hydrofoil line in a position to shoot down the missile before it could impact, they have been an increasing problem in the last year.
While ground combat is rare, their operational core seems to be in a series of settlements along the coast, supported by a number of trans-Saharan trade routes, likely using some variant of the old Beduin caravan system, although they have been generally able to avoid overflight, suggesting that they have some particularly impressive offensive intelligence, and some very well prepared dugouts.

Update:
A telltale blow of the Ten Rings, of hidden ships designed in the same manner as the Queen of the Seas advised. But then, it's not the Ten Rings. They're now worn by Mehretu, the faction vassalized under the weight of his accomplishments and threats.
Noted Strengths: Intelligence gathering, raiding
Noted Weaknesses: Loose alliance, Poorly equipped
Specialty: Piracy and coastal operations
Status: Formerly independent
 
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[] Plan Mecca, Mil and Orcas
Infra 5/5 80R +15
-[] Security Review 1 die
-[] Blue Zone Arcologies (Stage 2) 3/600 1 die 15 R 0% (High Priority)
-[] Rail Link Reconstruction (Phase 3) 40/300 3 dice 45R 18% (High Priority)
HI 5/5 80R +20
-[] Synchronized Cycle Fusion Plants 289/350 1 die 20 R 75% (High Priority)
-[] North Boston Chip Fabricator (Phase 4), 116/1200 4 dice 60 R 0%
LCI 4/4 80R +15
-[] Johannesburg Myomer Macrospinner (Phase 3) 308/360 4 dice 80 R 99% (High Priority)
Agri 3/3 20R +15
-[] Security Review 1 die
-[] Large Strategic Food Stockpile 1 die
-[] Entari Deployment 173/200 1 die 20 R 100%
Tiberium 5/5 110R +35
-[] Mecca/Jeddah Planned City (Phase 2) 116/320 3 dice 60 R 91%
-[] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50 R 98%
Orbital 3/3 50R +15 (7 Fusion dice)
-[] Gravitic Drive Development 40/60 1 die 30 R 100%
-[] Expand Orbital Communications Network (Phase 3) 13/135 72%
Services 3/4 30R +30
-[] Mental Healthcare Training Programs 0/200 2 dice 20 R 29%
-[] Expand Medical Schools 0/300 1 die 10 R 0%
Military 5/5 + 5 dice 165R +15
-[] Long Range Sensor System Deployment (Phase 1) 0/200 2 dice 50R 11% (Very High Priority)
-[] Reclamator Fleet RZ-7 North 141/210 1 20 R 62%
-[] Remote Weapons System Deployment Predator 0/350 3 dice 30 R 0% (-5 PS if we do not do this)
-[] Orca Refit Deployment 0/200 3 dice 45 R 59% (High Priority)
-[] Governor Class Cruiser Shipyards (Durban) 167/200 1 die 20 R 98% (Very High Priority)
Bureau 3/3 +1 +15
-[] Security review (Agri) 2 dice +1 Agri 99%
-[] Security review (Infra) 2 dice +1 Infra 99%
Free 6/6
1 Bureau, 5 Mil

615/615
PS 50 +5 Mecca Phase 2 +5 Comm Sats
Dice Open: 1 Service


3 dice on Orca Refit to try and get that going, 1 dice on Havoc to keep at least 1 dice a turn on steel talons (note this was a quasi promise we made and if we don't do that we lose trust with steel talons, not to mention they have a high priority project we can grab). Putting 4 dice into RWS- this has a penalty to it now if we do not do it and at 10 R per dice it is a cheaper project that lets us fit other stuff in.

Going for RZ containment because with the more expensive military projects (such as the sensors) we need more income. Plus we need more mitigation with mutation rolls incoming so grab 3 RZ mit there, 3 RZ mit from the MARV and 1 RZ and 1 YZ mit from Mecca 3.

Going hard on Mecca 3 because we have a shot to bring NOD forces into the area onto our side.

Edit-
Dropped NOD research for 3 dice on healthcare and swapped 2 RWS dice over to LR sensor deployment
 
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The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.

Should we be doing Fortress Town actions this turn to support the current GDI advance into Yellow Zones?
 
Array updated. I've probably made some mistakes, so if you find one please inform me so I can fix it.
Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 51%, 3 dice 30R 90%
-[] Blue Zone Arcologies (Stage 2) 3/600 7 dice 105R 5%, 8 dice 120R 24%, 9 dice 135R 54%, 10 dice 150R 79%, 11 dice 165R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 26%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Stage 2) 0/170 2 dice 30R 29%, 3 dice 45R 79%, 4 dice 60R 97%
-[] Rail Link Reconstruction (Phase 3) 40/300 3 dice 45R 18%, 4 dice 60R 62%, 5 dice 75R 90%
-[] Blue Zone Residential Construction (Stage 3) 8/180 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Duplex Row Housing (Stage 2) 23/180 2 dice 20R 40%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 8%, 11 dice 165R 25%, 12 dice 180R 51%, 13 dice 195R 74%, 14 dice 210R 89%, 15 dice 125R 96%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Chicago Planned City (Phase 4) 3/720 7 Tib dice 140R 9%, 8 Tib dice 160R 42%, 9 Tib dice 180R 78%, 10 Tib dice 200R 95%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 69%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 9%, 3 Tib dice 60R 69%, 4 Tib dice 80R 97%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Colombo Planned City (Phase 1) 0/100 1 die 20R 31%, 2 dice 40R 86%, 3 dice 60R 99%
-[] Colombo Planned City (Phase 1+2) 0/300 3 dice 60R 4%, 4 dice 80R 35%, 5 dice 100R 74%, 6 dice 120R 93%
--Note: Can use Military or Infrastructure dice, 1st die must be Military.
-[] Mecca/Jeddah Planned City (Phase 2) 116/320 2 Tib dice 40R 34%, 3 Tib dice 60R 91%
--Alt: 1 Tib die 1 Infra die 40R 20%, 1 Tib die 2 Infra dice 60R 70%, 1 Tib die 3 Infra dice 80R 95%
--Alt 2: 2 Tib dice 1 Infra die 60R 82%, 2 Tib dice 2 Infra dice 80R 98%
-[] Mecca/Jeddah Planned City (Phase 2+3) 116/960 8 Tib dice 160R 4%, 9 Tib dice 180R 25%, 10 Tib dice 200R 61%, 11 Tib dice 220R 88%, 12 Tib dice 240R 98%
--Note: This line is presented more as an example of the total cost than anything else, as Infra dice will be used as well.
-[] Civilian Air Travel 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Housing Enterprise Investment Grants 1 die auto
Heavy Industry 5 dice +20
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 10%, 7 dice 70R 40%, 8 dice 80R 72%, 9 dice 90R 92%
-[] Synchronized Cycle Fusion Plants 289/350 1 die 20R 75%, 2 dice 40R 99%
-[] Blue Zone Microgeneration Program (Stage 3) 40/120 1 die 5R 56%, 2 dice 10R 97%
-[-] Yellow Zone Fusion Power Campaigns (Stage 1) 0/350 4 dice 80R 19%, 5 dice 100R 61%, 6 dice 120R 89%, 7 dice 140R 98%
-[] Personal Vehicle Factories 0/250 3 dice 30R 33%, 4 dice 40R 79%, 5 dice 50R 97%
-[] North Boston Chip Fabrication (Phase 4) 116/1200 13 dice 195R 7%, 14 dice 210R 23%, 15 dice 225R 46%, 16 dice 240R 70%, 17 dice 255R 86%, 18 dice 270R 95%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 11% (Req. omake), 2 dice 30R 77%, 3 dice 45R 98%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 9%, 5 dice 75R 46%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 5% 11 dice 165R 19%, 12 dice 180R 45%, 13 dice 195R 71%, 14 dice 210R 88%, 15 dice 225R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 47%, 3 dice 60R 90%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 4%, 6 dice 120R 28%, 7 dice 140R 65%, 8 dice 160R 89%, 9 dice 180R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 4%, 14 dice 280R 14%, 15 dice 300R 34%, 16 dice 320R 58%, 17 dice 240R 78%, 18 dice 260R 91%
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%, 6 dice 150R 20%, 7 dice 175R 55%, 8 dice 200R 83%, 9 dice 225R 96%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 100R 97%
Light and Chemical Industry 4 dice +15
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/500 6 dice 60R 10%, 7 dice 70R 37%, 8 dice 80R 68%, 9 dice 90R 89%, 10 dice 100R 97%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Superconductor Foundries 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Johannesburg Myomer Macrospinner (Phase 3) 308/360 1 die 20R 79%, 2 dice 40R 99%
-[] Johannesburg Myomer Macrospinner (Phase 3+4) 308/1080 9 dice 180R 3%, 10 dice 200R 14%, 11 dice 220R 36%, 12 dice 240R 61%, 13 dice 260R 82%, 14 dice 280R 93%
-[] Light Industrial Enterprise Grants 1 die auto
Agriculture 3 dice +15
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 47%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 19%, 6 dice 90R 55%, 7 dice 105R 83%, 8 dice 120R 96%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 2 dice 20R 2%, 3 dice 30R 39%, 4 dice 40R 80%, 5 dice 50R 96%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 5%, 8 dice 80R 24%, 9 dice 90R 52%, 10 dice 100R 78%, 11 dice 110R 92%
-[] Yellow Zone Aquaponics Bays (Phase 4) 44/160 1 die 10R 15% (Req. omake), 2 dice 20R 76%, 3 dice 30R 97%
-[] Yellow Zone Aquaponics Bays (Phase 4+5) 44/360 3 dice 30R 2%, 4 dice 40R 26%, 5 dice 50R 66%, 6 dice 60R 90%
-[] Yellow Zone Purification Facilities (Phase 1) 0/160 2 dice 20R 37%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Yellow Zone Purification Facilities (Phase 1+2) 0/320 4 dice 40R 24%, 5 dice 50R 64%, 6 dice 60R 89%, 7 dice 70R 98%
-[] Vertical Farming projects (Stage 2) 65/240 2 dice 30R 25%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Agricultural Processing Plants (Stage 1) 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Ranching Domes 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Entari Deployment 173/200 1 die 20R 100%
-[] Spider Cotton Development 0/40 1 die 20R 91%
-[] Large Strategic Food Stockpile 1 die auto
-[] Wadmalaw Kudzu 0/40 1 die 20R 91%
Tiberium 5 dice +35
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 39%, 3 dice 15R 93%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 25%, 5 dice 25R 75%, 6 dice 30R 99%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Yellow Zone Tiberium Harvesting (Phase 5) 60/350 3 dice 60R 37%, 4 dice 80R 87%, 5 dice 100R 99%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 8) 0/130 1 die 25R 21%, 2 dice 50R 91%
-[] Red Zone Tiberium Harvesting (Stage 8+9) 0/260 2 dice 50R 4%, 3 dice 75R 59%, 4 dice 100R 95%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 45%, 2 dice 50R 98%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 40%, 4 dice 100R 89%, 5 dice 125R 99%
-[] Tiberium Glacier Mining (Stage 8) 29/180 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 8+9) 29/360 3 dice 90R 13%, 4 dice 120R 67%, 5 dice 150R 96%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 37%, 3 dice 90R 92%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 100%
Orbital Industry 3 dice +15
-[] Gravitic Drive Development 40/60 1 die 30R 100%
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 4%, 9 dice 180R+ 18%, 10 dice 200R+ 43%, 11 dice 220R+ 70%, 12 dice 240R+ 87%, 13 dice 260R+ 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 46%, 2 dice 40R+ 93%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 20%, 4 dice 80R+ 65%, 5 dice 100R+ 91%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 6%, 8 dice 160R+ 25%, 9 dice 180R+ 54%, 10 dice 200R+ 79%, 11 dice 220R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 4) 0/770 9 dice 180R 3%, 10 dice 200R 14%, 11 dice 220R 36%, 12 dice 240R 62%, 13 dice 260R 82%, 14 dice 280R 93%
-[] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9% (Req. omake), 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Stage 5) 42/90 1 die 10R+ 83%, 2 dice 20R+ 99%
-[] Orbital Cleanup (Stage 5) 42/180 2 dice 20R+ 58%, 3 dice 30R+ 93%
-[] Skywatch Telescope System 0/150 2 dice 20R+ 47%, 3 dice 30R+ 89%, 4 dice 40R+ 99%

-[] Inner System Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[-] Asteroid Belt Survey Probes 16/90 1 die 15R 57%, 2 dice 30R 96%
-[] Outer System Survey Probes 0/290 3 dice 45R 6%, 4 dice 60R 42%, 5 dice 75R 79%, 6 dice 90R 95%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/175 2 die 40R+ 26%, 3 dice 60R+ 76%, 4 dice 80R+ 96%
-[] Lunar Regolith Harvesting (Phase 1) 0/350 4 dice 80R+ 11%, 5 dice 100R+ 46%, 6 dice 120R+ 79%, 7 dice 140R+ 95%
Services 4 dice +30
-[] NOD Research Initiatives 0/160 2 dice 60R 65%, 3 dice 90R 98%
-[] Advanced Prosthetics Development 0/40 1 die 15R 100%
-[] Mental Healthcare Training Programs 0/200 2 dice 20R 29%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Expand Medical Schools 0/300 3 dice 30R 20%, 4 dice 40R 73%, 5 dice 50R 97%
-[] Virtual Reality Arcades 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Professional Sports Programs 0/250 2 dice 20R 4%, 3 dice 30R 55%, 4 dice 40R 93%
-[] Domestic Animal Programs 0/200 2 dice 20R 30%, 3 dice 30R 87%, 4 dice 40R 99%
Military 5 dice +15
-[] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 71%, 2 dice 40R 99%
-[] Wartime Factory Refits (Phase 1+2) 0/150 2 dice 40R 47%, 3 dice 60R 89%, 4 dice 80R 99%
-[] Wartime Factory Refits (Phase 1+2+3) 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Wartime Factory Refits (Phase 1+2+3+4) 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Long Range Sensor System Deployment (Phase 1) 0/200 2 dice 50R 11%, 3 dice 75R 59%, 4 dice 100R 91%
-[] Long Range Sensor System Deployment (Phase 1+2) 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 40R+ 11%, 3 dice 60R+ 60%, 4 dice 80R+ 91%
--Note: Can use Fusion dice.
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 71%, 2 dice 50R 99%

-[] Reclaimator Hubs 0/105 1 die 20R 26%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 65%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 46%, 2 dice 40R 93%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 77%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (RZ-7 North) 141/210 1 die 20R 62%, 2 dice 40R 97%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%
-[] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 91%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Wingman Drone Development 0/40 1 die 15R 91%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 91%

Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 40R+ 2%, 3 dice 60R+ 40%, 4 dice 80R+ 81%, 5 dice 100R+ 97%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 56%, 2 dice 40R+ 96%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 91%

Ground Forces
-[] Remote Weapons System Deployment Predator 0/350 4 dice 40R 11%, 5 dice 50R 46%, 6 dice 60R 79%, 7 dice 70R 95%
-[] Universal Rocket Launch System Deployment (Phase 1) 0/300 3 dice 45R 4%, 4 dice 60R 35%, 5 dice 75R 74%, 6 dice 90R 93%
-[] Tube Artillery Development 0/40 1 die 15R 91%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 5%, 4 dice 40R 37%, 5 dice 50R 76%, 6 dice 60R 94%
-[] Railgun Munitions Development 0/60 1 die 10R 71%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 42%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Bulldog ARV Development 0/40 1 die 15R 91%
-[] Guardian Mark 2 Development 0/40 1 die 15R 91%
-[] Armadillo HAPC Development 0/40 1 die 15R 91%
-[] Mammoth Block Four Development 0/40 1 die 10R 91%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%

Navy
-[] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
--[] Governor Class Cruiser Shipyards (Durban) 167/200 1 die 20R 98%
--[] Governor Class Cruiser Shipyards (Vladivostok) 66/200 2 dice 40R 62%, 3 dice 60R 94%
-[] Escort Carrier Development 0/40 1 die 15R 91%
-[] Hydrofoil Shipyards 0/100 1 die 10R 31%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Point Defense Refits 15/250 3 dice 30R 33%, 4 dice 40R 76% 5 dice 50R 95%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 91%
Bureaucracy 3 dice +15
-[] Security Reviews: DC55 1 die 76%, 2 dice 99%
-[] Expand Union Support DC 90/120/150/180, DC 180 2 dice 22%, 3 dice 73%, 4 dice 95%, 5 dice 99%
Last Security Review
Military 3 turn ago 2056 Q1
Light/Chem 6 turn ago 2055 Q2
Heavy Ind 7 turns ago 2055 Q1
Tiberium 9 turns ago 2054 Q4
Orbital 9 turns ago 2054 Q3
Services 9 turns ago 2054 Q3
Infrastructure 10 turn ago 2054 Q2
Agriculture 10 turn ago 2054 Q2
Bureaucracy 10 turn ago 2054 Q2
 
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Resources:‌ ‌615 ‌+‌ ‌0 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(20‌ ‌allocated‌ ‌to‌ ‌grants)‌ ‌
Resources used 615

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

[ ] Plan Tides, Stations, and Chips
Infrastructure (5 dice) 5/5 75R
-[ ] Blue Zone Arcologies (Stage 2) (2 dice) (30 R) 2/9~
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[ ] Rail Link Reconstruction (Phase 3) (3 dice) (45 R) 18%
(Progress 40/300: 15 Resources per die) (+++ Logistics) (high priority)
Heavy Industry (5 dice) 5/5 85R
-[ ] Synchronized Cycle Fusion Plants (1 dice) (20 R) 75%
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) (4 dice) (60 R) 4/16~
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry (4 dice) 3/4 60R
-[ ] Johannesburg Myomer Macrospinner (Phase 3) (3 dice) (60 R) 99% Phase 3
(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) 100%
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Tiberium (5 dice) 5/5 110R
-[ ] Mecca/Jeddah Planned City (Phase 2) (4 dice) (80 R) 100% Phase 2
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
-[ ] Tiberium Inhibitor Development (1 die) (30 R) 91%
(Progress 0/60: 30 resources per die)
Orbital (3 dice + 1 free die) 4/3 90R
-[ ] Gravitic Drive Development (1 die) (30 R) 99%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) (3 fusion dice) (60 R) Phase 1 99%, Phase 2 20%
(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
[ ] Mental Healthcare Training Programs (2 dice) (20R) 29%
(Progress 0/200: 10 resources per die)
[ ] Expand Medical Schools (1 die) (10R)
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
Military (5 dice + 4 free dice) 9/5 120R
-[ ] Reclamator Fleet RZ-7 North (1 die) (20 R) 62%
--[ ] Super MARVs
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Remote Weapons System Deployment Predator (5 dice) (50 R) 46%
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
-[ ] Governor Class Cruiser Shipyards (2 die) (40 R) 62%
-- [ ] Vladivostok (Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
-[ ] Governor Class Cruiser Shipyards (1 die) (20 R) 98%
-- [ ] Durban (Progress 148/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
Bureaucracy (3 dice + 1 free dice) 4/3 0R
-[ ] Expand Union Support (4 dice) 95%
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)
 
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[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
This needs more progres but includes the laser point defense system now and needs to be in all plans or we loose 5PS
 
If we are doing any of many high priority projects, we should do stealth disruptors, because they neutralise biggest NOD tactical advantage there is, they are absolutely gamechanging. Until NOD revamps pretty much all their stealth tech, we will be winning everywhere.
 
Agriculture (3 dice)
-[ ] Security Review, 1 die
-[ ] Entari Deployment, 1 die (20 Resources)
Could you please add in [] Large Strategic Food Stockpile? We'll have the spare Food surplus for it after Entari finishes, and it's a good use for a spare Agriculture die if you're not using it for anything.
Services 2/4 60R +30
-[] NOD Research Initiatives 0/160 2 dice 60 R 65%
There's a good argument that we should postpone this until Seo become Treasury Secretary. His new +5 Technology bonus also applies to our technology results rolls, meaning every die rolled to determine which tech we get will have an extra +5 added to it, bumping our results up.
 
-[ ] Security Review (Infrastructure), 1 die
-[ ] Security Review (Agriculture), 1 die
-[ ] Security Review (LCI), 1 die
This is a bad idea to spread reviews like this. This has a 64% of at least one review failing and if there is NOD infiltration they will cause problems. Also LCI is the 2nd most recent review

There's a good argument that we should postpone this until Seo become Treasury Secretary. His new +5 Technology bonus also applies to our technology results rolls, meaning every die rolled to determine which tech we get will have an extra +5 added to it, bumping our results up.
It does? Okay yeah dropping that until next plan then
 
High Priority List:

Civilian:
Blue Zone Arcologies (Stage 2) 3/600: 15 Resources per Die
Rail Link Reconstruction (Phase 3) 40/300: 15 Resources per Die
Synchronized Cycle Fusion Plants 0/350: 20 Resources per Die
Superconductor Foundries 0/200: 30 Resources per Die
Johannesburg Myomer Macrospinner (Phase 3) 308/360: 20 Resources per Die
Wadmalaw Kudzu Development 0/40: 20 Resources per Die
Yellow Zone Tiberium Harvesting (Phase 5) 60/350: 20 Resources per Die

Military:
Long Range Sensor System Deployment (phase 1) 0/200: 25 Resources per Die (Very High Priority)
Orbital Strike Regimental Combat Team Station 0/225: 30 Resources per Die
Shell Plants (Phase 4) 3/300: 10 Resources per Die
Ablat Plating Deployment (Stage 4) 45/200: 10 Resources per Die (Very High Priority)
Governor Class Cruiser Shipyards (Various) 0/200: 20 Resources per Die (Very High Priority)
Havoc Scout Mech Development 0/30: 10 Resources per Die
? Remote Weapons System Deployment Predator 0/350: 10 Resources Per Die (No longer marked high priority, but we lose PS if we don't make any progress so I guess that's pretty high priority)

The Civilian list shrank by 1 item and the Military list shrunk by 3 items.
 
-[] Skywatch Telescope System 0/150 2 dice 20 R 47%
Looking at the amount of potential mining sites on the Moon and Mars in carter quest i dont think we need even more potential targets here, better go with orbital cleanup for a increased budget next turn so we can try and fit in NOD research and superconductors.
I would also go with 3 dice on the orca's a few months with the factories down is no major disaster, and with the additional capital goods more craft will be made after the refit.
 
Man, there's something so satisfying about writing out plans for this quest, even if I know nobody is going to vote for it. There's not many other quests I've ever felt that way about before.

[ ] Plan Everything But Space
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 3), 2 die (20 Resources)
-[ ] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
-[ ] Rail Link Reconstruction (Phase 3), 2 dice (30 Resources)
Heavy Industry (5 dice)
-[ ] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[ ] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[ ] Johannesburg Myomer Macrospinner (phase 3), 2 dice (40 Resources)
-[ ] Chemical Fertilizer Plants, 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Entari Deployment, 1 die (20 Resources)
-[ ] Yellow Zone Purification Facilities (Phase 1), 2 dice (20 Resources)
Tiberium (5 dice)
-[ ] Yellow Zone Tiberium Harvesting (Phase 5), 1 die (20 Resources)
-[ ] Mecca/Jeddah Planned City (Phase 2), 3 dice (60 Resources)
-[ ] Tiberium Inhibitor Development, 1 die (30 Resources)
Orbital (3 dice)
-[ ] Gravitic Drive Development, 1 die (30 Resources)
Services (4 dice)
-[ ] Mental Healthcare Training Programs, 2 dice (20 Resources)
-[ ] Advanced Prosthetics Development, 1 dice (15 Resources)
Military (5 dice + 5 Free)
-[ ] Long Range Sensor System Deployment (phase 1), 3 dice (75 Resources)
-[ ] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
-[ ] Remote Weapons System Deployment Predator, 2 dice (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Vladivostok), 2 dice (40 Resources)
-[ ] Havoc Scout Mech Development, 1 dice (10 Resources)
Bureaucracy (3 dice + 1 Free)
[ ] Expand Union Support, 4 dice

Resources Available: 615
Resources Used: 615
Resources Remaining: 0
 
[] Plan Political Points
-[] Infrastructure [ 65 Resources] ( 4 / 5 dice)
--[] Rail Link Reconstruction (Phase 3) (40/300)
---[] 2 dice (30 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] ( 4 / 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 [80 Resources] ( 3 / 4 dice)
--[] Johannesburg Myomer Macrospinner (Phase 3) (308/360)
---[] 1 dice ( 20 Resources)
--[] Superconductor Foundries (0/200)
---[] 2 dice ( 60 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 [30 Resources] (3/4 dice)
--[] Domestic Animal Programs (0/200)
---[] 3 dice (30 Resources)
-[] Military ( 5/5 dice + 4 Free Dice) [140 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)
--[] Remote Weapons System Deployment Predator (0/350)
---[] 1 dice (10 Resources)
--[ ] Long Range Sensor System Deployment (0/200)
---[] 2 dice (50 Resources
-[]Bureaucracy (3/3dice )
--[] Expand Union Support, 3 dice


Resources: 615
Expenditure: 615
Remaining: 0
Free Dice: 1 remaining

Building up Political Strength to offset the hit we will take from expanding union support, and also for researching Liquid Tiberium Power Cells if we decide to go that route.
 
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Most of our work force is currently employed by the government on its various projects. Much more than in the Cooperative/Private sectors.
Yes, but many of the problems and abuses we're talking about don't have to do with the citizenry's employer-employee relationship with the government.

The solution is very much democracy and empowerment of the masses. It's just that the actual problem isn't in the workplace, so the thing that needs to be democratized to fix it isn't the workplace.

In GDI, if the government assigns you crappy housing, and refuses to build better even though it's making you miserable... Well, then you don't complain to your union rep even if you work for the government. You complain to your representative in the legislature.

I really don't like seeing one of my post being cut apart for no reason, so let's answer the gist of it in block.

One of the things I like with the Plan is that it shows the important trends of the parties with their demands and allows us to better understand their goals and reasoning. Perhaps with someone more politically-savvy than Granger, we could have other indicators, but right now we have to make do. But since Ithillid doesn't like the subject of the Plan, let's drop it.

The point is, BZ arcos were never mentioned as an emergency. There were some grumblings, there were some mentions, but we never saw riots break out for better housing or other unpleasantness. It isn't something that threatens masses of the population or the survival of the GDI. It is a luxury. The backlash from not doing masses of them will in consequence be much lesser than the housing crisis, the food crisis, the cap goods crisis or the military crisis. It isn't an emergency. It isn't a crisis. It's a problem. The point I have been trying to make is that it doesn't justify putting one of our other development lines or projects on hold while we address it. A "political vice" or "losing the support of the public" is a baseless worry.

Is it a problem we should take care of? Yes.

Does it justify a moderate response? Yes.

Does it justify the vigorous effort you advocate? Doubt.

Progress is progress, even if it doesn't complete and even a limited amount of progress is more than enough to address this issue. If I'm wrong and the pace is insufficient? then the politicos have the tools to tell us to hurry up. There is no need to go full speed right from the start here.



Another thing that I don't like is seeing my arguments be ignored. English isn't my first language. Writing all this takes time and effort.

I also don't like being misrepresented.



Just in case the bolded part wasn't clear enough:

1-2 per turn earmarked for BZ arcos until the end of the current Plan.

2 dice TOTAL earmarked for Housing problems until the end of current Plan, so BZ arcos and YZ arcos. That includes the above.

Add dice when available or necessary with the goal of completing 1 tier of BZ arcos and 1 tier of YZ arcos before the end of the current Plan.

Even if the dice gods decide to fuck us over and completion isn't achieved, it will begin addressing the problem in a meaningful way.



So let's look at those 25 dice. The next stage of Tidal will use... let's be optimistic and say 2 dice. Rail Link reconstruction, the other demand in the letter, will likely take 4 dice.

So 19 dice, but then there is Mecca, our time limited project. Since the military will likely ask for YZ Harvesting to push against NOD and Tib Inhibitors have been waiting for a long time, that will take our Tib dice. Since we likely want to keep 3 dice minimum on Mecca until it completes entirely, that means we are going to need Infra dice to make the difference. Let's be optimistic and say it will only take 5 Infra dice until the end of the current Plan.

We end up at 14 dice, which is still somet... Ah, no, we have an emergency. With the YZ Harvesting we are beginning to receive a bunch of refugees. We will want something built fast that can house a lot of people, so it's likely a tier of YZ arcos will go up to give them a roof above their heads and to continue our trend of helping the YZs. Hmmm... let's say the dice are on fire and we do it in 2 dice.

So 12 dice if the dice gods favor us. If you manage to get your 1500 progress for BZ arcos with that without tapping into Free dice, you deserve godhood. If we manage 2 tiers, we should go to Vegas. At most we can hope for 1 tier of BZ arcos without tapping into Free dice.

Hmmm... 1 tier of BZ arcos and 1 tier of YZ arcos... That combination reminds me of something...



And my point is just as simple:

We can't entirely solve this problem in an expedient manner with our current commitments without cutting into things that shouldn't be cut into. The best we can do is begin to address it. Going full speed ahead here is just throwing away dice and resources hoping the problem goes away with enough money and takes away flexibility in assigning the infra dice to address our other needs in Infra.

And, again, stop misrepresenting my argument. I have never advocated ignoring it. My initial post, that you seem to have forgotten or have decided to ignore, was:



Or, in other words: this is problem, we should address it, but we don't have a lot of resources available for it and should be careful and reasonable about the choices and resources we use in solving it.
@Cathon Grimeye , you have raised too many separate points for me to easily address them all in a single post, at least without breaking the spaghetti posting rules.

Your post was not, and I quote, "cut apart for no reason." Last time, I addressed as many of the points you raised as I felt I could get away with. Based on experience, this is about three. I subdivided and quoted three excerpts of your post because each of those excerpts was relevant to the specific point I was attempting to make. Had I not quoted the excerpts, my reply would have been even more of a disjointed meandering slab. It would have been no more clear, and frankly less clear, why I was saying the things I was saying.

But if you are truly upset with my having done so, I will try to abstain from doing so again, even if it makes my actual responses less coherent, or requires... unorthodox... arrangement.

...

Now, to recap, I replied to three points raised in your last post with three points of my own. These points were:

1) The general objection you opened with last time, "it's not Plan time," is largely irrelevant, because we don't normally demand that a problem wait until Plan time to be addressed.

2) Your objection that "the politicos dropped the ball" by failing to foresee this popular demand in 2054 and pressuring us to build it into the Second Four Year Plan, and (presumably) that we shouldn't have to 'clean up their mess,' is also largely irrelevant. This is a matter that the voters clearly care about. The legislature works for and serves the voters, and we, to put none too fine a point work for the legislature. GDI is a republic.

3) To summarize, a math-based argument noting that we could, without unreasonable expenditure of Infrastructure dice (which are largely not needed on other projects) actually make a very large dent in the overall demand for arcology/duplex housing within the remaining five turns of the Plan. Personally I strongly recommend doing so, and will be voting accordingly.

...

Now, I would be happy to respond to all the points you have raised in your most recent prolonged post. However, structuring that response in a manner that makes it clear what I'm talking about is going to be a bit of a challenge and require some thought on my part.

Let me see if I can at least list the points you have raised. Note that I am attempting to summarize your own arguments here.

...

A) Blue Zone arcology construction was never mentioned as an emergency before; it is a luxury good that people don't need for survival. The situation is therefore not a crisis. Therefore, it is unlikely that "a vigorous effort" to resolve the situation is necessary. We should not cancel the things we were already going to do, in order to do more of this instead.

B) @Simon_Jester , you doofus, you have underestimated how many housing dice I, Cathon Grimeye, wish to spend. I meant to say "1-2 dice on Blue Zone arcologies, accompanied by an average of about 0.6 dice/turn on Yellow Zone arcologies, enough to finish one round of Yellow Zone arcologies by the end of the second Four Year Plan, earmarking a total of ten dice between now and 2057Q4, and optionally maybe more if we can spare them from whatever else we wanted to do." You, Simon, are misrepresenting me.

C) Infrastructure dice are badly needed to work on Mecca Planned City and Rail Links, and therefore we cannot spare very many to work on arcologies, even after subtracting a couple to polish off Tidal Power in the short-term future

D) Mindful of (C), we can't entirely solve this problem in an expedient manner, and we should be careful not to overspend on it.

...

Now, before I go on, does this represent an accurate summary of your points?
 
Could you please add in [] Large Strategic Food Stockpile? We'll have the spare Food surplus for it after Entari finishes, and it's a good use for a spare Agriculture die if you're not using it for anything.
This is a bad idea to spread reviews like this. This has a 64% of at least one review failing and if there is NOD infiltration they will cause problems. Also LCI is the 2nd most recent review
Eh, fine. Added in Large Food Stockpile and took out the LCI Review. Are we willing to try any Review with one die, or should I just put all three on either Infra or Agri?
 
Looking at the amount of potential mining sites on the Moon and Mars in carter quest i dont think we need even more potential targets here, better go with orbital cleanup for a increased budget next turn so we can try and fit in NOD research and superconductors.
I would also go with 3 dice on the orca's a few months with the factories down is no major disaster, and with the additional capital goods more craft will be made after the refit.
We dont need the income from lunar mining until next plan (income from tib mining is coming as a result of picking up mitigation which we do need). And we do not need a one time resource infusion for next turn, we need to progress in space. The time to do more orbital cleanup is Q4 of next year (last turn of the plan) because we will be around 400 income at the start of next plan so that is when we want to push for a one time resource infusion.
 
[] Plan Progress Everywhere
-[] Infrastructure 5/5 dice 110R
--[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 51%
--[] Blue Zone Arcologies (Stage 2) 3/600 1 die 15R (1/9 median chance)
--[] Rail Link Reconstruction (Phase 3) 40/300 1 die 15R (1/4 median chance)
--[] Mecca/Jeddah Planned City (Phase 2) 116/320 2 Tib dice 1 Infra die 60R 82%
-[] Heavy Industry 5/5 dice 80R
--[] Synchronized Cycle Fusion Plants 289/350 1 die 20R 75%
--[] North Boston Chip Fabrication (Phase 4) 64/1200 4 dice 60R (4/15 median chance)
-[] Light and Chemical Industry 3/4 dice 70R
--[] Superconductor Foundries 0/200 1 die 30R (1/3 median chance)
--[] Johannesburg Myomer Macrospinner (Phase 3) 308/360 2 dice 40R 99%
-[] Agriculture 2/3 dice 20R
--[] Entari Deployment 173/200 1 die 20R 100%
--[] Large Strategic Food Stockpile 1 die auto
-[] Tiberium 5/5 dice 70R
--[] Mecca/Jeddah Planned City 2 Tib dice
--[] Yellow Zone Tiberium Harvesting (Phase 5) 60/350 2 dice 40R (2/3.5 median chance)
--[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
-[] Orbital Industry 3/3 dice 70R
--[] Gravitic Drive Development 40/60 1 die 30R 100%
--[] Lunar Rare Metals Harvesting (Phase 1) 0/175 2 die 40R 26%
-[] Services 2/4 dice 20R
--[] Mental Healthcare Training Programs 0/200 2 dice 20R 29%
-[] Military 5/5 +5 free dice 175R
--[] Long Range Sensor System Deployment (Phase 1) 0/200 3 dice 75R 59%
--[] Super MARV Reclaimator Fleet (RZ-7 North) 141/210 1 die 20R 62%
--[] Remote Weapons System Deployment Predator 0/350 3 dice 30R (3/5 median chance)
--[] Governor Class Cruiser Shipyards (Durban) 167/200 1 die 20R 98%
--[] Governor Class Cruiser Shipyards (Vladivostok) 66/200 1 die 20R (1/2 median chance)
--[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Bureaucracy 3/3 +1 free dice
--[] Expand Union Support DC 180 4 dice 95%

Total cost: 615/615R, 6/6 Free Dice

Quick reasoning:
  • Infra: We need to do Mecca ASAP. We need Energy, as always. And we need to start working on BZ Arcologies and Rail Link Reconstruction. Fortunately, the last two aren't on a strict timeline, so we can start them both up right now and invest more dice into both in the following turns. (And more dice into Arcologies after Rail Links finishes.)
  • HI: Finish Fusion, start spinning up North Boston. One short-term and one long-term project.
  • L&CI: I want to finish this phase of Myomers, but we also need Superconductor production (especially for helping Fusion). So I've fit in an extra die to start those up; hopefully we'll have the funds to finish it next turn.
  • Agri: Went cheap here to save funds. Finish Entari, do a food stockpile. The last one is both important and costs 0R.
  • Tib: It's very important to keep up the temp with Mecca/Jeddah, so 2 Tiberium dice and 1 Infra die to get this next phase done. But I'd also argue it's important to keep pushing into the YZ territory, so I put 2 dice in there as well. Plus finally doing the Inhibitor development.
  • Orbital: Aside finishing the G-Drive, it's strategically important we start up space mining. Enterprise Phase 3 didn't bring in any discounts to station building, and I suspect that's because we need some space-side resource mining to really kick Enterprise into operation.
  • Services: Cutting costs here as usual, though I consider mental healthcare critically important, given it's been years since it truly was done.
  • Military: Honestly it seems like I'm doing the same (High Priority) programs as everyone else. I do think we should do the Havoc Scout Mech, given with Myomers Phase 3 finishing it'll have a discount to deploying it and the Steel Talons are feeding our R&D.
  • Bureaucracy: I want Union Support, and I want it now! We'll have enough PS with Mecca finishing, and given Co-Op support just finished I want to follow up that tempo.
 
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Alright it's now been ten turns since we got security reviews in on Infrastructure, Agriculture, and the Bureaucracy. I'm not opposed to Chimera's plan but I felt like making my own and letting the security review timer get into the double digits feels like we're starting to push it a little bit. So I threw together a plan that's going to get all three sectors safely reviewed this turn, while still making a respectable amount of progress in all the other sectors. I have to poach free dice from space and the military unfortunately but I think it's still a good plan, 7 Military dice is still outspending NOD and continuing to get ahead of the curve just not quite as fast as 10 Military dice would. Plus, having to steal the Free dice shakes loose a bunch of cash to be a bit more spendy in the civilian sectors with, I think it's a decent tradeoff.

[] Plan Secure the Bag
-[]Infrastructure (5 dice) (60 Resources)
--[] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
--[] Rail Link Reconstruction (Phase 3), 2 dice (30 Resources)
--Security Reviews (Infrastructure)
-[]Heavy Industry (5 dice) (80 Resources)
--[] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
--[] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
-[]Light and Chemical Industry (4 dice) (80 Resources)
--[] Superconductor Foundries, 2 dice (60 Resources)
--[] Johannesburg Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[]Agriculture (3 dice) (20 Resources)
--[] Entari Deployment, 1 die (20 Resources)
--[] Large Strategic Food Stockpile, 1 die
--Security Reviews (Agriculture), 1 die
-[]Tiberium (5 dice) (110 Resources)
--[] Mecca/Jeddah Planned City (Phase 2), 4 dice (80 Resources)
--[] Tiberium Inhibitor Development, 1 die (30 Resources)
-[]Orbital (3 dice) (70 Resources)
--[] Gravitic Drive Development, 1 die (30 Resources)
--[] Lunar Regolith Harvesting (Phase 1), 2 dice (40 Resources)
-[]Services (4 dice) (45 Resources)
--[] Advanced Prosthetics Development, 1 die (15 Resources)
--[] Mental Healthcare Training Programs, 2 dice (20 Resources)
--[] Expand Medical Schools, 1 die (10 Resources)
-[]Military (5 dice + 2 Free) (145 Resources)
--[] Long Range Sensor System Deployment (Phase 1), 3 dice (75 Resources)
--[] Reclamator Fleet RZ-7 North, 1 die (20 Resources)
--[] Remote Weapons System Deployment Predator, 1 die (10 Resources)
--[] Governor Class Cruiser Shipyards (Vladivostok), 1 die (20 Resources)
--[] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
-[]Bureaucracy (3 dice + 4 Free)
--[] Security Reviews (Infrastructure), 2 dice
--[] Security Reviews (Agriculture), 2 dice
--[] Security Reviews (Bureaucracy), 2 dice (1 locked, 2 rolled)
Total Cost: 610R, 5R reserved
 
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[] Plan With A Name Unrelated To What It Does
Infrastructure 4/5 85R
-[ ] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[ ] Rail Link Reconstruction (Phase 3) 2 dice 30R 0%
(Progress 40/300: 15 Resources per die) (+++ Logistics) (high priority)
-[ ] Mecca/Jeddah Planned City (Phase 2) 1 Tiberium die + 1 die 40R 20%
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
Heavy Industry 5/5 80R
-[ ] Synchronized Cycle Fusion Plants 1 die 20R 75%
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[ ] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
(Progress 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 90R
-[ ] Superconductor Foundries 1 die 30R 0%
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
-[ ] Johannesburg Myomer Macrospinner (phase 3) 3 dice 60R 99%
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (High Priority)
Agriculture 3/3 50R
-[ ] Yellow Zone Purification Facilities (Phase 1) 1 die 10R 0%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
-[ ] Entari Deployment 1 die 20R 100%
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
-[ ] Wadmalaw Kudzu 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 3/5 40R
-[ ] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 0%
(Progress 60/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
Orbital 3/3 7 fusion dice 70R
-[ ] Gravitic Drive Development 1 die 30R 100%
(Progress 40/60: 30 resources per die)
-[ ] GDSS Shala (Phase 1) 2 fusion dice 40R 93%
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
Services 3/4 35R
-[ ] Advanced Prosthetics Development 1 die 15R 100%
(Progress: 0/40: 15 resources per die)
-[ ] Mental Healthcare Training Programs 2 die 20R 29%
(Progress 0/200: 10 resources per die)
Military 5/5 165R
-[ ] Long Range Sensor System Deployment (phase 1) 1 die 25R 0%
(Progress 0/200: 25 Resources per die) (Very High Priority)
-[ ] Reclamator Fleet RZ-7 North
--[ ] Super MARVs 1 die 20R 62%
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[ ] Orca Refit Deployment 2 dice 30R 11%
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)
-[ ] Remote Weapons System Deployment Predator 1 die + 1 free die 20R 0%
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
-[] Ablat Plating Deployment (phase 4) 2 free dice 20R 42%
(Progress 45/200: 10 resources per die) (Very High Priority)
-[ ] Governor Class Cruiser Shipyards
- [ ] Vladivostok 1 free die 20R 0%
(Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
--[ ] Durban 1 free die 20R 98%
(Progress 167/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[ ] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 Resources per die) (High Priority)
Bureaucracy 3/3
-[ ] Security Reviews (Bureaucracy) 3 dice 99%
(DC 60 + 1 operations die)
Free Dice 6/6
Resources 615/615 Reserve 0/0


I've swapped vertical farming for YZ water purification facilities and factory refits for long range sensors
 
I like plans with dice numbers per action and category, resource costs for the same and the percentage chance of success for the amount of dice allocated.

It really saves me from looking back and forth between a given plan and the array to see what the chances of success are. And I appreciate it.

Edit:
<.<
>.>

Ah, the output of a given action does register to me as being a bit much, personally. Though of course this is all a very personal preference.
 
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So yeah I'd say we just work on the stuff that's marked High Priority and get that all out of the way before people in game complain loudly to us.
 
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