nets us a +4 on every dice
+7, the bonuses to dice stack.

As for 10 dice philly 2- probably not next turn but it is a reason to reallocate to HI, Tib and Orb (current is HI Tib and Service)

(Progress 0/200: 30 resources per die) (+3 Logistics)
30R per die is a bit expensive while our income is still recovering and we need to work on the SCRIN and NOD research as well. We still have the next rail network phase to work on for +4 logistics and probably 3 dice on orb comms for 2 logistics.
 
Right.

I have quite a few of things to touch on, like the still not fully updated status of the Treasury, like the fact said status only lists four (not five) MARV fleets, the fact I still don't have a good idea why our starting income was 365 per turn - it was supposed to be 360 by my accounting, and so on... Don't worry though, Cashgrab only cost 400 resources, we wouldn't go over the limit even if the income is indeed supposed to be 360.

But I will encompass a lot of things I haven't mentioned above in one specific issue - Qatar Loyalists and their declining health.

Yes, these guys.


Qatar Loyalists
During the Third Tiberium War, Killian Qatar was one of Kane's highest commanders, and a part of his inner circle. However, with the fortunes of the conflict turning against the Brotherhood, her faith in him was shaken, and she allied with GDI. The Return of Kane, and the use of nuclear weapons against GDI forces in Sydney, broke that alliance, and Qatar's power. While many of her loyalists were killed off in a series of purges, some have survived, and are seeking succor with the Global Defense Initiative.

  • +3 Free dice
  • +15 to Tiberium Dice

So in Q4 2057 we have gotten a report about a Tiberium Research, quoted, mostly, below. Blame smartphone for it being cut off.

Tiberium Research
Having been conducting a long term study of the health risks involved in Tiberium Infusion technologies as practiced by the Brotherhood of Nod. , the results are a mixed bag. In the short term, especially as a response to Tiberium exposure, the results are stunning. Significant increases in strength, speed, and reaction time with immediate side effects less impactful than any combat drug any military has ever tested. However, the long term effects are far more dangerous. After between one and two decades, the subjects begin to form painful growths around joints as microcrystalline tiberium begins to cluster there. After two decades, the subject begins to see significant degradation in organ function and begins requiring substantial medical care. While very few of the Qatarites being studied received their treatments before the mid 2030s, those who have are seeing significant organ failure problems, chronic bleeding, and a host of other issues, and many have expired under GDI care. While this will likely be the fate of all who have taken the treatments, it is not yet entirely certain.
For those who have advocated in the past for some form of Tiberium infusion treatment this has been discouraging, but not unwelcome news. Although far from free of side effects, most point to the fact that it does not produce an exposure problem until time comes to dispose of the corpse, and beyond that, the Tiberium infusion treatments offer a much longer lifespan, and a much more comfortable one, than tiberium exposure and diseases like Rock Lung.
Looking into the future, the Tiberium Research Labs are likely to be assisting in the ongoing study of the Delta Variant Forgotten, not only Mr. Atreides, but a handful of others who have come forward, along with developing new methodologies to treat surface tiberium exposure, which is one of the mo
Paraphrasing, Qatar Loyalists are expected to start dying within 20 years after their Tiberium infusion, with most people who have received Tinfusion prior to mid-2030s, or 2035, already mostly dying in GDI care.

Which wouldn't sound so bad, except, see their writeup - Qatar Loyalists are arguably some of our best recruits ever. And, by the end of Seo's reign, in 3 terms or 12 years, the cutoff for "most of people infused before this point have died already" will be 2047. Yes, the start of Tib War Three.

Reading between the lines, I expect as soon as 2059 and no later than the beginning of the next 4 Year Plan, to have a notable enough portion of Qatar Loyalists die off from organ failure - with their Tiberium bonus and their Free dice degrading accordingly, probably by 5 and by 1 respectively every 4 years, if we are optimistic.

I think nobody really wants that, right? Fear not, there is a possible solution in sight.

[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)

[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 PS per die)

We should complete Tissue Replacement Therapy Development project, to make sure we can help them live longer.

And I think we should also bite the PS reduction and also research Emergency Tiberium Infusion, because I think it will help some if we know how Tinfusion can be done in practice, and not that it can be done in theory.

I mean, perhaps some nuance of the procedure being done will be a hint for treatment... Besides the obvious suggestion for treating joint pains from accumulated Tiberium (the intermediate stage side effects) by amputation and prothesis replacement... Which I consider viable but rather morbid even with advancements we have made.

P. S. Ideally researching Delta mutant Physiology might also help but the option isn't there yet.
 
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Considering that we need to complete both the Philly and Enterprise it may be a good idea to get started next turn rather then put it off for however long people are thinking.
 
We are running very low on housing. We only have two turns remaining before we start turning away refugees.

According to Derpmind's array, our choices (discounting planned cities and fortress towns) are going to be:

-[] Blue Zone Arcologies (Stage 2) 409/650 3 dice 45R 18%, 4 dice 60R 59%, 5 dice 75R 86%, 6 dice 90R 97%
+8 housing
-[] Yellow Zone Arcologies (Stage 2) 0/170 2 dice 30R 21%, 3 dice 45R 66%, 4 dice 60R 92%
+4 housing
-[] Blue Zone Apartment Complexes (Phase 1) 0/160 2 dice 20R 28%, 3 dice 30R 74%, 4 dice 40R 95%
+6 housing

I think it is good practice to minimize uncertainty. I'd vastly prefer to ensure that we are very, very close to getting additional housing buffer at the end of next turn so that we can go into quarter three without having to worry about whether or not we will complete the project in a timely manner (due to unlucky rolls or the prospect of a natural one).

To that end, next turn I propose that we spend either:
-4 dice and 60 resources on blue zone arcologies
-3 dice and 45 resources on yellow zone arcologies
-4 dice and 40 resources on blue zone apartment complexes.

And yes, one of these is not like the others. I'd like to spend 4 dice instead of 3 dice on blue zone apartment complexes so that we can smoothly transition to building blue zone arcologies in Q3. That is so that we can transition smoothly to blue zone arcologies after rebuilding our buffer. That will leave us with 14 points of population in high quality housing at the end of the year, rather than 6 or 8 (depending on which option had been slow walked first).

As to why blue zone apartment complexes should be built at all, keep in mind that we are going to need an additional 26 points of housing over the course of our plan, a reserve of four points low quality housing, and that we currently have 36 points of people living in low quality housing. We need 66 points of high quality housing, or ~9 phases of blue zone arcologies to get everyone out of low quality housing. Building a phase or two of blue zone apartment complexes would be a substantial improvement in the quality of life of people stuck living in fortress towns, planned cities, or commie blocks. Building 3 phases of blue zone arcologies and one of blue zone apartment complexes will be far more politically popular than just 3 phases of blue zone arcologies.
 
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We should complete Tissue Replacement Therapy Development project, to make sure we can help them live longer.

And I think we should also bite the PS reduction and also research Emergency Tiberium Infusion, because I think it will help some if we know how Tinfusion can be done in practice, and not that it can be done in theory.

I mean, perhaps some nuance of the procedure being done will be a hint for treatment... Besides the obvious suggestion for treating joint pains from accumulated Tiberium (the intermediate stage side effects) by amputation and prothesis replacement... Which I consider viable but rather morbid even with advancements we have made.

P. S. Ideally researching Delta mutant Physiology might also help but the option isn't there yet.

Agreed, they are our best experts in dealing with Tiberium, so we need them to be alive for as long as possible to keep up with research projects and other such tech they could help out with.
 
Actually, 3 dice blue zone apartment complexes and one die blue zone arcologies should be just about optimal from a political standpoint.

It makes it clear that we are going to pursue our arcology mandate, doesn't risk overrunning our costs on blue zone apartments, and maximizes the number of people housed in high quality housing by the end of quarter 3. All at the additional cost of 5 resources.
 
But I will encompass a lot of things I haven't mentioned above in one specific issue - Qatar Loyalists and their declining health.

Yes, these guys.

So in Q4 2057 we have gotten a report about a Tiberium Research, quoted, mostly, below. Blame smartphone for it being cut off.


Paraphrasing, Qatar Loyalists are expected to start dying within 20 years after their Tiberium infusion, with most people who have received Tinfusion prior to mid-2030s, or 2035, already mostly dying in GDI care.

Which wouldn't sound so bad, except, see their writeup - Qatar Loyalists are arguably some of our best recruits ever. And, by the end of Seo's reign, in 3 terms or 12 years, the cutoff for "most of people infused before this point have died already" will be 2047. Yes, the start of Tib War Three.

Reading between the lines, I expect as soon as 2059 and no later than the beginning of the next 4 Year Plan, to have a notable enough portion of Qatar Loyalists die off from organ failure - with their Tiberium bonus and their Free dice degrading accordingly, probably by 5 and by 1 respectively every 4 years, if we are optimistic.

I think nobody really wants that, right? Fear not, there is a possible solution in sight.

Not all the Qatar defectors had the tib infusions. My impression was that only a small number of them had it.
 
Alright if that is settled then a preliminary plan for next turn before we finish the vote on Recruitment:

Oh @Ithillid you haven't completed the overhaul on the Status of The Treasury post. Well it should be easy right now for me to manually compensate for that as Seo gets +1 to all sectors per turn for the next 2 Years.

Infrastructure +10
Heavy Industry +15
Light and Chemical Industry +10
Agriculture +10
Tiberium +25
Orbital Industry +10
Services +17
Military +12
Bureaucracy +10
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Orbital 2 turn ago 2057 Q4
Heavy Ind 3 turns ago 2057 Q3
Tiberium 4 turns ago 2057 Q2
Bureaucracy 5 turns ago 2057 Q1
Infrastructure 6 turns ago 2055 Q4
Agriculture 6 turns ago 2056 Q4
Military 9 turns ago 2056 Q1
Light/Chem 12 turns ago 2055 Q2
Services 15 turns ago 2054 Q3

[ ] Plan Running the Eyewall v. 2.0
Infrastructure 5/5 Dice 75 Resources
-[ ] Blue Zone Arcologies (Stage 2) 409/650 15 Resources per Die, 5 Dice = 75 Resources
Heavy Industry 5/5 Dice 100 Resources
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die, 5 Dice = 100 Resources
Light and Chemical Industry 4/4 Dice 45 Resources
-[ ] Johannesburg Personal Robotics Factory 0/250 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Security Reviews Light and Chemical Industry 1 Die
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 5/5 Dice 140 Resources
-[ ] Red Zone Tiberium Harvesting (Stage 10) 1/130 25 Resources per Die, 2 Die = 50 Resources
-[ ] Tiberium Glacier Mining (Stage 10) 18/180 30 resources per Die, 3 Dice = 90 Resources
Orbital 3/3 Dice 30 Resources
-[ ] Expand Orbital Communications Network (Phase 4) 5/135 15 Resources per Die 10 Resources per Fusion Die, 3 Fusion Dice = 30 Resources
Services 4/4 Dice 50 Resources -10 PS
-[ ] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources per Die -5 PS per Die, 2 Die = 30 Resources -10 PS
-[ ] Security Reviews Services 1 Die
Military 4/4 Dice 40 Resources
-[ ] Zone Emergency Medical Evacuation Vehicle Deployment Sydney 49/80 10 Resources per Die, 1 Die = 10 Resources
-[ ] Point Defense Refits 15/250 10 Resources per Die, 3 Dice = 30 Resources
Bureaucracy 3/3 Dice + 6 Free Die
-[ ] Security Reviews Light and Chemical Industry 2 Die
-[ ] Security Reviews Services 2 Die
-[ ] Focus Reallocation 1 Die
--[ ] Heavy Industry
--[ ] Tiberium
--[ ] Orbital
-[ ] Yellow Zone Qualifications Initiatives 4 Dice

75+100+45+30+140+30+50+40 = 510/515

There we go. A plan that uses all Dice while getting us more income so we can use even more next turn. Here's what it does:

- 5 Dice on Blue Zone Arcologies to get them done this incoming turn
- 5 Dice on Nuuk Heavy Robotics Industry to get it's bonuses for the Tiberium Vein Mines we will start on after this turn
- Johannesburg Personal Robotics Factory for that plus 1 Logistics so we have a buffer alongside the communication network to do another Glaciers round and of course a Security Review. It's been 4 Years. Let's get it done.
- Perennial Aquaponics to get that plan goal done as soon as possible
- 2 Die on Red Zone Harvesting and 3 Dice on Tiberium Glacier Harvesting to be done with it next turn. Maybe I'll swap this around for safer gain, but that is after the turn results come out and the votes for recruitment happen
- Expanding the Orbital Communication Network as two phases of it were the goals of the United Yellow List meaning that this is the minimum of Orbital Communication to have to get full coverage of the territories we already have
- Tissue Replacement and Tiberium Emergency Infusion Development with another Security Review
- 1 Die to finish Sydney and 3 Dice on Point Defense Refits to also hopefully get them done
- 2 Rounds of Security Reviews, a Die on Focus Reallocation and 4 Dice on Yellow Zone Qualification Initiatives to make sure all of them pass

Edit: Formatting error. Oops.
 
Not all the Qatar defectors had the tib infusions. My impression was that only a small number of them had it.
Counterpoint, it's described as a form of a (presumably) permanent combat enhancement, in strength, speed, and reaction time, with minor immediate side effects.

I consider Qatar Loyalists extremely dedicated. I also consider them formerly dedicated to Brotherhood of Nod, with all the associated belief systems and idiosyncrazies.

Be it from worship of Tiberium or from dedication to be the best Nod Loyalists they could be, I expect most of them considered infusions an honor at the time. Sought after blessing. And so I think most of them have it.
 
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I doubt all of the Qatarites mainlined a bunch of Tib but certainly they're probably one of the populations with the highest infusion rates we have. Some subset populations of YZ refugees that used to be militants and hastily switched sides when the offensives rolled through probably have similar or higher rates but the Qatarites are definitely the most directly impactful population to the Treasury.

I'm fine with doing research of many kinds early and often with Seo, and medical research is always a high priority. Granger the aging academic was ultimately pretty technically conservative and I was fine playing him as (perhaps excessively) focused on immediate problems rather than blue sky research, but Seo is the mad scientist protege not the stuffy old man and he should be spamming research of some kind basically every turn. Maybe it's an overreaction in the other direction but it makes sense to me.
 
Of note start of Q2 (2nd turn of the quest):
Blue: 17.35

We are now back to the BZ where it was at quest start, this is a major accomplishment. Meanwhile a bit of NOD territory was eaten. At this point we have 21.42 vs there 22.27

Edit Q2:
Tiberium Spread
Blue: 17.35
Yellow: 32.62
Red: 50.03

So we had some small amounts of YZ to starts but NOD has lost territory overall while we have grown. They are being eaten on both sides (our expansions into the YZ and the RZ eating NOD territory)


Edit-
In other news if the next glacier phase is also -2 logistics we could pair with another phase of orbital comms and then dump a bunch of dice into BZ arcologies next turn instead of logistics with infra.
 
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Well, hopefully with Seo at the head and our new Satellites we can make it so that Tib stops being a major threat and only stays as a timer to leave or complete that Super Project that Kane wants.
 
It's nice to see a results post that's green across the board. (And the ZOCOM project is almost certainly 1 die away from completion.) And we've gotten the BZ back to where it was at quest start. A great first turn for Seo.
I have a proposal,

We should 10 die Philly until it's finished.

Now, I know some of you are going to say that's crazy, but consider. Finishing stage 4 and 5 of Philly nets us a +4 on every dice, one free dice, and NINE extra dice distributed between all sections.

Let me paint you a picture of what that means.

Lets say we get Philly 4 done next turn. 14 extra dice for the length of the plan right there, and, if we go to the absolute limit of 2100? Over 160 extra dice over the course of the game.
Now lets say we get Philly 5 done by the end of this year? 120 extra dice to use for the rest of the plan. That's an average of 6000 extra progress available for the rest of this FYP WITHOUT taking into account dice bonuses.
Hmm. We only have 3 Orbital dice currently, so we can (likely) only put 9 dice into Philadelphia next turn. Which would give us... a 17.8% chance to do the 4th phase in one turn.that's not bad, but we're far more likely to finish it in two turns rather than one. That said, some simple estimates show if we do go all-in, we could finish Philadelphia Phase 5 in four turns.

Just keep in mind, even with our new income increase we'd still be going down to 335R for the everything else next turn. And we'd basically need ASAT 4, too. So it's doable, but it won't be easy. Far more manageable would be doing two turns of 6 dice into Philadelphia to get its fourth phase, then doing 10 dice per turn until it finishes.

Edit: I forgot Seo's +5 to Stations bonus. Fixed.
 
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Averaging the dc's told me we had a 77.45% of succeeding per project, so getting 10/11 projects is pretty lucky. (77.45% is assuming we got both Red Tib phase 8+9, not 8 then 9. Then it would be 11/12 projects)

Could someone double check my math? And do you guys think that averaging the success chance of all projects taken will give a a good idea of how much we will complete during the planning/voting times be useful?
Not really, because we routinely take projects that have a 0% chance of completion (that is, projects we fully intend to spend multiple quarters working on), and we often choose numbers of dice that have "complete multiple phases of this little project" as a stretch goal but aren't seriously expecting to hit the stretch goal.

In a CK2 quest, taking lots of actions with a low probability of success means you spend a lot of time failing. In a Planquest, taking lots of actions with a low probability of success usually just means you're playing the long game and investing in big projects rather than scooping up low-hanging fruit.

Look like we dropped down to only 1 Logistics. I don't think there's anything critical that requires more next turn, unless we need more glacier mines or Processing Plants, but it does seem like something we should solve sooner rather than later. Especially if NOD decides to take advantage of our lack of slack to sabotage our supply lines.
What's the plan? Finish up Arcologies next turn, and then focus on Rail Networks?
We have two major problems, one source of good news, and several options:

A) Logistics is still pretty shot.

B) We are literally right on the brink of running out of housing and having to stick refugees under canvas.

The good news is, with the budget up to about 505-ish RpT, we're under much less of a crunch. We can afford to spend less aggressively on Tiberium and still knock out another phase of glacier mines next turn, which gives us a LOT more room to do other things (including supporting infrastructure, though that's small-i infrastructure).

For instance:

1) We can seriously consider doing Automated Civilian Shipyards. It's expensive, but the +8 Logistics payoff for probably about ~80 R and four Heavy Industry dice is quite attractive and it doesn't compete directly with housing.

2) We can slam out commsat phases, possibly one though probably not two without Free dice. This is kind of a stopgap measure, but we can sure use the +Logistics in the short run.

3) We can spend Free dice on Infrastructure- something we should seriously consider doing this Plan in general, even given our large space commitments which will be considerably eased if we reallocate the extra Services die to Orbital. At 10 R/die we can very easily slam out a phase of Blue Zone Apartment Complexes with four dice, then throw three dice at railroads which probably won't finish it but at least gets us close and gives us a reasonable chance of coming out ahead on Logistics in Q3 when combined with us working on the aforesaid projects (1) and (2).

We are at +4 logistics. We had +6 to start picked up 6 from projects and lost 8 (note that the 2nd glacier is only -2 due to us shifting to glaciers near Medina which are lower logistics cost for a few phases). This had been discussed in thread previously during the Q4 vote when we were told Medina glaciers were lower logistics for some phases.

As is we probably can go 2 arcologies and 3 rail networks as we want another glacier phase next turn for more income and we want to keep a logistics buffer
I think we need immediate relief of the housing crisis- to either finish the current arcology phase or slam out a phase of apartments. But doing this and making progress on rails means free dice; see above.

I have a proposal,

We should 10 die Philly until it's finished.

Now, I know some of you are going to say that's crazy, but consider. Finishing stage 4 and 5 of Philly nets us a +4 on every dice, one free dice, and NINE extra dice distributed between all sections.

Let me paint you a picture of what that means.

Lets say we get Philly 4 done next turn. 14 extra dice for the length of the plan right there, and, if we go to the absolute limit of 2100? Over 160 extra dice over the course of the game.
Now lets say we get Philly 5 done by the end of this year? 120 extra dice to use for the rest of the plan. That's an average of 6000 extra progress available for the rest of this FYP WITHOUT taking into account dice bonuses.
Right now we can't afford, or can barely afford, to activate the extra dice in question. The 200 R/turn budget commitment to crash-build the Philadelphia like we did for the stabilizer constellation would be too limiting.

But I'm definitely in favor of an aggressive push to get it done well before the end of 2059, even if I think "by the end of 2058" is too restrictive and makes it too hard for us to repair our income.

30R per die is a bit expensive while our income is still recovering and we need to work on the SCRIN and NOD research as well. We still have the next rail network phase to work on for +4 logistics and probably 3 dice on orb comms for 2 logistics.
Suborbital Shuttles actually does become cost-competitive with "just build more railroads" past a certain point... but we have not yet reached that point. Also, it becomes cost-competitive when you factor in the far more lucrative later phases of the project, because the combined cost is more like "+16 Logistics for no Number Go Down on other indicators, at a price tag of 650 Progress and ~27 R/die." The total lack of Labor and Capital Goods costs is very attractive.

But we have not yet reached that point.

Totally agree. Philly 4 + 5 is a larger project than the Stabilisers we just did and we get a smaller roll bonus but the rewards are equally worth it.
I'm for doing it, and I'm for doing it hard, but we can't afford ten dice per turn or anything quite that extreme yet.

Who knows, maybe the recruitment drive will turn up some bonuses for orbitals?
I sure hope so.

Considering that we need to complete both the Philly and Enterprise it may be a good idea to get started next turn rather then put it off for however long people are thinking.
I was thinking "literally until Q3 or so." Because I want to knock off another round of RpT increase and get to the high 500s, and I want to do enough Infrastructure work that we have actual buffer space in Housing and Logistics. And those will cost us.

The great news is, all our initial plans were predicated on three Orbital dice per turn. Completing the stations in a timely manner is MUCH easier with four Orbital dice, even if recruitment gives us nothing for Orbital.

Actually, 3 dice blue zone apartment complexes and one die blue zone arcologies should be just about optimal from a political standpoint.

It makes it clear that we are going to pursue our arcology mandate, doesn't risk overrunning our costs on blue zone apartments, and maximizes the number of people housed in high quality housing by the end of quarter 3. All at the additional cost of 5 resources.
I was thinking about something like this too.
 
I think we need immediate relief of the housing crisis- to either finish the current arcology phase or slam out a phase of apartments. But doing this and making progress on rails means free dice; see above.
You need to catch up in the thread- my current view is we can probably pair a glacier next turn with another round of orb comms and dump all 5 infra into housing. I want to start Philly 2 but with wanting to get 1 or 2 dice into 30R research in service we are still quite constrained. Current thoughts is 1 glacier and 1 vein mine for next turn (getting 2 rz harvest done this turn means we still have 1 glacier phase open). Not as much of an income push (60 to 90) but given the massive recovery we did this turn that still pushes us up and onwards while letting us spread our dice around a bit more.


It's nice to see a results post that's green across the board. (And the ZOCOM project is almost certainly 1 die away from completion.) And we've gotten the BZ back to where it was at quest start. A great first turn for Seo.

Hmm. We only have 3 Orbital dice currently, so we can (likely) only put 9 dice into Philadelphia next turn. Which would give us... a 7.4% chance to do the 4th phase in one turn. We're far more likely to finish it in two turns rather than one. That said, some simple estimates show if we do go all-in, we could finish Philadelphia Phase 5 in four turns.

Just keep in mind, even with our new income increase we'd still be going down to 335R for the everything else next turn. And we'd basically need ASAT 4, too. So it's doable, but it won't be easy. Far more manageable would be doing two turns of 6 or 7 dice into Philadelphia to get its fourth phase, then doing 10 dice per turn until it finishes.
Hmm we get +2 from 1st settled in next turn, but Philly is still 20R per dice. With reallocation in Q2 we could do 4+1 free in Q3 while also hitting orbital defense laser and starting ASAT 4 in Q3, then we try and finish philly 4 in Q4 and overflow to pound philly 5 out quickly. That lets us do orb comms next turn to cover the logistics for a glacier mine to provide income for hitting philly and asat hard (as well as service research such as scrin and nod)
 
Counterpoint, it's described as a form of a (presumably) permanent combat enhancement, in strength, speed, and reaction time, with minor immediate side effects.

I consider Qatar Loyalists extremely dedicated. I also consider them formerly dedicated to Brotherhood of Nod, with all the associated belief systems and idiosyncrazies.

Be it from worship of Tiberium or from dedication to be the best Nod Loyalists they could be, I expect most of them considered infusions an honor at the time. Sought after blessing. And so I think most of them have it.

Yeah that's a fair point given the the whole crazy worship of Tiberium by NOD.

My interpretation (and I mean just my interpretation) of what was going on with Qatar defectors with the Tiberium infusions was that we had some former combatants with them who were considered more disposable by NOD. Most didn't get it because it would be wasted on non combat personal as well as the risk of losing technical experts and scientists who are much harder to replace. Those experts being the ones who provide the bonus to us due there high level expertise.

That said I'm not opposed to doing the human enhancement research as we do have Mad Scientist Seo in charge, but after we recover our income some more. It could actually be a good recruiting tool for getting defectors if we can come up with a treatment.

We should probably get word of QM before committing to a course of action though.

@Ithillid are we in danger of losing or reducing our bonus from the Qatar defectors due deaths from Tiberium infusions? Also do we have a rough number on how many of our people have had the infusions?
 
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Of the Qatarites, between a sixth and a quarter have received the infusions. It is something that outside of general action was fairly limited in scope, and the Qatarites were, by far, less likely to take it. You are likely to see a reduced bonus at some point in the coming years without radical action, but even if you had not picked Seo, it would never go away entirely.
 
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