You know I'm tired of answers like these. Just doing a job doesn't mean you're doing it well. Hitting a target of civilian employment is going to affect both the civilians working there and their families, friends and neighbors. The argument of following orders as a defense of one's actions went out with the Nuremburg Trials and the argument that it isn't against the rules as a defense went out with the Pandora Papers.

So the problem with your argument I've got is this.

What you are arguing is that a civilian or their place of employment is, under absolutely no circumstance whatsoever, a valid target. They are not a valid target when gathering the raw materials for the refineries and smelters in mines, on fields or wells, they are not valid targets while transporting the raw materials to processing plants, they are not valid targets while processing the materials into intermediates, they are not valid targets while hauling the intermediates to military factories, they are not valid targets while turning those intermediates into military equipment, and they are not valid targets while hauling that equipment, fuel and other supplies to the front, up to and including handing off magazines of bullets to soldiers in a supply depot at the front because the personnel working there are civilians.

It's insanity.

And no, the Nuremburg trials did not say 'following orders is inherently an invalid defense', they said 'following orders you damn well should have known are illegal is illegal', and the Pandora Papers did not counter that 'there is no rule against that' is a completely valid defense, even if everybody agrees there should be a rule against it.

Actual post in this thread I already replied to once. So yes at least @Hazard is suggesting attacking civilian centers. We can also study how those biological horrors work and work on fortifying our territory against attacks by them.

You substantially misrepresent my argument.

I did not argue that we should hit civilian centers. I argued that we should hit military manufacturing centers. I argued that the fact that these military manufacturing centers happen to be clustered in and around civilian centers is very unfortunate, for the guys living around them, and that the presence of civilians in the area does not inherently disqualify the military manufacturing centers from being targets.

I also noted that it's a good thing that GDI's targeting is as good as it is because without that, leveling the towns around the military manufacturing would be acceptable collateral damage, rather implying that because GDI's targeting is that good GDI should be leveling only the military manufacturing.
 
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Look, we've got an impending war popping up in about 2-4 quarters. Right now I'm evaluating every die of Military spending with an eye to "and this will help us deal with a recognized major hole in our military posture how?"
So, Zone Armor factories then?

They're our Ground Forces highest possible priority, and we've been putting them off for years by now.
 
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I'm not saying we have to do anything right away, but when we do act, I don't just want to hit the Urals. Not that there would be anything wrong with Aurora strikes against arms factories, once we have the intelligence we need.

I want to go into the West. Send in the Home Guard with food and medicine, and have Cherdenko offer his old comrades amnesty if they lay down their arms. I know we have limited resources to construct refugee housing, but I think it could be worthwhile to prioritize Russia. We can rob Krukov of recruits, and we can place him in a position where he feels he has to fight to defend his territory and maintain his reputation.

If he comes out to fight a pitched battle, we'll be ready. If he conducts raids and ambushes on humanitarian relief convoys, he's going to be putting himself in a difficult position. We won't be trying to occupy territory, just to offer food and medicine to the people suffering during yet another Nod power struggle.

Nod is not a nation-state. It cannot be defeated like a nation-state. We could sweep through Russia, kill or capture Krukov and every one of his soldiers, seize every major industrial center, and occupy the entire area.

Nod would still be operating in India. They would still be recruiting in America. While we were marching through the Urals, they would be attacking in southeast Asia or Africa. The "Brotherhood of Nod" is a loose collection of independent warlords bound together by shared ideology. The same qualities that make it hard for them to coordinate make it impossible for us to win the war in a single campaign.

We've already taken the first step on the path that could lead to victory. Mecca was a testing ground for our new strategy, and it worked. We created a functional truce with Nod warlords, and we undermined the entire belief system that upholds Nod. If it is possible to make a truce with GDI, if cooperation can lead to a better life for people outside the Blue Zones, then there is no more Holy War. It's just a matter of negotiating terms.
 
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Honestly I feel people might be too focused on naval- get point defense done for sure but after that we have other branches we need to catch up. Really a balanced build is going to do us better, dev and deploy projects in each section instead of this all in on one area and let other areas lay idle.
I mean. The two biggest things the Navy wants right now are point defense and the Super Orca. The former is the project you favor; the latter is a project that benefits multiple branches and strengthens our whole overall global force pretty much everywhere we fight and in every kind of circumstances.

Then right after that would probably be the escort carriers, which we may slow-walk a bit if we can squeeze it in.


"But trading Barghests for Firehawks isn't like trading our Apollos for their Venoms. It's more like trading our Apollos for their Vertigo bombers if the Vertigos had an air to air load out capability. Venoms may be cheap, but those Vertigos aren't exactly."

Firehawks actually are relatively cheap for us, we literally just got done massively revamping and upgrading the production lines. The pilot training is difficult, don't get me wrong... but ultimately, you can train new pilots in a couple of years, and GDI has a solid training establishment- it must given the sheer scale of a global air force and the constant combat losses. Plus we're probably actually losing less trained combat pilots per year if we go for Super Orcas, because our CAS and tactical airstrike capability becomes much tougher for Nod to chew up. And even cyborg pilots for Nod take time to surgerize and time to train; you can't just literally shove a cyborg into a cockpit and have them be effective with fighters, I suspect.

I'm not saying Firehawks are dirt cheap, but GDI's advantage has always been industrial capacity, and Nod's advantage always hasn't. Given that Banshees and their derivatives use exotic xenotech just to function, from Nod's smaller industrial base, there is no way that trading them on something like a 1:1 ratio for GDI Firehawks works out well for Nod in the long run.

...

"Infantry power armour just means raising the floor needed to hurt the infantry. Trying to make power armour infantry into 1 man tanks is a fool's game, and just means that the enemy fields tank busting equipment as the standard weapon that your power armour infantry are going to get slaughtered by because they can't or don't hide from it. So the smart play is to make sure your infantry can take the occasional hit, and maintain proper mobile warfare tactics."

Up to a point, but antitank weapons are necessarily going to be slower-firing and less capable of achieving area effect. What really slaughters infantry in the open is that you can just sweep a large area of the battlefield with machine guns and fragmentation bombs/shells/whatever, and any infantry not cowering in a dugout just die within a matter of seconds. To do the equivalent when each individual soldier has power armor starts requiring impractically heavy weapons (you cannot issue every man a .50 caliber machine gun) or weapons that have counters (laser rifles can be 'hotshotted,' but our power armor boys can wear ablatives).

So no, you don't have troopers just randomly standing out in the open getting shot at, but if you don't take advantage of the ability to ignore things like fragmentation weapons, you lose a significant fraction of the advantage the power armor confers in the first place.

...

"Rebuilding would be below the attention of the Secretary of the Treasury I expect, being under the header of 'expected combat damage repair funds'. More expansive fortifications are likely as a request."

You may be right, or it may turn out to be a small Infrastructure project. I'm not sure either way, so I want to be mentally prepared for what to do if it comes up.

...

"Depends on what the Indian warlord(s) want. There's a difference between 'I am a valued contributor to the Inner Circle because GDI hates the inventions I loan out' and 'I am Kane's right hand because I have the economical strength to loan out my forces and the military genius to command them well'."

Looking back, the Indian warlord may be specifically trying to avoid that "number two" position and just continue ruling India as their private fiefdom in peace. Historically, Nod "number twos" don't have a great survival rate during Tiberium Wars. Some of that is because of them randomly doing stupid shit and betraying Kane, but some of it's just because Kane ultimately considers members of his inner circle expendable if they happen to outlive their usefulness- and they can outlive their usefulness unpredictably, for reasons they did not foresee.

So being Kane's "econ guy" who can just control a stable territory and mass-produce good stuff for him, but who isn't actively building a reputation as a field commander and ideological leader in their own right, may be a good way to have a lot of influence within Nod without being exposed to the same levels of risk.

Which, come to think of it, would kind of make the Indian warlord our opposite number and counterpart in some ways. :p

...

"Processing capacity is nice, but is idle if we don't fill it with tiberium, Vein Mines and other tiberium harvesting operations give us Resources to spend on projects."

Plus, the plan under criticism (mine) spends three dice on the next round of processing plants anyway. We don't need Karachi for processing capacity, and we have already become dangerously overreliant on planned cities in deep Yellow Zones near Nod territory for our tiberium refining.

We build Karachi if the military logic supports building Karachi. Not for other reasons.

...

"Orca AA missiles are QAAM variant Thunderbolt missiles we roll out with the Universal Rocket Launch phases. We have AA missiles for Orcas."

I'm pretty sure the Orcas can't actually deploy air to air missiles very effectively without a refit.

This isn't really unusual, by the way. An aircraft like an Orca (which is basically a cool weird form of attack helicopter) probably doesn't by design have the kind of radars or datalink systems that are well suited to tracking incoming aerial targets. Even if you could hang Thunderbolt QAAMs off the wings and ask them to independently acquire targets, it's not going to be a very effective anti-air warfare suite, because it probably won't have the ability to network with other platforms or track targets out to the full limits of the missile's engagement envelope.

So I'm pretty sure a Super Orca refit will give us a major boost in the Orca's ability to defend itself in the air or to intercept low-performance enemy aircraft like Carryalls and Venoms.

How fast could we push that out anyway? Not that we need to rush it rn but I'm just asking.
We kind of do need to rush it, it's one of our most-desired military projects and it's been on the back burner enough that generals are probably getting cranky waiting for it. It's definitely on the short list of Stuff To Do Next Turn if at all possible for most of us, or at most Turn After That.

But as noted, three dice gives us a roughly 50/50 chance of clearing the project in one blow, and if that's not enough we could gauge whether to throw one or two more dice on the pile afterwards.

[] Orca Refit Deployment 0/200 2 dice 30R 10%, 3 dice 45R 57%, 4 dice 60R 89%, 5 dice 75R 99%
I am hoping to fit in at least 2 dice in the coming turn, with most of the remaining military dice going to laser PD for the navy.
I don't think we should treat the Super Orca as a lower priority than naval point defense. Naval point defense is only impactful on actual surface naval warfare, which is nice, but we just had a big throwdown with Pirate Queen Bintang and she lost a lot of surface combatants even if her flagship survived just fine. She's not likely to hit us again immediately, whereas when it comes to battles that Orcas participate in, we are constantly fighting all over all of the everywhere.

I'd say Super Orcas are just as urgent as the point defense refits.

An important point about Macrospinners-the bonus to mecha and Zone Armor projects from them is from whatever spinner reaches Stage 4 or 5 first. And if you're insistent on getting Reykyavik up to stage 3, then you might as well take it to stage five, since the total progress on Reykjavik is only about 300 points more than on Joburg. Which is less than the cost of going up to stage three, and is about 1 turn of full investment Post-Philly.
Yeah. The big question is gonna be "how much rollover do we have on Reykjavik Phase 2?"

If we only have a little or none, it's arguably more efficient to take Johannesburg to Phases 4+5, because then we don't have to complete a redundant 320-point phase that confers no Zone Armor or mech bonuses to get there.

If we have a lot of rollover (e.g. Reykjavik is at 100/320), then Reykjavik is so close to being bumped up to parity with Johannesburg that it's arguably a good idea to just keep investing in Reykjavik, which is farther from Sabotage Warlord's center of power and considerably more isolated from heavy Nod attack.




"Moving over a hundred and fifty thousand soldiers and all their kit over that distance in a couple days is frankly the most alarming part of this entire scenario because it points at a logistical adeptness and a professionalism we havent seen on this scale since the end of Tiberium War 3. Someone has been studying the blade."

Yeah, Krukov is definitely logistically adept. We shit-talk him because when he actually brought his mechanized forces into contact with us, we beat them up, but the bare fact that he can even field a mechanized corps or two and wedge them into an uncomfortable position we would very much prefer they not be, over continental distances, on short notice, makes him a big threat. He doesn't have to attack the same place again, and he could conceivably strike anywhere or nearly anywhere on the periphery of the Yellow Zone within which he operates.

That makes him a threat that requires extensive preparation on an enormous "front" to confront with full confidence, tying down a disproportionate amount of GDI resources just to respond to.

...

"2)You dont move this many people and this much heavy metal without being seen from orbit. Not when smaller columns of pilgrims were complaining about getting pegged by ion cannon strikes. The lack of effective long range precision fires during the travel phase here points at the use of large numbers of decoy generators by Krukov, I think."

I do think this is probably correct. @Ithillid seemed to imply that.

...

"3)The performance of the Home Guard at Arkhangelsk was entirely over the top.
Wasteful of lives in a manner that GDI frankly cannot afford. Someone obviously hasnt gotten the memo of trading space and infrsstructure for time, and saving the over the top last stands for places it actually matters.

If they were ordered to conserve their lives and decided instead to pull a Horatio at the Bridge?
This is a Bad Thing.
Bad for military discipline, bad for the implications about the Home Guard training program."


Ehhh. These were a couple of fairly small infantry units overrun by a mechanized force that crashed through the front line defenses due to extreme concentration of force. If they tried to saddle up and escape in vehicles, they'd have just gotten shot in the back by Nod tank guns from a kilometer away.

You can't always stop the enemy from overwhelming or encircling small elements of your own force everywhere, and when a specific individual unit does get overrun like that, having them be willing to dig in and delay the enemy's blitz as long as possible so buy time for the operational commander to plug the hole in the line is probably the best result you can hope for.

I'd say it just represents a case of Cherdenko being good enough at his job to force GDI to take casualties against its will, which is frankly totally expected from a mid-ranking Nod commander.

...

"5)India. Again.
We have seen Indian cyborg exports at Chicago, near the Malacca straits, and now in Russia.
We really should do something about that in the next year and half."


I'm not sure we can, not in that timeframe. India is a major Nod territorial stronghold.

It's like Nod saying "Europe. Again. We keep seeing weapons GDI manufactures in Europe. We need to take Europe away from them." I mean, yes, we actually do have a lot of important stuff in Europe. But first of all we do have some capacity to spread that around and often do when we need to.* And second of all, it's a huge zone of territory that we've had plenty of time to fortify, so taking it is a major operation even for the full-scale global assets of all of Nod working together.

Your suggestion is good, but has an air of "the mice have voted to bell the cat" about it. Don't get me wrong, doing a SUDDENLY KARACHI planned city drop in late 2059 to force the Indian warlord to pay attention to local security concerns sounds appealing, but even that won't "solve" the problem we're facing.
__________________________

*(I bet that Kane himself, in particular, has backup copies of the documentations on creating the Indian cyborg monsters)

...

"CONCLUSIONS AND IMPLICATIONS
1)Krukov's major resourcing operations are in the Far East. Also out there we have the Siberian BZ and the Korean BZ as staging points for GDI forces. Rolling out Orca Refit A16s would significantly improve our ability to engage in the time-honored practice of harvester hunting, especially as Orcas carry antistealth scanners.

And regular orbital measurements of Tib fields would point us at which areas are being exploited, even though Nod harvesting operations are stealthed.
Hit them in the wallet."
We can identify which general areas Nod harvesters are active in, but only in the sense of "we're pretty sure they've been mining from this ten-by-ten kilometer grid square this week." Lighting up areas that large with ion cannon fire is prohibitive for a lot of reasons.

...

"2)Krukov's access to GDI-specification industrial machinery points at a market for GDI military schematics in Nod.
This is something to keep in mind with our internal sweeps."


True, although most of the stuff he's copied is old GDI equipment, and he's had plenty of time to manufacture "match-grade" hardware for stuff he can't make himself. We know Nod covets our machinery and production equipment, and frankly we should do another sweep of the Military sub-department to address that... but it's just so damn hard to pry loose a Military die.

In the vein of GDI and NOD switching strategies and an idea of great irony. The best counter to burrowing tanks releasing Bioforms into our fortifications may be to equip our Guard units (i.e. our GDI Militia) with Flamethrowers. They're cheap, easyish to make, super effective against living weapons (especially in confined spaces) and I suspect some of our Guard members may have prior experience using them or working alongside those who do.
Complication.

Nod cyborg monsters may be specifically designed with very minimal pain response on their skin surface, and for the larger ones a significant external layer of exoskeleton or outer hide that can ablatively burn away, plus ablative armor (two can play at that game).

Remember, they are designed to be expended, and are so extensively modified that they are often barely recognizable as being related to normal terrestrial organisms. I wouldn't be surprised if we see some tame tiberium wildlife or some shit like that.

Now, flamethrowers can still be effective. If you just literally wash one of these beasts in fire, it may be blinded and it's probably on a timer until the napalm or superior equivalent burns through to something critical. But they're going to be nowhere near as much of a win button as they would be against more realistic and less extensively augmented war beasts.

...

"Also given the mystery surrounding India and Nods presence there. The regularity that these bioweapons are showing up in multiple warlords hands. I am beginning to suspect the Warlord controlling the subcontinent may be Kane himself or someone already answering directly to him.

The previous assumption has been that Kane is hard at work in the Threshhold tower BUT it has been 8 years since the start of the quest and he has had the Tacitus for some time now."


For that matter, there are probably, like, transporters or something built into the Threshold tower. It's quite possible that he spends 95% or more of his time in the Threshold tower, and can still commute to India whenever he actually needs to make decisions there. It's certainly his biggest, most productive, most stable territorial stronghold, so I imagine that a lot of the stuff he really wants to happen would be done there. The inner circle has all the cool shit, but the cool shit has to be made somewhere, and it's probably not made in a precariously concealed bunker just a few hundred kilometers from the nearest Green Zone where GDI could overrun it completely by accident without even realizing it was relevant.

So, Zone Armor factories then?

They're our Ground Forces highest possible priority, and we've been putting them off for years by now.
The big obstacles to starting them have been:

1) Building up enough of an Energy reserve to build enough of them to matter (requires fusion power).

2) Building up enough of a Capital Goods reserve to build enough of them to matter (requires Heavy Industry megaprojects that compete directly with the fusion reactors, and the Capital Goods themselves are also desired for many other things).

3) Having enough Resources to build enough of them to matter (which was an obstacle up through all of 2058, really, until now).

We are now in a position where we could knock off a Ground Armor factory or two fairly quickly. But only one or two. So the question we have to ask is:

Which is more impactful, for instance- completing the entire Super Orca program? Or completing only one Zone Armor factory for Ground Forces, which would be only one sixth of the scale of production they would need just to equip their spearhead forces?

It's not a trivial question. The Ground Forces want Zone Armor for everyone, but they don't worry about how much it'd cost to make that happen. Not that I blame them- but the cost is the main obstacle here. Building even the first wave of Zone Armor factories for Ground Forces is going to be a commitment on the same scale as the Governor yards, and you remember what a pain in the ass it was to get all of those done back during the previous Plan.
 
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Yeah. The big question is gonna be "how much rollover do we have on Reykjavik Phase 2?"

If we only have a little or none, it's arguably more efficient to take Johannesburg to Phases 4+5, because then we don't have to complete a redundant 320-point phase that confers no Zone Armor or mech bonuses to get there.

If we have a lot of rollover (e.g. Reykjavik is at 100/320), then Reykjavik is so close to being bumped up to parity with Johannesburg that it's arguably a good idea to just keep investing in Reykjavik, which is farther from Sabotage Warlord's center of power and considerably more isolated from heavy Nod attack.

Once we've done phase 2 of Reykjavik, the additional progress required to complete it will be at most 320 + 640 + 1280 = 2240 progress, and will involve completing an additional phase 3 for a much needed +2 capital goods in the immediate future, as well as +1 energy. Meanwhile, completing Johannesburg requires 720 + 1440 -69 = 2091.
That's only 149 additional progress required for an additional +2 cap goods in the near future which can supply a couple of vein mines, and much more importantly hardens our supply lines of a critical military resource when Johannesburg is located next to a sabotage specialist in what I believe is one of the blue zones most likely to be overrun in a major conflict.
And this is assuming that we get no overflow while building phase 2 Reykjavik next turn. The progress difference between the two projects will likely be even smaller.
 
Up to a point, but antitank weapons are necessarily going to be slower-firing and less capable of achieving area effect. What really slaughters infantry in the open is that you can just sweep a large area of the battlefield with machine guns and fragmentation bombs/shells/whatever, and any infantry not cowering in a dugout just die within a matter of seconds. To do the equivalent when each individual soldier has power armor starts requiring impractically heavy weapons (you cannot issue every man a .50 caliber machine gun) or weapons that have counters (laser rifles can be 'hotshotted,' but our power armor boys can wear ablatives).

So no, you don't have troopers just randomly standing out in the open getting shot at, but if you don't take advantage of the ability to ignore things like fragmentation weapons, you lose a significant fraction of the advantage the power armor confers in the first place.

Look, I'm not saying 'ferro aluminium is a perfect armour material that will replace GDI's standard ZA armour material in every application', because that's just silly and incorrect. I'm saying that ferro aluminium is, for its weight and bulk, very good armour when you aren't expecting to take the Zone Armour right through a heavy fire zone. It is, compared to the standard armour material, better at things like dealing with 'a machinegun is sweeping the field' and 'there is light shelling going on', which means you absolutely can take power armour equipped troops into combat zones like that, and if their armour gets battered enough you rotate them out, same as with the standard material.

Of course, if you are expecting to take the armour through a heavy fire zone with little to no cover, first, what the hell are you doing hauling infantry through a killing field like that, and second, you do want the heavier GDI armour material in such circumstances, because even if the weight and bulk of the greater protection offered by the armour material in the thicknesses necessary to provide optimal protection in such circumstances is inconvenient it is more resistant to the much greater risk of repeated impacts.
 
Ferro-alum might be a good second-line armor for the militia and non-frontline forces if it ends up less expensive to make than Ablat though.
 
Once we've done phase 2 of Reykjavik, the additional progress required to complete it will be at most 320 + 640 + 1280 = 2240 progress, and will involve completing an additional phase 3 for a much needed +2 capital goods in the immediate future, as well as +1 energy. Meanwhile, completing Johannesburg requires 720 + 1440 -69 = 2091.
That's only 149 additional progress required for an additional +2 cap goods in the near future which can supply a couple of vein mines, and much more importantly hardens our supply lines of a critical military resource when Johannesburg is located next to a sabotage specialist in what I believe is one of the blue zones most likely to be overrun in a major conflict.
And this is assuming that we get no overflow while building phase 2 Reykjavik next turn. The progress difference between the two projects will likely be even smaller.
The one catch is that just plowing straight ahead and expanding Johannesburg to get the next phase of mech/zone-armor cost improvements only takes 651 Progress, while expanding Reykjavik sufficiently to get the same benefit will take 320+640 = 960 Progress.

If we're in a hurry to start doing Zone Armor factories, the increased speed of getting Johannesburg Phase 4 up and running relative to how long it would take to get Reykjavik Phase 4 running may offset the fact that it would be quite a bit easier to to Reykjavik Phase 5 than Johannesburg Phase 5.

It's a somewhat complicated and tricky question, at least potentially.

Ferro-alum might be a good second-line armor for the militia and non-frontline forces if it ends up less expensive to make than Ablat though.
Our ablative tiles aren't normal armor for use against most forms of weaponry. They're something you glue on top of normal armor.

There's absolutely nothing stopping you from taking Nod ferro-aluminum and slathering it in a layer of anti-laser ablative tiles to get better laser protection.
 
Can we unlock particle cannons like what the USA uses in generals as a space based weapon system. Unlike the ion cannon it is a precision weapon and should allow give us an option to strike at nod assets in their cities with minimal collateral damage.
 
Can we unlock particle cannons like what the USA uses in generals as a space based weapon system. Unlike the ion cannon it is a precision weapon and should allow give us an option to strike at nod assets in their cities with minimal collateral damage.
In my opinion there are two issues with that.
1. The new bomber should probably serve the same niche with a much lower development cost.
2. Even the most pinpoint strike will almost certainly still lead to civilian deaths ( namely the workers) which would be a major propaganda coup for Nod.
 
The one catch is that just plowing straight ahead and expanding Johannesburg to get the next phase of mech/zone-armor cost improvements only takes 651 Progress, while expanding Reykjavik sufficiently to get the same benefit will take 320+640 = 960 Progress.

If we're in a hurry to start doing Zone Armor factories, the increased speed of getting Johannesburg Phase 4 up and running relative to how long it would take to get Reykjavik Phase 4 running may offset the fact that it would be quite a bit easier to to Reykjavik Phase 5 than Johannesburg Phase 5.

It's a somewhat complicated and tricky question, at least potentially.
That's only a couple of turns worth of progress difference at ~3 dice per turn. We have many urgent tasks to do in Military, and have been putting off the Zone Armor factories for years already. We can delay a major push on the factories by a couple of turns, and if urgent we can still do 1-2 Zone Armor factories at the current cost, which isn't prohibitive. Just a couple of factories could take a lot of pressure of ZOCOM and buy us time to build the rest of this wave, as they're being pressed into many minor jobs that normal troops in Zone Armor could take over.
 
Can we unlock particle cannons like what the USA uses in generals as a space based weapon system. Unlike the ion cannon it is a precision weapon and should allow give us an option to strike at nod assets in their cities with minimal collateral damage.
yes. It is currently locked behind the Space Force wanting more orbital artillery for blamming things from orbit in support of their OSRCTs.
 
In my opinion there are two issues with that.
1. The new bomber should probably serve the same niche with a much lower development cost.
2. Even the most pinpoint strike will almost certainly still lead to civilian deaths ( namely the workers) which would be a major propaganda coup for Nod.
How would it be a major propaganda victory because if they do that they are saying that anytime they do the same they are the bad guys.....
 
...We seriously have too many projects in the pipeline. Let's just focus on our current path of development. Since there's that many projects we need to ask ourselves what we really need and when can mass production be available.
 
How would it be a major propaganda victory because if they do that they are saying that anytime they do the same they are the bad guys.....
Historically speaking, hypocrisy rarely if ever stops propaganda departments. When we do it, it is "callously slaughtering innocent civilians". When they do it, it is "bringing justice to GDI collaborators and avenging our dead".
 
Historically speaking, hypocrisy rarely if ever stops propaganda departments. When we do it, it is "callously slaughtering innocent civilians". When they do it, it is "bringing justice to GDI collaborators and avenging our dead".
Then it's not really a major victory since it's then in between storys of tiberium resurrecting little Timmy's dead dog and other ""totally true"" stories that they spread as usual?
 
...We seriously have too many projects in the pipeline. Let's just focus on our current path of development. Since there's that many projects we need to ask ourselves what we really need and when can mass production be available.
See, the problem is that there are a LOT of paths of development all operating in parallel, many of which complement each other. It's not as simple as "oh, we should just do developments in a linear way," because there is no linear "tech tree." Which things get innovated will relate heavily to which things we decide to innovate.
 
So the problem with your argument I've got is this.

What you are arguing is that a civilian or their place of employment is, under absolutely no circumstance whatsoever, a valid target. They are not a valid target when gathering the raw materials for the refineries and smelters in mines, on fields or wells, they are not valid targets while transporting the raw materials to processing plants, they are not valid targets while processing the materials into intermediates, they are not valid targets while hauling the intermediates to military factories, they are not valid targets while turning those intermediates into military equipment, and they are not valid targets while hauling that equipment, fuel and other supplies to the front, up to and including handing off magazines of bullets to soldiers in a supply depot at the front because the personnel working there are civilians.

It's insanity.

And no, the Nuremburg trials did not say 'following orders is inherently an invalid defense', they said 'following orders you damn well should have known are illegal is illegal', and the Pandora Papers did not counter that 'there is no rule against that' is a completely valid defense, even if everybody agrees there should be a rule against it.



You substantially misrepresent my argument.

I did not argue that we should hit civilian centers. I argued that we should hit military manufacturing centers. I argued that the fact that these military manufacturing centers happen to be clustered in and around civilian centers is very unfortunate, for the guys living around them, and that the presence of civilians in the area does not inherently disqualify the military manufacturing centers from being targets.

I also noted that it's a good thing that GDI's targeting is as good as it is because without that, leveling the towns around the military manufacturing would be acceptable collateral damage, rather implying that because GDI's targeting is that good GDI should be leveling only the military manufacturing.

o_O 👇

Yes it is. People work in those factories. Either coerced by NOD or because they believe, but they are civilians. And instead of hitting civilians we could be targeting Tiberium Harvesting operations for disruption by taking out their military protection and taking over the process because just destroying it means other income points focus more on military production before rebuilding on the same Tib field and the civilian population suffers or we could aim for taking out already produced material while it is being delivered so that we disrupt base supply.

Either way this ends when we go and dig out Krukov out of the Ural mountain range. Focus on taking out his military infrastructure because with NOD being the hilariously paranoid feudal mess it is it will be separate from the civilian infrastructure for the most part.

Alright. I'm going to be a candid psychopath then:

People work in those factories and civilian centers are built around them because the only use NOD has for civilians is for resource processing be it human or tiburium. These manufacturing centers manufacture the various components needed for NOD's military:

- The personnel that make up the basis of any military.

- The various Tiberium derivatives that are used to manufacture the various war materiel.

We as GDI want as much of NOD's personnel converted into GDI citizens because we need more Labor to be able to deal with the Tiberium infestation more aggressively. As such it is desirable for us to inflict as few civilian casualties as we can afford to. This means taking out as many true believers in NOD and recruiting as many of their members that don't have better options as we can.

Since the entire Earth currently runs on a Tiberium Economy which is basically an Isolationist Petrostate Economy that means that the only time there is a point to disrupting Tiberium harvesting operations on a large scale is when we are coming in to take at least some of them over. Otherwise we are just killing civilians without getting much in return. If we were to go for an operation to disrupt some of Krukov's Tiberium Harvesting in East Asia then sure it is worth it if we go siege the Urals next. Otherwise it's a waste of civilian lives and our resources.

For all intent and purpose those manufacturing centers that are also civilian centers serve not only to produce military equipment, but also military personnel. These cities are military manufacturing centers and mass hostage situation all rolled into one. So if we are OK with scorched earth we can blow them up and also do collateral damage, but there is no guarantee that we will get them all and then all the survivors have to do is join a refugee column to enter our territory, bide their time and try to blow up our civilian centers and NOD has so much more in the way of atrocities than your average modern terror group.

Since NOD runs on a feudal warlord system the various leaders are incentivized to build secrecy and isolationism into their military infrastructure which means that their most advanced stuff needs to be kept separate from the civilian centers so that their rivals within NOD can't infiltrate their command structure as easily. This means that there is a logistical footprint that can be spotted and tracked for the non-militia NOD military infrastructure. We can both track this logistical footprint and disrupt it to deny NOD military resources.

So my argument is to hit the military supply and infrastructure as those two are separate from the civilian infrastructure because of NOD's command structure instead of playing wack-a-mole with Tiberium Harvesters or giving NOD propaganda ammunition.

Also:

Bombing military manufacturing isn't terror bombing. It's terror bombing when you are hitting targets for their effect on civilians.

Doesn't matter, the targets are manufacturing weapons, munitions and militarily important equipment. It is that GDI's targeting systems are pretty good, but otherwise 'we leveled the city in the process' is entirely acceptable collateral damage, sucks to be the guys under the bomb rain.


You mean the tib harvesting operations escorted by military forces but largely operated by non-combat, non-military personnel?

GDI could attack and level the place and the rules of war don't care about who gets caught in the crossfire. The rules might care if GDI deliberately hits the off duty civilian crews and they're not on a military base or part of a military convoy.

Your arguments seem to be based on a set of rules of war. To be frank I've heard these same arguments back in the 90s in Serbia when people were trying to justify and defend the genocide in/at Srebrenica:

We did not kill the women and children, just the men aged 16-60 so they couldn't work for the Bosniak Military. We were precise and we spared all who were not in the vicinity of joining the Bosniak Military. It didn't matter that at that point the men in Srebrenica were mostly not members of the Bosniak Military we took all of them out to make sure the low hundreds of Bosniak Militants were dealt with because we couldn't precisely pinpoint who was part of their Military. Sucks to be the guys getting shot, but that's war for ya.

So no I do not accept that this war we are in should be waged by rules of warfare that lead to genocide.
 
Actually, want to confirm with @Ithillid
When you say the "first round" of zone armor production would only supply the spear tip, are you saying the first round as in "the first factory we build", or are you saying it like "the entire list of factories presently available to us (and there will be more coming)"?

Also, as the war factory refits include updating older zone armor factories itself, and some of the newer zone armor models include cost savings/ease of production advances, do refits count towards zone armor distribution? Or would those advances be negligible or counterbalanced by also producing some even more expensive armor models?
 
Alright I've been thinking about stuff and our military needs so new preliminary plan:

Political‌ ‌Support:‌ ‌60?
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌
Housing: +16 (24 Low Quality)
Energy: +1 (+3 Reserve)
Logistics: +6?
Food: +21 (+8 Reserve)
Health +9 (-4 Consumed)
Capital Goods: +2
Consumer Goods: +36
Labor: +31
Tiberium Processing Capacity: (1645/1720)
Yellow Zone
Water: +6

Infrastructure +22
Heavy Industry +17
Light and Chemical Industry +12
Agriculture +12
Tiberium +25
Orbital Industry +10
Services +17
Military +14
Bureaucracy +12
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Light/Chem 1 turns ago 2058 Q3
Services 2 turns ago 2058 Q2
Orbital 4 turn ago 2057 Q4
Heavy Ind 5 turns ago 2057 Q3
Tiberium 6 turns ago 2057 Q2
Bureaucracy 7 turns ago 2057 Q1
Infrastructure 8 turns ago 2055 Q4
Agriculture 9 turns ago 2056 Q4
Military 11 turns ago 2056 Q1

[ ] Plan Running the Eyewall v. 4.4
Infrastructure 5/5 Dice 90 Resources
-[ ] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Yellow Zone Fortress Towns (Phase 3) 25/200 20 Resources per Die, 3 Dice = 60 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 2) 22/300 20 Resources per Die, 6 Dice = 120 Resources
Light and Chemical Industry 4/4 Dice 40 Resources
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 4 Dice = 40 Resources
Agriculture 3/3 Dice 45 Resources
-[ ] Spider Cotton Plantations (Phase 1) 0/170 15 Resources per Die, 3 Dice = 45 Resources
Tiberium 6/6 Dice 140 Resources
-[ ] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
-[ ] Railgun Harvester Factories (New) Porto 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[ ] Railgun Harvester Factories (New) Maputo 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
Orbital 5/5 Dice + 3 Free Dice 155 Resources
-[ ] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[ ] Expand Orbital Communications Network (Phase 5) 117/135 15 Resources per Die, 1 Die = 15 Resources
Services 4/4 Dice 30 Resources -5 PS
-[ ] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 3 Dice = 15 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
Military 6/6 Dice +1 Free Die 90 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 3 Dice = 45 Resources
-[ ] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[ ] Security Reviews Military 3 Dice

90+120+40+45+140+155+30+90 = 710/710

Here is what this plan does:

- 2 Die on Blue Zone Arcologies to keep them rolling.
- 3 Dice on Yellow Zone Fortress Towns to secure our supply lines by making more crumple zones. 87% chance and an Average DC of 32 to complete.

- 6 Dice on Continuous Cycle Fusion Plant to get as much progress into it since we need a lot of Energy. I'm repeating this action next turn as well. 98% Chance and an Average DC of 27 to complete Phase 2.

- 4 Dice on Blue Zone Industrial Sectors for some extra Health gain now and because it's cheap. Myomers next turn. 60% chance and an Average DC of 46 to complete.

- 3 Dice on Spider Cotton Plantation since we will spend all our current Capital Goods on this plan. 74% chance and an Average DC of 40.

- 4 Dice on Tiberium Processing Plants to start on removing a strategic weakness. 98% chance and an Average DC of 22 to complete Stage 1 and a 8% chance and an Average DC of 72 to complete Stage 1+2.
- 1 Die each on 2 Railgun Harvester Factories to get some tougher Harvesters for conflict zones before the war starts. 71% chance and a DC of 30 each to complete.

- 7 Dice on Philadelphia II to get Phase 4 Completed this turn. 94% chance and an Average DC of 39 to complete.
- 1 Die on Expand Orbital Communication Network to complete it and harden our communication lines against another nuke Philadelphia masterstroke making the space station less attractive as a target.

- 3 Dice on Green Zone Teacher Colleges to get Litvinov's agenda over and done with for now. 63% chance and an Average DC of 46 to complete.
- 1 Die on Emergency Tiberium Infusion to slow roll it to completion and a better treatment of Rock Lung. I want Julian Bennett to live a longer life so he can preserve more artifacts and maybe even run for General Secretery again down the line.

- 3 Dice on Orca Refit Deployment for a 57% chance and an Average DC of 48 to complete.
- 3 Dice on Naval Defense Laser Refits to try and get them done. 50% chance and an Average DC of 48 to complete.

- 1 Dice from Military and 3 Dice on Security Reviews Military to dig out some infiltrators out of the Military before the war can start.

Our 3 Main Strategic Weaknesses are: Logistics, Lack of new generation Processing (which we only currently have in Chicago and Mecca) and Consumables. My plan secures our logistics routes with Yellow Zone Fortress Towns, expands our modern Processing Plants so we have less pressure on Mecca and Chicago and goes for our Orca Refit Deployment so we can get better air superiority which will save on our consumables by having to use them less. I also finish our orbital communication network because that makes Philladelphia II less of a masterstroke target.

I'm planning on ramping up dealing with these Strategic Weaknesses alongside making sure all of our military is prepared to fight this war and my stance is defensive. No expanding the Green Zone, just securing it.
 
I don't think that YZ Fortress Towns does anything for protecting our logistics routes.
Our logistics routes are predominantly shipping and RZ railways.
 
I don't think that YZ Fortress Towns does anything for protecting our logistics routes.
Our logistics routes are predominantly shipping and RZ railways.
The latest description says they've transitioned into defensive strongpoints and the military uses them to help cover harvester routes and convoys and stuff like that in the Yellow (Green) Zones IIRC.
 
Last time I checked, we still needed to improve our shell supply situation before we could build more YZ fortress towns. Without shells, more fortresses make our military situation worse, not better.
 
Last time I checked, we still needed to improve our shell supply situation before we could build more YZ fortress towns. Without shells, more fortresses make our military situation worse, not better.

We needed more Shells to go encircle freaking Africa. Now that the Fortress Towns have shifted to defense encampments we do still have enough shells for them. Barely.
 
See, the problem is that there are a LOT of paths of development all operating in parallel, many of which complement each other. It's not as simple as "oh, we should just do developments in a linear way," because there is no linear "tech tree." Which things get innovated will relate heavily to which things we decide to innovate.
it would be possible to prioritize research to deal with the "right now" problems
 
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