make that Phase 4 and add ASAT 4 for that sweet extra anti masterstroke defenses
Bot, there is no way we're going to get OSRCT Phase 4 and ASAT Phase 4 all done by, say, mid-2059. I'm talking about crash prioritization of whatever we can get done as fast as we can get it done. If you think ASAT Phase 4 is more important than OSRCT Phase 1, or vice versa, feel free to outline your arguments and I'll take them very seriously. But at a bare minimum, give me a sequence of space defense projects you want done, so I know what order to munch through them in. Say, you might want me to replace the single OSRCT die in my 2059Q1 draft plan with a "research space lasers" die.

In this case we however have a QM that has mentioned multiple times that we can go lighter on the military gas pedal and Ithillid is not the kind of guy to lead us into a trap like that.
He has, but to some extent we've done that; we're no longer shoveling every single Free die into the military all the damn time. Note that in my Q4 plan, only two of the six Free dice are budgeted for Military.

The turn or two right before a big war is exactly when you do put the pedal to the metal on military deployment, though, trying to get your equipment ready to go as fast as possible. Then you calm down when the enemy's actually struck you and you know whether or not you are adequately prepared, or whether you need to take desperate measures.

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.
The way I figure it, that strongly impacts our posture on use of Free dice for the military after 2059Q2 or so, but until then we have an incipient war on our hands and need to act like we need a strong stance regardless.

Because the risk of having Medina or Chicago get smashed up, or a Blue Zone cut off and mobbed down, or something like that? Not something I want to deal with the literal fallout from.

If it turns out that Nod tests our strength in mid- to late 2059, and we were overprepared, great, we can relax and divert our Free dice away from the military for the rest of that plan.

But if it turns out that we were underprepared, we're gonna take hits to the very civilian economy we were trying to build. RpT and Logistics will be particularly vulnerable; sabotage of major factories could cost us too.
 
Bot, there is no way we're going to get OSRCT Phase 4 and ASAT Phase 4 all done by, say, mid-2059. I'm talking about crash prioritization of whatever we can get done as fast as we can get it done. If you think ASAT Phase 4 is more important than OSRCT Phase 1, or vice versa, feel free to outline your arguments and I'll take them very seriously. But at a bare minimum, give me a sequence of space defense projects you want done, so I know what order to munch through them in. Say, you might want me to replace the single OSRCT die in my 2059Q1 draft plan with a "research space lasers" die.
Yeah okay I was 50% memeing. In a more serious argument, if we crash build Philadelphia stage 5 it will be the MOST JUCIEST TARGET for Kane if he decided to pull a funny. We invested something like 3000 progress worth into it by that point. I'd rather have the orbital ASAT control network done before the war than one station of Steel Rain available to keep the seat of GDIs government cosy and safe.
 
Last edited:
So, right now, the chances of actually losing a Blue Zone are very very low. Still possible with some abysmal luck, but low. On the other hand, losing Chicago or Jeddah are a lot more possible, but both of those are point targets. A sufficiently motivated Brotherhood of Nod is effectively always going to be able to take one or both of them out. The key words there being sufficiently motivated.
 
Yeah okay I was 50% memeing. In a more serious argument, if we crash build Philadelphia stage 5 it will be the MOST JUCIEST TARGET for Kane if he decided to pull a funny. We invested something like 3000 progress worth into it by that point. I'd rather have the orbital ASAT control network done before the war than one station of Steel Rain available.
One reason I keep trying to fit in orbital defense laser- Philly Stage 4 and 5 is a very juicy target that really accelerates how quickly the GDI can get stuff done. Orb defense laser and ASAT 4 are a must in my view over the coming few turns.

So, right now, the chances of actually losing a Blue Zone are very very low. Still possible with some abysmal luck, but low. On the other hand, losing Chicago or Jeddah are a lot more possible, but both of those are point targets. A sufficiently motivated Brotherhood of Nod is effectively always going to be able to take one or both of them out. The key words there being sufficiently motivated.
Basically will the losses they take be worth the effort because they will take heavy losses on such well defended points. So the question of keeping your forces intact vs destroying enemy forces. Jeddah I imagine in some ways is worse for them to hit since the locals have a peace arrangement and most if not all of the land routes run through the RZ which is going to degrade any attacking force as well as make it difficult to supply. Otherwise naval assault and thanks to the cruisers and hydrofoils that has become tougher (and the hydrofoil yard we rolled really well on was in E Africa I think so not too far from the Arabian Peninsula)
 
I assume that means that by increasing military offensive capability too much, we paradoxically make Chicago and Jeddah less safe?
 
It would be nice to make Chicago and Jeddah less important targets by doing the Processing Plants. Maybe both phases, just to be safe.

Also, one consideration for next turn is that our double-nat 1 on tidal plants cost us some amount of PS, so it might be prudent to do a couple PS-increasing projects.
 
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."
I'm pretty firmly in the category of "this is what we need to win hard enough." I'm not just trying to avoid total defeat, I'm trying to avoid serious setbacks by preparing against them well in advance. And the only way to confirm that we're strong enough is to fuck around and find out... and Fuck Around Time is coming up in just a few more quarters.

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.
Yeah, but in certain key areas (like "do we have enough shells, Y/N"), nothing much has changed since the Battle of Chicago in 2056. The city's more complete and better supplied, but that doesn't make the garrison inherently much stronger, and GDI's not the only faction that can get stronger with prep time. We know Gideon hasn't been very aggressive since Chicago, and I don't think that's just because he's sulking in a corner. He'll have prepared.

Also, well... if you're gonna say Gideon blew his wad fighting Chicago, all I can say is that it's been going on two years, so I'm not at all sure he's not ready for Round Two.

Yeah okay I was 50% memeing. In a more serious argument, if we crash build Philadelphia stage 5 it will be the MOST JUCIEST TARGET for Kane if he decided to pull a funny. We invested something like 3000 progress worth into it by that point. I'd rather have the orbital ASAT control network done before the war than one station of Steel Rain available to keep the seat of GDIs government cosy and safe.
You're quite right. So let me be direct.

What space militarization projects do you want completed, and in what order?

I respect your judgment and am willing to listen to you, but I need you to be clear about what you think I should do, because reality check, it's gonna be a while before we can spare more than like 1-3 dice on space militarization per turn. What has to get done pronto?

One reason I keep trying to fit in orbital defense laser- Philly Stage 4 and 5 is a very juicy target that really accelerates how quickly the GDI can get stuff done. Orb defense laser and ASAT 4 are a must in my view over the coming few turns.
Yeah, that's a good argument. Depending on how the ZOCOM sonic cannon rollout looks, I may try to find a die for orbital defense lasers in my Q4 plan, and I'll definitely fold it into the Q1 plan if it isn't done by then.

Basically will the losses they take be worth the effort because they will take heavy losses on such well defended points. So the question of keeping your forces intact vs destroying enemy forces. Jeddah I imagine in some ways is worse for them to hit since the locals have a peace arrangement and most if not all of the land routes run through the RZ which is going to degrade any attacking force as well as make it difficult to supply. Otherwise naval assault and thanks to the cruisers and hydrofoils that has become tougher (and the hydrofoil yard we rolled really well on was in E Africa I think so not too far from the Arabian Peninsula)
Yeah.

I'm well aware that Nod (which is, let us remember, collectively a global superpower) can punch out any point target on our borders that it really wants to.

My basic goal is for our military to be strong enough that when Nod tries to punch out a hardened point target on our borders, we hit them repeatedly in the gonads with such an absurd and prodigious array of munitions that even if they succeed, they spend the next couple of years curled up and moaning about how another such victory and they are undone.

I call it... the Gideon Plan.
 
The solution then is to increase our defensive capabilities (things like actually giving enough shells for a protracted battle- this is the exact circumstance where shell stockpiles don't seem to matter until they do), decreasing the strategic importance of these sites, and- ideally create other points the Brotherhood of Nod has to address. Karachi is probably the single best way of doing that. India won't like that, and has been building favors by sharing their horrors for years now. They're going to call in their markers to crush Karachi.

Which is why we ought to develop it as a crumple zone. A fortified salient NOD will be pushed to address wherein we can trade on our terms and withdraw in good order when inevitably the pressure gets ratcheted up too high. I would much rather create and lose Karachi than I would anywhere else.
 
I would certainly like to see orbital lasers and ASAT before we complete what is essentially an orbital capital for GDI. ODSTs can wait until space is secure.
 
It would be nice to make Chicago and Jeddah less important targets by doing the Processing Plants. Maybe both phases, just to be safe.

Also, one consideration for next turn is that our double-nat 1 on tidal plants cost us some amount of PS, so it might be prudent to do a couple PS-increasing projects.
You're not wrong, but we need to see how our Political Support situation actually looks before deciding what changes to make on that front. There's no point in planning +20 PS worth of actions that aren't specifically going to be needed.

We started Q3 at 75 PS, we're gaining some from the crit-success that will partially offset the tidal fiasco, so for all I know we could be anywhere from 70 PS to more like 50. In the latter case it's worth specifically injecting +PS projects into the Q4 plan.

But notably, the draft plans most of us actually want already include plans to complete Philadelphia Phase 4 and Continuous Cycle Fusion Plants Phase 2, which are worth +10 and +5 Political Support, respectively. +15 PS from those two actions, combined with no unpopular SCIENCE!, would almost certainly be enough to get us back to a nice comfy Political Support level where we can start contemplating mad SCIENCE! again.

I would certainly like to see orbital lasers and ASAT before we complete what is essentially an orbital capital for GDI. ODSTs can wait until space is secure.
That's a fair point.
 
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.
Yes, this is common opinion held by overwhelming majority of readers - problem is, I am getting increasingly stronger suspicion that GM does not, in fact, share it.
But I promise we really can afford to back off the gas a little bit and focus the Free dice on civilian sectors again.
Well, this turn is going to have at least one major assault carried by NOD Warlord, so we'll get to see how our army perform in large-ish scale battle.
 
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.
We are, in a sense, already sticking our dicks out by doubling down so hard on glaciers ZOCOM's starting to cry uncle.

I do still think it was the right call--we needed the money to spend on ZOCOM and the rest of the military in the first place--but they're definitely in a delicate spot at the moment and if we're not quick to dig in we can get that chopped off before we know it.

And the Navy's also in a rough patch: we've only just got enough hulls to ensure the security of convoys under the present tempo, and Natuna Isles showed that NOD has a near-peer navy with quite the bag of tricks up its sleeve, to say nothing of land-based stealth aviation and the biotechnological Gaia-wannabe that is India. We are in no way assured of victory at sea.
 
Lol no. Nod as a whole does not have a near peer navy with GDI. That was a patrol getting in close to the explicitly naval based warlords seat of power, getting jumped by surprise and losing no ships. If Bintang tried to play silly buggers with a proper GDI fleet one to one she'd get her arm chewed off and spat out.
 
Yes, this is common opinion held by overwhelming majority of readers - problem is, I am getting increasingly stronger suspicion that GM does not, in fact, share it.
The QM has already conveyed to us, at every opportunity, that our shell barrages hit very effectively for the first hour or so of a battle, maybe the first day of a campaign, but then we have to scale back ammo usage and Nod starts to regain artillery parity (since they themselves are no mean artillerists in their own right).

Go back and look at basically every land battle we have fought that was described on screen.

So yeah everyone, Jexx is right, this is an issue and we need to deal with it before the upcoming war hits full force. I can see postponing it through 2059Q4 for the Navy's sake, but even that is questionable, and I think I'm going to do a variant of WELP that focuses on shell plants rather than naval point defense. Not that the point defense isn't important, but the Navy is at least holding the line without it.

Well, this turn is going to have at least one major assault carried by NOD Warlord, so we'll get to see how our army perform in large-ish scale battle.
That will provide another example, yes.
 
So yeah everyone, Jexx is right, this is an issue and we need to deal with it before the upcoming war hits full force. I can see postponing it through 2059Q4 for the Navy's sake, but even that is questionable, and I think I'm going to do a variant of WELP that focuses on shell plants rather than naval point defense. Not that the point defense isn't important, but the Navy is at least holding the line without it.
The main problem with doing shells in particular right now is that, again, we've barely enough power reserve to cover the worst-case scenario. I'd rather focus on Ablatives this quarter if you want to work on consumables.

Draft military section:

-[]Military 6/6 + 2 105R
--[]Sonic Mobile Artillery Vehicle Deployment 0/160? 2 dice 30R 34%?
--[]Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 85%
--[]Naval Defense Laser Refits 117/330 3 dice 45R 50%

We don't have the free dice to do a full consumables press this quarter like we were planning for Q1, but we can focus on one of Tube Arty, Naval Defense Lasers or Orca Refits instead of two. This has the effect of cost savings on the military instead of really solving our consumables issue, though.

Mechanics-wise, I think it's better to push through two deployment projects this turn and pivot to consumables Q1 when we have the free dice to do it.
 
If you want to at least do something to help with the shell crisis but don't want to spend energy while we're so short on it, then getting the new artillery tubes out would be your best bet. The Ground Forces expect it to at lest reduce the amount of shell consumption that's going on due to more accurate fire.

Still gonna need the new shell plants sooner rather than later, but it's a good thing to work on if we want to contribute to fixing the problem without draining our Energy. And it's something the Ground Forces say they're expecting relatively soon anyway.
 
Thanks for the feed back @Simon_Jester here is a revised version of my plan

[] Plan Putting All The Dice To Work
Infrastructure 5/5 65R
-[]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R %
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[] Integrated Cargo System 3 dice 45R %
(progress 0/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
Heavy Industry 4/4 120R
-[] Continuous Cycle Fusion Plants (Phase 2) 4 dice + 2 free die 120R %
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
Light and Chemical Industry 4/4 70R
-[] Blue Zone Light Industrial Sectors (Phase 1) 1 die 10R %
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
-[] Reykjavik Myomer Macrospinner (phase 2) 3 dice 60R %
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
Agriculture 3/3 40R
-[] Perennial Aquaponics Bays (Stage 2) 2 dice 20R %
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[] Wadmalaw Kudzu Development 1 die 20R 92%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 6/6 145R
-[] Tiberium Vein Mines (Stage 1) 2 dice 40R %
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R %
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Processing Plants (Stage 1) 1 die 30R %
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
-[] Improved Tiberium Containment Facilities Development 1 die 25R %
(Progress 0/40: 25 resources per die)
Orbital 5/5 110R
-[] GDSS Philadelphia II (Phase 4) 5 dice 100R %
(Progress 326/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
-[] Expand Orbital Communications Network (Phase 4) 1 free die 10R %
(Progress 117/135: 10 resources per die) (+2 Logistics) (10 Political Support)
Services 4/4 40R
-[] Green Zone Teacher Colleges 2 dice 10R %
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R %
(Progress 0/60: 20 resources per die)
-[] Domestic Animal Programs 1 die 10R %
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
Military 6/6 115R
-[] Orca Refit Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[] Tube Artillery Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die)
-[] Naval Defense Laser Refit 1 die + 2 free dice 45R %
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R %
(Progress 0/30: 10 resources per die) (High Priority)
Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources Income 705/710 Reserve 0/0
 
@F0lkL0re , I'm going to want to look at your plan, but I gotta run at the moment.

The main problem with doing shells in particular right now is that, again, we've barely enough power reserve to cover the worst-case scenario. I'd rather focus on Ablatives this quarter if you want to work on consumables.
I personally consider the worst-case scenario to be so massively unlikely that I'm willing to not worry about it and just move on with my life.

If you want to at least do something to help with the shell crisis but don't want to spend energy while we're so short on it, then getting the new artillery tubes out would be your best bet. The Ground Forces expect it to at lest reduce the amount of shell consumption that's going on due to more accurate fire.

Still gonna need the new shell plants sooner rather than later, but it's a good thing to work on if we want to contribute to fixing the problem without draining our Energy. And it's something the Ground Forces say they're expecting relatively soon anyway.
In my own plan we have a fair chance of getting this in 2059Q1 and near-certainty of getting it in 'Q2.
 
we've barely enough power reserve to cover the worst-case scenario.
I personally consider the worst-case scenario to be so massively unlikely that I'm willing to not worry about it and just move on with my life.
Yeah we have almost gone through one worst-case scenario with double crit1s the chances of us going through something as bad or worse again is extremely unlikely to say the least. What's more if war breaks out we are going to need the shells very badly as our forces are going to eat through our current supply in short order. After all we have been told repeatedly that our current shell supply is adequate for peace time use only.
 
*sneaks in badly dressed as @Simon_Jester*
Infrastructure 5/5 65R
-[]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R %
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[] Integrated Cargo System 3 dice 45R %
(progress 0/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
Integrated Cargo System is a big improvement. We'll need that juicy Logistics, even with the Energy and Capitol Goods cost.
You could shift one die from the Apartments to the Cargo System, as you have 5R spare.

Heavy Industry 4/4 120R
-[] Continuous Cycle Fusion Plants (Phase 2) 4 dice + 2 free die 120R %
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
Whether we use the free dice on this depends on how much we want to gamble on power.
6 dice might be overkill, but it likely gets the next Phase half done as well.

Light and Chemical Industry 4/4 70R
-[] Blue Zone Light Industrial Sectors (Phase 1) 1 die 10R %
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
-[] Reykjavik Myomer Macrospinner (phase 2) 3 dice 60R %
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
Decent. A slow walk toward BZ Light Industry could be a good idea if our YZ Light Industrial Sectors get trashed.

Agriculture 3/3 40R
-[] Perennial Aquaponics Bays (Stage 2) 2 dice 20R %
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[] Wadmalaw Kudzu Development 1 die 20R 92%
(Progress 0/40: 20 resources per die) (High Priority)
Basically what Simon is going for anyway.
However, if we don't continue with the Perennials next turn, then we aren't really doing achieving anything with those 20R.

Tiberium 6/6 145R
-[] Tiberium Vein Mines (Stage 1) 2 dice 40R %
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R %
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Processing Plants (Stage 1) 1 die 30R %
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
-[] Improved Tiberium Containment Facilities Development 1 die 25R %
(Progress 0/40: 25 resources per die)
There isn't really any point being cautious with these projects. 1 die on Processing Plants achieves nothing, especially if you are putting 6 dice on more power.
Both Vein Mining and Processing Plants should have at least one die more.

Orbital 5/5 110R
-[] GDSS Philadelphia II (Phase 4) 5 dice 100R %
(Progress 326/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
-[] Expand Orbital Communications Network (Phase 4) 1 free die 10R %
(Progress 117/135: 10 resources per die) (+2 Logistics) (10 Political Support)
I think that is too lowball on Philly. But I don't have the numbers handy. I suspect it should have one more die to expect completion.

Services 4/4 40R
-[] Green Zone Teacher Colleges 2 dice 10R %
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R %
(Progress 0/60: 20 resources per die)
-[] Domestic Animal Programs 1 die 10R %
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
Domestic Animal Programs are good for PS, but how much PS do we really need? You've got +25 in this plan already.
(If we could exchange some for a juicy pile of R, that would be okay.)

Military 6/6 115R
-[] Orca Refit Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[] Tube Artillery Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die)
-[] Naval Defense Laser Refit 1 die + 2 free dice 45R %
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R %
(Progress 0/30: 10 resources per die) (High Priority)
Lowball on the Orcas. Booo.
Similar issue to Tiberium: Dice spread across too many projects. Completed deployments >> half completed deployments.
Possibly not much point doing the Havoc Scout, as if we are going to war now, we don't have time to deploy it.

Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 55 + 1 operations die)
Fine.
 
-[] GDSS Philadelphia II (Phase 4) 5 dice 100R %

I think that is too lowball on Philly. But I don't have the numbers handy. I suspect it should have one more die to expect completion.
*appears in a cloud of borrowed numbers*
It's a massive lowball.
From the updated probability array:
-[] GDSS Philadelphia II (Phase 4) 362/715 4 dice 80R 10%, 5 dice 100R 44%, 6 dice 120R 78%, 7 dice 140R 94%

We want at least 6 dice on Philly, I would say.
 
*sneaks in badly dressed as @Simon_Jester*
Oh hello Simon your looking awfully... green.

There isn't really any point being cautious with these projects. 1 die on Processing Plants achieves nothing, especially if you are putting 6 dice on more power.
Both Vein Mining and Processing Plants should have at least one die more.
I'm avoiding putting more then one die on Processing Plants so we don't go using our emergency energy reserve which as the name may suggest is for emergencies not just because we don't want to wait for a new phase of fusion plants to complete.

but how much PS do we really need? You've got +25 in this plan already.
We're losing PS due to the double crit fail in the tidal power power plants this turn on top of the 15 we spent on lobbying for the negotiation corps so I want to cover however much that cost us and work on getting more so we can do more SCIENCE!!! in later turns.

Completed deployments >> half completed deployments.
Sometimes you just can't one turn everything and we have a lot of things we need to do so I'm going to at the very least work on them rather then just ignoring them because I can't do it all at once.

Possibly not much point doing the Havoc Scout, as if we are going to war now, we don't have time to deploy it.
It's part of our four year plan objectives so working on it sooner rather then later is a good thing and the deployment will have phases for rolling it out to other parts of the military after the Steel Talons so yes there is a point in doing it.

*appears in a cloud of borrowed numbers*
It's a massive lowball.
From the updated probability array:
-[] GDSS Philadelphia II (Phase 4) 362/715 4 dice 80R 10%, 5 dice 100R 44%, 6 dice 120R 78%, 7 dice 140R 94%

We want at least 6 dice on Philly, I would say.
Comats can be done with one die and will give us both PS and a small boost to logistics so since we're needing both just now I thought it a worthy sacrifice.
 
Hey guys. I'm pretty pumped about this, so, with the QM's blessing, I'd like to let you guys know that GDI Platoon Commander, an unofficial side-quest set in this world is now live. Ever wanted somebody's take on what life is like a little closer to the ground in this setting and have a more direct hand in the fighting that goes on? Well, here's your chance.
 
Back
Top