Shimmer Shield+Tactical Plasma Weapons/Ion Cannons=Lancer Tank Destroyer, OC tank, doughnut steal.

Also, Ithilid says that if we do Havocs development (I kinda want to do tactical plasma first so they can have an ace version with a tiny ion cannon), they have three phases of factories, with the first being Steel Talons only, and the second being Elite Units Only, and the third being Everybody Gets a Mecha.
 
Havoc mechs would be good, though I admit it's a bit tough to bring in more phased projects when we still have to do more ablat, shells, sensors, and the URLS. Not to mention other projects like the remaining Governor cruiser yards, ASAT, Orca refits, and other priority projects. We really need more military dice, but that will have to wait until we finish Boston.
 
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Havoc mechs would be good, though I admit it's a bit tough to bring in more phased projects when we still have to do more ablat, shells, sensors, and the URLS. Not to mention other projects like the remaining Governor cruiser yards, ASAT, Orca refits, and other priority projects. We really need more military dice, but that will have to wait until we finish Boston.
Because of the cost of the stabilizer, we won't just be able to squash the war factory upgrade action on North Boston alone... but we can get within shouting distance of it.
 
Infra 0/5 R +15
HI 0/5 R +20
LCI 0/4 R +15
Agri 0/3 R +15
Tiberium 0/5 R +35
Orbital 0/3 R +15 (10 Fusion dice)
Services 0/4 R +30
Military 0/5 R +15
Bureau 0/3 +15
Free 0/6

/650 + 5 (655 for the turn)
PS 60

Of note we have a forgotten conference before the next turn so that can add additional projects and change resources and PS for next turn.

Also note for next plan we have 50 resources we lose from whatever we take from grants and +15 from Lunar mining that is not redistributed
 
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On another topic, Arcologies. Man, those places must be pretty sweet to live in if GDI Parliament deems them High Priority.
Well the idea of Arcologies is to have everything a person could ever need inside one building. GDI's even do some manufacturing and food growth.
A standard pattern Blue Zone Arcology is a pentagonal hollow step pyramid, built in nine zones. The first zone, built around the core, is a vertical aquaponic array, built to provide primarily a greenspace and recycle the water used in the arcology. While it does not provide a particularly meaningful amount of food, or provide for the full needs of the arcology's water treatment, it does reduce the strain on the surrounding water systems. At the base of the arcology is the second zone, generally reserved for maintenance and plumbing primarily, along with the lots for the fleet of vehicles required to allow dwellers to venture out into the wider world. The third, fourth, and fifth zones are a series of increasingly large apartments, staggered around the outside of the pyramid, each with an enclosed balcony, and all of the comforts of the mid 21st century. On a standard design, the ones at the base are the smallest, with each step seeing a subsequently larger pattern. The sixth through eighth zones are placed in rings around the core of the arcology, generally one for each step, these are separated out and reserved for workspaces, generally a mixture of high skill craft workshops, offices, and service industries. The ninth and final area is the cap, which is a ring of dedicated social space, also often used as an emergency school area.
So yeah, swanky living.

Also, like the option says, they're the most fortified structures we can get away with building in the Blue Zones. Pretty handy in a world filled with green death rock or in case of sudden NOD invasions.
 
Okay. I didn't see any mitigation giving projects complete (please correct me if I'm wrong). With 2 points on the first roll of mutation, that's 2 less mitigation points across the Board. Final results for Tiberium are in:
45 yellow, 88 mitigation, net reduction by 0.43% before mutation or our own abatement projects. 0.41 after.

BZ 16.45
GZ 4.55

38 red, 61 mitigation, net reduction by 0.23% before mutation and our own abatement projects, 0.21 after.

YZ 22.34
RZ 56.66
16.45 Blue Zone
4.55 Green Zone

22.34 Yellow Zone (86 points of abatement)
56.66 Red Zone (59 points of abatement)



And I find Red Zone results in particular symbolically alarming, what with integrated Number of the Beast. Even if it's shrinking.
 
Looking at a tentative plan for next turn to try and keep stabilizers on track

Infra 5/5 95R +15
-[] Blue Zone Arcologies (Stage 2) 138/600 1 die 15R
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 4 dice 80R (see tib)
HI 5/5 75R +20
-[] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 84%
-[] ???? 1 dice 15R
LCI 3/4 65R +15
-[] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[] Reykjavik Myomer Macrospinner 0/80 1 die 20R 51%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 36%
Agri 3/3 40R +15
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 49%
-[] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5/5+5 Free 200R +35
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 4 Infra 20R 100%
-[] Tiberium Stabilizers 674/2000 9 dice (9 fusion) 180R 0%
Orbital 3/3 60R +15 (10 Fusion dice)
-[] Security Review 1 Orb die
-[] GDIS Pathfinder 158/300 2 dice 60R 54%
Services 2/4 10R +30
-[] Security Review 1 Service die
-[] Expand Medical Schools 207/300 1 die 10R 53%
Military 5/5 110R +15
-[] ASAT Defense System (Phase 3) 26/225 3 dice (1 fusion) 80R 60%
-[] Universal Rocket Launch System Deployment(Phase 2) 105/200 2 dice 30R 88%
Bureau 3/3+1 free +15
-[] Security Reviews(Orbital) DC55 2 dice+1 orbital 99%
-[] Security Reviews(Service) DC55 2 dice+1 service 99%
Free 6/6
-5 tib, 1 bureau

655/650 + 5 (655 for the turn)
PS 60

3 idle dice (1 LCI, 2 Service). A bunch of energy expenses as well though starting up a superconductor that offsets some of those and we likely can avoid energy expenses q4 for the most part (beyond finishing projects that dont finish) and hopefully move some HI dice onto the fusion plant depending on how close boston is. Still we wont have issues with the right builds. 4 dice on mecca to carry onto phase 4 because Tib dice are precious so we want to cram as many infra dice as we can to minimize the number of tib dice we need to finish the project since we need those in the tib category for stabilization and other mitigation projects. 2 dice on URLS Phase 2 so we can likely finish in 1 turn to avoid supply disruptions from factories only part way refit. 3 dice on ASAT has a good chance to finish (and more just is more of a drain of resources). Q4 will be nicer with less dice on Pathfinder (or it finishes Q3) at most 1 dice on ASAT (and fusion at that) and hopefully 8 dice on stabilizers but that all depends on how the dice roll.

For bureau those are the two categories that have not had a review the longest (tib as well but we did that this turn).
 
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Okay. I didn't see any mitigation giving projects complete (please correct me if I'm wrong). With 2 points on the first roll of mutation, that's 2 less mitigation points across the Board. Final results for Tiberium are in:



And I find Red Zone results in particular symbolically alarming, what with integrated Number of the Beast. Even if it's shrinking.
We haven't rolled this quarters abetment yet.
 
On a side note. Let's see. Our dice:

6 Free
5 Infrastructure
5 Heavy
4 Light and Chemical
3 Agriculture
5 Tiberium
3 Orbital
4 Services
5 Military
3 Bureaucracy

And separating Bureaucracy, total dice 40+3

Assuming average project cost 20 per die, our optimal income is 800 resources per turn, allowing us to utilize all our dice at once.

1200 if we assume instead the average project cost is 30.
Or if we keep the cost the same, optimal income rises by 20 and then 160 more once we upgrade our Command station by the next two phases.

It's a little premature but after a new plan and reallocation this is what we should be aiming for.
 
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@Void Stalker

You are operating under a mistaken assumption that phase 2 of URLS is refit of factories.. Only 1st stage of URLS is refit of existing factories. The other stages are entirely new factories and production lines. Which is why it's 200 progress instead of 300.
 
I'd rather toss a dice at the Havoc. Both to toss the Talons a dice instead of ignoring them for an entire year, and to prep for Havoc production because once the Talons deploy the Havoc basically everyone else will want the Havoc because it's so useful.
We have too many projects that need deployment right now to take on another dev project, we need to actually deploy stuff so our military can deal with the increased NOD offensive. Probably Q1 would be a good time to kick off the Havoc.
 
We have too many projects that need deployment right now to take on another dev project, we need to actually deploy stuff so our military can deal with the increased NOD offensive. Probably Q1 would be a good time to kick off the Havoc.
Just developing it doesn't mean we are obligated to deploy it immediately. We can develop the Havoc and leave it until next plan (which is in 3 quarters iirc) to do the deployment. I just want to toss the Talons a dice to prevent any potential for losing PS or the Talons going down to no morale again.

Q1 will mean ignoring the Talons again for almost 2 years. Which to the Talons will look awful like the Treasury is going back to the bad old days of leaving the Talons to wither on the vine. Again. I do not support this.
 
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But finishing a development early means it could potentially lose out on other technology integrations it could gain. When development is finished, it locks in the design. Look at the Universal Rocket Launch System and Quick Air-to-Air missile. Because the QAAM was developed during the URLS, deployment of those QAAMs could be rolled into the URLS deployment factories. Similarly, if we can do shimmer shields and tactical plasma before Mastodon development it has a chance of gaining those technologies without an addition phase of refits.

Doing a development far ahead of deployment has some actual disadvantages.
 
But finishing a development early means it could potentially lose out on other technology integrations it could gain. When development is finished, it locks in the design. Look at the Universal Rocket Launch System and Quick Air-to-Air missile. Because the QAAM was developed during the URLS, deployment of those QAAMs could be rolled into the URLS deployment factories. Similarly, if we can do shimmer shields and tactical plasma before Mastodon development it has a chance of gaining those technologies without an addition phase of refits.

Doing a development far ahead of deployment has some actual disadvantages.
Except the Havoc likely does not have any immediate technology that can apply to it. Shimmer shield and plasma weaponry will most likely not apply thus there is no harm in doing the Havoc now.
 
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