Makes me wonder what Frank did to piss them off. He's not that important to GDI overall. Though it's also possibly just a PR stunt for NOD.
 
An influential media figure with a Grangerist bent is a decent enough target if you want to stir up panic and maybe rile up Initiative First a little bit. "Frank wanted us to coddle the Yellow Zones and look what it got him!" etc. etc.

Not really a high priority but probably an easy target of opportunity for when you don't want to go after a big fish because the last time you took a swing at a big fish your Shadow Team got captured and shaken upside down until all their tech fell out.
 
[X] Plan Steady Progress on all Fronts
-[X] Infrastructure 5/5 dice 85R
--[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice (45R)
--[X] Chicago Planned City (Phase 4) 3/700 2 dice (40R)
-[X] Heavy Industry 4/4 +1 Free dice 100R
--[X] Continuous Cycle Fusion Plants (Phase 2) 22/300 4 dice +1 Free (100R)
-[X] Light and Chemical Industry 3/4 dice 60R
--[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 3 dice (60R)
-[X] Agriculture 3/3 dice 60R
--[X] Perennial Aquaponics Bays (Stage 2) 123/350 1 die (10R)
--[X] Wadmalaw Kudzu Development 0/40 1 die (20R)
--[X] Security Review 1 die
-[X] Tiberium 6/6 dice 125R
--[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
--[X] Chicago Planned City (Phase 4) 3/700 1 die (20R)
--[X] Tiberium Processing Plants (Stage 1) 0/200 2 dice (60R)
--[X] Railgun Harvester Factories (Vladivostok) 0/70 1 die (10R)
--[X] Railgun Harvester Factories (Maputo) 0/70 1 die (10R)
-[X] Orbital 5/5 +4 Free dice 180R
--[X] GDSS Philadelphia II (Phase 4) 362/710 1 die (20R)
--[X] GDSS Columbia (Phase 1) 0/80 1 die +1 Free (40R)
--[X] GDSS Shala (Phase 1) 0/80 1 die +1 Free(40R)
--[X] GDSS Enterprise (Phase 4) 0/765 1 die (20R)
--[X] Lunar Rare Metals Harvesting 0/170 1 die +2 Free (60R)
-[X] Services 4/4 dice 40R
--[X] Green Zone Teacher Colleges 0/200 2 dice (10R)
--[X] Emergency Tiberium Infusion Development 0/120 2 dice (30R)
-[X] Military 6/6 +1 Free die 125R
--[X] Prototype Plasma Weapons Development 0/60 1 die (25R)
--[X] Orbital Strike Regimental Combat Team Station 0/220 1 die (20R) (High priority)
--[X] Ground Forces Zone Armor (Set 1) (New Sevastopol) 0/200 1 die (20R) (High priority)
--[X] Naval Defense Laser Refits 121/330 2 dice +1 Free (60R)
-[X] Bureaucracy 3/3 dice
--[X] Security Reviews: Agriculture 3 dice

Free Dice: 6/6
Income: 715/715R



A very broad push across everyone's agendas (except Air Force & Steel Talons). So long as the Fusion Plants come online, everything's balanced for Energy, and there are no projects that require Logistics.

I feel like the political landscape would react best to broad progress instead of throwing everything at only a couple items. Can't have anyone complain they're getting ignored. I went with Chicago instead of Arcologies because it looks like the struggle with NOD might be heating up, so I'd like to finish up one of our lynchpins.
 
It's really really hard to come up with a launch system that's simultaneously better and/or cheaper than our fusion rockets while still being acceptably hardened against NOD sabotage. There's a few theoretical megaprojects like a space elevator that aren't feasible because of things like "we don't have any territory on the equator" and "NOD would definitely blow it up as a big setpiece cutscene in the next game", and any use cases smaller than that the fusion rockets already cover with something that's bullshit effective and already in service.
 
Building something, that's functionally a railgun throwing rockets into a space, means building a railgun that throws rockets into the same space where your spacestations are. At least with Fusion lifters you know where they are launching from, with this... ehhh.
 
If I remember correctly Ilthid has said in the thread that the Scrin we encountered where basically a mining group, which kind of makes me nervous for when we encounter an actual Scrin military force with their military grade weaponry.
There is a reason why during the beginning of this quest(literally the first few quarters), the High Orbit Ion Cannon option(which had notes about being able to fire against another scrin invasion lol) was only really useful for avoiding NOD knocking out the Ion Cannon network(no longer an issue given our current ASAT network that has been built up and hardened against MasterstrokeTM). If the scrin came back, either we could've fought them off anyways(eg very very weak force) without the higher orbital ion cannons or we are dead(either through the loss of critical manufacturing capacity or scrin victory)
 
Why is it so important right now to classify them as they sure as don't care what we think they kind of proved that with by dowsing our civilians in liquid tiberium or whatever that news footage showed when they invaded?
 
Monthly reminder about the Scrin:
The aliens that invaded Earth during TW3 weren't the Scrin. They were the enemies of the Scrin.
---
If you reenable the subtitles for the first "Scrin" mission using a patch, the Supervisor, after saying "No precedent exists for viable indigenous resistance after Ichor LQ detonation event.", has a line that was subtitled but not spoken.

And what was that line?

"Species must be Scrin."
Also, was the Darkandus rolls the Tib rolls? Those seem... low.
 
Just checking, but the next Tiberium Mutation roll is at the Next quarter and not this one, right? since it was 3 turns ago, and the number rolled at the time was 4.
 
Mining group is also cannon, at least in the scrin codex entries in C&C 3 as far as I remember.
Same with the Scrin campaign. They only came to earth due to the liquid Tiberium explosion which generally means it's time to harvest. They were very surprised to find that there were still natives kicking around. Attacks by the Scrin on human targets were basically them getting annoyed at having their mining operations disrupted.

Despite the devastation they caused, their time on Earth did not go well for them. They were scattered on landing and the leader of the expedition was obsessed with building the harvesting tower network even as their AI told them they were not equipped for this and they needed to focus on escape to bring reinforcement. In the end, all but one tower was destroyed by GDI and that one tower only survived due to NOD interferring and attacking the GDI forces laying siege to it.
 
Well, they weren't surprised that there were still natives around, per say. But they expected the natives to be in a state of total civilization collapse (with the PC's Mothership AI mistaking the ongoing 3rd Tiberium War for that sort of collapse), not still intact enough to put up an organized resistance.


View: https://www.youtube.com/watch?v=8tCwu3TyEEg

With the initial attacks being diversions to get the natives off their backs.
 
A talk show host? Really? Unless part of an attempt to hijack a Live Broadcast, I have no idea why they would even bother.

Guerilla warfare, you don't attack hard targets you attack easy targets. He's about the easiest there is.

That's kind of the point in nod working hard to assassinate targets, because their overt military attacks are having neglible results or outright failing.
 
Vote closed
Scheduled vote count started by Ithillid on Nov 9, 2021 at 11:41 AM, finished with 257 posts and 72 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 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 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 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 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 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: 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 A Bucket to Hold All This Power Mk.5
    [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 Return of WELP I just don't think that communal houseing will be the most appreciated experiment right now.
    [X] Plan Steady Progress on all Fronts
    -[X] Infrastructure 5/5 dice 85R
    --[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice (45R)
    --[X] Chicago Planned City (Phase 4) 3/700 2 dice (40R)
    -[X] Heavy Industry 4/4 +1 Free dice 100R
    --[X] Continuous Cycle Fusion Plants (Phase 2) 22/300 4 dice +1 Free (100R)
    -[X] Light and Chemical Industry 3/4 dice 60R
    --[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 3 dice (60R)
    -[X] Agriculture 3/3 dice 60R
    --[X] Perennial Aquaponics Bays (Stage 2) 123/350 1 die (10R)
    --[X] Wadmalaw Kudzu Development 0/40 1 die (20R)
    --[X] Security Review 1 die
    -[X] Tiberium 6/6 dice 125R
    --[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
    --[X] Chicago Planned City (Phase 4) 3/700 1 die (20R)
    --[X] Tiberium Processing Plants (Stage 1) 0/200 2 dice (60R)
    --[X] Railgun Harvester Factories (Vladivostok) 0/70 1 die (10R)
    --[X] Railgun Harvester Factories (Maputo) 0/70 1 die (10R)
    -[X] Orbital 5/5 +4 Free dice 180R
    --[X] GDSS Philadelphia II (Phase 4) 362/710 1 die (20R)
    --[X] GDSS Columbia (Phase 1) 0/80 1 die +1 Free (40R)
    --[X] GDSS Shala (Phase 1) 0/80 1 die +1 Free(40R)
    --[X] GDSS Enterprise (Phase 4) 0/765 1 die (20R)
    --[X] Lunar Rare Metals Harvesting 0/170 1 die +2 Free (60R)
    -[X] Services 4/4 dice 40R
    --[X] Green Zone Teacher Colleges 0/200 2 dice (10R)
    --[X] Emergency Tiberium Infusion Development 0/120 2 dice (30R)
    -[X] Military 6/6 +1 Free die 125R
    --[X] Prototype Plasma Weapons Development 0/60 1 die (25R)
    --[X] Orbital Strike Regimental Combat Team Station 0/220 1 die (20R) (High priority)
    --[X] Ground Forces Zone Armor (Set 1) (New Sevastopol) 0/200 1 die (20R) (High priority)
    --[X] Naval Defense Laser Refits 121/330 2 dice +1 Free (60R)
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews: Agriculture 3 dice


[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)
Ithillid threw 3 100-faced dice. Reason: Blue zone arcologies Total: 142
73 73 31 31 38 38
Ithillid threw 2 100-faced dice. Reason: Communal Housing Experiments Total: 28
13 13 15 15
Ithillid threw 6 100-faced dice. Reason: Continuous Cycle Fusion Total: 301
90 90 19 19 54 54 64 64 5 5 69 69
Ithillid threw 3 100-faced dice. Reason: Myomer Macrospinner Reykjavik Total: 122
39 39 29 29 54 54
Ithillid threw 2 100-faced dice. Reason: Perennial Aquaponics Total: 144
53 53 91 91
Ithillid threw 2 100-faced dice. Reason: Tiberium Vein Mines Total: 155
95 95 60 60
Ithillid threw 4 100-faced dice. Reason: Tiberium Processing Plants Total: 120
54 54 28 28 26 26 12 12
Ithillid threw 7 100-faced dice. Reason: GDSS Philadelphia 2 Total: 275
32 32 12 12 100 100 4 4 44 44 53 53 30 30
Ithillid threw 2 100-faced dice. Reason: Green Zone Teacher Colleges Total: 115
59 59 56 56
Ithillid threw 2 100-faced dice. Reason: Emergency Tiberium Infusion Total: 106
44 44 62 62
Ithillid threw 1 100-faced dice. Reason: Pacifier MAV Total: 76
76 76
Ithillid threw 3 100-faced dice. Reason: Laser PDS Total: 107
30 30 36 36 41 41
Ithillid threw 3 100-faced dice. Reason: Tube Artillery Deployment Total: 142
17 17 47 47 78 78
Ithillid threw 1 100-faced dice. Reason: Havoc Scout Mech Total: 86
86 86
Ithillid threw 3 100-faced dice. Reason: Security review agri Total: 127
26 26 54 54 47 47
Ithillid threw 1 4-faced dice. Reason: Battle Total: 1
1 1
Ithillid threw 2 100-faced dice. Reason: Battle Total: 67
26 26 41 41
Ithillid threw 1 3-faced dice. Reason: income Total: 2
2 2
 
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Those dice were horrible...

Only like 5 were above average. Everything else was average or well below it.

Thank heavens for that nat 100 on Philly. Hopefully that will help.

No idea about the battle rolls. Was that a good result for them?
 
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