At this point, the infrastructure category broadly consists of 3 different categories:
-Housing
-Logistics
-Planned cities

Pursuing a blue zone arcology only strategy is going to commit us to a minimum of 3 dice into housing per turn for the rest of plan. If we want to start building a housing buffer and permanently moving civilians away from the front lines, we'll need to pursue a minimum of 4 dice into housing for the rest of the plan.

That is going to severely curtail our ability to improve our logistics or build Karachi. Or it will mean taking free dice away from the military, space, or tiberium abatement/income efforts.

As a small consolation, the 45-60 resources minimum expenditure will be a lot less harmful by the end of the year.
 
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Philly 5 will help reduce that by adding a die to the infra category (along with all the other) not to mention the +7 progress we get between 4 and 5. But yeah we will need to do some of the other housing as well but I would like to roll out 3 phases of arcology to meet our promises 1st if we can. And a 5 dice drop on arcology to both finish the current phase and get a good amount of rollover so we can drop to 3 dice in future quarters would be nice.
 
In the immediate short term, as long as we don't outright drown on the Logistics subject, Blue Zone Apartment Complexes is a superior solution to Yellow Zone Arcologies. They're cheaper to build. They're less likely to come under immediate military threat if Nod attacks. They house 50% more people per phase despite each individual phase having near-identical Progress costs and lower Resource costs. And they're probably nicer to live in.
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.
 
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.
In general, the housing options can be divided into:

+Blue Zone
+Ultra-High Quality
+Tiberium resistant
-You must construct additional pylons Energy
-Houses very few

+Blue Zone
+High Quality
+Houses 3x as many people as Blue Zone Arcologies
-Not tiberium resistant
-You must construct additional pylons Logistics

-Yellow Zone
+Can house 2x as many people as Blue Zone Arcologies
+Tiberium resistant

-Yellow Zone
-Strategic target
-Close to NOD offensives
-You must construct additional pylons Shells
+Tiberium resistant
+Allows for more tiberium abatement
+-Military installation

-Still in the Yellow Zone
-Strategic target
+More secure than Fortress Towns
+- I think that finishing Chicago lets us turn planned city housing into blue zones

I think that it has been stipulated that the vast majority of yellow zoners would vastly prefer to live in the blue zone rather than the yellow zone. If your goal is to increase the loyalty of our citizens, I think that (on a 1:1 housing basis), that even the yellow zoners would vastly prefer increasing blue zone housing over yellow zone housing. The key difference in housing preferences between the two groups is that yellow zoners are still happy with yellow zone arcology construction because it still gets them out of fortress towns, and prevents the possibility of refugees (including potential family members) being
turned away, or themselves being forced into refugee camps if NOD does manage to destroy housing stock.

To maximize loyalty of yellow zoners (and minimize the chances that they'll die in the coming war), maximize the chances of them being moved into the blue zones (and away from the tiberium/NOD front lines). That means pursuing a blue zone apartments strategy or an intensive blue zone arcology strategy (4-5 dice per turn).
 
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I'd never vote for this level of dice spending on Automated Civilian Shipyards. No matter how badly we need the Logistics or how urgently, it's not a phased or staged project. We'd almost inevitably be wasting at least 20-40 R unless we're extremely unlucky.

Thats fair, I wasn't thinking of the Glacier Mines cheaper Logistics cost while putting that many dice on civilian shipyards. I still think we should put at least 4 dice on it to have a better then 50/50 chance of finishing it this turn. As for the arguments on YZ qualification initiatives, you are probably right that we want to grab it when we have all three Bureaucracy dice available, however 3 dice only gets us to 80%. We need at least four dice to get the 96% chance of success, that either means spending a free die or waiting until we finish Philadelphia II. In any event it isn't something that has to be done this turn. I didn't realize its been almost four years since we've reviewed Services, so that is certainly a good choice for a replacement. Below is a modified plan that cuts back on Automated Shipyards and the YZ qualification initiatives and uses the dice and resources to invest in Philadelphia.

[ ] Plan: Arcologies and Philadelphia
-[ ] Infrastructure 5/5 Dice + 1 Free Die, 90R
--[ ] Blue Zone Arcologies (Stage 2) 409/650, 6 Dice, 90R, 97%
-[ ] Heavy Industry 4/5 Dice, 80R
--[ ] Automated Civilian Shipyards 0/250, 4 Dice, 80R, 65%
-[ ] Light and Chemical Industry 0/4 Dice
-[ ] Agriculture 1/3 Dice 20R
--[ ] Wadmalaw Kudzu Development 0/40, 1 Die 20R 90%
-[ ] Tiberium 5/5 Dice + 2 Free Dice, 170R
--[ ] Tiberium Vein Mines (Stage 1) 0/200, 4 Dice, 80R, 98%
--[ ] Tiberium Glacier Mining (Stage 10) 18/180, 3 Dice, 90R, 94%
-[ ] Orbital 3/3 Dice + 3 Free Dice, 90R
--[ ] Expand Orbital Communications Network (Phase 4) 5/135, 3 Dice (Fusion), 30R, 89%
--[ ] GDSS Philadelphia II (Phase 4) 29/715, 3 Dice (Fusion), 60R, 3/10.5 Median
-[ ] Services 2/4 Dice, 20R
--[ ] Tissue Replacement Therapy Development 0/60, 1 Die, 20R, 77%
--[ ] Security Review
-[ ] Military 4/4 Dice, 40R
--[ ] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80, 1 Die, 96%
--[ ] Point Defense Refits 15/250, 3 Dice, 30R, 25%
-[ ] Bureaucracy 3/3 Dice
--[ ] Focus Reallocation 1 Die
---[ ] Heavy Industry
---[ ] Tiberium
---[ ] Orbital
-[ ] Security Review: Services, 2 Dice

510/515R , 6/6 Free Dice, 6/12 Fusion Dice
 
I think the question for the GDI population is do they want a blue zone apartment now or an archeology in several years.
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+6)‌ ‌ (34 population in low quality housing) (2 points of refugees)
Is our current housing and its use, if we try and solve this with just Blue Zone Arcologies we need 4 for the refugees that will come during this plan and 4 more to get everybody out of low quality housing.
If we take a average of 10 dice for each that is 80 infra dice and 1200R not something we will be able to afford soon as we also need infra dice for logistics and planned cities.
This means we going to need at least some Blue Zone Apartment Complexes to get everybody out of the low quality housing and as the Apartment Complexes cost less per dice it better to build at least the first one early in the plan when we are more resource limited. and build the promised Arcologies later when our income is higher.

Math to check the price to build both, going with 4 Blue Zone Apartment Complexes + 1 stage of rails for their logistics vs 3 Blue Zone Arcologies as that is 24 housing in both cases.
Blue Zone Arcologies: (Progress 0/650: 15 Resources per Die) x3 = 1950 progress at 15R per dice
Blue Zone Apartment Complexes (Progress 0/160: 10 resources per die) x4 = 640 progress at 15R per dice + rail stage 3 (Progress 0/300: 15 resources per die) = 940 progress needed in total and 2/3 of the dice are 5R cheaper.
 
Infra 5/5 75R +11
-[] Blue Zone Arcologies (Stage 2) 468/600 5 dice 75R
HI 4/5 80R +16
-[] Continuous Cycle Fusion Plants (Phase 2) 22/300 2 dice 40R
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R
LCI 3/4 40R +11
-[] Security Review 1 die
-[] Reykjavik Myomer Macrospinner 1/160 2 dice 40R
Agri 3/3 30R +11
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R
Tiberium 5/5+2 free 170R +26
-[] Tiberium Vein Mines (Stage 1) 0/200 4 Dice 80R,
-[] Tiberium Glacier Mining (Stage 10) 18/180 3 Dice 90R
Orbital 3/3 30R +11
-[] Expand Orbital Communications Network (Phase 4) 5/135 3 dice 30R
Services 3/4 35R +18
-[] Security Review 1 die
-[] Tissue Replacement Therapy Development 0/60 1 die 20R
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R
Military 4/4 +1 free 50R +13
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R
-[] Shell Plants (Phase 4) 3/300 1 die 10R
-[] Point Defense Refits 15/250 3 dice 30R
Bureau 3/3+ 3 free +11
-[] Focus Reallocation (Service to Orbital) 1 die
-[] Security Reviews (Service) 2 dice +1 service
-[] Security Reviews (LCI) 2 dice +1 LCI
-[] Private Industrial Automation 1 die
Free 6/6
-2 tib, 3 bureau, 1 mil

Idle Dice: 3

510/515

Very early thoughts- working on some short term projects but also making progress on some long term needs. Keeping investment in energy because I look at where we might want to spend it and there are a lot of places that can eat up energy fairly quickly, for example full ground armor is 24 energy so we need more here.
Shell plants was I had 15R left over and tried to figure out where to spend it. In this case chipping away at a project we really want to get phase 4 out this year so start now.

Income should increase by 60 to 90 (plus Private Industrial Automation should help improve taxes though that will likely be down the line) which lets us go for bigger projects and get the idle dice active (not to mention use fewer free dice in bureau). But the recruit options are likely to change this quite a bit (I do have thoughts on shifting 1 or 2 dice over to Philly to get that started rolling).
 
I think the decision about whether to go for the 'offensive' or 'defensive' navy is a tough decision.
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 mean, offensive navy can far better interdict the seas and project force than the defensive navy. Likewise the potential of rescue raids offers an alternative to Nod's support base that could cripple them outside of their most strident strongholds
 
The frigates are just an all around good idea. Even for an offensive navy you still need escorts to defend the convoys supplying them. If we do want to go in the offensive the others are great but I'm not sure I support them this four year period.
 
Here's my proposed plan, inspired by Simon_Jester and doruma1020.

[ ] Plan: Hitting the research Pinatas and Arcologies
-[ ] Infrastructure 5/5 Dice + 1 Free Die, 90R
--[ ] Blue Zone Arcologies (Stage 2) 409/650, 6 Dice, 90R, 97%
-[ ] Heavy Industry 4/5 Dice, 80R
--[ ] Automated Civilian Shipyards 0/250, 4 Dice, 80R, 65%
-[ ] Light and Chemical Industry 0/4 Dice
-[ ] Agriculture 1/3 Dice 20R
--[ ] Wadmalaw Kudzu Development 0/40, 1 Die 20R 90%
-[ ] Tiberium 5/5 Dice + 0 Free Dice, 140R
--[ ] Red Zone Tiberium Harvesting (Stage 10) 1/30, 2 Dice, 50R, 79%
--[ ] Tiberium Glacier Mining (Stage 10) 18/180, 3 Dice, 90R, 94%
-[ ] Orbital 3/3 Dice + 1 Free Dice, 50R
--[ ] Expand Orbital Communications Network (Phase 4) 5/135, 3 Dice (Fusion), 30R, 89%
--[ ] GDSS Philadelphia II (Phase 4) 29/715, 1 Dice (Fusion), 20R, 1/10.5 Median
-[ ] Services 4/4 + 0 Free Dice, 90R
--[ ] NOD Research Initiatives 100/160, 1 Die, 30R, 77%
--[ ] Scrin Research Institutions 160/350 2 dice 60R 23%
--[ ] Security Review
-[ ] Military 4/4 Dice, 40R
--[ ] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80, 1 Die, 96%
--[ ] Point Defense Refits 15/250, 3 Dice, 30R, 25%
-[ ] Bureaucracy 3/3 Dice
--[ ] Focus Reallocation 1 Die
---[ ] Heavy Industry
---[ ] Tiberium
---[ ] Orbital
-[ ] Security Review: Services, 2 Dice
-[ ] Yellow Zone Qualifications Initiatives, DC 150, 4 dice 96%

510/515R , 6/6 Free Dice, 4/12 Fusion Dice

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.

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. Next is research, which I cut Philly for because I needed the resources. Both Nod and Scrin research have a lag time for the tech to come out after completion. (On completion, there is a flat wait time before the tech comes out and it is not a project we can speed up.) If we delay completing them the tech will also take a while to come out. Because the tech that comes out could completely restructure our plans for the future (like the Tib stabilizer did last plan), I want to hit it now so we can adjust for game changing techs earlier. Services are having security reviews this turn so I won't need to worry about infiltration before we start research.

Finally, due to the free dice freed up from the heavy cost of resources there enough free dice to do the Yellow Zone initiatives. This will hopefully increase our labour pool. I don't expect it to have results right away either, so doing it now gets the results earlier.
 
I mean, offensive navy can far better interdict the seas and project force than the defensive navy. Likewise the potential of rescue raids offers an alternative to Nod's support base that could cripple them outside of their most strident strongholds

(Offensive Navy)

[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to antisubmarine and antimine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)

(Defensive Navy)

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 resources per die)
The 'Offensive' set of ships are oriented around supporting a naval landing. The Monitor lists ASW as a duty it can fulfill, but it's primary purpose is the shore bombardment mission in support of the landing. It just coalesces a bunch of duties related to naval landing support that a modern Navy OTL would farm out to more specialized classes.

Both of these ships only relate to naval interdiction insofar as they facilitate taking the docks and the factories that supply them. Which is, of course, the best kind of interdiction...when enabled by naval superiority. Bit of a chicken and egg problem.

The Shark, as a general purpose air defense/ASW frigate, is useful both for interdiction, and for supporting naval landings, by providing interdiction.
 
The offensive navy seems to be poised to strike at India, Indcohina, and the Indonesian islands.

Striking at India, IMO, should require a beefed up ground forces and air force before we are willing to fight in one of the most densely populated parts of the planet. So we'll probably want to have an offensive navy deployed right around the time that the army and air force are at high confidence so that we can start building the Columbo planned city.

Overall, the Indonesian warlord comes across as someone who is more than happy to rest on their laurels if left alone, so I'm not really interested in poking that sleeping bear. Although I am interested in beefing up our defenses to prevent any opportunistic piracy on her part.

That said, our strategy will probably depend a lot on what we learn about the Indian warlord by building Karachi. If they are one of the worst warlords we'll want to move up the timetable, if they are one of the more benign ones we'll probably want to focus our assets against the other warlords (I really need to update my info-post).


For now, I'd broadly say that we can divide up NOD into four groups:
-the friendly-ish
--The Caravanserai (Global)
--The Middle-Eastern Brotherhood (Middle-East)

-the "reasonable"/conventional
--10 Rings (North Africa)
--Bintang (Indonesia)
--Qinglian (China)
--Krokov (Russia)
--Stahl (South America)

-true believers/unconventional
--Gideon (North America)
--Mehretu(Africa)
--Reynaldo (Europe)

-the unknown
--Waterly (unknown)
--Unknown (India)
--Potentially others

I'd say that my top priority target is Gideon. He may be violently insane, and wasteful with his resources, but he is a major recruiter and unifying force for NOD (especially as we improve global communications). I think that removing him would have the largest effect at weakening NOD world-wide, as well as improving our population's morale.

My second priority at this point is Mehretu. His whole shtick is being in the right place, at the right time, with a minimal amount of resources, to do massive damage. We can't really do anything to defend against him, and the longer he's on the board the more assassinations, sabotage, and terrorism he's going to be able to conduct across the initiative (including possibly our space assets). The most we can really do is conduct offensives to remove his resource base that he is using to pay and recruit for those operations.

Neither of those warlords are really in a place to make a good use of any navy. Overall, I'd prefer a defensive/blockade navy strategy and going heavily into counters for these two.
 
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The shark frigate needs to be done with at least a few docks dedicated to it's production during the next 4 years IMO. While our cruisers are great at their job unless we get to build up for 12+ years we won't have enough of them to cover all our shipping lanes from nod attacks on our supplies route. They also greatly help keeping our capitals ships alive, as even with all the GDI advancement I am sure that it doesn't take more than 1 good Tiberium torpedo to cripple or sink if we are unlucky even a battleship. It'll have to spend at minimum a year in drydock to fix while by design the frigates should take less time to build.
 
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.
The problem here is that this gives us no assurance of actually getting any Housing next turn and we really, really need it. The arcologies project is out of 650 Progress, not 600, now, and four dice only give us a ~60% chance of completion.

And, of course, no Logistics from Infrastructure nor any progress towards it here.


I think you'd be better off just skipping the fusion plants and finding something else to do with the Resources. We'll need the next tranche of reactors but they're not urgent, and we're still leaving a lot of dice fallow.


I dunno, I don't think Railgun Harvester is important enough to justify spending Resources on it rather than rummaging up the funds for something else.


The thing is... you're not spending any Infrastructure dice on Logistics. Your Heavy Industry +Logistics project may or may not finish- it's not a sure thing. And you're not spending any Orbital dice on Logistics.

This puts us pretty close to running out of surplus.


Mm. Honestly I'd rather pick something else for the second Services die. Among other things, until after we do the security review I kind of hesitate to try to fully prototype and examine the Scrin tech, since that's the stuff Nod doesn't already know. Plus, just, y'know, the general expense.


I respect the logic, but if we're gonna do a 20 R military project, I'd rather work on the war factories or the Orca refits or sensor deployments or any of a number of other things.

Don't get me wrong, I'm interested in shimmer shield work, but given that we won't have the funds for deployment right away, it's not our most impactful project option. Whereas a heavy sensor rollout before, say, 2059Q1 might badly fuck over Nod's plans for the next war.


This just feels like a bad idea. We should put off Yellow Zone Qualifications (which is basically a +Labor project when we still have a +20 Labor surplus) so that we can afford to concentrate Free Dice in areas where we urgently need to build up physical projects.


What, apartments? I strongly disagree.

That there is the key to getting our people out of commieblocks in some reasonable semblance of a timely manner, and also to keeping us from having to stuff Yellow Zone refugees in vulnerable areas where Nod is likely to attack soon. We should build multiple phases of apartments, effectively replacing the existing commieblocks as our "buffer" housing.


Oh?

Maybe. Although I suspect the payoff on building those factories won't be high enough to justify it as opposed to additional +RpT actions on the larger scale (like more glacier mines). Not at first, at least.
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.
 
Oh, and a little tiny spoiler. Seo isn't proposing relocating our nukes to orbital caches out of the goodness of his heart. Our Science Boy is gonna optimize GDI's nuclear arsenal if he can. What, per say, that entails is unclear, but it's definitely gonna be one of those -PS options, and centralizing the stockpile is the stalking horse he's using to get a chance to make his own nukes with all the bells and whistles.
 
Oh, and a little tiny spoiler. Seo isn't proposing relocating our nukes to orbital caches out of the goodness of his heart. Our Science Boy is gonna optimize GDI's nuclear arsenal if he can. What, per say, that entails is unclear, but it's definitely gonna be one of those -PS options, and centralizing the stockpile is the stalking horse he's using to get a chance to make his own nukes with all the bells and whistles.
Oh god he's adding tiberium to the nukes isn't he.
 
So when it comes to Focus Reallocation where should we put the dice?
HI, Tib and Orbital are my favorites- we always need Tib investment be it for income or abatement. HI is a foundational section of the economy (not end products but has the stuff we need to use in the other sections) and Orbital is a big section of the plan going forward

We should wait until we see the results of Recruitment. It looks like we'll have at least one +Orbital die option, but there will be others that change things from what we see now.
Than we can have 5 orbital dice instead of 4. As it is there are a ton of projects to chew through in orbital which if done will accelerate the rest of the GDI- Philly and Enterprise stand out the most here. And a lot to do in orbital in general so we have the option to evac the world if we cant get TCN (because stabilizer, abatement, all of it is delaying tib expansion until we can either evac or TCN)
 
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. :p 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?
 
[ ] Plan Let ZOCOM Rest
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 2), 5 dice (75 Resources)
Heavy Industry (5 dice)
-[ ] Nuuk Heavy Robotics Foundry OR Automated Civilian Shipyards, 3 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[ ] Johannesburg Myomer Macrospinner (Phase 4), 4 dice (80 Resources)
Agriculture (3 dice)
Tiberium (5 dice +1 Free)
-[ ] Tiberium Vein Mines (Stage 1), 6 dice (120 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 4), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[ ] NOD Research Initiatives, 1 die (30 Resources)
Military (4 dice +3 Free)
-[ ] Wartime Factory Refits (Phase 1), 1 die (20 Resources)
-[ ] Shimmer Shield Development, 1 die (20 Resources)
-[ ] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney), 1 die (10 Resources)
-[ ] Ground Forces Zone Armor (New York), 2 dice (40 Resources)
-[ ] Point Defense Refits, 2 dice (20 Resources)
Bureaucracy (3 dice +2 Free)
-[ ] Focus Reallocation, 1 die
--[ ] Heavy Industry
--[ ] Either Tiberium or Orbital
--[ ] Military
-[ ] Yellow Zone Qualifications Initiatives, 3 dice
-[ ] Private Industrial Automation, 1 die

Resources Available: 515
Resources Spent: 510
Resources Remaining: 5

Okay, so. An important thing about this plan draft: We've gotten some increasingly alarmed calls from ZOCOM about how they don't think that they can sustain the pushes into the Red Zones we've been making, not without a lot more Zone Armor out on the field to help them cover the necessary ground (and this is even with the medivacs, because there's just not enough suits.) With that in mind, this Plan is putting a hold on Glacier Mines and going for ways to get the Treasury its funding without such large stressors on the military, at least until we've got a bit more Zone Armor out in the field.

And yes, that includes the fact that the following Red Zone pushes are based out of the ceasefire zone in the Middle East. Even if there's no active fighting, they still need significant garrisons by word of GM, since GDI expects that place to explode if the ceasefire ever fails.

Infra goes heavy on BZ Arcologies to make up for lost time. Some of it can be retasked to other purposes if needed, but given the housing situation, I'd just really like to get one round of Arcologies out now.

HI goes for Nuuk. If we're not doing more Glacier Mines, not as much need to push out more Logistics. I am still divided between it and Civilian Shipyards though, since narratively we got a hint that we should get more yards and thus more shipping back when we finished Boston Phase 4. Or possibly just more Fusion Plants, since there'll always be demand for more energy.

LCI gets all 4 dice activated and tries to push out Johannesburg Phase 4, because if we're starting up a Zone Armor effort, we want that Phase 4 for its discount ASAP. Plus, it's another source of Capital Goods and Energy.

Tiberium meanwhile, swaps over to Vein Mines. With 6 dice on it and the bonus, we should (assuming Phase 2 has a similar Progress required as Phase 1) be able to get two phases of Vein Mines done. Which on average would be around 50 RpT. Not as bountiful as Glacier Mines plus Red Zone Harvesting, but... also not actually that bad. On average a RZ Harvesting + Glacier Mine phase would give 50 + 15 = 65 RpT. So just 15 less, which isn't terrible.

Services pushes to finish the NOD Research Initiatives, and next turn we'll resume work on the Scrin.

Military is a die on the Wartime Factory Refits, a die on Shimmer Shields, a die to finish up the 2nd Medivac, then 2 dice on Zone Suit manufacturing directly, and 2 dice on Fleet PD.

Bureaucracy does Focus Reallocation (HI for Cap Goods, Military because we've got so much stuff that needs doing there, and then it's Orbital vs Tiberium for the last Focus, which probably depends on what kind of Recruitment options we get), along with 3 dice on the Qualifications Initiative so we can get another Labor pipeline going up, and 1 die on Private Industrial Automation to provide more economic stimulus, which should also help with getting more income faster.
 
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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?
I assume that's what is being discussed yes because Seo is the SCIENCE! man and thus has a drive for neat projects that otherwise might not be pushed by anyone else. Nukes work, Seo wants neater, scienciery nukes.
 
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