So do we do the Liquid T batteries next turn? We chose for that under Doc Granger. We might as well go for it under Seo.
 
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Bit of a spoiler for the results, but for the Scrin Gatcha it is Repulsorcraft, Electrolasers and Harvesting Tendrils.
And for Nod. Hallucinogen Grenade Formula, Prototype Biprop formula, Advanced Infantry Bodysuits, Tick Entrenchment System, Cleansing Flame Formula, Modern Lasers, ECCM, and Charged Particle Beams.

Edit: The lower half of the Nod tech pool is infested with weaponry, because of just how many war crimes weapons they have that you won't really use.
Sorry, but shouldn't we get nine NOD techs and not eight?
 
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Harvesting Tendrils.
Oh hello new tech for our tiberium section, cant wait for when we get options related to this. Is this another TCN piece?


[] Plan Fixing the Backend
Infra 5/5 75R +22
-[] Blue Zone Arcologies (Stage 3) 94/650 2 dice 30R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R
HI 4/4+2 free 120R +17
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 die 120R
LCI 4/4 80R +12
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R
Agri 2/3 20R +12
-[] Security Review (Agri) 1 die
-[] Wadmalaw Kudzu Development 0/40 1 die 20R
Tiberium 6/6 140R +25
-[] Tiberium Vein Mines (Stage 1) 0/200 3 dice 60R
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R
-[] Tiberium Processing Plants (Stage 1) 0/200 1 die 30R
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R
Orbital 5/5+3 free 160R +10
-[] GDSS Philadelphia II (Phase 4) 362/715 8 dice 160R
Services 4/4 35R +17
-[] Green Zone Teacher Colleges 0/200 3 dice 15R
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R
Military 6/6 80R +14
-[] Security Review (Mil) 1 die
-[] Orbital Defense Laser Development 0/40 1 die 20R
-[] Tube Artillery Deployment 0/200 1 die 15R
-[] Naval Defense Laser Refits 121/330 3 dice 45R
Bureau 3/3+1 free +12
-[] Security Reviews (Agri) 2 dice +1 Agri 98%
-[] Security Reviews (Mil) 2 dice +1 Mil 98%
Free 6/6
4 bureau, 2 mil
Idle Dice: 1

710/710

Not chancing any projects that take energy finishing Q4- as long as the fusion plant finishes though we can start doing energy projects like the tib processing plant in Q1 of next year. Very early plan with lots likely to change- also only 1 idle dice and this gets the philly done as well putting work to fix energy, manage cap goods, and keep logistics where it needs to be as well as starting on increasing our processing capacity
 
Oh hello new tech for our tiberium section, cant wait for when we get options related to this. Is this another TCN piece?


[] Plan Fixing the Backend
Infra 5/5 75R +22
-[] Blue Zone Arcologies (Stage 3) 94/650 2 dice 30R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R
HI 4/4+2 free 120R +17
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 die 120R
LCI 4/4 80R +12
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R
Agri 2/3 20R +12
-[] Security Review (Agri) 1 die
-[] Wadmalaw Kudzu Development 0/40 1 die 20R
Tiberium 6/6 140R +25
-[] Tiberium Vein Mines (Stage 1) 0/200 3 dice 60R
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R
-[] Tiberium Processing Plants (Stage 1) 0/200 1 die 30R
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R
Orbital 5/5+3 free 160R +10
-[] GDSS Philadelphia II (Phase 4) 362/715 8 dice 160R
Services 4/4 35R +17
-[] Green Zone Teacher Colleges 0/200 3 dice 15R
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R
Military 6/6 80R +14
-[] Security Review (Mil) 1 die
-[] Orbital Defense Laser Development 0/40 1 die 20R
-[] Tube Artillery Deployment 0/200 1 die 15R
-[] Naval Defense Laser Refits 121/330 3 dice 45R
Bureau 3/3+1 free +12
-[] Security Reviews (Agri) 2 dice +1 Agri 98%
-[] Security Reviews (Mil) 2 dice +1 Mil 98%
Free 6/6
4 bureau, 2 mil
Idle Dice: 1

710/710

Not chancing any projects that take energy finishing Q4- as long as the fusion plant finishes though we can start doing energy projects like the tib processing plant in Q1 of next year. Very early plan with lots likely to change- also only 1 idle dice and this gets the philly done as well putting work to fix energy, manage cap goods, and keep logistics where it needs to be as well as starting on increasing our processing capacity
No, it is an econotech. Makes your harvesting operations notably more efficient.
 
Bit of a spoiler for the results, but for the Scrin Gatcha it is Repulsorcraft, Electrolasers and Harvesting Tendrils.
And for Nod. Hallucinogen Grenade Formula, Prototype Biprop formula, Advanced Infantry Bodysuits, Tick Entrenchment System, Cleansing Flame Formula, Modern Lasers, ECCM, and Charged Particle Beams.

Edit: The lower half of the Nod tech pool is infested with weaponry, because of just how many war crimes weapons they have that you won't really use.
Edit2: There should have been Nod Wingpacks here as well.
Some juicy stuff. Bilpro could easily be next gen infantry weapons right there (though I will die laughing if we upgrade to charged particle beams). And considering how effective the Cleansing Flame is- notably chewing through vehicle plating, it might be instantly lethal enough to not be the worst way to go. I can sort of see an argument on that one.

Lasers, ECCM, and bodysuits are fantastic (we might seriously want to consider a new infantry kit sooner than later with these). Electrolasers potentially synergizes really well with all of our other DEW tech if we can start understanding common principles considering those use charged particles like the charged particle weapons, Scrin plasma weapons, and our own ion cannons in addition to the initial laser.

Edit: I bet ZOCOM is screaming after we finally gave them their hovercraft sonic artillery piece and then turn around and develop full on repulsorcraft.
 
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Some juicy stuff. Bilpro could easily be next gen infantry weapons right there (though I will die laughing if we upgrade to charged particle beams). And considering how effective the Cleansing Flame is- notably chewing through vehicle plating, it might be instantly lethal enough to not be the worst way to go. I can sort of see an argument on that one.

The biprop presumably will get stuffed in our missiles, but it's rocket fuel that doesn't have much bearing on infantry rifles.

The lasers though, modern lasers means we have the same tech Stahl used to make his fancy new laser rifles. Except we've got more nerds and more factories and more money than he does so our laser rifles are probably going to be better if anything. Certainly not any worse than NOD's, and we'll be manufacturing them in larger quantities.
 
The biprop presumably will get stuffed in our missiles, but it's rocket fuel that doesn't have much bearing on infantry rifles.

The lasers though, modern lasers means we have the same tech Stahl used to make his fancy new laser rifles. Except we've got more nerds and more factories and more money than he does so our laser rifles are probably going to be better if anything. Certainly not any worse than NOD's, and we'll be manufacturing them in larger quantities.
I thought it was talking about binary propellants for conventional firearms- like the new NOD assault gun that has a horrifically dangerous (in every sense) cannon.

Yeah, laser rifles would probably be easily on the table, and I imagine we can revisit the vehicle mounted point defense laser sooner than later.
GD3, 4, and 5 are going to be showing up in the coming years. Which are iterative kinetic upgrade, laser, and particle beam guns.
That moment when it all comes together. With body suits, are we talking the sort of lighter power armor the Black Hand fields or the kinds used by Shadow Teams or both?
Word from Discord is that the Repulsorcraft is only really good for light vehicles, so no hover-battleships.

Does wonders for supply trucks though.
It does mean our replacement for the Pitbull is going to be hell on nonexistent wheels.
 
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Bit of a spoiler for the results, but for the Scrin Gatcha it is Repulsorcraft, Electrolasers and Harvesting Tendrils.
And for Nod. Hallucinogen Grenade Formula, Prototype Biprop formula, Advanced Infantry Bodysuits, Tick Entrenchment System, Cleansing Flame Formula, Modern Lasers, ECCM, and Charged Particle Beams.
Wow, that's a lot of energy weaponry.

Combined with the minimized level of surplus Energy left to use, I think the time for Liquid Tiberium Fuel Cells has come to at last. Sure, more fusion plants can be built, but overall the lack of Capital goods and thus another shortage where HI dices are needed is another reason to have more ways to get Energy.
 
Okay, so discussion on the discord has some potentially troubling math coming up. We might fall short of our plan goals in both Orbital and Military if we don't be very careful. Someone else is doing the mathpost for the Orbital category, but here is the military section.

Here are our plan goals along with their progress required:
Shells 600, ablat 355, URLS 300, naval PD 210, ASAT 775, OSRCT 1025 (but contributes to stations?), Proto plasma 60, orbital laser 40, railgun 60, tactical plasma 30, mastodon 30, havoc 30, ====> 0/3515 military progress. 70.3 dice, assuming no die bonus (which is unrealistic). (Not included: our promise to Tali Jackson for the extra mil dice)

Taking a very conservative approach to the math of just taking the existing dice bonus and not factoring in Seo's fast learner + potential bonuses from Philadelphia completion...

Average dice rolls around 50, +13 with current bonuses is 63.
3515 (Needed military progress) / 63 (expected value of dice) = 55.8 dice.

With only 13 turns remaining in the plan, we are potentially required to spend at least 4.3 military dice per turn on projects that are only in the plan goal. That means our consumables and certain things we've been putting off like ASAT and OSRCT. Not whatever new techs or military units not in the plan goal.

This is doable, in a vacuum. However, it has been brought to my attention on discord that a similar calculation has been made for Orbital assets showing that we may need around 8.5 dice a turn.

Someone else can do the math calculation there, but it's along the lines of 0/6700 worth of orbital progress that needs to be done in 13 turns. Some rough calculation done was around 8.5 dice a turn required. This is rough math that someone should try and do more accurately, as it might be overshooting the dice count.

Our coming turns we must be very careful with our dice distributions to hit our plan goals. I only started doing these calculations after someone brought up the topic on discord about an hour before the vote ending.

(I make no assurances my math is perfect, but it should hopefully be around the right ball park.)
 
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I'm trying to think of how we would actually use the glider packs. I don't really think we need to forward deploy our sniper teams that much these days, and I doubt it can support the weight of power armor. I guess it might provide inspiration for how to terminally maneuver our drop platforms?

Maybe glider bombs/shells?
 
@Ithillid Actually, question: aside from the tiberium munition, how are charged particle beams different from our ion weapons? Are they even comparable at all? Because from just a cursory glance on the wiki, that sounds very hybridizable to poke around small scale ion weapons again.

I mean, unless it's both totally useless without the tiberium component and completely incompatible with our existing ion tech. In which case it is just - as you said - a useless warcrime weapon we'll probably never use.

But then, modern lasers might be a better find for us than small scale ion anyway, if only because NOD is starting to actually counter our ion weapons.

Also, question for the thread in general: is anyone concerned that we haven't even touched the superconductors complex? It's just been... sitting there. For years.

I know mechanically they're not super special from what little we can actually see, but narratively might be another thing entirely. like the myomers enabling better and cheaper mechs, having more abundant superconductors sounds like better, more efficient, or cheaper high energy equipment. Like, say: railguns, lasers, ion, fusion power, other high tech/highly automated factories... we just won't know until we invest in it.
 
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Bit of a spoiler for the results, but for the Scrin Gatcha it is Repulsorcraft, Electrolasers and Harvesting Tendrils.
And for Nod. Hallucinogen Grenade Formula, Prototype Biprop formula, Advanced Infantry Bodysuits, Tick Entrenchment System, Cleansing Flame Formula, Modern Lasers, ECCM, and Charged Particle Beams.

Edit: The lower half of the Nod tech pool is infested with weaponry, because of just how many war crimes weapons they have that you won't really use.
Edit2: There should have been Nod Wingpacks here as well.
What's biprop and ECCM?

Guess we can now turn the hovercraft ambulance into an actual hovercraft.

Harvesting tendrils are I guess tech off of the Scrin Harvester which I thought always looked like some sort of bug scurrying around.
Kinda funny since last update said we wouldn't need a new harvester design unless we unlocked some stuff about Scrin Tiberium harvesting and now it looks like we'll eventually have to build factories to replace all our harvesters worldwide once it finishes.
 
What's biprop and ECCM?

Guess we can now turn the hovercraft ambulance into an actual hovercraft.

Harvesting tendrils are I guess tech off of the Scrin Harvester which I thought always looked like some sort of bug scurrying around.
Kinda funny since last update said we wouldn't need a new harvester design unless we unlocked some stuff about Scrin Tiberium harvesting and now it looks like we'll eventually have to build factories to replace all our harvesters worldwide once it finishes.
Biprop is the binary chemical propellant Stahl's been using in his tank destroyers. It's nearly as punchy as our railguns, but comes with the downside that if you brew up, they're going to have to glue what's left of the crew back together, in hell. ECCM is counter-jamming, as stated above.
 
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Yet another preliminary plan.

[]Plan No Bureaucracy for GDI Pig Dog!
-[]Infrastructure 5/5 75R
--[] Blue Zone Arcologies (Stage 2) 548/650 4 dice 60R (median 4/8)
--[] Integrated Cargo System 0/800 1 dice 15R (median 1/11)

-[]Heavy Industry 4/4 + 2 120R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 dice 120R 97%

-[]Light & Chemical Industry 4/4 80R
--[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R 96%

-[]Agriculture 3/3 60R
--[]Freeze Dried Food Plants 0/200 3 dice 60R 61%

-[]Tiberium 6/6 105R
--[] Tiberium Prospecting Expeditions (Repeating Stage) 3 dice 15R 78%
--[] Tiberium Processing Plants (Stage 1) 0/200 3 dice 90R 77%

-[]Orbital Industry 5/5 + 2 130R
--[] GDSS Philadelphia II (Phase 4) 100/715 6 dice 120R 60%
--[] Expand Orbital Communications Network (Phase 5) (Final) 117/135 1 die 10R 100%

-[]Services 4/4 35R
--[] Green Zone Teacher Colleges 0/200 3 dice 15R 61%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 77%

-[]Military 6/6 + 1 105R
--[]Tube Artillery Deployment 0/200 3 dice 45R 54%
--[]Naval Defense Laser Refits 121/330 4 dice 60R 84%

-[]Bureaucracy 0/3

710/710R, 5/6 Free Dice

In a way, @Derpmind, you were right. Albeit I don't think anyone could have anticipated or planned for double ones on Tidal.

So not only must we overbuild Processing Plants, we must now also overbuild fusion plants to power them as well.

On the other hand, we have the cash to do this and get some chores done on the side.
 
We might fall short of our plan goals in both Orbital and Military if we don't be very careful. Someone else is doing the mathpost for the Orbital category, but here is the military section.
Weren't we supposed to get a shitload of extra dice from finishing Philly? And there was a suggestion a while back we go all-in on that because the earlier we get those dice, the more dice we have to use overall. What happened to that plan?
 
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Yet another preliminary plan.

[]Plan No Bureaucracy for GDI Pig Dog!
-[]Infrastructure 5/5 75R
--[] Blue Zone Arcologies (Stage 2) 548/650 4 dice 60R (median 4/8)
--[] Integrated Cargo System 0/800 1 dice 15R (median 1/11)

-[]Heavy Industry 4/4 + 2 120R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 dice 120R 97%

-[]Light & Chemical Industry 4/4 80R
--[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R 96%

-[]Agriculture 3/3 60R
--[]Freeze Dried Food Plants 0/200 3 dice 60R 61%

-[]Tiberium 6/6 105R
--[] Tiberium Prospecting Expeditions (Repeating Stage) 3 dice 15R 78%
--[] Tiberium Processing Plants (Stage 1) 0/200 3 dice 90R 77%

-[]Orbital Industry 5/5 + 2 130R
--[] GDSS Philadelphia II (Phase 4) 100/715 6 dice 120R 60%
--[] Expand Orbital Communications Network (Phase 5) (Final) 117/135 1 die 10R 100%

-[]Services 4/4 35R
--[] Green Zone Teacher Colleges 0/200 3 dice 15R 61%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 77%

-[]Military 6/6 + 1 105R
--[]Tube Artillery Deployment 0/200 3 dice 45R 54%
--[]Naval Defense Laser Refits 121/330 4 dice 60R 84%

-[]Bureaucracy 0/3

710/710R, 5/6 Free Dice

In a way, @Derpmind, you were right. Albeit I don't think anyone could have anticipated or planned for double ones on Tidal.

So not only must we overbuild Processing Plants, we must now also overbuild fusion plants to power them as well.

On the other hand, we have the cash to do this and get some chores done on the side.

So wait are we not going tidal anymore cause of the double ones? I'm a bit confused here.
 
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