Is that a reduction from -10 to -5 PS? I wonder if that's due to the power shortage.
Nah, the reduction is because we critted on Litvinov's pet project. See here, from last turn:
With regards to the Director directly, Litvinov has seemed to turn her attention away from the Treasury, delighted at the quick and thorough completion of her mandates. While there are still programs in the works, they are likely to be smaller in scale. Perhaps as a recompense, she has publically signalled her willingness to sign off on more radical scientific programs and provide cover for Treasury-backed research into topics generally considered taboo.
[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable transuranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)

It begins bois and girls. :D
We begin to investigate the often-seen, but little-known Element of Surprise. :p
 
New Probability Array. As always, please inform me if you believe you've spotted any errors, exclusions, etc.

Also, I'd like to note that anyone who wants a copy of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
Infrastructure 5 dice +22
-[] Blue Zone Arcologies (Stage 3) 94/650 6 die 90R 7%, 7 dice 105R 34%, 8 dice 120R 68%, 9 dice 135R 90%
-[] Blue Zone Arcologies (Stage 3+4) 94/1300 14 dice 210R 5%, 15 dice 225R 18%, 16 dice 240R 40%, 17 dice 255R 63%, 18 dice 270R 82%, 19 dice 285R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 37%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 6%, 2 dice 20R 74%, 3 dice 30R 98%
-[] Communal Housing Experiments (New) 0/140 2 dice 20R 68%, 3 dice 30R 97%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 30%, 4 dice 60R 78%, 5 dice 75R 97%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 6%, 7 dice 105R 32%, 8 dice 120R 67%, 9 dice 135R 89%, 10 dice 150R 98%
-[] Integrated Cargo System 0/800 9 dice 135R 6%, 10 dice 150R 26%, 11 dice 165R 55%, 12 dice 180R 80%, 13 dice 195R 93%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 18%, 3 dice 90R 74%, 4 dice 120R 97%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 14%, 6 dice ?R 50%, 7 dice ?R 83%, 8 dice ?R 96%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 5%, 8 dice ?R 26%, 9 dice ?R 58%, 10 dice ?R 84%, 11 dice ?R 96%
-[] Chicago Planned City (Phase 4) 3/700 7 dice 140R 2%, 8 Tib dice 160R 17%, 9 Tib dice 180R 49%, 10 Tib dice 200R 79%, 11 Tib dice 220R 94%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/75 1 Tib die 20R 66%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/225 2 Tib dice 40R 9%, 3 Tib dice 60R 63%, 4 Tib dice 80R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/525 5 Tib dice 100R 2%, 6 Tib dice 120R 22%, 7 Tib dice 140R 60%, 8 Tib dice 160R 87%, 9 Tib dice 180R 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/1125 12 Tib dice 240R 2%, 13 Tib dice 260R 11%, 14 Tib dice 280R 32%, 15 Tib dice 300R 58%, 16 Tib dice 320R 80%, 17 Tib dice 340R 93%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +17
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 6%, 7 dice 70R 29%, 8 dice 80R 62%, 9 dice 90R 86%, 10 dice 100R 96%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 12%, 4 dice 80R 55%, 5 dice 100R 87%, 6 dice 120R 98%
-[] Continuous Cycle Fusion Plant (Phase 2+3) 22/600 7 dice 140R 12%, 8 dice 160R 39%, 9 dice 180R 70%, 10 dice 200R 89%, 11 dice 220R 97%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 8%, 2 dice 30R 72%, 3 dice 45R 97%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 6%, 5 dice 75R 37%, 6 dice 90R 74%, 7 dice 105R 93%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 2%, 11 dice 165R 11%, 12 dice 180R 31%, 13 dice 195R 57%, 14 dice 210R 78%, 15 dice 225R 91%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 41%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 idce 100R 2%, 6 dice 120R 20%, 7 dice 140R 54%, 8 dice 160R 82%, 9 dice 180R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 14 dice 280R 7%, 15 dice 300R 21%, 16 dice 320R 42%, 17 dice 340R 64%, 18 dice 360R 82%, 19 dice 380R 92%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 13%, 7 dice 175R 44%, 8 dice 200R 75%, 9 dice 225R 92%
-[] Reserve Heavy Industrial Resources (New) 1 die auto
Light and Chemical Industry 4 dice +12
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 6%, 3 dice 45R 48%, 4 dice 60R 84%, 5 dice 75R 97%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 8 dice 160R 5%, 9 dice 180R 20%, 10 dice 200R 45%, 11 dice 220R 70%, 12 dice 240R 87%, 13 dice 260R 96%
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 33%, 3 dice 60R 80%, 4 dice 80R 97%
-[] Reykjavik Myomer Macrospinner (Phase 2+3) 1/480 6 dice 120R 11%, 7 dice 140R 37%, 8 dice 160R 67%, 9 dice 180R 87%, 10 dice 200R 96%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 33%, 2 dice 60R 85%, 3 dice 90R 99%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 5%, 4 dice 120R 37%, 5 dice 150R 74%, 6 dice 180R 93%
Agriculture 3 dice +12
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 41%, 3 dice 45R 85%, 4 dice 60R 98%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 14%, 6 dice 90R 45%, 7 dice 105R 75%, 8 dice 120R 92%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R 32%, 4 dice 40R 74%, 5 dice 50R 94%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 20%, 3 dice 30R 68%, 4 dice 40R 93%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 43%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 21%, 3 dice 45R 70%, 4 dice 60R 94%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Spider Cotton Plantations (Phase 1) 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Spider Cotton Plantations (Phase 1+2) 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 90R 98%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +25
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 23%, 3 dice 15R 80%, 4 dice 20R 98%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 8%, 5 dice 25R 47%, 6 dice 30R 84%, 7 dice 35R 97%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 22%, 3 dice 60R 79%, 4 dice 80R 98%
-[] Tiberium Vein Mines (Stage 1+2) 0/400 4 dice 80R 8%, 5 dice 100R 46%, 6 dice 120R 83%, 7 dice 140R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 18%, 5 dice 100R 62%, 6 dice 120R 91%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 3%, 9 dice 180R 19%, 10 dice 200R 49%, 11 dice 220R 77%, 12 dice 240R 93%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 40%, 2 dice 50R 94%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 6%, 3 dice 75R 58%, 4 dice 100R 93%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 35%, 2 dice 50R 92%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 20%, 4 dice 100R 70%, 5 dice 125R 95%
-[] Tiberium Glacier Mining (Stage 13) 38/180 2 dice 60R 72%, 3 dice 90R 98%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 6%, 4 dice 120R 47%, 5 dice 150R 86%, 6 dice 180R 98%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 22%, 3 dice 90R 79%, 4 dice 120R 98%
-[] Tiberium Processing Plants (Stage 1+2) 0/400 4 dice 120R 8%, 5 dice 150R 46%, 6 dice 180R 83%, 7 dice 210R 97%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 41%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 21%, 2 dice 60R 86%, 3 dice 90R 99%
-[] Railgun Harvester Factories 0/70 1 die 10R 71%, 2 dice 20R 99%
-[] Offshore Tiberium Harvester Stations (New) 0/200 2 dice 40R 10PS 22%, 3 dice 60R 15PS 79%, 4 dice 80R 20PS 98%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 96%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 47%, 3 dice 60R 15PS 94%
Orbital Industry 5 dice +10
-[] GDSS Philadelphia II (Phase 4) 362/710 4 dice 80R 12%, 5 dice 100R 47%, 6 dice 120R 80%, 7 dice 140R 95%
-[] GDSS Philadelphia II (Phase 4+5) 362/2135 24 dice 480R 2%, 25 dice 500R 4%, 26 dice 520R 11%, 27 dice 540R 21%, 28 dice 560R 34%, 29 dice 580R 49%, 30 dice 600R 64%, 31 dice 620R 77%, 32 dice 640R 86%, 33 dice 660R 93%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 51%, 2 dice 40 R 94%
-[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 26%, 4 dice 80R 71%, 5 dice 100R 93%
-[] GDSS Columbia (Phase 1+2+3) 0/580 7 dice 140R 8%, 8 dice 160R 31%, 9 dice 180R 61%, 10 dice 200R 84%, 11 dice 220R 94%
-[] GDSS Enterprise (Phase 4) 0/765 9 dice 180R 3%, 10 dice 200R 15%, 11 dice 220R 38%, 12 dice 240R 64%, 13 dice 260R 83%, 14 dice 280R 94%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material (New) 0/50 1 die 20R 76%, 2 dice 20R 99%
-[-] Expand Orbital Communications Network (Phase 5) (Final) 117/135 0 dice - Will complete automatically.
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 54%, 2 dice 20R 94%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 32%, 3 dice 30R 78%, 4 dice 40R 96%
-[] Conestoga Class Development (New) 0/60 1 die 30R 71%, 2 dice 60R 99%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 97%
-[] Outer System Survey Probes 0/190 2 dice 30R 11%, 3 dice 45R 55%, 4 dice 60R 87%, 5 dice 75R 98%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 22%, 3 dice 60R 70%, 4 dice 80R 93%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 13%, 5 dice 100R 46%, 6 dice 120R 77%, 7 dice 140R 93%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 3%, 4 dice 80R 29%, 5 dice 100R 66%, 6 dice 120R 89%, 7 dice 140R 98%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 5 dice 100R 12%, 6 dice 120R 41%, 7 dice 140R 71%, 8 dice 160R 90%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +17
-[] Green Zone Teacher Colleges 0/200 2 dice 10R 13%, 3 dice 15R 63%, 4 dice 20R 93%
-[] Automatic Medical Assistants 0/300 3 dice 60R 13%, 4 dice 80R 63%, 5 dice 100R 93%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 78%, 2 dice 40R 100%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 43%, 3 dice 45R 88%, 4 dice 60R 99%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 3%, 6 dice 90R 21%, 7 dice 105R 55%, 8 dice 120R 83%, 9 dice 140R 95%
-[] Professional Sports Programs 0/250 3 dice 30R 27%, 4 dice 40R 72%, 5 dice 50R 94%
-[] Domestic Animal Programs 0/200 2 dice 20R 13%, 3 dice 30R 63%, 4 dice 40R 93%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 5PS 18%, 2 dice 30R 10PS 82%, 3 dice 45R 15PS 99%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%, 2 dice 40R 100%
-[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 18%, 2 dice 40R 82%, 3 dice 60R 99%
-[] Human Genetic Engineering Programs (New) 0/120 1 die 25R 18%, 2 dice 50R 82%, 3 dice 75R 99%
Military 6 dice +14
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 33%, 2 dice 40R 86%, 3 dice 60R 99%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 11%, 3 dice 60R 59%, 4 dice 80R 90%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 10%, 4 dice 100R 50%, 5 dice 125R 83%, 6 dice 150R 97%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 25%, 3 dice 60R 78%, 4 dice 80R 97%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 75%, 2 dice 50R 99%
-[] Stealth Disruptor Development 0/40 1 die 15R 95%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 10%, 5 dice 25R 43%, 6 dice 30R 77%, 7 dice 35R 94%

-[] Reclaimator Hubs 0/105 1 die 20R 25%, 2 dice 40R 82%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 20%, 2 dice 40R 79%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 36%, 3 dice 60R 83%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 6%, 3 dice 60R 49%, 4 dice 80R 86%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 64%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 45%, 2 dice 40R 92%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 76%, 2 dice 40R 99%

Zone Operations Command
-[] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 1 die 10R 10%, 2 dice 20R 72%, 3 dice 30R 96%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 95%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 85%, 2 dice 20R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 10%, 3 dice 45R 57%, 4 dice 60R 89%, 5 dice 75R 99%
-[] Wingman Drone Development 0/40 1 die 15R 95%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 95%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 95%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 6%, 3 dice 60R 53%, 4 dice 80R 89%, 5 dice 100R 99%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 2%, 5 dice 100R 22%, 6 dice 120R 56%, 7 dice 140R 87%, 8 dice 160R 97%
-[] Orbital Defense Laser Development 0/40 1 die 20R 95%
-[] Skywatch Telescope System 0/95 1 die 10R 35%, 2 dice 20R 87%, 3 dice 30R 99%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 32%, 3 dice 60R 83%, 4 dice 80R 98%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 35%, 2 dice 30R 87%, 3 dice 45R 99%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 4%, 4 dice 60R 36%, 5 dice 75R 74%, 6 dice 90R 93%
-[] Tube Artillery Deployment 0/200 2 dice 30R 10%, 3 dice 45R 57%, 4 dice 60R 89%, 5 dice 75R 99%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 4%, 4 dice 40R 35%, 5 dice 50R 73%, 6 dice 60R 93%
-[] Railgun Munitions Development 0/60 1 die 10R 75%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 40%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Guardian Mark 2 Development 0/40 1 die 15R 95%
-[] Armadillo HAPC Development 0/40 1 die 15R 95%
-[] Mammoth Block Four Development 0/40 1 die 10R 95%
-[] Sandstorm HMLRS Development 0/40 1 die 10R 95%
-[] MBT-7 Paladin Development 0/40 1 die 15R 95%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 10%, 3 dice 60R 57%, 4 dice 80R 89%, 5 dice 100R 99%
-[] GD-3 Rifle Development (New) 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 95%
-[] Naval Defense Laser Refits 121/330 2 dice 30R 6%, 3 dice 45R 50%, 4 dice 60R 86%, 5 dice 75R 98%
-[] Island Class Assault Ships 0/40 1 die 15R 95%
-[] Victory Class Monitor Development 0/40 1 die 15R 95%
-[] Shark Class Frigate Development 0/40 1 die 15R 95%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 95%
-[] Neural Interface System Development (New) 0/60 1 die 25R 75%, 2 dice 50R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC50 1 die 78%, 2 dice 99%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
Last Security Review
Light/Chem 1 turn ago 2058 Q3
Services 2 turns ago 2058 Q2
Orbital 4 turns 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 2056 Q4
Agriculture 8 turns ago 2056 Q4
Military 11 turns ago 2056 Q1

--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
 
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Something that occurs to me is... we've essentially pushed Nod out of its popular support base. Before Nod was "everywhere"; among our people, providing services we could not. That's changed. Now, Nod is hiding out in high-tech hidden fortresses that are essentially Nod-only. We've moved to conventional, old style warfare, are there are no longer willing crowds for Nod to fade away into.

Thus, we can credibly focus on military and stomp Nod out for good. The Fourth Tiberium War is coming, yes - but WE can be the ones who start it, when WE are ready, not when Nod and Kane are.
 
In The Name of Kane
"Peace Through Power."

"This teaching is at the heart of Our Prophet's Message for His People. He teaches us- he commands us- to take up the sword in His Name. To strike down the enemies of Kane. The enemies of Peace."

Harun had taken up the sword when he was thirteen years old. He had killed his first man when he was fifteen. He had been so proud then, so proud and so foolish. He had imagined that he would be the hero who struck down the Prophet's foes, the holy weapon of Father Kane.

"Many righteous teachers denounced the sword. They taught that it was evil to slay your brother, and they spoke truth. Yet our Prophet, in his wisdom, saw that it was a necessary evil. With grief in his heart, he told his followers that we must kill to bring an end to bloodshed. We seek Power so that we might bring Peace."

Sister Fatima said gently, "But the followers of the Prophet are only men and women. We are Blessed by His Word, but we can falter in his service. Even as we wield the sword in the Name of Kane, we are corrupted by earthly power and greed. We forget the truths that Kane taught us."

"Brotherhood. Unity. Peace." Harun chanted the words with every other soul gathered inside the shelter. There was no unity among those who claimed to follow Kane, and peace was a distant dream, but there was brotherhood. If the Prophet looked down upon them in this moment, Harun knew that he would be proud.

"Where there is brotherhood, there is unity, and where there is unity, there is peace. We gather to mourn our dead, brothers and sisters, but we also mourn the spiritual deaths of our enemies. Those who abandoned the teachings of our Prophet, and turned away from His Light. They are apostate, lost to the Brotherhood, damned by the blood they have shed, and yet I pray that Our Prophet shall redeem his lost lambs."

He had redeemed Harun. Justice would have demanded blood for blood, life for life, but Father Kane was ever merciful. Harun longed to kill General Fadeem, to shed his blood upon the desert sands. Yet he could not wish for another soul to be denied the Prophet's Mercy after he had received it himself.

Sister Fatima said, "We take up the sword to do Kane's Holy Work, but the sword corrupts. I once stood among the mighty, in the days when the Prophet walked among us. I was proud, and I delighted in the deaths of our enemies. The soldiers of the Initiative, heretics among our own ranks...even children in the Blue Zones. I spoke the words of our Faith, but I was blind to the Prophet's teachings."

In the days after Kane's disappearance, too many of the faithful had sought someone to blame. It was impossible for the unbelievers to defeat the Brotherhood, not when the Prophet himself was guiding them to victory. Harun had known that there must be traitors among their ranks, spies and saboteurs who had turned against the Prophet's Will. Before Kane could return, it was necessary for them to destroy the enemies within.

General Faheem walked the road to damnation out of greed, but false righteousness had led them down the same path. Only Sister Fatima had saved them. It was surely the Prophet's Will that had brought her out of the desert, crippled and half-dead, speaking the Truths of Father Kane.

They had been three, and through her wisdom- Kane's wisdom- they became one. The colonel smiled at Harun, and he bowed his head in gratitude. He had named Rahi Varadkar "heretic" and "traitor" once, but his commander had forgiven him. Had chosen Disciple Harun al-Baghdadi as his own bodyguard, as a sign of trust that their union would endure.

And it had endured. For years, the Regiment had held the oasis as a sacred site, separate from the bloody power struggles of the Brotherhood. A place where those loyal to Kane could gather in peace. They had sent recruits to all of the Ten Rings and hosted peace talks between rival warlords, seeking to bring unity where there had been division. They had served the Brotherhood well.

"We stand in the wilderness," Fatima told them. "As our ancestors did before Father Kane came to them. They were outcasts, abandoned to die, but the Prophet is the Champion of the Lost, the Saviour of the Forgotten."

"Blessed is Father Kane." Their voices echoed through the storm shelter. The stone walls would shield them from the storms, but nine thousand people could not live on faith alone. They needed bread for the hungry and medicine for the sick. They needed the Brotherhood of Nod to repay their devotion to the Prophet's Cause.

Fatima said, "Blessed is Father Kane. Blessed is the Teacher, the Healer, the Peacemaker. His Truth endures, and those who follow that truth follow Kane. Let us remember the Brotherhood that found us in the wilderness, and guided us to wisdom. Let us remember the Brotherhood that watched as we were cast out by a faithless warlord. There are good men and women within the Brotherhood still, but they are too few, and the mighty seek Power instead of Peace."

The door to the storm shelter swung open, and a single figure walked inside. She was a tall woman dressed in a storm suit, and as she removed her helmet Harun thought that her face seemed familiar.

Fatima said, "Be welcome within our walls, guest. Take this bread, in the Name of Kane." She gave the stranger bread, and the woman took it. The face was unquestionably familiar, but Harun could not quite remember.

"In the Name of Kane, I swear to Peace within these walls. Let this oath bind us all."

"Let this oath bind us all." Even as Harun spoke, he suddenly recalled the name. One hand went to the pistol at his side, but it was too late. A guest was sacred to Father Kane.

Colonel Varadkar rose to his feet, swaying slightly, and Harun rose to stand at his side. The colonel glared at the visitor- the guest- with barely concealed loathing, and a murmur of fear ran through the crowd.

Varadkar said, "Traitor. Heretic. Enemy of Kane. How could you bring her here, Fatima? How could you grant shelter to this traitor to our Brotherhood?"

"No traitor," Major Alicia Brown said. "General Qatar was faithful to the Prophet. Dedicated to His Vision. She was falsely accused by enemies within the Inner Circle, false servants who sought only their own advancement." She looked across the gathered masses of ragged survivors, then back at the bandaged form of the colonel. "False servants who now govern the Brotherhood in Our Prophet's absence. If Nod followed the Teachings of Kane, would any of you be here?"

Blasphemy. Treason. But while some had stood aside out of fear, and others out of greed, in the end none of their Brotherhood had come to aid them. They had abandoned them to die, just as the Initiative had abandoned their ancestors.

Fatima said, "Blessed is Father Kane, who sought Peace Through Power. For the purpose of Power is Peace. Not the false Peace of the old Initiative, which sought only the protection of the few, but the righteous Peace of the Prophet, where all of humanity shall shelter under his guidance."

"You speak the words of Father Kane, Fatima," Varadkar said. Even now, his voice was gentle. Fatima had been teacher and guide to all of them. "But the Initiative is the Prophet's enemy."

"The Initiative was the Prophet's enemy," Fatima agreed. "The Brotherhood was the Prophet's Sword, and see how we have changed. If corruption creeps in among the ranks of the Faithful, why should we be surprised when the Prophet's teachings spread among the Faithless? Should we not rejoice when our lost brothers and sisters heed His Word? Shall we not welcome them with Father Kane's own forgiveness, even as we have been forgiven?"

Harun remembered farms burning, and the shrieks of children. He remembered towns reduced to rubble, with scarecrow-thin civilians hunting through the ruins for a scrap of food. Most of all, he remembered his own terrible joy, the triumph of a man certain that he was doing the Prophet's Will.

"Blessed is Father Kane," Harun said. Varadkar turned to stare at him, a look of horrified betrayal on his face. "Even as the Initiative prepared for war, Our Prophet sought Peace. He never desired the sword."

Major Brown said. "Director Granger knows that GDI has sinned against humanity. He seeks to bind up old wounds. To make peace, even as Nod once made peace among ourselves. If the Initiative had followed his path from the beginning, if they had heeded the Teachings of Our Prophet, he never would have needed to seek Peace Through Power."

Nine thousand souls. Harun was sworn to protect them. Every instinct screamed at him to strike down the traitor, the heretic, but instead he took a step towards her, then another. Surely the Prophet would not condemn him for seeking salvation for the forgotten.

"Sanctuary," he asked. Begged, but he was beyond pride now. "A roof for our heads, and bread for our hungry. I ask for your aid, sister, in the name of brotherhood. In the Name of the Prophet."

"In the Name of Kane."
 
[ ] Offshore Tiberium Harvester Stations (New)
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
This looks like it could be a viable (temporary) alternative to vein mining, if we are willing to burn some public support mind, but it does conserve our capital goods. The ocean floor needs tiberium abatement too, although we likely won't see any difference on the surface it could be a good idea to further look into this.
 
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[] Plan Space and Science
Infrastructure 5/5 Dice 55 R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (3 Dice, 45 R) (30% chance)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)
-[] Security Reviews 1 dice
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 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 2) 123/350 (1 Dice, 10 R) (0% chance)
-[] Wadmalaw Kudzu Development 0/40 (1 diсe 20R) (93%)
-[] Security Reviews 1 dice
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 + 4 Free Dice 180 R
-[] GDSS Philadelphia II (Phase 4) 362/710 (8 dice, 160 R) (99%)
-[] Study Novel Material (New) 0/50 (1 diсe 20R) (76%)
Services 4/4 Dice 60 R
-[] Green Zone Teacher Colleges (1 Dice, 5 R) (0% chance)
-[] Advanced Electronic Video Assistant Development (1 Diсe 20R) (78%)
-[] Early Prototype General Artificial Intelligence Development (1 Diсe 20R -10 PS) (18%)
-[] Emergency Tiberium Infusion Development 0/120 1 diсe (15R -5PS) (18%)
Military 6/6 75R
-[] Pacifier Mobile Artillery Vehicle Deployment 0/120 (2 dice 20R) (72%)
-[] Naval Defense Laser Refits 121/330 (3 dice 45R) (50%)
-[] Havoc Scout Mech Development 0/30 (1 diсe 10R) (100%)
Bureaucracy (3 dice)
-[ ] Security Review (Agriculture) 2 dice
-[ ] Security Review (Infrastructure) 1 dice

710/715
 
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I'm excited to try the communal living arrangements, but I feel like it is something to pursue after we've finished another phase of arcologies and apartments.
 
We need to start working on the Emergency Tiberium Infusion or else our Qatari defectors will start dying out. They're giving us a massive bonus to Tiberium rolls and I don't want that to start going away.
Keeping that bonus to Tiberium rolls is huge, but there might be a hidden bonus. Previously, it was stated that Tiberium infusions are common among the Brotherhood of Nod.

The labs have since moved on towards a more politically charged problem, the analysis of the long term effects of Tiberium Infusions, a common treatment from the Brotherhood of NOD, derived from their research into "Divination." With some members of the formerly Qatari Brotherhood having received these treatments, GDI can examine the long term consequences of the treatment and potentially variations of the treatment from the different sects of the Brotherhood.
If we have a way to extend the life of Noddites that have been infused, they might decide to switch sides. If we even work on a treatment, it can be used as propaganda against Nod. We have already started cutting away at their recruits, so maybe we should start aiming at the members that are unsure of their affiliations.
 
I'm excited to try the communal living arrangements, but I feel like it is something to pursue after we've finished another phase of arcologies and apartments.
I don't exactly see a lot of people wanting to volunteer for that if there is free space somewhere else and will want to get out of it the moment there is a free place to live in....
 
Big pile of opinionated Plan criticisms ahead:
[ ] Plan Chimeraguard

-[ ] Tiberium Processing Plants (Stage 1), 3 dice (90 Resources)
I, personally, don't want to risk another quarter without the Processing Plants. We're reaching the limits of our processing availability, and if we spend too much at this point then NOD is likely to see the opportunity to attack on of our Planned Cities and heavily disrupt our global income. I'd much rather we spend 4 dice here for a 98% completion chance than risk the 1-in-5 that 3 dice gives us with only a 79% chance. (Any extra progress is needed for our plan goal eventually, regardless.)
Services (4 dice)
-[ ] Green Zone Teacher Colleges, 3 dice (15 Resources)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
There are zero reasons to rush the Green Zone Teach Colleges project out, what with last turn's natural 100 on [] Remedial Education Program Expansions. Not only is that crit buoying our current education programs, but Litvinov is happy with our quick resolution of that program and so isn't asking us to do this one quickly at all. This can easily go down to two dice this turn.

As for the Tissue Replacement Therapy... we have a number of research projects in the Services department, so it's difficult to decide which should be a priority. But I think one that's rather critical is [] Emergency Tiberium Infusion Development. Many of the Qatar Loyalists have various stages of Tiberium Poisoning, and they provide the Treasury with a massive three free dice and their +15 bonus to all Tiberium projects. We need that Tiberium Infusion to keep them alive, as it's the only treatment we have. Even just one die on this project this turn could be of massive importance to us.
[] Plan The Void Calls
So first off, this Plan spends 720 R out of our budged of 715 R.
Orbital 5/5 Dice + 4 Free Dice 180 R
-[] GDSS Philadelphia II (Phase 4) 362/710 (9 dice, 180 R) (high chance, much/1430 on next phase)
I think you can fit in one die on [] Study Novel Material. 8 dice on Philadelphia gets us a 99.153% completion chance, and we want those mysterious Martian transuranics studied sooner or later. One die on that this turn doesn't much hurt our progress towards Philly Phase 5; not unless we want to wait until after then before we start researching them, and waiting that long means less progress on the research timer for these.
Services 3/4 Dice 45 R
-[] Green Zone Teacher Colleges (1 Dice, 5 R) (0% chance)
-[] Advanced Electronic Video Assistant Development (1 Die 20R) (78%)
-[] Early Prototype General Artificial Intelligence Development (1 Die 20R -5 PS) (18%)
Just gonna note again that I think [] Emergency Tiberium Infusion Development is a critically important project for us now that the NOD and Scrin research is finished.
[] Plan Something Something Dice Rolls Something Something
This Plan only spends 705 R out of our 715 R budged. There's room here to upgrade a die somewhere to a more expensive project.
-[] Tiberium Processing Plants (Stage 1) 2 dice 60R 22%
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
Just going to repeat myself in that I think we really want those processing plants ASAP. And only 2 dice here is very likely to mean they won't be finished this turn.
-[] GDSS Philadelphia II (Phase 4) 5 dice + 1 free die 120R 78%
Most plans are using at least 7 dice on the Philadelphia, because its +1 free die and +3 to all dice bonuses are large plan-affecting benefits that are well worth rushing out this turn. That extra free die isn't cheap, but it's well worth it to near-guarantee we get this finished.
Services 4/4 35R
-[] Green Zone Teacher Colleges 3 dice 15R 63%
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R 80%
(Progress 0/60: 20 resources per die)
Repeating myself here, but there's no need to rush the GZ Teacher Colleges, and I think [] Emergency Tiberium Infusion Development is a critically important project.
Military 6/6 115R
-[] Orca Refit Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[] Tube Artillery Deployment 3 dice 45R 57%
(Progress 0/200: 15 resources per die)
-[] Naval Defense Laser Refit 1 die + 2 free dice 45R 50%
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 resources per die) (High Priority)
I seriously urge you to put at least one die on [] Pacifier Mobile Artillery Vehicle Deployment. ZOCOM desperately needs artillery and, as they guard our entire economic income, it's very important we give this to them soon.
[] Plan Fixing the Backend
-[] Tiberium Processing Plants (Stage 1) 0/200 3 die 90R 79%
Repeating myself here, but I want to minimize the risk we don't complete this ASAP.
Services 4/4 35R +17
-[] Green Zone Teacher Colleges 0/200 3 dice 15R 63%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 78%
Repeating myself here, but there's no need to rush the GZ Teacher Colleges, and I think [] Emergency Tiberium Infusion Development is a critically important project.
[] Plan Like Existing Plans But Different
-[] Naval Defense Laser Refits 121/330 (2 Dice, 30 R) (6% chance)
I think the Navy probably wants their Laser Refits a bit sooner than that. But otherwise, IMO it's a great plan and I really approve of it.
 
There are zero reasons to rush the Green Zone Teach Colleges project out, what with last turn's natural 100 on [] Remedial Education Program Expansions. Not only is that crit buoying our current education programs, but Litvinov is happy with our quick resolution of that program and so isn't asking us to do this one quickly at all. This can easily go down to two dice this turn.
But Green Zone Teach Colleges is cheap. That makes it easy to spend dice on when I want to spare resources for other stuff. I can replace the Tissue Development with Tiberium Infusion easily though.

EDIT:
[ ] Plan Chimeraguard v2
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 Resources)
-[ ] Integrated Cargo System, 3 dice (45 Resources)
Heavy Industry (4 dice +2 Free)
-[ ] Continuous Cycle Fusion Plants (Phase 2), 6 dice (120 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner, 3 dice (60 Resources)
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 Resources)
-[ ] Security Review, 1 die
Tiberium (6 dice)
-[ ] Tiberium Vein Mines (Stage 1), 3 dice (60 Resources)
-[ ] Tiberium Processing Plants (Stage 1), 3 dice (90 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 4), 7 dice (140 Resources)
Services (4 dice)
-[ ] Green Zone Teacher Colleges, 2 dice (10 Resources)
-[ ] Emergency Tiberium Infusion Development, 2 dice (30 Resources)
Military (6 dice +2 Free)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
-[ ] Laser Point Defense Refits, 3 dice (45 Resources)
-[ ] Tube Artillery Deployment, 3 dice (45 Resources)
-[ ] Havoc Scout Mech Development, 1 die (10 Resources)
Bureaucracy (3 dice)
-[ ] Security Review (Agriculture)

Resources Available: 715
Resources Spent: 715
Resources Remaining: 0

There we go.
 
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But Green Zone Teach Colleges is cheap. That makes it easy to spend dice on when I want to spare resources for other stuff. I can replace the Tissue Development with Tiberium Infusion easily though.
Spending dice we don't need to spend is wasteful. There's no benefit or bonus to activating all our dice. Plus, IMO the best use of cheap projects is to fit them in between more expensive ones. If you rush out the cheap projects in one turn, then they aren't there to smooth out future turns anymore.
 
I don't exactly see a lot of people wanting to volunteer for that if there is free space somewhere else and will want to get out of it the moment there is a free place to live in....
I mean, even with an additional two phases of arcologies and an additional phase of apartments we'd still have 1 group of people residing in low quality housing. And that's before we count any refugees (including potential GDI refugees from other blue zones, depending on how the Tiberium war goes). Worst case scenario, they help to keep people out of the fortress cities.

I see it, as the phase itself notes, as an "experiment". I'm hopeful that it will allow us to better design our arcologies and space housing going forward, and cater to a wider array of people's desires and tastes.

But again, it should definitely wait until we've finished at least another phase of arcologies and apartments. I'd rather their residents be volunteers eager for the experiment, rather than people who are only there because they couldn't get into nicer housing.

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Spending dice we don't need to spend is wasteful. There's no benefit or bonus to activating all our dice. Plus, IMO the best use of cheap projects is to fit them in between more expensive ones. If you rush out the cheap projects in one turn, then they aren't there to smooth out future turns anymore.
I mean, I wouldn't say that spending a third die on Teacher colleges instead of leaving it fallow is wasteful. We are going to need the program eventually, and we have a lot of demands on our service dice, so it can be nice to free up those service dice in future turns.

I think the bigger concern is spending a third die on Teacher colleges instead of any other service project. As you noted, we don't need to complete it this turn, and since it already has a 1/8 chance of success it might make more sense to invest that service die in another project.
 
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Shame we didn't wrap up Long Range Sensor System Deployment (Phase 2) to get that sick sneak attack thing they hinted at.

Also pretty interesting that we haven't had any NOD warlord throw enough Stealth units at us to warrant the Stealth Inhibitor Research.

Probably want to finish the Havoc, since the Talons did us a Solid and we owe them. And that new Artillery Platform for ZOCOM. Lazers for the Navy and a Tube for everyone would be great!

Don't forget to leverage the fact our new Boss adores us right now, and we can hold off on putting Resources towards the Colleges.
 
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I mean, even with an additional two phases of arcologies and an additional phase of apartments we'd still have 1 group of people residing in low quality housing. And that's before we count any refugees (including potential GDI refugees from other blue zones, depending on how the Tiberium war goes). Worst case scenario, they help to keep people out of the fortress cities.

I'd see it, as the phase itself notes, as an "experiment". I'm hopeful that it will allow us to better design our arcologies and space housing going forward, and cater to a wider array of people's desires and tastes.

But again, it should definitely wait until we've finished at least another phase of arcologies and apartments. I'd rather their residents be volunteers eager for the experiment, rather than people who are only there because they couldn't get into nicer housing.

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I mean, I wouldn't say that spending a third die on Teacher colleges instead of leaving it fallow is wasteful. We are going to need the program eventually, and we have a lot of demands on our service dice, so it can be nice to free up those service dice in future turns.

I think the bigger concern is spending a third die on Teach colleges instead of any other service project. As you noted, we don't need to complete it this turn, and since it already has a 1/8 chance of success it might make more sense to invest that service die in another project.
Why spend the political points if we can just build apartments instead.
 
Repeating myself here, but I want to minimize the risk we don't complete this ASAP.
I have no flex resources without cutting dice. And at 79 or 80% i feel that is a solid amount to go on.
Repeating myself here, but there's no need to rush the GZ Teacher Colleges, and I think [] Emergency Tiberium Infusion Development is a critically important project.
Once again need resources to make that change which means cutting dice and leaving them idle elsewhere.
 
I've considered Derpmind's advice and revised my plan.

I've dropped a die from Tube Artillery to put one on the Pacifier, dropped a die from Teacher Colleges for a die on Tiberium Infusions and dropped a die from Vein Mines in favour of Containment Facilities.

[] Plan Something Something Dice Rolls Something Something
Infrastructure 5/5 65R
-[]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R 74%
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[] Integrated Cargo System 3 dice 45R 0%
(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 98%
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
Light and Chemical Industry 4/4 80R
-[] Reykjavik Myomer Macrospinner (phase 2) 4 dice 80R 97%
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
Agriculture 1/3 20R
-[] Wadmalaw Kudzu Development 1 die 20R 93%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 6/6 155R
-[] Tiberium Vein Mines (Stage 1) 1 die 20R 0%
(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 92%
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Processing Plants (Stage 1) 2 dice 60R 22%
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
-[] Improved Tiberium Containment Facilities Development 1 die 25R 100%
(Progress 0/40: 25 resources per die)
Orbital 5/5 120R
-[] GDSS Philadelphia II (Phase 4) 5 dice + 1 free die 120R 78%
(Progress 326/710: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
Services 4/4 45R
-[] Green Zone Teacher Colleges 2 dice 10R 13%
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R 80%
(Progress 0/60: 20 resources per die)
-[] Emergency Tiberium Infusion Development 1 die 15R 18%
(Progress 0/120: 15 resources per die) (-5 Political Support per die)
Military 6/6 110R
-[] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 10%
(Progress 0/120: 10 resources per die) (-2 Energy) (High Priority)
-[] Orca Refit Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[] Tube Artillery Deployment 2 dice 30R 10%
(Progress 0/200: 15 resources per die)
-[] Naval Defense Laser Refit 1 die + 2 free dice 45R 50%
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 resources per die) (High Priority)
Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 50 + 1 operations die)
Free Dice 6/6
Resources Income 715/715 Reserve 0/0
 
Why spend the political points if we can just build apartments instead.
Costs less resources, doesn't cost Logistics, and most importantly can potentially open up new housing projects.

I mean, there's an argument to be made for both sides, but I much prefer the experimental housing project because of how it could potentially change the way we approach the housing issue. Even slightly cheaper housing could be a big deal, considering how strapped we are for Infrastructure dice and how expensive Arcologies are.
 
Alright time for the main event, someone please post this when the voting starts as I will be asleep, so here is my plan:

Political‌ ‌Support:‌ ‌60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌
Housing: +16 (23 Low Quality)
Energy: +1 (+3 Reserve)
Logistics: +7
Food: +21 (+8 Reserve)
Health +11 (-3 Consumed)
Capital Goods: +3
Consumer Goods: +28
Labor: +30
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. 4.7
Infrastructure 5/5 Dice 75 Resources
-[ ] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab -2 E -2 CapG on Completion, 3 Dice = 45 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 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 resources
Tiberium 6/6 Dice 165 Resources -5 PS
-[ ] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
-[ ] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
-[ ] Offshore Tiberium Harvester Stations (New) 0/200 20 Resources -5 Political Support per Die, 1 Die = 20 Resources -5 PS
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[ ] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[ ] Study Novel Material 0/50 20 Resources per Die, 1 Die = 20 Resources
Services 4/4 Dice 45 Resources -5 PS
-[ ] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 2 Die = 10 Resources
-[ ] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 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 80 Resources
-[ ] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die = 30 Resources
-[ ] GD-3 Rifle Development (New) 0/30 10 Resources per Die, 1 Die = 10 Resources
-[ ] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 2 Die = 30 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[ ] Security Reviews Military 3 Dice

75+120+40+30+165+160+45+80 = 715/715

Here is what this plan does:

- 2 Die on Blue Zone Arcologies to keep them rolling.
- 3 Dice on Integrated Cargo System to start on that. I'm still doing the railroads down the line. Too useful not to.

- 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 Perennial Aquaponics Bays to save money and do a plan goal. 32% chance and an Average DC of 59 to complete.

- 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 on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 (critical failures are still critical) to complete.
- 1 Die on Offshore Tiberium Harvesting Stations to slow roll it as it is needed, but I'd rather lose as little of Political Support as possible.

- 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 Study Novel Material because we will get a use out of it in SCED quest if nowhere else immediately. 76% chance and a DC of 25 to complete. Seo's bonuses don't apply here.

- 2 Die on Green Zone Teacher Colleges to keep working on Litvinov's agenda. 13% chance and an Average DC of 76 to complete.
- 1 Die on Tissue Replacement Therapy Development for a 78% chance and a DC of 28 to complete and start on developing treatment for our NOD defectors.
- 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. 18% chance and a DC of 88 to complete.

- 1 Die on Pacifier Mobile Vehicle Deployment for a 10% chance and a DC of 91 to complete. Slow roll to get this started
- 2 Die on Orca Refit Deployment for a 10% chance and an Average DC of 79 to complete. Probably completes next turn, but should get started on this turn.
- 1 Die on GD-3 Rifle Development to complete it this turn and start deploying it next year. 100% chance and a DC of 2 to complete.
- 2 Die on Naval Defense Laser Refits to try and get them done. 6% chance and an Average DC of 83 to complete. Probably next turn again.

- 1 Die 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 expands our modern Processing Plants and Develops better Silos so we have less pressure on Mecca and Chicago and then works towards fixing other weaknesses next turn. Our orbital communication network autofinishes this turn and that will make 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.

The new rifle development project is here so it gets a Die on it and both the Orca and the Naval Laser Defense Refits are getting slow rolled so I can still get enough resources elsewhere, but they will get done next turn.
 
I seriously urge you to put at least one die on [] Pacifier Mobile Artillery Vehicle Deployment. ZOCOM desperately needs artillery and, as they guard our entire economic income, it's very important we give this to them soon.

This bit is so important it bears repeating. And not only does ZOCOM guard our red zone harvesting operations, they guard things like Chicago and Mecca. Both which currently have the lion's share of our current most up-to-date Tiberium processing facilities.
 
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