With no crisis that needs to be fixed this turn in my plan i am spreading the dice more knowing that not all military projects will complete this turn but enough are started that the odds are good at least one will be completed. The high roll for Boron Carbide Composite Suits might result in a cheaper factory but we still need to build it.
3 dice on the Red zone will allow glacier mining next turn and most remaining resources are put into factories that make things cheaper in the long run.

Infra 1/6 10 R +6
-[] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 15 R +6
-[] Manchester Chip Foundry 122/150 1 dice 15 R
-[] Christchurch Tool Plant 0/300 1 dice 15R
LC Ind 3/3 0 R +6
-[] Lithium Battery Plants 0/200 3 dice 30R
Agri 0/3 0 R +6
Tiberium 6/6 110 R +26
-[] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
-[] Experimental Tiberium Treatment Labs 0/100 1 dice 20 R
Orb 0/3 0 R +4
Services 3/3 15 R +21
-[] Primary Schooling 25/300 3 dice 15 R
Military 3/3 +5 free 110 R +1
-[] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[] Zone Suit Factories (Newark) 0/75 1 dice 15 R
-[] Zone Suit Factories (Glasgow) 0/75 1 dice 15 R
-[] Zone Suit Factories (???) 0/75 1 dice 15 R
-[] Zone Suit Factories (???) 0/75 1 dice 15 R
-[] Boron Carbide Composite Suits factory 1 dice 15-25 R probably
-[] Advanced Myomer Works 0/125 2 dice 20 R
Bureau 3/3 0 R +6
-[] Forgotten Band Outreach 3 dice ?? DC
Free 5/5
 
Talking about the MARV Reclaimator Hubs... @Ithillid Just what are the effects of doing them? We know that it adds Tiberium Mitigation, but it's also a Military Project. I assume the fact that it doesn't add resources is because whatever tiberium income the MARVs produce is used to maintain the infrastructure needed for them. But do the MARV Reclaimator Hubs actually increase our military strength in that region, or is it just a net neutral improvement, where the military strength gains we get are equal with the garrison and protection needs of the Hubs and MARVs themselves?

Because if it does improve military strength, even if just minimally, they actually become a lot more appealing as something we toss one dice at every turn. So we steadily gain a slight boost to the military, whilst also improving mitigation. Only one dice because the more extensive (and profitable) tiberium mitigation projects do need a stronger military than just the MARVs would give us I assume.
 
Reclaimator Hubs - By establishing regional hubs, MARV units can harvest and process more Tiberium,

so we would get money for these depending on region it looks like
 
We know that it adds Tiberium Mitigation, but it's also a Military Project.
Tiberium mitigation, income, and improved military assets. They do it all, just more expensively than any other option. The thing is that you also have to build the MARVs to man the replicator hubs, and that is where you start seeing the upsides.
 
Hmm... might have to swap out myomer to continue work on Blue 1 than, though at 25 R per dice they are resource hogs but mitigation and income and improved military is useful and over time will pay themselves off
 
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Tiberium mitigation, income, and improved military assets. They do it all, just more expensively than any other option. The thing is that you also have to build the MARVs to man the replicator hubs, and that is where you start seeing the upsides.
So to be clear, after we build a hub, we have to build the MARVs for the hub in a separate project? Or does the hub do that automatically?
 
to be fair l really just want to complete 1 Reclaimator Hubs just to see next stage but we have a lot of stufe that we need to build first
 
Voting for CarterQuest closed.

[X] CarterQuest Plan PLEASE FUND THIS MAN
-[X][Carter]Build Tiberium Harvesting Stage 1 3 Dice
-[X][Carter]Build Tiberium Processing Stage 1 2 Dice
-[X][Carter]Carter's Wife 2 Dice
-[X][Carter]Acquire Construction Vehicles 2 Dice

Comment: ignore the 34 in TibHarvesting, I am stil figuring out the interface
BOTcommander threw 4 100-faced dice. Reason: Tiberium Harvesting Stage 1 Total: 176
100 100 25 25 17 17 34 34
BOTcommander threw 2 100-faced dice. Reason: Tiberium Processing Stage 1 Total: 38
16 16 22 22
BOTcommander threw 2 100-faced dice. Reason: Carters Wife Total: 131
42 42 89 89
BOTcommander threw 2 100-faced dice. Reason: Acquire Construction Vehicles Total: 81
53 53 28 28
 
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Wooo, CarterQuest Crits!

Question is, next turn do we want to keep focusing on Tib Mining Stuff or do we want to progress to a Part Fabrication Plant as we continue building ourselves a supply chain from the raw resources onwards?

Y'know what, that's a dumb question, we likely should swap over from Tib Mining/Tib Processing to Tib Processing/Part Fabrication, I want to get to the part where we're building and launching spaceships and that needs parts and assembly and launchpads, not just raw crystals.
 
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Space Force personal growing so bored at lack of real projects that they decide to go harvest Tiberium.

Please Dr. Granger, give this man and his command something to do!
 
[] Plan Railguns
-[]Infra 1/6 10R +6
--[] Monument Restoration Program 75/100 1 die 10R 82%
-[] HI 3/3 45R +6
--[] Manchester Chip Foundry 122/150 1 die 15R 79%
--[] Helsinki C-35 Factories 0/150 2 dice 30R 20.2%
-[] LC Ind 0/3 0R +6
-[] Agri 0/3 0R +6
-[] Tiberium 6/6 130R +26
--[] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 die 15R 96%
--[] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75R 94.8%
--[] Experimental Tiberium Treatment Labs 0/100 2 dice 40R 89.2%
-[] Orb 0/3 0R +6
-[] Services 3/3 15R +21
--[] Primary Schooling 25/300 3 dice 15R 12.2%
-[] Military 3/3 +5 free 110R +1
--[] ASAT Defense System (Phase 1) 5/50 2 dice 20R 91.4%
--[] Zone Suit Factories (Newark) 0/75 2 dice 30R 75.9%
--[] Railgun Refits 0/150 4 dice 60R 82.5%
Bureau 3/3 0R +6
-[] Forgotten Band Outreach 3 dice ?? DC

310/310 R, 5/5 free dice.

@Void Stalker I didn't realize that we get our Settled In bonus next quarter. Thanks for pointing that out. Keeping in mind that something in the next couple updates might require us to change things, this plan is largely the same as yours but with one key difference:

I want to bite the bullet and go for Railgun Refits this turn. If we want to do more Blue Zone Redoubts/Outposts, that's going to need our Ground Forces to support the push. From what I can tell, Railguns are a major upgrade to almost every non-infantry unit, (and in the game,) making it a very impactful upgrade to deploy to all our forces. It's also the second-to-last item on Ground Force's development list, leaving only the defensive upgrade for the Predator tanks. Plus many unit upgrades we want to do require railguns and so are likely to be discounted by their completion, such as the Wolverine Mark 3. 4 dice gives us a very good ~83% chance to get Railguns online and start rolling out the supply to... pretty much our entire military force, really.

I also added 2 dice on the Helsinki C-35 Factories. That's not likely to complete it this turn, but it'll let us finish it next turn as another way to dig ourselves out of our PS hole. (And also pay for the Logistics cost from our next Glacier mining project.)
 
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Yeeeeeeeesh. So, for everyone who is making plans, apparently our military was riddled with NOD bugs and now we need to replace all our chips, so Christchurch/Capital Goods/etc just got knocked down the priority list in favor of The Big Chip Facility. (The small one only supplies enough for maintenance, not to replace all the chips in our entire military.)

Uuuuuuuuuuuugh.
 
Yeeeeeeeesh. So, for everyone who is making plans, apparently our military was riddled with NOD bugs and now we need to replace all our chips, so Christchurch/Capital Goods/etc just got knocked down the priority list in favor of The Big Chip Facility. (The small one only supplies enough for maintenance, not to replace all the chips in our entire military.)

Uuuuuuuuuuuugh.
Blasted Nod infiltrators. Curse you Kane. We should also perform a security review of services soon.
 
As for how bad this can be

ONE WORD: MASTERSTROKE

Depending on what the attack has left behind, we could see anything like NOD cyberattacks, counter intelligence failures(NOD has all of our keys), systems breaking/not responding due to either attacks on the systems themselves or the associated support, to an utter compromise of basically everything.

Worst part?
Some of the worst case scenarios are only detectable if we are lucky.
 
The good news is that the first phase of the Big Factory costs the same as the Small Factory did. The better news is that once we have finished the Big Factory we should be good on chips for the next Really Long Time. The bad news is that the Big Factory Phase 1 does absolutely nothing for us. The worse news is that we're trying to juggle three or four crisises at a time and we just got the chip one tossed back at us as we were putting it down. Wheeeeeee.

NOD is the worst and I hate them, can we please just laser them to death from orbit?
 
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Just remember that we still do need to complete the small chip factory. It may only meet our maintenance needs, not the complete rebuild we now need to do. But meeting maintenance needs still means some get replaced.
 
The good news is that the first phase of the Big Factory costs the same as the Small Factory did. The better news is that once we have finished the Big Factory we should be good on chips for the next Really Long Time. The bad news is that the Big Factory Phase 1 does absolutely nothing for us.
How is that good news? [ ] North Boston Chip Fabrication (Phase 1) has always taken 150 progress and given nothing for its first phase. Now we have to finish Phase 1 and Phase 2 ASAP, which will tie up all our HI dice and however many Free Dice we spend. Plus we've never done a security sweep of Heavy Industry yet.
 
Hey, can we actually use Free Dice to do a Security Sweep of section? Because if so, I think it would definitely be a good idea of doing so for Heavy Industry next turn. Make sure that we aren't just replacing dodgy chips with brand new dodgy chip production...
 
The good news is that the first phase of the Big Factory costs the same as the Small Factory did. The better news is that once we have finished the Big Factory we should be good on chips for the next Really Long Time. The bad news is that the Big Factory Phase 1 does absolutely nothing for us. The worse news is that we're trying to juggle three or four crisises at a time and we just got the chip one tossed back at us as we were putting it down. Wheeeeeee.

NOD is the worst and I hate them, can we please just laser them to death from orbit?

Well, as we say here in Australia, fuck all kinds of duck. This sabotage popping up out of the blue is the last thing we need, but considering GDI's meme-level fuckups in counterintelligence and PR in canon we should have expected something like this. The old saying 'hope for the best and prepare for the worst' comes to mind, and the possibility of NOD pulling a Cylon-style cyberattack on GDI is definitely a worst-case scenario.

As far as plans go, Derpmind has a valid point that completing the Railgun Refits options should give GDI a major boost in ground combat capability, especially with the completion of the Boron Carbide Composite Suits production for armour for GDI's grunts and the completion of the AP ammo plants last turn. Throw in the Zone Suits factory going online in Helsinki and the Apollo fighter factory in Reykjavik going online and things are looking a lot better for GDI's military, although they've still got a long way to go. The only change I'd make to the Railguns plan would be to swap the dice spent on the Helsinki V-35 factories to start work on the North Boston Chip Fabrication plant - we're already getting a bonus to Logistics from the Manchester plant equal to what the V-35 factory would provide, and while 2 dice gives a relatively low chance of completing Stage 1 of the North Boston project at least it will give us a head start. Optionally, as Pyro Hawk suggests, we could leave one of those dice unused and move the Bureaucracy dice from Forgotten Band Outreach to a Security Review of Heavy Industry in Q1.

For Q2 we sink all 5 of our free dice into Heavy Industry, set 1 aside for a Security Review of the Heavy Industry sector and then slot the remaining 7 dice into the North Boston project. It may seem excessive but, assuming the scale of NODs sabotage isn't exaggerated, then there is no such thing as overkill.
 
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