[X] Plan Welcome Back Yellow V2

I'm usually an economy over military person, but next turn I'd ideally like more into the military. I'm really worried Nod will just start wrecking our Tiberium containment and spreading it with cultish glee.
 
I'm usually an economy over military person, but next turn I'd ideally like more into the military. I'm really worried Nod will just start wrecking our Tiberium containment and spreading it with cultish glee.
Same. I think we need to do more of a push next turn on fixing up military production infrastructure.
If this turn works out, Housing won't be a serious issue for a few turns. Energy and Health are good. Logistics and Food are passable. Tiberium control expansion is being made difficult by NOD.
That just leave Guns and Toothbrushes to work on.
 
[X] Plan Welcome Back Yellow V2

I'm usually an economy over military person, but next turn I'd ideally like more into the military. I'm really worried Nod will just start wrecking our Tiberium containment and spreading it with cultish glee.
We are still getting another mil factory up and the chip production helps the military. Also the yellow zone efforts help undercut NOD recruiting a bit. As is we may be able to move a free dice back to military for double factories if ASAT actually finishes but we still need to finish the tools factory and start on boston as well as follow up on projects that dont finish. We may also want some free dice for security sweeps or other bureau concerns.
 
A future military project I want to do is the Railgun Refits. From what I understand it's a big buff in firepower for all of our tanks and walkers, and it'll reduce the factory costs of our Steel Talon projects. Plus we don't need to develop it first, just set up the factories. Right now 3 dice gives it a decent 54.5% completion chance, and 4 dice gives it a very good 82.9% completion chance. So we could easily split it up over two turns if we can only afford to put 2 dice into it. (At least for this turn we still want more Zone Suit production to help take Red Zones and Glaciers.)
 
A future military project I want to do is the Railgun Refits. From what I understand it's a big buff in firepower for all of our tanks and walkers, and it'll reduce the factory costs of our Steel Talon projects. Plus we don't need to develop it first, just set up the factories. Right now 3 dice gives it a decent 54.5% completion chance, and 4 dice gives it a very good 82.9% completion chance. So we could easily split it up over two turns if we can only afford to put 2 dice into it. (At least for this turn we still want more Zone Suit production to help take Red Zones and Glaciers.)
So if ASAT phase 1 finishes a tenative 2 on railgun and 2 on a 3rd zone suit factory for next turn? We will want to keep adding more zone suit factories so we can further entrench our gains and push further to slow the spread of tiberium while also fending off NOD.
 
So if ASAT phase 1 finishes a tenative 2 on railgun and 2 on a 3rd zone suit factory for next turn? We will want to keep adding more zone suit factories so we can further entrench our gains and push further to slow the spread of tiberium while also fending off NOD.
Sounds good to me. My concern is that we also need our general Ground Forces to help push the Blue Zone line further, in addition to ZOCOM helping with Red Zones. Finishing Railguns leaves only the Remote Weapons System upgrade left on the Ground Forces wishlist. (Also Steel Talon projects all seem very expensive.)
 
Sounds good to me. My concern is that we also need our general Ground Forces to help push the Blue Zone line further, in addition to ZOCOM helping with Red Zones. Finishing Railguns leaves only the Remote Weapons System upgrade left on the Ground Forces wishlist. (Also Steel Talon projects all seem very expensive.)
Well Zone command is also somewhat ground forces and has that sonic artillery project, and the myomer works reduces progress needed for steel talon plants. Plus we are unsure which mil projects have progresses needed reduce by lithium battery plant finishing.
 
Well Zone command is also somewhat ground forces and has that sonic artillery project, and the myomer works reduces progress needed for steel talon plants. Plus we are unsure which mil projects have progresses needed reduce by lithium battery plant finishing.
Just gonna say I'm against Myomer Works. It reduces Steel Talon costs but doesn't give anything by itself. Even if Railguns only gives a small progress discount, it's still a better option since it puts military hardware out the door.
 
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Just gonna say I'm against Myomer Works. It reduces Steel Talon costs but doesn't give anything by itself. Even if Railguns only gives a small progress discount, it's still a better option since it puts military hardware out the door.
It does improve quality as well, earlier in the thread it was brought up that it would improve zone suits for example. And with all the steel talon projects the progress reduction is likely more than the works itself so it is something we want up and running before pursuing the steel talon stuff. But that is behind zone command and ground forces projects for me.
 
[X] Plan Welcome Back Yellow Reclaimator Hub edition
Infra 5/6 70 R +6
-[X] Yellow Zone Reconstruction (Phase 2) 0/200 4 dice 60 R
-[X] Monument Restoration Program 75/100 1 dice 10 R
HI 3/3 +3 Free 55 R +6
-[X] Manchester Chip Foundry 122/150 1 dice 15 R
-[X] Christchurch Tool Plant 2 dice 30 R
-[X] Yellow Zone Power Grid Extension 2 dice 10 R
LC Ind 0/3 0 R +6
Agri 0/3 0 R +6
Tiberium 6/6 120 R +26
-[X] Blue Zone Perimeter Fencing (Stage 1) 369/400 1 dice 15 R
-[X] Red Zone Tiberium Harvesting (Phase 2) 2/150 3 dice 75 R
-[X] Intensification of Yellow Zone Harvesting (Phase 1) 2 dice 30 R
Orb 0/3 0 R +4
Services 1/3 5 R +21
-[X] Primary Schooling 1 Dice 5 R
Military 3/3 40 R +1
-[X] ASAT Defense System (Phase 1) 5/50 1 dice 10 R
-[X] Reclaimator Hub Blue Zone 1 39/125 2 dice 50R
Bureau 3/3 +2 Free 0 R +6
-[X] Security Review (HI) 2 dice 60 DC
-[X] Close Military Procurement Holes 3 dice ?? DC
Free 5/5

I think we need Reclaimator Hubs more than factories that lack the capital goods to operate at full speed. This shifts one dice from the tool plant and a schooling dice to do reclamation hubs instead of a zone suit factory.
Once MARV's are added to the Hub it will provide income as well and do so inside the blue zones.

[X]Plan steady progress
 
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There's also the fact that the Myomer factory might actually improve the new sonic artillery vehicle. After all, Steel Talons use the Behemoth for their artillery vehicle and standard GDI forces use the modern version which is the Juggernaut. ZOCOM's the only one that lacks a long range artillery unit and considering the existing model is a walker... Well, I guess it all comes down to if they keep the direct fire sonic shockwave for their artillery unit, or do something like fire a shell which detonates in a sonic shockwave rather than explosive shockwave. Because if it's the latter, we'd probably end up with a mech artillery unit for ZOCOM as well. Which would benefit from the Myomer factory.

Oh, and as Void Stalker said. The Myomer factory boosts Zone Suit factories as well. It's the smallest increase relative to the rest, but considering Zone Suits are going to be much more widely distributed that's not something small.

@Ithillid I assume that once we get our Chip, Capital Goods and Robotics Production Gear crises 'solved' we're going to be given projects to upgrade any factories we built when we were lacking those capabilities? Or are those capabilities slowly added in once we get them online passively? And how does the Myomer Factory quality upgrade work with factories we've already built? Same 'rework to gain benefit' or passive upgrade over time?

Oh, and just to double-check but you are aware that once a Reclaimator Hub is built we then need to finish a separate project to build the MARV using that Hub right @sunrise ? So it's still at least a two turn project with the two dice you placed on it most likely.
 
Oh, and just to double-check but you are aware that once a Reclaimator Hub is built we then need to finish a separate project to build the MARV using that Hub right @sunrise ? So it's still at least a two turn project with the two dice you placed on it most likely.
I know but the hubs themself already provide mitigation, probably because the existing harvesters have more places to unload so they have to travel less and can work more.
 
@Ithillid I assume that once we get our Chip, Capital Goods and Robotics Production Gear crises 'solved' we're going to be given projects to upgrade any factories we built when we were lacking those capabilities? Or are those capabilities slowly added in once we get them online passively? And how does the Myomer Factory quality upgrade work with factories we've already built? Same 'rework to gain benefit' or passive upgrade over time?
It will mostly backfill capacity over time. Myomer factory will require a smallish rework project, but also unlocks a whole pile of new projects. Things like next generation cybernetic limbs, a couple of new robotics works, that kind of thing. Myomers are not just a military project, but something that helps in a lot of places.
 
Definitely worth getting the Myomer factory very soon then. Though not quite an immediate priority. Likely something we want done by the time we complete that robotics factory that just appeared however.
 
Well, ok then. A Myomer factory sounds like it'd be a good economic project. But it's under Military, where we have like 16 other projects to do and only 3 dice with a +1 bonus to do them with. It's the same reason we're not doing Reclaimator Hubs; it's very expensive and we're limited by 3 dice and our smallest project bonus. (That until now was a negative penalty.) I still want military projects that directly help our military counter NOD for now.
 
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This is kind of the Steel Talons thing. A lot of their stuff is just really expensive, and has a long lead time, but also has a lot of potential to make big changes.
 
For me Myomer works is a project to take when we have free dice in military so it really depends on how Q1 and Q2 go since I expect most free dice to be in HI next turn as well, maybe in Q3 we can slot 1 or 2 dice into Myomer to chip away at it and hope we roll well.
 
i think we need a artillery vehicle that is not on walker so we can support our asset quickly and wait for steel talons to lead the way on enemy bases. Since juggernaut is quite heavy and needs more time to prepare. How about a artillery on a heavy apc for quick reaction.
 
Myomers are on the "nice to have" list for some nebulous point in the future where we have the spare dice and resources and the more immediate priorities are taken care of. It'll be a few turns before we can even consider starting them imo, there's still a LOT to be done just getting the things we've already unlocked into production and the military situation stabilized without chasing the distracting shiny of the hour. After we've got another few Zone Suit factories, probably the other Apollo factory, the railguns, and maybe even the Wolverines done then we can play with the myomers.
 
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