Reading the results of previous turns? It sounds like there is still some flex but not much though GDI is still expanding just without new equipment (outside of the ammo plant providing more supplies).
If you're referring to this:
With fewer crews and much more effective collection methods, what had been expected to be a value neutral operation has actually been running a small surplus, something that has been a pleasant surprise given the limits of GDI's military response forces.
That was in reference to our natural 100, which gave us +5 resources per turn. Normally the income from Algae Decontamination would have broken even with the material costs, but because of the natural 100 it's cheap enough that we're getting the +5 resources instead. It is not in reference to having "still some flex" as you say.
 
Reading the results of previous turns? It sounds like there is still some flex but not much though GDI is still expanding just without new equipment (outside of the ammo plant providing more supplies). I thought people went for algae decom since that helps prevent decay of our sea based logistics (as in we would start losing +s from sea based traffic in the near future if we had not done it).
At this time, GDI Ground Forces Command has low confidence in our ability to halt any substantial Brotherhood offensive at this time. The dispersal of assets has stretched already depleted forces to the breaking point, and the lack of significant force multiplier assets has left many units in precarious positions. At this time, GDI Ground Forces Command advises that the deployment of new assets be prioritized over all else, especially in light of increasing NOD activity.
-Cosigned Air Force, Navy, Space Force, ZOCOM, Steel Talons.
That does not sound like we have one more push in us. It sounds more like we did our one last push two pushes ago and are only holding on due to the enemy not engaging yet.
 
If you're referring to this:

That was in reference to our natural 100, which gave us +5 resources per turn. Normally the income from Algae Decontamination would have broken even with the material costs, but because of the natural 100 it's cheap enough that we're getting the +5 resources instead. It is not in reference to having "still some flex" as you say.
The ammo plant has been up for 2 quarters now, and 2 quarters ago it sounded as if we still had flex just not a ton. And NOD is still rebuilding so they are having to make similar decisions in resource management. And as is that is part of the reason to push hard with 4 dice on mil factories and bookmarking 4-5 dice on mil factories each turn moving forward
 
[] Plan Triple Military Deployments
-[] Infrastructure 6/6 80R Dice +4
--[] Yellow Zone Reconstruction (Phase 1) 65/400 4 die 60R 2.02%
--[] Monument Restoration Program 0/100 2 dice 20R 59.05%
-[] Heavy Industry 3/3 45R Dice +4
--[] Manchester Silicon Chip Fabrication 0/150 3 dice 45R 60.41%
-[] Light and Chemical Industry 0/3 0R Dice +4
-[] Agriculture 0/3 0R Dice +4
-[] Tiberium 6/6 90R Dice +24
--[] Blue Zone Perimeter Fencing (Phase 1) 0/400 6 dice 90R 74.44%
-[] Services 1/3 5R Dice +19
--[] Primary Schooling 0/300 1 dice 5R 0%
-[] Military 3/3 +5 free 90R Dice -1
--[] ASAT Defense System (Phase 1) 4/50 1 die 10R 54%
--[] Zone Suit Factories Helsinki 0/75 2 dice 30R 71.5%
--[] Apollo Fighter Factories Reykjavik 0/70 2 dice 30R 75.15%
--[] Boron Carbide Composite Suits 39/100 2 dice 20R 81.09%
--[] Security Reviews 1 die
-[] Bureau 3/3 Dice +4
--[] Security Reviews (Military) 3 dice 96.75%

Alright, here's my first shot at a plan. We do Yellow Zone Reconstruction and Monument Restoration for the housing and PS. We do the Silicon Chip because it's critical to the military and civilian economy. We do Blue Zone Perimeter Fencing because it Advances The Plan without needing us to take more territory. We try to get three military developments deployed this turn: New Zone Suits, Apollo Fighters, and our standard troop's Boron Carbide Suits. And we do a Security Review of our Military to make sure no sabotages happen to hamper our buildup.

About the only thing I'm not happy about is how I only had enough resources for 1 die on Primary Schooling. But! Let me know if you think I should cut Silicon Chip manufacturing to afford more expensive military projects, or if we should do the Security Review somewhere else. We could even try switching some stuff to 3 dice on the Wolverine Mark 3 for a 49.25% chance, though it'll cost 45R.
 
Hrm... The Refugee Camps are falling apart. Is there any way we can get 6 dice on Yellow Zone Reconstruction this turn?

I only said the Helsinki C-35 Factories looked interesting. I did not say we should do them this turn.
 
At this time, GDI Ground Forces Command advises that the deployment of new assets be prioritized over all else
rereading the joint chiefs memo this stuck out to me. It sounds like what the army wants is new equipment and assets. Not upgrades to their existing assets. So it may be better to focus on the Apollo factories to get more stuff online than the zone suits that instead upgrades our current assets but do not give the new ones we need to handle how overstretched we are.
 
rereading the joint chiefs memo this stuck out to me. It sounds like what the army wants is new equipment and assets. Not upgrades to their existing assets. So it may be better to focus on the Apollo factories to get more stuff online than the zone suits that instead upgrades our current assets but do not give the new ones we need to handle how overstretched we are.
To be fair, the old Zone Suits are still going to be relevant and usable for years. It is a good reason to hold off on Wolverines or Railguns though.
 
Last edited:
rereading the joint chiefs memo this stuck out to me. It sounds like what the army wants is new equipment and assets. Not upgrades to their existing assets. So it may be better to focus on the Apollo factories to get more stuff online than the zone suits that instead upgrades our current assets but do not give the new ones we need to handle how overstretched we are.

How about this? I had to cut Silicon Chips and Primary Schooling, but it gets us Fighters, Composite Suits, and the Wolverine Mark 3.

[] Plan Combined Arms
-[] Infrastructure 6/6 80R Dice +4
--[] Yellow Zone Reconstruction (Phase 1) 65/400 4 die 60R 2.02%
--[] Monument Restoration Program 0/100 2 dice 20R 59.05%
-[] Heavy Industry 2/3 30R Dice +4
--[] Manchester Silicon Chip Fabrication 0/150 3 dice 30R 18.70%
-[] Light and Chemical Industry 0/3 0R Dice +4
-[] Agriculture 0/3 0R Dice +4
-[] Tiberium 6/6 90R Dice +24
--[] Blue Zone Perimeter Fencing (Phase 1) 0/400 6 dice 90R 74.44%
-[] Services 1/3 0R Dice +19
--[] Security Reviews 1 die
-[] Military 3/3 +5 free 110R Dice -1
--[] Apollo Fighter Factories Reykjavik 0/70 2 dice 30R 75.15%
--[] Boron Carbide Composite Suits 39/100 2 dice 20R 81.09%
--[] Wolverine Mark 3 Deployment 0/150 4 dice 60R 79.22%
-[] Bureau 3/3 Dice +4
--[] Security Reviews (Services) 3 dice 96.75%
 
Last edited:
I think the moratorium should be over now.

[X] Vague Plan 2051 Q4
-[X] Yellow Zone Reconstruction Phase 1 4 Dice (60 Resources)
-[X] Monument Restoration 2 Dice (20 Resources)
-[X] Manchester Chips 3 Dice (45 Resources)
-[X] Blue Zone Perimeter Fencing Phase 1 4 Dice (60 Resources)
-[X] Experimental Tiberium Treatment Labs 2 Dice (40 Resources)
-[X] Primary Schooling 3 Dice (15 Resources)
-[X] ASAT 1 Die (10 Resources)
-[X] Toronto Apollo Factory 1 Die (15 Resources)
-[X] Glasgow Zone Suit Factory 1+1 Dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Development 0+1 Dice (15 Resources)
-[X] Security Sweep: Military- 3 Dice (DC 60) (1 Free Die in Military to nullify die penalty)
-[X] Forgotten Outreach 0+2 Dice

@Void Stalker

[X] Plan Zone Suits, Resources and Reconstruction
[X] Plan Triple Military Deployments
 
Last edited:
[X] Plan Triple Military Deployments
-[X] Infrastructure 6/6 80R Dice +4
--[X] Yellow Zone Reconstruction (Phase 1) 65/400 4 die 60R 2.02%
--[X] Monument Restoration Program 0/100 2 dice 20R 59.05%
-[X] Heavy Industry 3/3 45R Dice +4
--[X] Manchester Silicon Chip Fabrication 0/150 3 dice 45R 60.41%
-[X] Light and Chemical Industry 0/3 0R Dice +4
-[X] Agriculture 0/3 0R Dice +4
-[X] Tiberium 6/6 90R Dice +24
--[X] Blue Zone Perimeter Fencing (Phase 1) 0/400 6 dice 90R 74.44%
-[X] Services 1/3 5R Dice +19
--[X] Primary Schooling 0/300 1 dice 5R 0%
-[X] Military 3/3 +5 free 90R Dice -1
--[X] ASAT Defense System (Phase 1) 4/50 1 die 10R 54%
--[X] Zone Suit Factories Helsinki 0/75 2 dice 30R 71.5%
--[X] Apollo Fighter Factories Reykjavik 0/70 2 dice 30R 75.15%
--[X] Boron Carbide Composite Suits 39/100 2 dice 20R 81.09%
--[X] Security Reviews 1 die
-[X] Bureau 3/3 Dice +4
--[X] Security Reviews (Military) 3 dice 96.75%

[X] Plan Combined Arms
-[X] Infrastructure 6/6 80R Dice +4
--[X] Yellow Zone Reconstruction (Phase 1) 65/400 4 die 60R 2.02%
--[X] Monument Restoration Program 0/100 2 dice 20R 59.05%
-[X] Heavy Industry 2/3 30R Dice +4
--[X] Manchester Silicon Chip Fabrication 0/150 3 dice 30R 18.70%
-[X] Light and Chemical Industry 0/3 0R Dice +4
-[X] Agriculture 0/3 0R Dice +4
-[X] Tiberium 6/6 90R Dice +24
--[X] Blue Zone Perimeter Fencing (Phase 1) 0/400 6 dice 90R 74.44%
-[X] Services 1/3 0R Dice +19
--[X] Security Reviews 1 die
-[X] Military 3/3 +5 free 110R Dice -1
--[X] Apollo Fighter Factories Reykjavik 0/70 2 dice 30R 75.15%
--[X] Boron Carbide Composite Suits 39/100 2 dice 20R 81.09%
--[X] Wolverine Mark 3 Deployment 0/150 4 dice 60R 79.22%
-[X] Bureau 3/3 Dice +4
--[X] Security Reviews (Services) 3 dice 96.75%

Eh, I'm not clear on what the best plan is but both of these seem good to me. Anyone suggesting an alternate way to shuffle things around and I can make an alternate plan that does that.

(Also, we really don't have the PS to do Forgotten Outreach currently. We need to build that PS back up first...)
 
[X] Plan Zone Suits, Resources and Reconstruction
Infra 6/6 80 R +4
-[X] Yellow Zone Reconstruction (Phase 1) 65/400 4 dice 60 R
-[X] Monument Restoration Program 0/100 2 dice 20 R
HI 0/3 0 R +4
LC Ind 0/3 0 R +4
Agri 0/3 0 R +4
Tiberium 5/6 115 R +24
-[X] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
-[X] Experimental Tiberium Treatment Labs 0/100 2 dice 40 R
Orb 0/3 0 R +2
Services 3/3 15 R +19
-[X] Primary Schooling 0/300 3 dice 15 R
Military 3/3 +5 free 100 R -1
-[X] ASAT Defense System (Phase 1) 4/50 2 dice 20 R
-[X] Zone Suit Factories (Newark) 0/75 2 dice 30 R
-[X] Zone Suit Factories (Glasgow) 0/75 2 dice 30 R
-[X] Boron Carbide Composite Suits 39/100 2 dice 20 R
Bureau 3/3 0 R +4
-[X] Forgotten Band Outreach 3 dice ?? DC
Free 5/5

310/310

Right Yellow Zone Reconstruction to counter NOD propo and solve our housing crisis. Monuments to restore a bit of PS. Red Zone harvesting for more mitigation and the highest income we can get from 1 project and if you see all the inactive dice, well we still need a lot more resource income. 3 dice in schools because I had 15 R leftover and starting schools just fits. Military is getting all the dice, keep in mind we have a -1 penalty to each dice roll so we need 2 or 3 dice to finish projects. ASAT is also a multiphase project so if we do have overflow that just goes into the next phase so nothing waster. As is zone suit factories on average need 2 dice to finish and with the way we roll 1 or both will need a dice next turn. forgotten so we can deal with that then back to security reviews next turn
 
[X] Vague Plan 2051 Q4
[X] Plan Zone Suits, Resources and Reconstruction
[X] Plan Triple Military Deployments

Any one of these plans work for me.
 
I'm hope if we massively roll over the required number for something like the zone armor or Apollo factories the leftovers continue into building the other factory options.
 
[X] Plan Zone Suits, Resources and Reconstruction

I really like this plan, except I'm concerned about the military seeming to want new assets rather than upgrades. Combined Arms provides this better, but ultimately, its non-military priories were not in line with mine - I think we have to keep building our red-zone harvesting, and I think we still have the forces to do it.

A note on security reviews:

if we were to do a security review of one department every quarter, and it was successful, we could ensure that each department is reviewed roughly every 2.5 years (10 turns). Any delays extend the time Nod has to infiltrate and subvert our departments.

I'm definitely not saying security reviews are always going to be more important than anything else in bureaucracy, just something to keep in mind.
 
Last edited:
I'm hope if we massively roll over the required number for something like the zone armor or Apollo factories the leftovers continue into building the other factory options.
It generally won't. Somewhat hidden behind the scenes is a rollout time, and higher rolls affect that. A roll of 70 on a factory is one that is technically online, a roll of 90 or more is one that is well into LRIP and starting to move towards full production capacity.
 
Low Rate Initial Production, the first test run of equipment that's after the prototype stage but not yet full mass production. Last minute chance to work out a few final kinks in the design and manufacturing process, in game terms I think it just means the production spools faster.
 
[X] Plan Triple Military Deployments
Security reviews are must be done. Military inspection is necessary before we invest in army.
 
Back
Top