That was a.) very broad and is subject to a lot of factors, and b.) is completely unknown to characters in the universe.

1. We are in a way better position now that Kane would not like. Unless we can crack India Kane is never coming out of his hole until we are chocking on tib dust
 
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As I understand it, Tiberium mutates and adapts to its environment, so we have no way to prove that an experimental moon mine won't end up turning the moon green.

It's not worth the risk when you have an entire solar system full of resources to play with , and space stuff is the biggest propaganda flex we have on NOD , to the point that I'm sure the NOD leaders are trying to censor news about the moon bases and the mars mission.
 
Kane offering the TCN in this timeline will depend on two things.
1) Is GDI desperate enough to build the things on his terms
2) Is GDI not already in the process of mass evacuating into space.
He would like 1), but without the assistance of the industrial power of GDI he will not finish the network and if 2) is in process he needs to soften his terms to get our industrial assistance at all.
 
How I know someone has lost an argument and their perspective on an issue? They bring up outside politics that no one is discussing or economic systems no one is discussing.
 
The only way for Tiberium to be brought to space willingly would be if we have moved our entire population into space for multiple generations, and gained the complete technology of the TCN (i think its called) becuase from wjqt ive seen talked about in thread that thing can just remove Tiberium from an entire planet. Because at that point those whos been traumatized are dead, and the new generation have the assurance thqt they can just remove any Tiberium from fuck ups. But even then the most i could see for 60-80 years is seeding them on astrodes.
Bassically as long as the pop in the gdi has lived in space for multiple generations, they can completly get rid of Tiberium from any mistakes, and nod is completely destroyed. Then i feel like in universe they'll consider seeding Tiberium not on earth and not immediately get killed.
 
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Tiberium broke the world.

Honestly, the single most unrealistic part of Nod is the veneration of Tiberium, because the people Nod recruits from have all lost someone to the green rock. We need some pretty substantial Suspension of Disbelief to get around that problem.

Most of humanity is dead. The games don't really go into it, because games, but they died from warlords and starvation and thirst and illnesses that any half-decent hospital could have cured. Earlier in the game, the citizens of GDI were delighted to enjoy rare, precious luxuries like "new clothes" and "real food". The richest people on Earth were eating protein bars and queuing up for a chance at fresh underwear.

The Yellow Zones were not so lucky. I don't like to think about the child mortality rate, and God only knows what happens to seniors when they get too old to contribute. Warlords in the Yellow Zone kill each other over precious resources like "water you can drink without dying".

The apocalypse has already happened. Billions lie dead, their corpses devoured by Tiberium, and it continues to spread. While it is entirely true that Tiberium is a mindless rock with no more malice than kudzu, its existence has made things immeasurably worse for the vast, vast majority of humanity. In this context, discussing how we should spread it to space is both deeply unwise and immeasurably insensitive.
 
Kane offering the TCN in this timeline will depend on two things.
1) Is GDI desperate enough to build the things on his terms
2) Is GDI not already in the process of mass evacuating into space.
He would like 1), but without the assistance of the industrial power of GDI he will not finish the network and if 2) is in process he needs to soften his terms to get our industrial assistance at all.

You forget that Kane can also just flat out nuke everything in orbit and force GDI to come to the table.
But yes, Kane wants his damn tower. And he will get, over everybody else's corpse if he has to.
 
You forget that Kane can also just flat out nuke everything in orbit and force GDI to come to the table.
But yes, Kane wants his damn tower. And he will get, over everybody else's corpse if he has to.
Well yes, but Kane needs to get past ASAT, which gets harder with each control station and weapon system we add, and it gets harder to nuke stuff that's already on the moon and beyond.
 
In character: Because basic research of any kind is important. Basic research has led to discovery of the first human cancer gene; the first experimental confirmation of the existence of the quark; the first chemical synthesis of penicillin; and the discovery of Prochlorococcus, the most abundant photosynthetic species on Earth. Even if the discoveries have no immediate use, you will never know what you might get out of it. And if the tech is not safe, who cares, shelve, it, wait for new insights and the field, then try to make a safer iteration.

Our of character: Tiberium power cells is a relatively small project, literally taking one die with our tib and omake bonus, that can get our science meter up and with the teased PS cost reductions its PS cost goes down to 5.
Basic research on Tiberium is happening anyway, funded in the background. Almost every named Tiberium researcher in CNC works for GDI, or worked for them before defecting to Nod. Or being kidnapped by Nod. Learning about the vore crystal is essential to figuring out how to manage and defend against it.

However.

Liquid Tiberium power cells is not basic research, its commercialization.
And its worth pointing out that the Australia RZ is the result of Nod intentionally detonating a GDI Liquid Tiberium research facility.
As in, those were only quantities for research, not for commercial use.

We really do not want a situation where we have to produce and store liquid T as fuel, or enable some Nod warlord to do the same.
Liquid T is nasty like that.
Good lord, communal housing, lol. We had that back in the USSR, and I'll tell you, it's not fun. Picture living with a crappy roommate who snores like a chainsaw and/or listens to "AAAAY SHARONA" (and nothing else) until 4 in the morning, then make it two families with marital problems and infants instead; add a sprinkling of alcoholism. Unless you get lucky, the only thing it builds is a desire to turn your neighbor in to the KGB for "seditious activities" (i.e. not cleaning the goddamn shower drain). But hey, good luck, maybe this time it'll work out better.
Communal housing standards have ranged from the managed suites of a high class hotel in New York City to the multiple homes in one compound seen in parts of the Third World to the single room per family, shared bathroom and toilet facilities of a twenty family, rental slum dwelling in Ajegunle, Lagos.

There's nothing inherently wrong with the concept, just the amount of resources invested in it
And historically a lot more of the world lives and has lived under those conditions than whats currently considerd

On Tiberiumverse Earth, with safe space at a premium in Yellow Zones, I am willing to wager that the two thirds of humanity living under Nod control, and a significant chunk of current BZ residents, are perfectly comfortable in communal housing at BZ standards.
Thats in addition to young singles who have moved out of home but would still like a bit of community.

We're also starting to run up against ZOCOM's ability to cover Glacier Mines. They've still got some slack, but I'd rather that be held in reserve in case anything else comes up rather than just thrown at another Glacier.
Gonna need more Glaciers though to meet our funding targets I think.
Probably by the middle of Year 3 or so after we get some more ZA into the hands of our Ground Forces.

Tiberium isn't a tool. It's a weapon, and we just got shot with i
Strongly disagree.Tiberium would be a horribly inefficient weapon.

Noone who can design and control the femtotech/attotech hegemonizing metamaterial that is Tiberium would need it to deal with planetbound primitives who were still using fossil fuel engines.
Are still using fossile fuel engines, I believe.

You dont produce FOOF to rid your neighborhood of weeds.
I strongly suspect they do do that...when they're not going after up-and-coming civilizations Dark Forest style.
I see someone has read The Killing Star.

The Scrin might be trying to take out all potential rivals by infesting their world with tiberium getting to harvest the world might be the secondary objective of seeding habital worlds.
I dont believe this is plausible. Tiberium is too slow, and frankly too inefficient to be a weapon.

Tiberiumverse Earth circa 1995 when Tiberium first made landfall was a civilization that had only barely made it off its planet's surface, and did not have a permanent extraterrestrial population. Conversely, the Scrin were an interstellar, FTL-capable civilization with access to disgusting amounts of energy production and casual spacelift.

If they were in this for eliminating potential competitors, all theyd need was a one ton kinetic impactor at 0.9999c.
1500 GT, almost twice the energy release of the last Yellowstone eruption. Or just divert Shoemaker-Levy into Earth instead of Jupiter. Everything dies, mission complete.

Whatever Scrin motivations are, genocide of Type 0 civilizations is unlikely to be a primary, or even secondary motivator.
There are faster, easier ways to do that.
 
Anyway, vote and tally:

VOTE
[X] Plan Chimeraguard v3

Adhoc vote count started by uju32 on Nov 10, 2021 at 11:37 AM, finished with 229 posts and 61 votes.

  • [X] Plan Chimeraguard v3
    -[X] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
    -[X] Communal Housing Experiments (New), 2 dice (20 Resources)
    -[X] Continuous Cycle Fusion Plants (Phase 2), 6 dice (120 Resources)
    -[X] Reykjavik Myomer Macrospinner, 3 dice (60 Resources)
    -[X] Perennial Aquaponics Bays (Stage 2), 2 dice (20 Resources)
    -[x] Security Review, 1 die
    -[X] Tiberium Vein Mines (Stage 1), 2 dice (40 Resources)
    -[X] Tiberium Processing Plants (Stage 1), 4 dice (120 Resources)
    -[X] GDSS Philadelphia II (Phase 4), 7 dice (140 Resources)
    -[X] Green Zone Teacher Colleges, 2 dice (10 Resources)
    -[X] Emergency Tiberium Infusion Development, 2 dice (30 Resources)
    -[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
    -[X] Laser Point Defense Refits, 3 dice (45 Resources)
    -[X] Tube Artillery Deployment, 3 dice (45 Resources)
    -[X] Havoc Scout Mech Development, 1 die (10 Resources)
    -[X] Security Review (Agriculture)
    [x] Plan Like Existing Plans But Different
    -[x] Blue Zone Arcologies (Stage 3) 95/650 (1 Dice, 15 R) (0% chance)
    -[x] Communal Housing Experiments 0/140 (2 Dice, 20 R) (68% chance)
    -[x] Integrated Cargo System 0/800 (2 Dice, 30 R) (0% chance)
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)
    -[x] Wadmalaw Kudzu Development 0/40 (1 Dice, 20 R) (100%)
    -[x] Perennial Aquaponics Bays (Stage 2) 123/350 (2 Dice, 30 R) (0% chance)
    -[x] Tiberium Processing Plants (Stage 1) 0/200 (4 Dice, 90 R) (96% chance)
    -[x] Tiberium Vein Mines (Stage 1) 0/200 (2 Dice, 60 R) (79% chance)
    -[x] GDSS Philadelphia II (Phase 4) 362/715 (7 Dice, 140 R) (94% chance, median ~100/1430 on next phase)
    -[x] Green Zone Teacher Colleges 0/200 (2 Die, 10 R) (13% chance)
    -[x] Emergency Tiberium Infusion Development 0/120 (1 Dice, 15 R) (18% chance)
    -[x] Advanced Electronic Video Assistant Development 0/60 (1 Dice, 20 R) (78% chance)
    -[x] Naval Defense Laser Refits 121/330 (2 Dice, 30 R) (6% chance)
    -[x] Tube Artillery Deployment 0/200 (3 Dice, 45 R) (57% chance)
    -[x] Pacifier MAV Deployment 0/120 (1 Dice, 15 R) (10% chance)
    -[x] Havoc Scout Mech Deployment 0/30 (1 Dice, 10 R) (100% chance)
    -[x] Security Review, 1 die
    -[x] Security Review (Military) (3 Dice)
    [X] Plan Return of WELP
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (78% chance)
    -[X] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)
    -[X] Perennial Aquaponics Bays (Stage 2) 123/350 (3 Dice, 30 R) (32% chance)
    -[X] Tiberium Processing Plants (Stage 1) 0/200 (4 Dice, 120 R) (98% chance, median 100/??? on Stage 2)
    -[X] Tiberium Vein Mines (Stage 1) 0/200 (1 Dice, 20 R) (1/3 median)
    -[X] Improved Tiberium Containment Facilities Development 0/40 (1 Die, 25 R) (~100% chance)
    -[X] GDSS Philadelphia II (Phase 4) 362/710 (7 dice, 140 R) (95% chance, median ~100/1430 on next phase)
    -[X] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
    -[X] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
    -[X] Emergency Tiberium Infusion Development 0/120 (1 Die, 15 R, -5 PS) (18% chance)
    -[X] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
    -[x] Tube Artillery Deployment 0/200 (3 Dice, 45 R) (57% chance)
    -[X] Pacifier MAV Deployment 0/120 (1 Die, 10 R) (10% chance)
    -[X] Havoc Scout Mech Deployment 0/30 (1 Die, 10 R) (100% chance)
    [X] Plan Running the Eyewall v. 4.7
    -[X] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
    -[X] Integrated Cargo System 0/800 15 Resources per Die -2 Lab -2 E -2 CapG on Completion, 3 Dice = 45 Resources
    -[X] Continuous Cycle Fusion Plants (Phase 2) 22/300 20 Resources per Die, 6 Dice = 120 Resources
    -[X] 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
    -[X] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 resources
    -[X] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
    -[X] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
    -[X] Offshore Tiberium Harvester Stations (New) 0/200 20 Resources -5 Political Support per Die, 1 Die = 20 Resources -5 PS
    -[X] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
    -[X] Study Novel Material 0/50 20 Resources per Die, 1 Die = 20 Resources
    -[X] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 2 Die = 10 Resources
    -[X] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
    -[X] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
    -[X] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
    -[X] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die = 30 Resources
    -[X] GD-3 Rifle Development (New) 0/30 10 Resources per Die, 1 Die = 10 Resources
    -[X] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 2 Die = 30 Resources
    -[X] Security Reviews Military 1 Die
    -[X] Security Reviews Military 3 Dice
    [X] Plan Something Something Dice Rolls Something Something
    -[X]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R 74%
    -[X] Integrated Cargo System 3 dice 45R 0%
    -[X] Continuous Cycle Fusion Plants (Phase 2) 4 dice + 2 free die 120R 98%
    -[X] Reykjavik Myomer Macrospinner (phase 2) 4 dice 80R 97%
    -[X] Wadmalaw Kudzu Development 1 die 20R 93%
    -[X] Tiberium Vein Mines (Stage 1) 1 die 20R 0%
    -[X] Red Zone Containment Lines (Stage 5) 2 dice 50R 92%
    -[X] Tiberium Processing Plants (Stage 1) 2 dice 60R 22%
    -[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
    -[X] GDSS Philadelphia II (Phase 4) 5 dice + 1 free die 120R 78%
    -[X] Green Zone Teacher Colleges 2 dice 10R 13%
    -[X] Tissue Replacement Therapy Development 1 die 20R 80%
    -[X] Emergency Tiberium Infusion Development 1 die 15R 18%
    -[X] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 10%
    -[X] Orca Refit Deployment 1 die 15R 0%
    -[X] Tube Artillery Deployment 2 dice 30R 10%
    -[X] Naval Defense Laser Refit 1 die + 2 free dice 45R 50%
    -[X] Havoc Scout Mech Development 1 free die 10R 100%
    -[X] Security Reviews (Military) 1 Military die + 3 dice 99%
    [X] Plan Fixing the Backend
    -[X] Blue Zone Apartment Complexes (Phase 2) 28/160 2 dice 20R 74%
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 30%
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 die 120R 98%
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R 97%
    -[X] Security Review (Agri) 1 die
    -[X] Perennial Aquaponics Bays (Stage 2) 123/350 1 die 10R 0%
    -[X] Wadmalaw Kudzu Development 0/40 (1 diсe 20R) (93%)
    -[X] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 3 dice 15R 80%
    -[X] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 35%
    -[X] Tiberium Processing Plants (Stage 1) 0/200 3 die 90R 79%
    -[X] GDSS Philadelphia II (Phase 4) 362/710 8 dice 160R 95+%
    -[X] Green Zone Teacher Colleges 0/200 3 dice 15R 63%
    -[X] Tissue Replacement Therapy Development 0/60 1 die 20R 78%
    -[X] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 2 dice 20R 72%
    -[X] Orca Refit Deployment 0/200 2 dice 30R 10%
    -[X] Naval Defense Laser Refits 121/330 (3 dice 45R) (50%)
    -[X] Security Reviews (Agri) 3 dice +1 Agri 99%
    [X] Plan Sunrise
    -[X] Infrastructure (5 dice)
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 30%
    -[X] Communal Housing Experiments (New), 2 dice (20 Resources)
    -[X] Heavy Industry (4 dice +2 Free)
    -[X] Continuous Cycle Fusion Plants (Phase 2), 6 dice (120 Resources)
    -[X] Light and Chemical Industry (4 dice)
    -[X] Reykjavik Myomer Macrospinner, 3 dice (60 Resources)
    -[X] Agriculture (3 dice)
    -[X] Perennial Aquaponics Bays (Stage 2), 1 die (10 Resources)
    -[X] Wadmalaw Kudzu Development 0/40 (1 diсe 20R) (93%)
    -[x] Security Review, 1 die
    -[X] Tiberium (6 dice)
    -[X] Tiberium Vein Mines (Stage 1), 2 dice (40 Resources)
    -[X] Tiberium Processing Plants (Stage 1), 4 dice (120 Resources)
    -[X] Orbital (5 dice +2 Free)
    -[X] GDSS Philadelphia II (Phase 4), 7 dice (140 Resources)
    -[X] Services (4 dice)
    -[X] Green Zone Teacher Colleges 2 dice 10R 13%
    -[X] Emergency Tiberium Infusion Development 0/120 1 diсe (15R -5PS) (18%)
    -[X] Military (6 dice +2 Free)
    -[X] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 10%
    -[X] Naval Defense Laser Refits 121/330 2 dice 30R 6%
    -[X] Tube Artillery Deployment 0/200 2 dice 30R 10%
    -[X] Orca Refit Deployment 0/200 2 dice 30R 10%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 35%
    -[X] Bureaucracy (3 dice)
    -[X] Security Review (Agriculture) 3 dice + 1 Agriculture die
    [X]Plan A Bucket to Hold All This Power Mk.5 Communal Housing
    -[X]Infrastructure 5/5 70R
    --[X] Communal Housing Experiments (New) 0/140 1 die 10R (median 1/2)
    --[X] Integrated Cargo System 0/800 4 dice 60R (median 4/11)
    -[X]Heavy Industry 4/4 + 2 120R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 dice 120R 98%
    -[X]Light & Chemical Industry 2/4 40R
    --[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 33%
    -[X]Agriculture 3/3 20R
    --[X] Perennial Aquaponics Bays (Stage 2) 123/350 2 dice 20R (median 2/4)
    --[X] Security Review 1 die
    -[X]Tiberium 6/6 165R
    --[X] Offshore Tiberium Harvester Stations (New) 0/200 1 dice 20R -5PS (median 1/3)
    --[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
    --[X] Tiberium Processing Plants (Stage 1) 0/200 4 dice 120R 98%
    -[X]Orbital Industry 5/5 + 2 140R
    --[X] GDSS Philadelphia II (Phase 4) 362/710 7 dice 140R 95%
    -[X]Services 4/4 50R
    --[X] Green Zone Teacher Colleges 0/200 2 dice 10R 13% (median 2/3)
    --[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
    --[X] Tissue Replacement Therapy Development 0/60 1 die 20R 77%
    -[X]Military 6/6 + 2 110R
    --[X]GD-3 Rifle Development 0/30 1 die 10R 100%
    --[X]Pacifier Mobile Artillery Vehicle Deployment 0/120 1 dice 10R 10% (median 1/2)
    --[X]Tube Artillery Deployment 0/200 3 dice 45R 55%
    --[X]Naval Defense Laser Refits 117/330 3 dice 45R 50%
    -[X]Bureaucracy 0/3
    --[X]Security Review
    ---[X]Agriculture 3 dice 100%
    [X] Plan Feet First Into Hell Tiberium
    -[X]Infrastructure 5/5 Dice 65 R
    --[X]Integrated Cargo System 0/800 (3 Dice, 45 R) (0% chance, 3/11 median)
    --[X]Communal Housing Experiments 0/140 (2 Dice, 20 R) (68% chance)
    -[X]Heavy Industry 4/4 Dice + 2 Free Dice 120 R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance)
    -[X]Light and Chemical Industry 4/4 Dice 80 R
    --[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (4 Dice, 80 R) (80% chance)
    -[X]Agriculture 3/3 Dice 20 R
    --[X] Perennial Aquaponics Bays (Stage 2) 123/350 (2 Dice, 20 R) (0% chance)
    --[X]Security Review
    -[X]Tiberium 6/6 Dice 130 R
    --[X] Tiberium Processing Plants (Stage 1) 0/200 (4 Dice, 120 R) (98% chance)
    --[X] Tiberium Prospecting Expeditions (Repeating Stage) (2 dice 10R) (23% chance)
    -[X]Orbital 5/5 Dice + 2 Free Dice 140 R
    --[X] GDSS Philadelphia II (Phase 4) 362/710 (7 dice, 140 R) (95% chance)
    -[X]Services 4/4 Dice 25 R
    --[X] Green Zone Teacher Colleges (2 Dice, 10 R) (0% chance)
    --[X] Emergency Tiberium Infusion Development 0/120 (1 Die, 15 R, -5 PS) (18% chance)
    -[X]Military 6/6 Dice + 2 Free Dice 135 R
    --[X] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
    --[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 4 dice 80R 89%
    --[X] Pacifier MAV Deployment 0/120 (1 Die, 10 R) (10% chance)
    -[X]Bureaucracy
    --[X] Agriculture security review (2 dice)
    [X] Plan: Why can't you people ever come up with a plan I like?
    -[X] Infra: 5/5 dice 60R
    -[X] Blue Zone Apartment Complexes (Phase 2) 28/160 3 dice 30R 98%
    -[X] Integrated Cargo System 0/800 2 dice 30R 2/11 median
    -[X] HI: 6/4 dice 120R
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 dice 120R 98%
    -[X] LCI: 4/4 dice 80R
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R 97%
    -[X] Agri: 1/3 dice 0R
    -[x] Security Review, 1 die
    -[X] Tib: 6/6 dice 150R
    -[X] Tiberium Vein Mines (Stage 1) 0/200 3 dice 60R 79%
    -[X] Tiberium Processing Plants (Stage 1) 0/200 3 dice 90R 79%
    -[X] Orbital: 7/5 dice 140R
    -[X] GDSS Philadelphia II (Phase 4) 362/710 7 dice 140R 95%
    -[X] Services: 4/4 dice 45R
    -[X] Green Zone Teacher Colleges 0/200 2 dice 10R 13%
    -[X] Tissue Replacement Therapy Development 0/60 1 die 20R 78%
    -[X] Emergency Tiberium Infusion Development 0/120 1 diсe (15R -5PS) (18%)
    -[X] Military: 8/6 dice 120R
    -[X] Orca Refit Deployment 0/200 3 dice 45R 57%
    -[X] Tube Artillery Deployment 0/200 2 dice 30R 10%
    -[X] Naval Defense Laser Refits 121/330 (3 dice 45R) (50%)
    -[X] Damn Politics: 3/3
    -[X] Security Reviews: Agriculture 3 dice
    [X] Plan Space and Science
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 (3 Dice, 45 R) (30% chance)
    -[X] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)
    -[X] Security Reviews 1 dice
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)
    -[X] Perennial Aquaponics Bays (Stage 2) 123/350 (1 Dice, 10 R) (0% chance)
    -[X] Wadmalaw Kudzu Development 0/40 (1 diсe 20R) (93%)
    -[X] Tiberium Processing Plants (Stage 1) 0/200 (3 Dice, 90 R) (79% chance)
    -[X] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)
    -[X] GDSS Philadelphia II (Phase 4) 362/710 (8 dice, 160 R) (99%)
    -[X] Study Novel Material (New) 0/50 (1 diсe 20R) (76%)
    -[X] Green Zone Teacher Colleges (1 Dice, 5 R) (0% chance)
    -[X] Advanced Electronic Video Assistant Development (1 Diсe 20R) (78%)
    -[X] Early Prototype General Artificial Intelligence Development (1 Diсe 20R -10 PS) (18%)
    -[X] Emergency Tiberium Infusion Development 0/120 1 diсe (15R -5PS) (18%)
    -[X] Pacifier Mobile Artillery Vehicle Deployment 0/120 (2 dice 20R) (72%)
    -[X] Naval Defense Laser Refits 121/330 (3 dice 45R) (50%)
    -[X] Havoc Scout Mech Development 0/30 (1 diсe 10R) (100%)
    -[X] Security Review (Agriculture) 2 dice
    -[X] Security Review (Infrastructure) 1 dice
    [X]Plan AI Waifu Single Issue voting party
    -[X]Heavy Industry (4 dice, 60 resources)
    --[X] Tokyo Chip Fabricator (Phase 1) 4 dice, 60 resources
    -[X]Services (4 dice+6 free dice, 175 resources)
    --[X] Tissue Replacement Therapy Development 2 dice, 40 resources
    --[X] Prosthetics Deployment Initiatives (Phase 3) 2 dice, 30 resources
    --[X] Emergency Tiberium Infusion Development 3 dice, 45 resources, -15 PS
    --[X] Early Prototype General Artificial Intelligence Development (Updated) 3 dice, 60 resources, -10 PS
    [X] Plan A Bucket to Hold All This Power Mk.5
    [X] Plan Return of WELP I just don't think that communal houseing will be the most appreciated experiment right now.
 
Basic research on Tiberium is happening anyway, funded in the background. Almost every named Tiberium researcher in CNC works for GDI, or worked for them before defecting to Nod. Or being kidnapped by Nod. Learning about the vore crystal is essential to figuring out how to manage and defend against it.

However.

Liquid Tiberium power cells is not basic research, its commercialization.
And its worth pointing out that the Australia RZ is the result of Nod intentionally detonating a GDI Liquid Tiberium research facility.
As in, those were only quantities for research, not for commercial use.

We really do not want a situation where we have to produce and store liquid T as fuel, or enable some Nod warlord to do the same.
Liquid T is nasty like that.

Communal housing standards have ranged from the managed suites of a high class hotel in New York City to the multiple homes in one compound seen in parts of the Third World to the single room per family, shared bathroom and toilet facilities of a twenty family, rental slum dwelling in Ajegunle, Lagos.

There's nothing inherently wrong with the concept, just the amount of resources invested in it
And historically a lot more of the world lives and has lived under those conditions than whats currently considerd

On Tiberiumverse Earth, with safe space at a premium in Yellow Zones, I am willing to wager that the two thirds of humanity living under Nod control, and a significant chunk of current BZ residents, are perfectly comfortable in communal housing at BZ standards.
Thats in addition to young singles who have moved out of home but would still like a bit of community.


Gonna need more Glaciers though to meet our funding targets I think.
Probably by the middle of Year 3 or so after we get some more ZA into the hands of our Ground Forces.


Strongly disagree.Tiberium would be a horribly inefficient weapon.

Noone who can design and control the femtotech/attotech hegemonizing metamaterial that is Tiberium would need it to deal with planetbound primitives who were still using fossil fuel engines.
Are still using fossile fuel engines, I believe.

You dont produce FOOF to rid your neighborhood of weeds.

I see someone has read The Killing Star.


I dont believe this is plausible. Tiberium is too slow, and frankly too inefficient to be a weapon.

Tiberiumverse Earth circa 1995 when Tiberium first made landfall was a civilization that had only barely made it off its planet's surface, and did not have a permanent extraterrestrial population. Conversely, the Scrin were an interstellar, FTL-capable civilization with access to disgusting amounts of energy production and casual spacelift.

If they were in this for eliminating potential competitors, all theyd need was a one ton kinetic impactor at 0.9999c.
1500 GT, almost twice the energy release of the last Yellowstone eruption. Or just divert Shoemaker-Levy into Earth instead of Jupiter. Everything dies, mission complete.

Whatever Scrin motivations are, genocide of Type 0 civilizations is unlikely to be a primary, or even secondary motivator.
There are faster, easier ways to do that.

You are mistaken.

Tiberium has two uses. 1) It's a source of economic power for the Scrin. 2) The way it functions means that either the primitives on the planet it hits can't use it, and die to the crystal's spread, or they can use it and spread it faster. It's not a fast weapon, but it's not designed to be a fast weapon. It's designed to make sure that whatever primitives live down there are dead by the time the harvesting crew shows up, most of a century down the line.
 
Tiberium broke the world.

Honestly, the single most unrealistic part of Nod is the veneration of Tiberium, because the people Nod recruits from have all lost someone to the green rock. We need some pretty substantial Suspension of Disbelief to get around that problem.
It's believable to me, people often desperately want to believe that their suffering and sacrifice has a purpose, a meaning. Religions have been preying on that for literal ages. Say something about Tiberium smiting the sinful, and that you need to repent, etc etc and you can somewhat believably end up with Nod, religion is a scary thing...
 
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Strongly disagree.Tiberium would be a horribly inefficient weapon.

Noone who can design and control the femtotech/attotech hegemonizing metamaterial that is Tiberium would need it to deal with planetbound primitives who were still using fossil fuel engines.
Are still using fossile fuel engines, I believe.

You dont produce FOOF to rid your neighborhood of weeds.
It's plenty efficient if you're willing to wait.

A one ton, 0.999c RKKV, as described, would need ~2 x 10^27 joules of energy to accelerate, plus the energy outlay of transporting it and your launch system to the target system. Which might be cheap by K2 standards but slightly colossal to transport.

Tiberium just grows on trees, if you let it. It doesn't need high velocities to achieve its kill, so no bulky launch system, just dump it through a portal and let it do its thing. And it's not like planetbound primitives would know how to process the stuff.

(Which places us in the unenviable position of having something to thank Kane for.)
 
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Hmm.

You'd need a reliable container...and a way to completely suppress mutation. Perhaps Improved Tiberium Containment Facilities holds some answers in this regard.

It could work--with more development.

We don't *really* need either. For the container we could simply make a hollow tube of material whose thickness is such that the Tib won't chew through it before it's harvested and whatever remains can be thrown into to start again without worrying about decontamination.

Mutation is even more interesting because Tib seems to require some sort of critical mass to mutate. Isolated in space with only the relatively small quantity contained in the crucible, the Tib may well be unable to mutate itself.

Edit: Through all this speculation is very premature. Earth based spacelift is likely to be our most economical means of growing orbital infrastructure in to immediate future.
 
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Communal housing standards have ranged from the managed suites of a high class hotel in New York City to the multiple homes in one compound seen in parts of the Third World to the single room per family, shared bathroom and toilet facilities of a twenty family, rental slum dwelling in Ajegunle, Lagos.

There's nothing inherently wrong with the concept, just the amount of resources invested in it
And historically a lot more of the world lives and has lived under those conditions than whats currently considerd

On Tiberiumverse Earth, with safe space at a premium in Yellow Zones, I am willing to wager that the two thirds of humanity living under Nod control, and a significant chunk of current BZ residents, are perfectly comfortable in communal housing at BZ standards.
Thats in addition to young singles who have moved out of home but would still like a bit of community.

My personal experience was two families, one room per family, with shared kitchen and bathroom (and shared living room: height of luxury right there). I was a little kid, so I didn't mind it at the time (except for having to wait to go to the bathroom), but I bet my parents were jumping for joy when they were finally able to move out.

Still better than living in a tent next to a Tiberium field, sure.

[X] Plan Return of WELP

Don't get why all the winning plans are deploying artillery without the shell plants: don't we, uh, need ammo to use all those fancy artillery pieces?
 
My personal experience was two families, one room per family, with shared kitchen and bathroom (and shared living room: height of luxury right there). I was a little kid, so I didn't mind it at the time (except for having to wait to go to the bathroom), but I bet my parents were jumping for joy when they were finally able to move out.

Still better than living in a tent next to a Tiberium field, sure.

[X] Plan Return of WELP

Don't get why all the winning plans are deploying artillery without the shell plants: don't we, uh, need ammo to use all those fancy artillery pieces?

IIRC the inaccuracy of our current guns leads to shell wastage.
 
Don't get why all the winning plans are deploying artillery without the shell plants: don't we, uh, need ammo to use all those fancy artillery pieces?
Artillery revamp includes modifying the existing shell plants for the new tubes.

Also, it's been stated that the new tubes will reduce ammo consumption, as one of the big ammo eaters is the fact that our guns are hilariously inaccurate, so GDI needs to mass bombard just to hit anything with them.
 
Don't get why all the winning plans are deploying artillery without the shell plants: don't we, uh, need ammo to use all those fancy artillery pieces?
We've got shells, just not as much as we'd like.

Tube Artillery's supposed to help with that by rationalizing our artillery park around...well, an actual artillery piece instead of a surplus tank gun. So hopefully we can actually hit point targets instead of just generally within the postal code.

EDIT:Ninja'd.
 
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