I like this plan, but it can be implemented in a slightly different way.

[] Plan Draft WELP, all dice edition.

Infrastructure 5/5 Dice 70 R
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/11 median)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 4/4 Dice 80 R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (3 Dice, 60 R) (78% chance)
-[] Bergen Superconductor Foundry (Phase 1) 0/95 (1 Dice, 30 R) (32% chance)

Agriculture 3/3 Dice 40 R
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (93% chance)
-[] Freeze Dried Food Plants 0/200 1 dice 20R
-[] Security Review

Tiberium 6/6 Dice 75 R
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 (3 Dice, 15 R) (79% chance)
-[] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 4) 362/715 (7 dice, 140 R) (94% chance, median ~100/1430 on next phase)

Services 4/4 Dice 50 R
-[] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 2 Free Dice 120 R
-[] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Bigass Sonic Cannon Rollout 0/??? (2 Dice, 30 R) (??% chance)

Bureaucracy 3/3 Dice
-[] Agriculture Review (3 dice)

705/710 Resources spent
 
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Question, should I write a narrative post similar to the Second First Moon Landing for the Mars landing that happened this quarter?
Yes please please.

I like this plan, but it can be implemented in a slightly different way.
Your "slightly different way" just gutted the plan.

Your variant works by dropping the Tiberium Processing Plants action entirely and replacing it with Tiberium Prospecting Expeditions. The 75 Resources this makes available then go to various Light Industry and Agriculture projects, namely a third Reykjavik die, a Bergen die, and a Freeze Dried Food Plants die.

This is a terrible idea.

Right now, we're right at the ragged edge of the limits of our tiberium processing cap. Much of our processing capacity, and all the modern processing capacity we rely on for transuranic elements that are necessary for Scrintech, is centralized in two locations (Medina and Chicago). Both of these locations are on the borders of GDI control, and vulnerable to Nod attack.

We have Plan commitments that require us to increase the tiberium processing cap. We have separate commitments to further increase our RpT income in ways that would be virtually impossible to achieve without increasing the cap. Even if we did not have such commitments, we would need to increase the cap anyway, both to increase our budget enough to actually use all our dice on non-cheap projects and to accommodate the extra dice we soon hope to get by finishing the Philadelphia. And even if none of that mattered, we would need to build more processing plants widely around the world to offset how vulnerable and overstrained our existing tiberium refinery network is.

The tiberium refinery construction is essential. It is vital, not optional, to get this project done or at least mostly done next turn.

As such, your diversion of effort from building the processing plants to assorted light industry and agriculture projects that are merely nice to have, and to some of the most expensive such projects available at that... Well, I can't endorse it.

If you really want to activate all our dice, then the solution is to find other, less vital projects to cut, and to pick cheaper options that cost less to fully activate. For instance, we could sacrifice scientific research for a cheaper Services program, or convert more ICS dice into apartments dice, or sacrifice work on the macrospinner for a cheaper LCI project. You could swap out some military dice for cheaper 10 R/die projects such as ablatives and shell plants; we have many such projects.

Any or all of these things could be done, if the priority is activating as many dice as possible even if not necessarily on the most desirable projects.

But the "third rail" of projects that cannot be safely touched and are vital, load-bearing Plan components this turn no matter what? Those are the fusion plants, the tiberium refineries, and the Philadelphia. We need those, or so very much want them that letting them sit and doing nothing about them during the upcoming turn is an extremely bad idea.
 
Incidentally, when I looked at discord channel yesterday, I've noticed GM dropping not particularly subtle hints that pushing shell plants back will soon cause problems for us, both political and not.

Admittedly, I haven't read much, but he also didn't confirm assertions that artillery refits are a viable solution to cover for potential ammo shortage. Something to consider, I think.
 
Incidentally, when I looked at discord channel yesterday, I've noticed GM dropping not particularly subtle hints that pushing shell plants back will soon cause problems for us, both political and not.

Admittedly, I haven't read much, but he also didn't confirm assertions that artillery refits are a viable solution to cover for potential ammo shortage. Something to consider, I think.

My plan is to do it in Q1. If we get more urgent needs I'll need to reconfigure my current plan which is for Q4.

Edit: To avoid a double post:

Something to remember is that the disagreement for this plan isn't whether to build Fusion Plants, Philadelphia II and new Tiberium Processing. It's what else to do alongside doing those things. My plan is still a slow roll since I'm only going for making +15 Resources per Turn max with my plan while others are still trying to add even more income so we can be ready when Philadelphia II is fully complete and we have a lot more Dice. But my plan activates all the Dice while doing 7 Dice on Fusion Plants and Philadelphia II each.
 
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Incidentally, when I looked at discord channel yesterday, I've noticed GM dropping not particularly subtle hints that pushing shell plants back will soon cause problems for us, both political and not.

Admittedly, I haven't read much, but he also didn't confirm assertions that artillery refits are a viable solution to cover for potential ammo shortage. Something to consider, I think.
Well they've been telling us over and over and over again that they need more shells but we've put no progress towards new shell plants since we finished the last phase in Q2 2055, 12 turns ago. Though it didn't help that resources we probably would have spent on shells went to funding the new consumables of ablat armor and the URLS, which they also complain they need more of.
 
If we go ahead with the 2058Q4 plan I've drafted, it should be possible to make space for an aggressive push on shell production in 2059Q1. Maybe something like:

2 dice on tube artillery rollout
2 dice on OSRCT
3 dice on shell plants
2 dice on ablatives
1 die on URLS production (slow-walking towards Phase 2)
1 die on finishing naval point defense or Super Orcas.

This would total 11 Military dice, but that's no longer an "all-in" investment for us; if we have the Philadelphia it means there are still two more Free dice left to allocate elsewhere, or to other military projects. If we really want to go whole hog on the military, that gives us enough over-capacity to put thirteen dice on the military and push even more aggressively.
 
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We really should be aiming for at least 8 dice a turn into Orbitals. 9 if we want to make use of the Enterprise's discounts.
I know we should, but we should also be aiming for a surge of military capacity if we don't want Nod beating the ever-loving snot out of us on the ground. Consumables production has been an acknowledged weakness of the armed forces, and we need to surge out of that problem somehow without completely ignoring the need to deploy certain specific bits of new hardware.

We have five Orbital dice, six Military dice, and (assuming we get Philadelphia Phase 4 in 2059Q4 with a seven-die investment), seven Free dice to allocate between them. We can manage something like:

5+2 dice Orbital
(7 dice on Philly)

6+5 dice Military
(3 dice to finish off unfinished deployments from 2059Q4) (dice not needed to this can go to artillery rollouts)
(2 dice on OSRCT)
(4 dice on shell plants)
(1 die on ablatives)
(1 die on URLS production)

I can't figure out what to cut to make things any easier for us. I think we're just going to have to accept that we can't afford all possible blinged-out bays for Enterprise during the course of this plan, and to shovel as many Free dice into Orbital as we can after weathering the immediate onslaught of Nod's expected attack and seeing how the military measures up.
 
A surge on Philly for stage 5 helps out military a lot between the +4 per die and the +1 die per category (meaning both another mil die and the ability to shift free die into mil while still keeping pace with demands in other categories). So say 3 free to orbital, 3 free to mil and 1 floater for Q1.
 
A surge on Philly for stage 5 helps out military a lot between the +4 per die and the +1 die per category (meaning both another mil die and the ability to shift free die into mil while still keeping pace with demands in other categories). So say 3 free to orbital, 3 free to mil and 1 floater for Q1.
Well, I just drew up an eleven-die allocation for Military in Q1. If you're proposing a nine or ten-die allocation, which programs do you recommend be cut?
 
The point where we desperately need to pour all our dice and money into the military to not get wrecked by NOD was passed probably 3-ish years ago. Shells are a persistent and annoying bottleneck but we're hardly at the point where NOD is going to start inflicting major defeats on us because of them. The new artillery is a very high priority to get out in the next turn or two, and the shell plants definitely need to happen in 2059. But I'm more and more starting to disagree with the thread wisdom that we're somehow still running on the ragged edge of defeat despite like 5 years of writing the military a blank check and going on the offensive for the first time in decades.

This is obviously not to say that the military is perfect and we can start ignoring them, at absolute bare minimum keep their base dice pool 100% active and we can probably toss them the occasional free die. But I promise we really can afford to back off the gas a little bit and focus the Free dice on civilian sectors again.
 
The full plan (obviously the 2059 Q1 version is a rough sketch subject to modification pending the results of the 2058Q4 plan) might look like:



2058Q4 BUDGET:
710 R
6 Free dice

710/710 Resources spent
6/6 Free Dice allocated

[] Plan Draft WELP ONE

Infrastructure 5/5 Dice 70 R
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/11 median)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 2/4 Dice 40 R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)

Agriculture 2/3 Dice 20 R
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (93% chance)
-[] Security Review

Tiberium 6/6 Dice 150 R
-[] Tiberium Processing Plants (Stage 1) 0/200 (3 Dice, 90 R) (79% chance)
-[] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 4) 362/715 (7 dice, 140 R) (94% chance, median ~100/1430 on next phase)

Services 4/4 Dice 50 R
-[] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 2 Free Dice 120 R
-[] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Bigass Sonic Cannon Rollout 0/??? (2 Dice, 30 R) (??% chance)

Bureaucracy 3/3 Dice
-[] Agriculture Review (3 dice)



2059Q1 BUDGET:
710-740 R (depending on whether how/if the vein mine phase completes)
7 Free dice (assuming Philly Phase 4 completes)

710/710+ Resources spent (there may be some budgetary wiggle room)
7/7 Free Dice allocated

[] Plan Draft WELP TWO

Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (reaching 10%-ish chance of success)

Heavy Industry 4/4 Dice 80 R
-[] Continuous Cycle Fusion Plant (Phase 3) ???/300 (4 Dice, 120 R) (median result 'done,' ~100/300 towards Phase 4)

Light and Chemical Industry 4/4 Dice 80 R
-[] Reykjavik/Johannesburg Macrospinners (as appropriate) (4 Dice, 80 R)
(goals may be Joburg Phase 4 or Reykjavik Phase 3; we should pick one to prioritize)

Agriculture 3/3 Dice 40 R
-[] Wadmalaw Kudzu Deployment 0/??? (1 die, 20 R) (1/? median)
-[] Perennial Aquaponics Bays (Stage 2) 123/350 (2 dice, 20R) (2/3.5 median)
(may shift dice from Perennials to Kudzu if budget permits)

Tiberium 6/6 Dice 105 R
-[] [One 30 R die on EITHER finishing processing plants OR the RZ 6 tiberium inhibitor]
-[] [One 25 R die on EITHER Red Zone Containment Lines OR Improved Silos]
-[] [One 20 R die on Vein Mines, either to complete or incrementally progress to next phase]
-[] [Three 10 R dice on Railgun Harvester factories]
(may shift dice on 10 or 20 R/die options 'upwards' to Red Zone Containment Lines if budget permits)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 5) (7 dice, 140 R) (median outcome ~540/1430 on next phase)

Services 4/4 Dice 60 R
(Impossible to predict, all I have here is a budget. Much depends on outcomes of existing Services projects)

Military 6/6 Dice + 5 Free Dice 130 R
-[] Finish 2058Q4's Deployments (3 Dice, 45 R) (rollover these dice to tube artillery rollout if not required)
-[] Shell Plants (Phase 4) 3/300 (5 Dice, 50 R) (73% chance)
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 (1 Die, 15 R) (36% chance)
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/225 (1 Die, 20 R) (1/2.5 median)
-[] Security Review

Bureaucracy 3/3 Dice
-[] Military Review (3 dice)
 
we're somehow still running on the ragged edge of defeat
Where is this coming from? Is this in regards to sonic artillery? If so that comes from the heavier use we put ZOCOM through compared to other branches more so with the current RZ glacier expansion in the Middle East but that is for keeping ZOCOM ready for GDI expansion.

For me the bigger thing is right now we have built up enough mil that for the current skirmishing going on we have enough forces and we have for the time air superiority in most areas. But we have several areas that have lagged behind others in mil so trying to do more deployments to even things out is a bit of a priority. In addition from past descriptions on shell we have enough production for our current operational levels with some stockpile increase but aggresive use (i.e. pushing into NOD territory or full blown war) is going to outstrip production if it is not short term.

And a big question on mil spending is do we want to make further pushes into the YZ to claim more of it as a green zone (that is the section under GDI control) if so we need more mil spending to support aggressive options. If we stay more defensive than our mil spending can be lower to accommodate that. Myself I believe another war is coming so I would like more buildup and more pushes into NOD territory to deny them territory and hopefully impact their industrial base (since if we push out the green zone and the RZ starts eating the YZ again that reduces where they can hide their industry.
 
Ablative and URLS- shells is the priority consumable and long over due, though you also have dice to finish unfinished deployment so that could change depending on rolls in Q4.
We can't predict which Q4 deployments won't finish, but it seems reasonable to predict some won't finish. We have as "try to get done before the war breaks out" all of the following:

Super Orcas
Naval Point Defense
OSRCT Phase 1
(counter-masterstroke)
Tube Artillery Rollout (synergizes with shell production increases

That's a lot of dice. At least some of those projects will need significant work in Q1, along with a major push to do shell production. Unless we do our shell push in Q4, in which case we have to put off either the point defense, the Super Orcas, or both.

I'll happily sacrifice the die on ablatives but I'd rather fold it into shell production to give us a better chance of actually finishing the phase in a single turn. I hate to sacrifice the die on ULRS, because even one die has a reasonable chance of completion and having a prodigious supply of missiles would really help if we're trying to fight back whatever Nod throws at us soon.

The point where we desperately need to pour all our dice and money into the military to not get wrecked by NOD was passed probably 3-ish years ago. Shells are a persistent and annoying bottleneck but we're hardly at the point where NOD is going to start inflicting major defeats on us because of them.
The problem is that we have specific flashpoints right on the front lines where if Nod manages to push forward fifty kilometers or so, suddenly we lose huge fractions of our overall global tiberium refining capacity and prestige. Making sure that the garrisons at Chicago and Medina/Jeddah are so heavily equipped that they cannot be dislodged is a pretty important objective for our war production capacity... and even when it was mostly Gideon working by himself with limited help, he came closer than we'd like to threatening the Chicago refineries last turn.

I think we need Shell Plants Phase 4 as quickly as we can reasonably get it, and begin rollout of the new artillery guns.

This is obviously not to say that the military is perfect and we can start ignoring them, at absolute bare minimum keep their base dice pool 100% active and we can probably toss them the occasional free die. But I promise we really can afford to back off the gas a little bit and focus the Free dice on civilian sectors again.
I'd be advocating a more chill distribution of Free dice if I weren't explicitly expecting a major Nod global offensive within the next year or so.

For me the bigger thing is right now we have built up enough mil that for the current skirmishing going on we have enough forces and we have for the time air superiority in most areas. But we have several areas that have lagged behind others in mil so trying to do more deployments to even things out is a bit of a priority. In addition from past descriptions on shell we have enough production for our current operational levels with some stockpile increase but aggresive use (i.e. pushing into NOD territory or full blown war) is going to outstrip production if it is not short term.
Yeah. The recurring theme in every major battle we've ever fought since 2055 when shell production reached its current levels was "the artillery really helped but we started running out of shells." Every time. Even when defending a key forward bastion (the Battle of Chicago).

I'm pretty sure the QM is unsubtly telling us that our shell production is inadequate for the demands of full-scale warfare.
 
Where is this coming from? Is this in regards to sonic artillery? If so that comes from the heavier use we put ZOCOM through compared to other branches more so with the current RZ glacier expansion in the Middle East but that is for keeping ZOCOM ready for GDI expansion.

No specific project, I just think there's a general rhetorical trend to frame military spending as "this is what we need to avoid getting defeated" as opposed to "this is what we need to win harder than we're already winning." And I strongly believe that at this point, extra military spending is firmly in the latter category. It's a question of how hard we get to press the "I win" button, not a significant risk of NOD doing serious damage to things important to us. Sure they can still score tactical victories but winning 100% of the time on the tactical level across the entire planet is never going to happen. I genuinely don't believe we're at risk of a major strategic defeat right now and any possible defeats we are at risk of would be us sticking our dicks out on an offensive and having it go wrong, not NOD suddenly storming into Brittany or California or wherever.

The ONE single exception is Chicago, and Gideon kinda blew his load recently. I'm sure they'll be back for another round but we'll also be dug in that much deeper with the lines pushed out that much further, and the first attack was always going to be the more surprising one. We'll be more ready next time and only getting more ready with every passing turn.
 
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No specific project, I just think there's a general rhetorical trend to frame military spending as "this is what we need to avoid getting defeated" as opposed to "this is what we need to win harder than we're already winning." And I strongly believe that at this point, extra military spending is firmly in the latter category. It's a question of how hard we get to press the "I win" button, not a significant risk of NOD doing serious damage to things important to us. Sure they can still score tactical victories but winning 100% of the time on the tactical level across the entire planet is never going to happen. I genuinely don't believe we're at risk of a major strategic defeat right now and any possible defeats we are at risk of would be us sticking our dicks out on an offensive and having it go wrong, not NOD suddenly storming into Brittany or California or wherever.
The last time people thought that the space station got destroyed with a lot of important people on it....
 
It also once again comes down to stance, defensive stance needs less mil projects than a more aggressive stance. So question is do people want to do further YZ pushes this plan or not.
 
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