Infra 5/5 75R +11
-[] Blue Zone Arcologies (Stage 2) 468/600 5 dice 75R
HI 4/5 80R +16
-[] Automated Civilian Shipyards 0/250 4 dice 80R
LCI 1/4 0R +11
-[] Security Review 1 die
Agri 3/3 30R +11
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R
Tiberium 5/5+3 free 225R +26
-[] Red Zone Tiberium Harvesting (Stage 8) 1/130 3 dice 75R
-[] Tiberium Glacier Mining (Stage 10) 18/180 5 Dice 150R
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 40R +13
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 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
-3 tib, 3 bureau


Idle Dice: 5

510/515

Potential for 2 phases of glacier and if not a tap in Q3- went this way since we were given how many glacier phases zocom can support and this will jump our income up by a lot. Automated shipyard for the logistics- though orb comms is enough to keep us positive we want as big buffers as we can.

The +1d2 mil dice from factories at the end is going to be a good benefit that we can afford to use in year 2 of the plan on- we probably want to try and squeeze in 1 or 2 dice in Q4 for refits to get this started. Though we also want to do the Orcas this year (2 dice Q3 maybe?)
 
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My main reasoning is that those 'backbone' units are not nearly as in demand or as useful as the newer generation of developed and deployed technology, as in while the Military would certainly like more of them as a reserve, they'd prefer to get the new stuff instead to prepare for the new impending war over getting simply more surplus of what they already had.

For example, rather than simply getting more of the old regular infantry gear, they'd prefer the entire army to be upgraded to the newer Zone Armor, or rather than simply getting more tanks, they'd prefer to cover up their existing stock of tanks with more Ablat, or even just getting more Shells to fire their new artillery with.

Basically I see them wanting the new stuff far more than getting more of the older stuff, which they already have sufficient supplies of, and are not up to the quality and usefulness that they'd rather get instead with newer tech. It's why I question is it really as important, because while both are important, one has to be MORE important. Priorities exists for a reason after all.

Actually, because they are backbone units they are if anything even more in demand and more useful than the newer generation of developed and deployed technology.

Now, we absolutely can just toss new tech at them, I mean, we are doing that with the Zone Armour project, but we are already 6 factories deep into that (to equip ZOCOM), need another 6 factories to equip GDI's leading edge (the current phase) and another 6 after that to roll it out to the front line forces, and another 6 factories to deploy it to the forces backing up the front line forces. It's a massive project. We might be able to pull off rolling out the current Zone Armour phase this Plan.

But we'd need to get at least 24 factories deep just to replace the current back bone formations' infantry equipment with massive investments, and yes, we've already completed 6 of those factories. It's a project for years.

Doing the War Factory Refits though is cheap, useful, and very good at getting the troops in the field right now more of the stuff they are using right now. Is it all legacy equipment? Sure. Is it all equipment we are probably going to be replacing over the course of the 2060's? Well, yes. But they can have it now, not later. And they need it now.
 
most of the locals in the Green Zones were GDI citizens in Blue Zones 10 years ago.
Where did you get this from? Our massive refugee problem at the beginning of the quest was YZ population that previously hadn't had any major GDI support. Not former or displaced GDI citizens. Like, while we've lost lost of BZ territory the core of BZ cities were far from the front lines of Tiberium abatement.
 
Where did you get this from? Our massive refugee problem at the beginning of the quest was YZ population that previously hadn't had any major GDI support. Not former or displaced GDI citizens. Like, while we've lost lost of BZ territory the core of BZ cities were far from the front lines of Tiberium abatement.

Uh I got the exact opposite read off our early refugee camps, it seemed to me that they were lifelong GDI citizens who needed to get housed with a relatively small minority of Yellow Zoners in walking range who wandered over. Now we're starting to get lots of lifelong Yellow Zoners but that's a new development, we lost over a quarter of the pre-war Blue Zones before we reversed the trend. That's definitely some population centers lost, maybe not any big name cities but I don't believe that we lost a full quarter of our Blue Zones and evacuated every single person who lived there while simultaneously fighting a world war and genocidal alien invasion. I think it's much more likely that at least some people got left behind and I've been assuming that's mostly who lives in the inner Green Zones, although now with a decade of population movement from further out Yellow Zones and who knows what else so it's obviously not 100% former BZ residents.
 
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Uh I got the exact opposite read off our early refugee camps, it seemed to me that they were lifelong GDI citizens who needed to get housed with a relatively small minority of Yellow Zoners in walking range who wandered over. Now we're starting to get lots of lifelong Yellow Zoners but that's a new development, we lost over a quarter of the pre-war Blue Zones before we reversed the trend. That's definitely some population centers lost, maybe not any big name cities but I don't believe that we lost a full quarter of our Blue Zones and evacuated every single person who lived there while simultaneously fighting a world war and genocidal alien invasion. I think it's much more likely that at least some people got left behind and I've been assuming that's mostly who lives in the inner Green Zones, although now with a decade of population movement from further out Yellow Zones and who knows what else so it's obviously not 100% former BZ residents.

This was my reading as well. The initial waves were Displaced Blue Zone citizens and people living in the shadow of Blue Zones who just never managed entrance until now. We didn't really start getting Yellow zone until we got that blurb about the refugees a while back. Some of whom had Nod tattoos removed most of the bike were young.
 
When it comes to Navy, you have things that both strategies need, like the Escort Carriers to free up big carrier striking forces to go and give other people a bad day. Then you have the offensive options that are going to be about going after their ports, and interdicting them on their coasts.

As for the refits, the military does not care, because they have enough. They don't have all they could possibly use, and it does give them supplies and advantages. But it is something where the military is not particularly concerned about it in comparison to issuing widespread Zone Armor, or improving artillery packages, or laying out more ablat and shells.
 
Doing the War Factory Refits though is cheap
It is anything BUT cheap. Because if it were, I wouldn't be arguing about this.

War Factory Refits currently requires 16 Capital goods in total. So on top of the 350 progress at 20 resources per dice, it also costs however much it will take to get the Capital goods to pay it with. For minimized costs, I will refer to Nuuk at only one specific level, and not even include in more costs to get to that point:
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
That then adds up to 640 more progress at 20 resources needed per dice, and that's not even counting the combined costs of +2 -8 = 6 Energy, or the Labor that's running out with limited ways to get more of without having to spend yet more Capital goods for.

Given how many other projects, especially Military ones, require Capital goods, it is why I consider Refits a major opportunity cost vs the other newer projects, and hence why I'd like to point out how it should be done later when there is sufficient levels of both spare Capital goods to build it with, and income level to spend resources with the extra dice or two it could provide.
 
For Labor- there is a reason we did prosthetics as it helps pump some labor back in to the system. And yes we have to balance cap goods, energy and all that is part of this being a plan quest.
 
The cost is currently 16 capital good but that will drop once we start refitting or replacing factories as we roll out new gear that replaces the old. The Orca's are a good example of one of those projects.
MBT-7 Paladin is probably another one but we want to develop some more tech like shimmer shields before we start on that one.
This reduction is for the later phases the initial one is for gear we do not expect to replace soon.
 
@marids
Starting Q3, the thread is almost always going to be voting for at least 5 military dice per turn.

Don't think of wartime factory refits as generating another two military dice, but instead freeing up to two free dice that could then be spent on tiberium efforts.
 
New preliminary array update. A number of important fixes were made, most importantly our bonus to Service dice was corrected. Also fixed were the new progress numbers for our Probe missions. As always, if you notice something you think might be missing or in error, please ping or PM me so I can check it out.

Edit: Keep in mind that this doesn't include whatever changes the Recruitment drives will bring.
-[] Medina Planned City (Phase 4) Done
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 11%, 4 dice 60R 48%, 5 dice 75R 81%, 6 dice 90R 95%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 7 dice 105R 6%, 8 dice 120R 23%, 9 dice 135R 50%, 10 dice 150R 74%, 11 dice 165R 90%

-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dide 60R 10%, 4 dice 80R 50%, 5 dice 100R 84%, 6 dice 120R 97%
-[] Continuous Cycle Fusion Plant (Phase 2+3) 22/600? 7 dice 140R 9%, 8 dice 160R 32%, 9 dice 180R 62%, 10 dice 200R 84%, 11 dice 220R 95%

-[] Pharmaceutical Synthesis Centers Done

-[] Red Zone Tiberium Harvesting (Stage 10) 1/130 1 die 25R 12%, 2 dice 50R 80%, 3 dice 75R 99%
-[] Red Zone Tiberium Harvesting (Stage 10+11) 1/260 3 dice 75R 37%, 4 dice 100R 84%, 5 dice 125R 98%
-[] Tiberium Glacier Mining (Stage 10) 18/180 2 dice 60R 54%, 3 dice 90R 94%
-[] Tiberium Glacier Mining (Stage 10+11) 18/360 3 dice 90R 2%, 4 dice 120R 34%, 5 dice 150R 78%, 6 dice 180R 96%

-[] Expand Orbital Communications Network (Phase 4) 5/135? 2 dice 20R+ 56%, 3 dice 30R+ 90%

-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Governor Class Cruiser Shipyards (Rosyth) Done

-[] Recruitment Drives Done
Infrastructure 5 dice +10
-[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 41%, 3 dice 30R 84%, 4 dice 40R 99%
-[] Blue Zone Arcologies (Stage 2) 409/650 3 dice 45R 20%, 4 dice 60R 61%, 5 dice 75R 88%, 6 dice 90R 97%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 19%, 3 dice 60R 66%, 4 dice 80R 92%
-[] Yellow Zone Arcologies (Stage 2) 0/170 2 dice 30R 22%, 3 dice 45R 70%, 4 dice 60R 93%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 11%, 4 dice 60R 48%, 5 dice 75R 81%, 6 dice 90R 95%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 7 dice 105R 6%, 8 dice 120R 23%, 9 dice 135R 50%, 10 dice 150R 74%, 11 dice 165R 90%
-[] Blue Zone Apartment Complexes (Phase 1) 0/160 2 dice 20R 29%, 3 dice 30R 76%, 4 dice 40R 95%
-[] Integrated Cargo System 0/800 10 dice 150R 2%, 11 dice 165R 11%, 12 dice 180R 28%, 13 dice 195R 51%, 14 dice 210R 72%, 15 dice 225R 86%, 16 dice 240R 94%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 7%, 3 dice 90R 48%, 4 dice 120R 83%, 5 dice 150R 97%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 2%, 6 dice ?R 16%, 7 dice ?R 44%, 8 dice ?R 72%, 9 dice ?R 90%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 8 dice ?R 3%, 9 dice ?R 15%, 10 dice ?R 38%, 11 dice ?R 63%, 12 dice ?R 82%, 13 dice ?R 93%
-[] Chicago Planned City (Phase 4) 3/700 7 Tib dice 140R 2%, 8 Tib dice 160R 17%, 9 Tib dice 180R 49%, 10 Tib dice 200R 79%, 11 Tib dice 220R 94%
--Note: Infra dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/75 1 Tib die 20R 66%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/225 2 Tib dice 40R 9%, 3 Tib dice 60R 63%, 4 Tib dice 80R 94%
--Note: Infra dice makes this complicated.
-[] Colombo Planned City (Phase 1) 0/90 1 Mil die 20R 38%, 2 Mil dice 40R 88%, 3 Mil dice 60R 99%
-[] Colombo Planned City (Phase 1+2) 0/270 3 Mil dice 60R 10%, 4 Mil dice 80R 47%, 5 Mil dice 100R 81%, 6 Mil dice 120R 96%
--Note: Uses Mil/Infra dice. Mil dice have the larger bonus.
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 4%, 7 dice 70R 24%, 8 dice 80R 55%, 9 dice 90R 80%, 10 dice 100R 94%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dide 60R 10%, 4 dice 80R 50%, 5 dice 100R 84%, 6 dice 120R 97%
-[] Continuous Cycle Fusion Plant (Phase 2+3) 22/600? 7 dice 140R 9%, 8 dice 160R 32%, 9 dice 180R 62%, 10 dice 200R 84%, 11 dice 220R 95%
-[] Yellow Zone Fusion Power Campaigns (Stage 1) 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6%, 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 31%, 6 dice 90R 68%, 7 dice 105R 90%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 11 dice 165R 7%, 12 dice 180R 23%, 13 dice 195R 47%, 14 dice 210R 70%, 15 dice 225R 86%, 16 dice 240R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 idce 100R 2%, 6 dice 120R 16%, 7 dice 140R 47%, 8 dice 160R 76%, 9 dice 180R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 14 dice 280R 4%, 15 dice 300R 14%, 16 dice 320R 31%, 17 dice 240R 53%, 18 dice 260R 73%, 19 dice 280R 87%, 20 dice 300R 94%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
Light and Chemical Industry 4 dice +10
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 15%, 4 dice 40R 55%, 5 dice 50R 85%, 6 dice 60R 97%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 15%, 4 dice 60R 55%, 5 dice 75R 85%, 6 dice 90R 97%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 5%, 3 dice 45R 43%, 4 dice 60R 81%, 5 dice 75R 96%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 8 dice 160R 3%, 9 dice 180R 15%, 10 dice 200R 37%, 11 dice 220R 62%, 12 dice 240R 82%, 13 dice 260R 93%
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 30%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Reykjavik Myomer Macrospinner (Phase 2+3) 1/480 6 dice 120R 8%, 7 dice 140R 30%, 8 dice 160R 60%, 9 dice 180R 82%, 10 dice 200R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 31%, 2 dice 60R 83%, 3 dice 90R 98%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 4%, 4 dice 120R 32%, 5 dice 150R 69%, 6 dice 180R 90%
Agriculture 3 dice +10
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 37%, 3 dice 45R 82%, 4 dice 60R 97%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 11%, 6 dice 90R 38%, 7 dice 105R 69%, 8 dice 120R 89%, 9 dice 135R 97%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R 28%, 4 dice 40R 69%, 5 dice 50R 92%
-[-] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 17%, 3 dice 30R 64%, 4 dice 40R 91%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 39%, 3 dice 30R 83%, 4 dice 40R 97%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 19%, 3 dice 45R 66%, 4 dice 60R 92%
-[] Agricultural Processing Plants (Stage 1) 0/200 2 dice 20R 7%, 3 dice 30R 48%, 4 dice 40R 83%, 5 dice 50R 97%
-[] Ranching Domes 0/250 3 dice 60R 15%, 4 dice 80R 55%, 5 dice 100R 85%, 6 dice 120R 97%
-[] Spider Cotton Plantations (Phase 1) 2 dice 30R 22%, 3 dice 45R 70%, 4 dice 60R 93%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 91%
Tiberium 5 dice +25
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 23%, 3 dice 15R 80%, 4 dice 20R 98%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 8%, 5 dice 25R 47%, 6 dice 30R 84%, 7 dice 35R 97%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 22%, 3 dice 60R 79%, 4 dice 80R 98%
-[] Tiberium Vein Mines (Stage 1+2) 0/400? 4 dice 80R 8%, 5 dice 100R 46%, 6 dice 120R 83%, 7 dice 140R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 18%, 5 dice 100R 62%, 6 dice 120R 91%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 3%, 9 dice 180R 19%, 10 dice 200R 49%, 11 dice 220R 77%, 12 dice 240R 93%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 8) 1/130 1 die 25R 12%, 2 dice 50R 80%, 3 dice 75R 99%
-[] Red Zone Tiberium Harvesting (Stage 8+9) 1/260 3 dice 75R 37%, 4 dice 100R 84%, 5 dice 125R 98%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 35%, 2 dice 50R 92%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 20%, 4 dice 100R 70%, 5 dice 125R 95%
-[] Tiberium Glacier Mining (Stage 8) 18/180 2 dice 60R 54%, 3 dice 90R 94%
-[] Tiberium Glacier Mining (Stage 8+9) 18/360 3 dice 90R 2%, 4 dice 120R 34%, 5 dice 150R 78%, 6 dice 180R 96%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 22%, 3 dice 90R 79%, 4 dice 120R 98%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 41%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 21%, 2 dice 60R 86%, 3 dice 90R 99%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 96%
-[] Railgun Harvester Development 0/40 1 die 10R 100%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 20PS 47%, 3 dice 60R 30PS 94%
Orbital Industry 3 dice +10
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 4% 9 dice 180R+ 18%, 10 dice 200R+ 43%, 11 dice 220R+ 70%, 12 dice 240R+ 87%, 13 dice 260R+ 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 46%, 2 dice 40R+ 93%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 20%, 4 dice 80R+ 65%, 5 dice 100R+ 91%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 6%, 8 dice 160R+ 25%, 9 dice 180R+ 54%, 10 dice 200R+ 79%, 11 dice 220R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 4) 0/770 9 dice 180R+ 3%, 10 dice 200R+ 14%, 11 dice 220R+ 36%, 12 dice 240R+ 62%, 13 dice 260R+ 82%, 14 dice 280R+ 93%
-[] Expand Orbital Communications Network (Phase 4) 5/135? 2 dice 20R+ 56%, 3 dice 30R+ 90%
-[] Orbital Cleanup (Stage 8) 13/90 1 die 10R+ 49%, 2 dice 20R+ 92%
-[] Orbital Cleanup (Stage 8+9) 13/180 2 dice 20R+ 24%, 3 dice 30R+ 72%, 4 dice 40R+ 94%

-[] Inner System Survey Probes 0/45 1 die 15R 81%, 2 dice 30R 99%
-[] Asteroid Belt Survey Probes 16/70 1 die 15R 72%, 2 dice 30R 98%
-[] Outer System Survey Probes 0/190 2 dice 30R 11%, 3 dice 45R 55%, 4 dice 60R 87%, 5 dice 75R 98%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R+ 22%, 3 dice 60R+ 70%, 4 dice 80R+ 93%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R+ 13%, 5 dice 100R+ 46%, 6 dice 120R+ 77%, 7 dice 140R+ 93%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R+ 3%, 4 dice 80R+ 29%, 5 dice 100R+ 66%, 6 dice 120R+ 89%, 7 dice 140R+ 98%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 5 dice 100R+ 12%, 6 dice 120R+ 41%, 7 dice 140R+ 71%, 8 dice 160R+ 90%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
-[-] Fissile Extraction (Inactive)
Services 4 dice +15
-[] Automatic Medical Assistants 0/300 3 dice 60R 4%, 4 dice 80R 35%, 5 dice 100R 74%, 6 dice 120R 94%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 76%, 2 dice 40R 99%
-[] NOD Research Initiatives 100/160 1 die 30R 76% 2 dice 60R 99%
-[] Scrin Research Institutions 160/350 2 dice 60R 22%, 3 dice 90R 76%, 4 dice 120R 97%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 39%, 3 dice 45R 85%, 4 dice 60R 98%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 2%, 6 dice 90R 17%, 7 dice 105R 48%, 8 dice 120R 77%, 9 dice 140R 93%
-[] Professional Sports Programs 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] Domestic Animal Programs 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 5PS 16%, 2 dice 30R 10PS 80%, 3 dice 45R 15PS 99%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 76%, 2 dice 40R 99%
-[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 5PS 16%, 2 dice 40R 10PS 80%, 3 dice 60R 15PS 99%
Military 4 dice +12
-[] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 68%, 2 dice 40R 98%
-[] Wartime Factory Refits (Phase 1+2) 0/150 2 dice 40R 41%, 3 dice 60R 85%, 4 dice 80R 98%
-[] Wartime Factory Refits (Phase 1+2+3) 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Wartime Factory Refits (Phase 1+2+3+4) 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 8%, 4 dice 100R 44%, 5 dice 125R 79%, 6 dice 150R 95%
-[] ASAT Defense System (Phase 4) 36/225 2 dice 40R+ 19%, 3 dice 60R+ 71%, 4 dice 80R+ 95%
--Note: Can use Fusion dice.
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 73%, 2 dice 50R 99%
-[] Shimmer Shield Development 0/60 1 die 20R 73%, 2 dice 40R 99%
-[] Stealth Disruptor Development 0/40 1 die 15R 93%

-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 40R 79%, 3 dice 60R 98%
-[] Proto MARVs 0/110 1 die 20R 18%, 2 dice 40R 76%, 3 dice 60R 97% (but why tho)
-[] MARVs 0/160 2 dice 40R 32%, 3 dice 60R 80%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 45%, 4 dice 80R 82%, 5 dice 97%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 62%, 2 dice 40R 97%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 43%, 2 dice 40R 90%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 74%, 2 dice 40R 99%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 93%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 93%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 8%, 3 dice 45R 52%, 4 dice 60R 87%, 5 dice 75R 98%
-[] Wingman Drone Development 0/40 1 die 15R 93%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 93%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/225 2 dice 40R+ 3%, 3 dice 60R+ 45%, 4 dice 80R+ 85%, 5 dice 100R+ 98%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/425 5 dice 100R+ 14%, 6 dice 120R+ 48%, 7 dice 140R+ 79%, 8 dice 160R+ 93%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 52%, 2 dice 40R+ 94%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 93%
-[] Skywatch Telescope System 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Orbital Nuclear Caches 0/175 2 dice 40R+ 29%, 3 dice 60R+ 80%, 4 dice 80R+ 97%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 33%, 2 dice 30R 85%, 3 dice 45R 99%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 3%, 4 dice 60R 31%, 5 dice 75R 69%, 6 dice 90R 91%
-[] Tube Artillery Development 0/40 1 die 15R 93%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 3%, 4 dice 40R 30%, 5 dice 50R 68%, 6 dice 60R 90%
-[] Railgun Munitions Development 0/60 1 die 10R 73%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 37%, 3 dice 30R 82%, 4 dice 40R 97%
-[] Bulldog ARV Development 0/40 1 die 15R 93%
-[] Guardian Mark 2 Development 0/40 1 die 15R 93%
-[] Armadillo HAPC Development 0/40 1 die 15R 93%
-[] Mammoth Block Four Development 0/40 1 die 10R 93%
-[] Sandstorm HMLRS Development 0/40 1 die 10R 93%
-[] MBT-7 Paladin Development 0/40 1 die 15R 93%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 93%
-[] Hydrofoil Shipyards 0/85 1 die 10R 43%, 2 dice 20R 90%
-[] Point Defense Refits 15/250 3 dice 30R 27%, 4 dice 40R 69% 5 dice 50R 92%
-[] Island Class Assault Ships 0/40 1 die 15R 93%
-[] Victory Class Monitor Development 0/40 1 die 15R 93%
-[] Shark Class Frigate Development 0/40 1 die 15R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 93%
Bureaucracy 3 dice +10
-[] Security Reviews: DC55 1 die 71%, 2 dice 98%
-[] Focus Reallocation 1 die auto
-[] Yellow Zone Qualifications Initiatives DC 150 2 dice 37%, 3 dice 82%, 4 dice 97%, 5 dice 99.7%
-[] Private Industrial Automation 1 die auto
Last Security Review
Orbital 2 turns 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

--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
 
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I'd say we should do more ablative plating before we do wartime factory refit: they more or less fulfill the same goal of allowing our units to takes hits without being movement/mission killed in different way. The plating means that a tank is less likely to have it's gun destroyed in a fight while factory refits means that when it does get it's gun broken once it's back at a base it can be repaired and sent back to fight faster since they have more spare parts. While the extra dices are very tempting we don't have the money yet to get the 16 capgoods needed to get them. But we should get them later on in the plan if possible.
 
Thing is that spare parts do not equal armor. They can but it's not 1 for 1. A tank is just as likely if not more so to wreck an engine part then it's armor and gun. The anti laser panels are important but so is having transmissions or turbine blades.

We don't have to take factory refits this turn or whatever but we do need them to have a functional war machine.
 
SCEDQuest Q4 2057+Q1 2058
SCEDQuest Q3 2057 Results

Facilities

Tanegashima Space Center (Stage 3) 145/400
Tanegashima makes comparatively little progress, with a shipment of metal oxide 3D printers being delayed due to shipping problems. Aside from that the hull manufacturing hall makes good problems, with the basic cleanroom assemblies progressing as planned.
Moon Base
A further round of lunar exploration brings the outpost up to basic functionality. A minimum of experiments with biological samples, local resource utilisation and technologies can be done on site. For a larger local complement of scientists and engineers, including those with little to no official astronaut training, further facilities will need to be constructed.

Development
Pathfinder Lander Development 277/250
The final version of the Pathfinder Lander is a very large box that can barely fit in the ship's Cargo hold. Largely made of empty space for specifically designed cargo boxes, it can land on Mars, and by proxy every other body aside from Earth and Venus, fully loaded and return into orbit with 8 astronauts on one loading of fuel. The Landers can either be picked up by Pathfinder again or just resupplied in orbit with additional cargo meant for the surface.

Space Command Mission Planning
Mission: Orbital Scan - Mercury 94/50
Mercury is an uninteresting planet for orbital scans. With an orbital period almost as long as his year, its surface is a sun scorched wasteland with a day temperature of 420°C and a night temperature of -170°C. As early bases will likely only be possible in pole craters, scanning will focus on the polar regions especially with an additional few overpasses.

Mission: Surface Exploration - Venus 204/150
Venus surface is unsuited for the Opportunity rover model. The heat, pressure and acidity of the atmosphere would kill the on board electronics in mere minutes. All three hurdles will require unique solutions to overcome, with many different rover models, from massive nuclear powered ones to small single-use probes, and many different protection methods, like coating the entire rover in platinum or gold, suggested.


SCEDQuest Q4 2057+Q1 2058

This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in SCEDQuest will be affected by the main one, but unless Ithillid says otherwise it is semi canon (I think).

Budget: 180 Capital + 58 Capital Reserve
Industry Points: 100 IP because double turn
Earth Orbit Launch Capacity: 160 Space because double turn
Pathfinder Time: 180 Days because double turn
Manned Missions: 4 free slots because double turn

Facilities:
[]Tanegashima Space Center (Stage 3)
With the G shuttle and Gargarin station, SCED already has two projects that have brought their current manufacturing capability to their limits. The third phase of Tanagashima will be a large-scale manufacturing complex to easily produce hull parts for such projects.
(20 Capital per Die 145/400)(+20 IP)

[]New Johnson Training Center (Stage 2)
With the pool of qualified astronaut candidates thinning, SCED looks at more specialised personnel to bolster their ranks. Qualifications to become an Astrotech are still fairly high and require the right training and preparation facilities.
(25 Capital per Die 80/200)(Allows 1 additional Manned or Research Mission to be active at the same time)(Current Limit: 3)

[]Gagarin Station (Stage 2)
While the base station is in orbit, it is not much more than the main pillar. A small side tube to provide basic service facilities for the Pathfinder is the next step in the station construction plan.
(0/3 Gagarin Station Parts; 10 Launch Cap, 5C and 10 IP per Part)(-1 Pathfinder maintenance time)

[]Harper Spaceport (Phase 1)
While many of the SCED's missions are now solar system wide, they still require launching cargo and materials from Earth into space.
(15 Capital per Die 0/100)(+10 Launch Cap)

Planetary Bases:
[]Advanced Lunar Base Stage 1
Luna is now a barebones research outpost. It needs to be extended massively in order to fully transform it into a proper research station, able to test the newest technologies in lunar colonisation and construction.
(0/5 Facilities; 5C, 5 Launch Cap and 5 IP per Facility)(-1 Capital per Turn)


Development (10 Dice) +20
[ ]Surface Exploration EVA Development 0/500 (2C/Die)
Remote controlled rovers suffer from the, over interstellar and interplanetary distances, slow speed of light. It takes about 5 to 20 minutes for a message to travel between earth and mars. Surface missions even further out will require local rover autonomy to some extent. The EVA unit will need to navigate, take samples and recognize when a problem needs a solution from earth, on its own. General reluctance in regards to autonomous vehicles means that GDI has limited knowledge of such use cases compared to other AI applications, making the creation of such an EVA more difficult.

[]Small Scale Nuclear Reactor Development 0/100 0/5IP (5C/Die+2IP/Die)
GDI already has great experience in using small scale nuclear power for a variety of applications. To fit into SCED's modular part strategy they need to redesign some of the system however.

[]Advanced Lunar Base Stage 0/400(5C/Die+2IP/Die)
As a technological exercise and as a proof of concept, much of the lunar research outpost will be built from local resources. Doing so however will require researching the technologies required to do so: from winning metals and oxygen from regolith to generating oxygen and food from plants. (Required for Advanced Outpost Stage II)

[]Venus Rover Prototyping 0/250 (5C/Die+5IP/Die)
Venus is due to its high pressures and temperatures a bad place for conventional electronics, as such more niche and exotic options to explore its surface are required.

[]Reusable Probes 0/200 (5C/Die+5IP/Die)
Pathfinder opens up an interesting new possibility. Higher quality scanning probes with their own maneuvering capability to be put on their scan orbit and later collected again. These probes would require a massive overhaul of the Hermes design, but cut down on building one time mission pieces.

Space Command Mission Planning (6 Dice) +5
[ ]Mars Landing Mission Addendum: Return sample of transuranics 0/50

[]Mission: Orbital Scan (Write-in) (for example: Luna, Mars, Ceres, Jupiter) (Requires one Die)

[]Mission: Surface Exploration (Write-in) 0/200
-Ceres 0/150

[]Mission: Manned Landing (Write-in) 0/500

[]Mission: Research Base (Write-in) 0/1000
-Mars 0/600

Missions
Total Pathfinder Time: 180 days

Mercury
[]Orbital Scan-Mercury
(Required for activation: 6IP, 3Capital, 3 Launch Cap, 1 free Manned Mission slot, 14 Pathfinder days)

Venus
[]Rover Delivery-Venus
(Required for activation: Venus Rover Prototyping)

Luna
[]Pardus Mission-Luna
(Required for activation: 4IP per Location, 2 Capital per Location, 1 Manned Mission)
-[](Write-in Location)(max 2 per Turn)

Mars
[]Rover Delivery-Mars
(Required for activation: 4IP per Location, 2 Capital per Location, 1 Launch Cap per Location, 1 Manned Mission, 14 Pathfinder days)
-[](Write-in Location)

[]Manned Mars Landing
(Required for activation: 30IP, 15 Capital, 20 Launch Cap, 1 Manned Mission, 14 Pathfinder days)

Jupiter
[]Observation Probe-Jupiter
(Required for activation: 6IP, 3Capital, 3 Launch Cap, 1 Manned Mission, 25 Pathfinder days)


Mission Tracker!
https://docs.google.com/spreadsheets/d/1YAhLAoy0BTHB1CPYHeDffyDNwkrM6_dy7u0PL4yZ8_E/edit?usp=sharing

To Launch Missions, it must be "Ready for Launch" in the mission tracker and the requirements must be fulfilled.
 
[X]Plan Industrial Explorations and Shaking Down Pathfinder

-[X]Tanegashima Space Center (Stage 3) 3 dice, 60 C
-[X]New Johnson Training Center (Stage 2) 3 dice, 75 C
-[X]Gagarin Station (Stage 2) 3 parts, 30 launch cap, 15 C, 30 IP.

-Development
-[X]Surface Exploration EVA Development 0/500 (2C/Die) 2 dice, 4C
-[X]Small Scale Nuclear Reactor Development 0/100 0/5IP (5C/Die+2IP/Die) 1 die, 5 C, 7IP
-[X]Venus Rover Prototyping 0/250 (5C/Die+5IP/Die) 4 dice, 20 C, 20 IP
-[X]Reusable Probes 0/200 (5C/Die+5IP/Die) 3 dice, 15 C, 15 IP

-Space Command Mission Planning:
-[X]Mars Landing Mission Addendum: Return sample of transuranics 0/50 1 die
-[X]Mission: Orbital Scan Saturn Minor moons+rings 1 die
-[X]Mission: Orbital Scan Uranus Main Body 1 die
-[X]Mission: Orbital Scan Neptune's Moon Triton 1 die
-[X]Mission: Orbital Scan Pluto 1 die
-[X]Mission: Surface Exploration Ceres 0/150 1 die

-Missions
-[X]Pardus Mission-Luna (Required for activation: 4IP per Location, 2 Capital per Location, 1 Manned Mission)
-[X]Tycho
-[X]Orbital Scan-Mercury (Required for activation: 6IP, 3Capital, 3 Launch Cap, 1 free Manned Mission slot, 14 Pathfinder days)
-[X]Rover Delivery-Mars (Required for activation: 4IP per Location, 2 Capital per Location, 1 Launch Cap per Location, 1 Manned Mission, 14 Pathfinder days)
--[X]Huygens
--[X]North Pole
--[X]South Pole
-[X]Observation Probe-Jupiter (Required for activation: 6IP, 3Capital, 3 Launch Cap, 1 Manned Mission, 25 Pathfinder days)

238C-208 spent
100IP-100IP spent
160 launch capacity- 39 used.
 
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