My current thoughts for next turn is 1 glacier mine phase and 1 vein mine phase (as opposed to rz harvest). The 2nd is 20-30 as opposed to 10-20 of rz harvest and does not expand our logistics or mil commitments. Maybe drop a dice on rz harvest to set us up for a 4th glacier in Q3/Q4 but I would like to shift towards vein mine to finish out the year and as a way to get additional income (while racking up small amounts of YZ mit). This leaves us free to dump 5 dice on arcologies to finish the current phase and get some good overflow to the next phase- which buys us 4 turns for more housing.
My own plan is based around the idea of doing definitely a fourth glacier mine in Q3, and very possibly a fifth in Q4 depending on the costs, while stacking up a diverse enough set of +Logistics projects to cover that.
The apartments cover the immediate housing crisis, and then we can slam out the arcologies in Q3 and/or Q4, taking advantage of the lower commitment we picked to
only complete one phase per year, while still actually housing far more people in the Blue Zones over the course of the Plan than would have been possible with arcologies alone.
I agree that we'll need to pivot to vein mining, but I'd like to put it off a bit longer because it's just so damn dice-inefficient compared to glaciers, and to fully exploit the Medina advantage. Make hay while the sun shines, and all that.
Ok then. But I am going by flavor text and it does say that GDI is continuing its investments into the YZs. I'm just voting for this one in the hopes of increasing their positive opinion of GDI leave Nod with less people to recruit, no matter how small it might seem.
At current rates of progress, GDI will have invested into the Yellow Zones it now controls such that they... turn into Blue Zones... within about three years.

Like, seriously, we're Blue-ing the Green Zones at an average rate of like 0.35% of the planetary surface per year, and they only represent like 4% of planetary surface to begin with. Something like that.
As long as the resource budget is so tight, the apartments are a better move because they let us endear Yellow Zone residents
by moving them into Blue Zones, by accommodating refugees in the Blue Zones, and by enabling Yellow Zone residents to move into more comfortable locations within the Yellow Zones via musical chairs.
Meanwhile, my own plan draft invests in the Green Zones, not by providing arcologies, but by providing
plentiful water, something else I think they want a lot.
I vote 'defensive'. NOD still has a substantial naval presence, and their super-transport subs is what turns India from 'another warlord state' to a real threat to our ambitions by acting as a rear area and supply center for every other NOD-aligned warlord.
Having the ability to land troops at war's start is nice, but I don't think it's worth having to fight NOD as a unified block instead of as, essentially, co-belligerents. To say nothing of what would happen if our naval logistics got slashed.
I'm not saying you're wrong, I'm just saying let's kick that can down the road, at least until we've got the escort carriers ready for prime time.
Income increase around 40-80, depending on dice cooperation. Overall goal is to hit the research pinata without hurting income, with a dash of arcologies and some long-term planning.
Six dice on arcologies is more than a "dash."
So my thoughts were that housing is an important issue due to the increasing pressure from politicians and the need to improve quality of life. While BZ apartments are nice they don't contribute to the arcology plan promise. I also just want this darn phase done already.
I feel like this (and other 5-6 arcology dice plans) miss the reason
WHY the arcologies are in so much demand.
It's not that people specifically demand a zillion arcologies no matter what. It's not just an irrational fetish for pentagonal step pyramids.
It's that
people want out of shitty housing. They want out
now. They want a solution to their overcrowding problems. They want to know that there are enough roofs to put over the heads of refugees for more than another three months before we run out of housing.
The apartments provide an alternative solution to the actual
problem the arcology promise was made to address, and importantly, they are a
safety valve. They alleviate immediate public discontent by letting us very rapidly create +6, +12, or even +18 Housing of decent quality to pull people out of the
worst of the existing Housing, even as we can simultaneously ramp up arcology construction and put people there too.
If we rely primarily on huge blasts of arcology funding to solve the Housing crisis, the crisis will continue to smolder on for years because we just cannot get the arcologies built fast enough even in theory. People who are still on waitlists will be angry and bitter.
If we do a lot of apartments in 2058-59, the
anger evaporates. We can still keep our promises, but people won't be as resentful of the fact that the promises take time to fulfill.
This is a huge deal. We should take advantage of it.
Damnit Simon, I'm not gonna debate you point-by-point, that leads to Spaghetti Posting. Also, it makes your posts longer than they need to be with a lot of empty space.
Firstly, I don't think we'll be in immediate logistics crunch if the next available phase of our Glacier mines is, as I suspect, in the Medina/Mecca area. Secondly, we want to start winding down our glacier mining efforts ASAP given that ZOCOM is, of course, not going to be able to handle turn-after-turn expansion. So we don't need as much logistics to handle the crunch of our economy constantly expanding, if we simply stop expanding the economy in ways that take logistics.
Or at least, if we don't plan on continuing to expand the economy in ways that take logistics-this is very much an in-flux plan, but also one that is betting on our total Logistics burden for one more glacier mine being maybe 2-4 logistics instead of 5. Moving on to housing, failure to complete the arcologies will see us drop to 2 housing not 0. That's a crunch, but not a disaster. Moving on, you don't like the use of fusion power, but I want to be ahead of the curve when we start doing projects like Zone Armor or Nuuk and need to supply a big jolt of power. Dumping a whole turns worth of dice on power at the last second is what I'm trying to avoid here, and power is one of the few areas where we can guess that one die actions aren't totally wasted. Besides, the only place I can think of to spend 20 R is on light industry to start another round of fertilizer plants and use the spare to turn the Apartments die into Arcology die. Railgun harvester, again, is for the CHEAP PROJECT more than the actual resources gained, it's to help give us balancing options when our budget isn't quite healthy enough for full employment on 20 R options. And it's just a good idea that if war happens, our harvesters ought to be able to handle a couple of attack bikes or a missile militia squad. I find your fear of NOD hacking our databases and getting workable Scrin data from us highly dubious-why not do that AFTER we finish researching instead of mid-course when they'll get a dozen half-baked bad ideas?
And of all our military projects, the Shimmer Shield is important for the critical duty of protecting our space stations from NOD ASAT lasers. Right now, there is nothing that can stop a suitably big Obelisk from writing KANE LIVES in 30 foot tall letters on the Philly or Enterprise, or simply blowing up Stabilizers. Its also useful to shield our astronauts from radiation, to fortify our fortress towns, and maybe even to increase the efficency of our fusion reactors or decrease the amount of shielding they require. It's far from certain, but the shimmer shield has broad-ranging applications and might even unlock things like miniaturized fusion reactors we can put on our MARVs. And we can probably squeeze it onto the Mammoth Tank before the fourth war. And for your final point, I don't care to rush through a big wave of BZ Apartments just to demolish/refurbish our commie blocks and depopulate the fortress towns. That seems like a noble but misguided effort to me.
1) If we don't build any more Logistics and we do another phase of glaciers, we're down to about +2 Logistics. That's the range where random Nod harassment and shit can plausibly tip us over into the negatives. I want more of a buffer than that, given that our logistical weaknesses are obvious and no doubt widely known among Nod's upper echelons.
2) I don't know what ZOCOM's limit is. I don't want to push them beyond it, but I do want to try and get as much as we can while the getting's good.
3) Notably, we are heading into Tib War Four. An actual Tiberium War is going to
massively challenge our logistics on every level. We will be accelerating production in all our factories, shuttling vast amounts of goods to the front lines, and dealing with constant Nod disruption of transportation infrastructure and supply lines. All these things mean that it would be very reckless to go into Tib War Four without a
large Logistics surplus. Think less like +4 and more like +20, in other words.
4) Basically, I'm trying to get the Nod spies out of the research labs as soon as possible. The sooner the better. Some time last year would have been nice but we couldn't squeeze it in. That's all that's really concerning me in regards to the security review.
5) As for where to spend 20R- well, I'm stanning for
Automated Civilian Shipyards, but if you're interested in light industry there's Reykjavik. We already know that African Sabotage Warlord has targeted the Johannesburg macrospinner in the past, so getting a secondary facility spun up to at least Phase 2 sounds like a good precaution to keep our industrial base from being suddenly and
very literally hamstrung.
6) As for Shimmer Shields- suffice to say that I'm struggling to imagine us actually starting shimmer shield deployment until early 2059, no matter how desirable it is.
7) As for apartments- I'm not even talking about demolishing/refurbishing, I'm talking about
getting enough people out of there that it doesn't present a major ongoing political crisis. Like, just...
having enough Housing that nobody has to live in the crappy stuff except on a very temporary basis. Getting there with arcologies alone is nearly impossible, but with the apartments it's much more doable.
No, Seo is moving towards fusion warheads instead of fission warheads. Even he's not crazy enough to thi k Tib warheads are a good idea.
Real life nuclear devices are already fission-fusion-fission warheads. The warhead geometry detonates a fission device that triggers fusion that in turn greatly enhances the efficiency of fission in the fissile materials, causing the fission part of the device to go 'boom' much harder than would otherwise be possible.
If Seo wanted to do what you describe, he'd need to develop a
pure fusion nuclear device, which has been vaporware in real life. Here, GDI knows a lot more about fusion than real life does, so the thing might be accomplished, I guess?