Problem with that is that removing the Tiberium deep in earths crust will require the magic wand option that is the TCN. And whether or not this is something we can up with (regardless or not if the Tacitus survives this year) is up to our QM.
 
That is our mandate. To completely destroy Tiberium not only on the surface. I know not everyone wanted that but it came out. Not something half-hearted with which we gain a century of time and then have to flee anyway. Don't say we shouldn't make a space. But our top priority is to destroy Tiberium.

Yeah that is indeed what the politicians say, the politicians are idiots who would need a literal magic wand to utterly annihilate Tiberium and should be ignored. Abatement is the plan I would have voted for early on if I had found the quest that early, this isn't some stealth attempt to switch to the space plan, the space plan is way too hasty imo. It's just a sober analysis of the future in-universe.
 
We can crack the TCN ourselves if we do something now. It costs a lot and takes time but is still feasible. With or without the tacitus.
 
My plan for the next turn is thus: Give the military all the free dice, hope for 2 of the three projects there to succeed, or at least be within 1 roll next turn of finishing

Infra-
-[ ] Blue Zone Reconstruction Phase 2-5 dice, 50 resources
-[ ] Yellow Zone Reconstruction (Phase 2)-1 die, 15 resources
Heavy Industry
-[ ] Christchurch Tool Plant-2 dice, 30 resources
-[ ] North Boston Chip Fabrication (Phase 1) 1 die, 15 resources.
Light Industry
-[ ] Lithium Battery Plants-3 dice, 30 resources
Tiberium
-[ ] Blue Zone Perimeter Outposts (Phase 2) 1 die, 20 resources
[-] Tiberium Glacier Mining (Phase 3)? 1 die, 30 resources
-[ ] Experimental Tiberium Treatment Labs 1 die, 20 resources
Orbital
-[ ] Expand Orbital Communications Network (Phase 1) 1 fusion die, 10 resources
Services
-[ ] Primary Schooling 2 dice, 10 resources
-[ ] Craft Shops and Maker facilities 1 die, 5 resources
Military
-[ ] Apollo Fighter Factories-2 dice, 30 resources
-[ ] Railgun Refits-3 dice, 45 resources
-[ ] Wolverine Mark 3 Deployment-3 dice, 45 resources
 
When it comes to getting the TCN without Kane, you basically need to hold on to the Tacitus (fairly unlikely) and then invest some 15,000 progress ish into Tiberium Science projects to get to the point where you start seeing a TCN. Then it is another 10,000 progress towards getting that. And then you actually have to build the thing, which would be a massive undertaking anyway.
 
That doesn't explain anything and just invokes more questions. Honestly, feels like ass-pull.

Kane's been around for millennia, and has fucked around with human history. For example part of his organization helped to start WW1, by aiding in the assassination of Ferdinand. Kane ended up on Earth a long time ago after presumably dealing with the Scrin, so he would know how Tiberium works from that.
 
Problem with that is that removing the Tiberium deep in earths crust will require the magic wand option that is the TCN. And whether or not this is something we can up with (regardless or not if the Tacitus survives this year) is up to our QM.
We are literally pushing the envelope on how to extensively mine out and process the Tiberium glaciers that are a hallmark of the worst Red Zones. The same massive glaciers that usually form out of fissures leading to massive amounts of subterranean Tib.

The TCN is a life saver. But we've literally got the best experts on Tiberium besides Kane himself-and we're trying to develop methods to fight deep Tiberium infestations right now. Saying the Earth is gone, before we have even scratched the surface of Scrin technology- the technology of the mining group that was absolutely intending to harvest those massive subterranean pockets.... is hilariously, laughably absurd. We're in this for the long haul.
 
I think this should be part of the next plan regardless of what else it contains

Heavy Industry 3/3 +5 free 120 R +6
-[] North Boston Chip Fabrication (Phase 1) 0/150 5 dice 75 R
-[] Christchurch Tool Plant 201/300 3 dice 45 R

3 dice is needed to likely finish Tool plant and then put all free dice into chip factories to try and complete the second phase to get production started. Granted it likely won't finish it, but will go some way to starting it with an outside shot depending on what progress is required.
 
For whoever cares about it, I've decided against making my own plan ahead of the update. We've had enough curveballs thrown at us that I'd rather have the full picture before trying to push a plan; in retrospect I think it's been a bit counterproductive to post full plans ahead of time previously.

That said, I do think we should keep putting all 6 Tiberium dice to use. It's not a place we want to slack off on at all. The only thing I'm not sure on is if we can do a Blue Zone harvesting project; I'd really like our mitigation numbers to keep going up, but all we've really done for Ground Forces so far is provide AP ammo and better armor.
 
For whoever cares about it, I've decided against making my own plan ahead of the update. We've had enough curveballs thrown at us that I'd rather have the full picture before trying to push a plan; in retrospect I think it's been a bit counterproductive to post full plans ahead of time previously.

That said, I do think we should keep putting all 6 Tiberium dice to use. It's not a place we want to slack off on at all. The only thing I'm not sure on is if we can do a Blue Zone harvesting project; I'd really like our mitigation numbers to keep going up, but all we've really done for Ground Forces so far is provide AP ammo and better armor.

I'm getting a bit concerned about the neglect of the Navy. I don't think we need to give them stuff next turn but we should start development of of the PD tech soon. We ship a lot of stuff by sea, and sooner or later NOD will start attacking our ships if we don't defend them.
 
For whoever cares about it, I've decided against making my own plan ahead of the update. We've had enough curveballs thrown at us that I'd rather have the full picture before trying to push a plan; in retrospect I think it's been a bit counterproductive to post full plans ahead of time previously.

That said, I do think we should keep putting all 6 Tiberium dice to use. It's not a place we want to slack off on at all. The only thing I'm not sure on is if we can do a Blue Zone harvesting project; I'd really like our mitigation numbers to keep going up, but all we've really done for Ground Forces so far is provide AP ammo and better armor.
Outpost is a nice blue zone mitigation project to combo with glacier mining.
 
I'm getting a bit concerned about the neglect of the Navy. I don't think we need to give them stuff next turn but we should start development of of the PD tech soon. We ship a lot of stuff by sea, and sooner or later NOD will start attacking our ships if we don't defend them.
Our current ASAT headquarters is in Greenland (Blue Zone 17). Probably because it's very isolated and nobody goes there unless they have a very good reason. So NOD's best method of attacking such a base would be by infiltrating an assault force by sea under some sort of stealth field. Hydrofoils to patrol the coast and Governor Cruisers for more patrolling would do wonders as well as better point defense so NOD doesn't shoot holes in all our big expensive boats.

Plus all the Blue Zones (except Blue Zone 18 - The Himalayas) have some sort of coastline and 6 Blue Zones are entirely islands. So everyone can benefit from more Navy spending.
 
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Oh. I will also mention that Point defense will also help enable us to defeat NOD rocket and missile strikes on land as well. Think Aegis ashore and C-RAM with a bit of Iron Dome mixed in.
 
Update on the Security reviews for the latest turn. (Mainly adding trooperist's very helpful additions)


Infrastructure department: last review Q2, 2050. Results: Clean
Heavy Industry department: Q1, 2052. Results: Mostly Clean. Small amounts of Nod infiltration and under the table dealing. Cleaned out.
Light and Chemical Industry department: never reviewed
Tiberium department: last review Q2 2051. Results: Mostly Clean. Nod collaborators arrested.
Agriculture department: last review Q3 2050. Results: Dirty, Nod infiltration cleared out.
Orbital Industry department: last review Q3, 2050. Results: Clean
Services department: never reviewed
Military department: Q4 2051. Results: Military Logistics riddled with surveillance and hacking programs from multiple Nod sects to siphon off supplies. Some procurement holes closed, Nod presence ongoing.
Bureaucracy department: last review Q3, 2051. Results: Clean

I'm apprehensive about what we'll find in the services department at this point...
 
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