The message is that the Brotherhood are going to keep going for what they see as your weaknesses. Some will go for symbolic action, others will attempt to find a vital organ that they can sever, some will be cautious and try to shiv you where you are not looking.

Stahl went after what he saw as a wounded animal. Gideon went for the big symbol of GDI action in the American heartland. Krukov went for the most direct route to the Blue Zone, and now and unknown warlord is taking potshots at your factories. Each has different priorities based on their own analysis of the local and global situation.
Yeah thats going to be an issue, we really need to get to the point where we can start taking some of the warlords out of play.

Though i'm worried that Kane is directing the unknown competent one who's going after our capital goods pipeline to slow us down/make the TCN seem more palatable once he reveals it.

Also with our shiny 100 on the Philadelphia i'm thinking next turn would be a good time to start thinking about researching Orbital lasers, we've done pretty well in space and it's only a matter of time before NOD decides to start trying to interfere with that.

The more major weapon systems we have other than Ion Cannons (Which NOD have already proven their working on ways to deal with) to defend the stations with the better.
 
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Kane has gotten through the ASAT systems before. I do not trust that he won't be able to do so again.
Yeah, but there's a difference between saying "I don't trust that he won't be able to get through the system again" and saying "Kane can just get through the system."

Like, in theory Kane can mount a fourth Tiberium War and successfully conquer GDI. It's not inconceivable that he could do so. But he could also fail, as he has failed before. The ASAT system could defeat him, or blunt the force of his attacks, or any of a number of things could happen.

In that situation, Kane has to balance the reward ("Leave GDI with no choice but to stay on Earth and die to tiberium") with the downside ("what if GDI decides that if they have no choice but to die with tiberium, that they will never ever help me build the TCN and I'm trapped on this fucking rock with them?")

If this isn't a message to do Nuuk I don't know what is. Because while the number of sources for Consumer goods is plenty, only so few are sources for Capital goods, and this is a particularly large concentration of it at that.
Building a single gigantic concentrated industrial mega-facility as a counter to a nuclear strike against a large concentrated industrial facility seems... ill-conceived.

Annoying that none of the Military Deployment finished.
Both the unfinished deployments are firmly in the "tap them with one die per turn until they finish" territory, which isn't so bad.
 
Is that official Quest cannon? Because that doesn't exclude the aliens from being Scrin itself if it's the only evidence.
It's semi-Canon, for it got placed as information threadmark. Which could be seen by clicking the quoted text.
Reykjavik Myomer Macrospinner 159+5=164/160
Meanwhile the altVerse, where there's no omake points, is really starting to get salty when projects fail by 1 point...
 
Here's an updated progress thingy for this turn's projects. I've probably got the correct numbers for this turn's rolls. Probably. :D
-[] Blue Zone Arcologies (Stage 3) 302/650 3 dice 45R 2%, 4 dice 60R 33%, 5 dice 75R 78%, 6 dice 90R 96%
-[] Blue Zone Arcologies (Stage 3+4) 302/1300 11 dice 165R 7%, 12 dice 180R 26%, 13 dice 195R 54%, 14 dice 210R 79%, 15 dice 225R 93%
-[] Communal Housing Experiments 72/140 1 die 10R 74%, 2 dice 20R 100%

-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%, 3 dice 60R 86%, 4 dice 80R 99%

-[] Reykjavik Myomer Macrospinner (Phase 3) 3 dice 60R 2%, 4 dice 80R 28%, 5 dice 100R 69%, 6 dice 120R 92%

-[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%, 2 dice 20R 99%

-[] Tiberium Vein Mines (Stage 2) 5/200 2 dice 40R 32%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 45%, 3 dice 90R 93%

-[] GDSS Philadelphia II (Phase 5) 32/1425 16 dice 320R 2%, 17 dice 340R 9%, 18 dice 360R 23%, 19 dice 380R 44%, 20 dice 400R 66%, 21 dice 420R 82%, 22 dice 440R 93%

-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%, 2 dice 10R 100%
-[] Emergency Tiberium Infusion Development Done

-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Naval Defense Laser Refits 270/330 1 die 15R 74%, 2 dice 30R 99%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Havoc Scout Mech Development Done
 
Meanwhile the altVerse, where there's no omake points, is really starting to get salty when projects fail by 1 point...
See this:
Tube Artillery Deployment 184/200
1 point away from an omake allowing it to finish.

Granted, failing to complete with 16 points is a different feeling from failing to complete with 1 point remaining.
Both the unfinished deployments are firmly in the "tap them with one die per turn until they finish" territory, which isn't so bad.
We've got 6 projects in the "1 die should finish it" category.
 
-[] GDSS Philadelphia II (Phase 5) 32/1425 16 dice 320R 2%, 17 dice 340R 9%, 18 dice 360R 23%, 19 dice 380R 44%, 20 dice 400R 66%, 21 dice 420R 82%, 22 dice 440R 93%
Oh, and I should point this out: The median for finishing Philly is 20 dice. So now we have 7 Free Dice to play with, we could try to get it done in two turns.

This would give us an extra Bureaucracy die, which means we could finally do 2 Security Reviews a turn! Wouldn't that be great? :V
 
So, I'm gonna update the Probability Array sometime in the next few days, but for anyone brave enough to read a boring spreadsheet, here's a copy of this turn's excel sheet you can use right now: https://cdn.discordapp.com/attachments/822543310488207420/908180792134467594/GDI_Dice_Array.ods

Note that I use LibreOffice Calc, so it probably won't work on every excel-like program. And I didn't create the second page's Probability Table; I believe I got that from one of @notgreat's far more complicated spreadsheets over in VSNKh quest. Lastly, the omake bonus is baked-in, so if you want to use my totally-not-a-mess sheet for other quests you'll have to remove that.
 
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Yeah, but there's a difference between saying "I don't trust that he won't be able to get through the system again" and saying "Kane can just get through the system."

Like, in theory Kane can mount a fourth Tiberium War and successfully conquer GDI. It's not inconceivable that he could do so. But he could also fail, as he has failed before. The ASAT system could defeat him, or blunt the force of his attacks, or any of a number of things could happen.

In that situation, Kane has to balance the reward ("Leave GDI with no choice but to stay on Earth and die to tiberium") with the downside ("what if GDI decides that if they have no choice but to die with tiberium, that they will never ever help me build the TCN and I'm trapped on this fucking rock with them?")

Building a single gigantic concentrated industrial mega-facility as a counter to a nuclear strike against a large concentrated industrial facility seems... ill-conceived.

Both the unfinished deployments are firmly in the "tap them with one die per turn until they finish" territory, which isn't so bad.
I don't know how we can exactly counter them going at our bottlenecks that we can't solve quickly right now?
 
Yay Philly completed with a Nat 100 bonus.

Boo. Now we really are getting beat with the "Disperse Your Industries" Stick.

Wow that communal experiment was probably trashed.
 
So the nat 100 is your most recent crop of space nerds turning out to be highly motivated and effective space nerds trying to get off this rock.
Can't blame them.

Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 +14 +76 = 90/120
Naval Defense Laser Refits 121/330 +42 +107 = 270/330
Tube Artillery Deployment 0/200 +42 +142 = 184/200

OK. That's...not great.

The annoying thing is this sucks up 3-4 military dice right when we need it most.

Working off your sheet...

-[]Military 6/6 + 2 100R
--[]Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[]Tube Artillery Deployment 184/200 1 die 15 R 100%
--[]Naval Defense Laser Refits 270/330 1 die 15R 74%
--[] Shell Plants (Phase 4) 3/300 5 dice 50R 73%

Big take away here: Orcas, Havocs or Ablatives, pick one. And only if you're willing to halt progress on Orbital for a quarter.
 
So here's a draft plan based on the idea of mostly completing a round of fortress towns and a round of shell plants. These are 'soft' requirements, so if one finishes and not the other we just pour some more dice in next turn to fulfill the requirements. I haven't budgeted for a deployment in Services for the tiberium treatment, though. Still thinking about how to pay for that; I might grudgingly sigh and let the stealth detector dice go back down to being Orca dice.

(EDIT: This accidentally ate my previous draft plan, 'WELP Lives,' when I edited it mistakenly)

TENTATIVE 2059Q1 BUDGET:
740 R
7 Free dice

735/740 Resources spent
7/7 Free Dice allocated



[] Draft Plan No Pasarán

Infrastructure 5/5 Dice 80 R
-[] Blue Zone Arcologies (Stage 3) 302/650 (2 Dice, 30 R) (2/3.5 median)
-[] Communal Housing Experiments 72/140 (1 Die, 10 R, -5 PS) (74% chance)
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 (2 Dice, 40 R) (37% chance)

Heavy Industry 4/4 Dice 85 R
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)

Light and Chemical Industry 4/4 Dice 80 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 (4 Dice, 80 R) (28% chance)

Agriculture 2/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 2) 291/350 (2 Dice, 20 R) (high chance?)

Tiberium 6/6 Dice 135 R
-[] Improved Tiberium Containment Facilities Development 0/40 (1 Die, 25 R) (96% chance)
-[] Red Zone Containment Lines (Stage 5) 74/180 (2 Dice, 50 R) (92% chance)
-[] Offshore Tiberium Harvester Stations 0/200 (2 Dice, 40 R, -10 PS) (22% chance)
-[] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R) (1/2.25 median)

Orbital 5/5 Dice + 3 Free Dice 160 R
-[] GDSS Philadelphia II (Phase 5) 32/1425 (8 dice, 160 R) (8/20 median)

Services 3/4 Dice 45 R
-[] Green Zone Teacher Colleges 149/200 (1 Die, 5 R) (86% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 4 Free Dice 130 R
-[] Security Review
-[] Naval Defense Laser Refits 270/330 (1 Die, 15 R) (74% chance)
-[] Tube Artillery Deployment 184/200 (1 Dice, 15 R) (100% chance)
-[] Pacifier MAV Deployment 90/120 (1 Die, 10 R) (100% chance)
-[] Long Range Sensor System Deployment (Phase 2) 26/300 (2 Dice, 50 R) (2/4 median)
-[] Shell Plants (Phase 4) 3/300 (4 Dice, 40 R) (35% chance)

Bureaucracy 3/3 Dice
-[] Military Security Review (3 Dice)
 
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Military 6/6 Dice + 4 Free Dice 135 R
-[] Security Review
-[] Naval Defense Laser Refits 270/330 (1 Die, 15 R) (74% chance)
-[] Tube Artillery Deployment 184/200 (1 Dice, 15 R) (100% chance)
-[] Pacifier MAV Deployment 90/120 (1 Die, 10 R) (100% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 (2 Dice, 40 R) (6% chance)
-[] Ablat Plating Deployment (Stage 4) 45/200 (1 Die, 10 R) (1/2.25 median)

My preference is that instead of doing 2 dice OSRCT and 1 die Ablat, you put 1 more die on Orcas to have a higher chance of finishing rather than leaving it then the remaining 2 dice on shells or URLS. 2 on URLS has a good chance of finishing it, plus the blurb for it says it helps with artillery + supporting arms problems. This is me saying that I don't think that tube artillery itself will solve the ground forces' artillery problems enough and extra help is required.
 
...Communal Housing was a mistake. Should have just concentrated on Apartments.
I mean, probably yes, though if we'd put the same number of dice on Apartments we wouldn't be any better off. The thing is, we have a big Housing buffer, so we're not actually in a hurry to complete anything, it's not really a problem, it's just a project taking 3-4 dice to complete when we hoped it would take two. That happens sometimes; it's the flip side of us sometimes rolling well and getting a project in two dice when the median expected result was needing three.

My preference is that instead of doing 2 dice OSRCT and 1 die Ablat, you put 1 more die on Orcas to have a higher chance of finishing rather than leaving it then the remaining 2 dice on shells or URLS. 2 on URLS has a good chance of finishing it, plus the blurb for it says it helps with artillery + supporting arms problems. This is me saying that I don't think that tube artillery itself will solve the ground forces' artillery problems enough and extra help is required.
I don't want to keep putting off OSRCT any longer if I can help it, or it won't be ready in time for 2059Q2 or Q3 when the warlords hit us.

And I'm willing to accept the Super Orca rollout not finishing next turn and us needing a fourth die to get the job done. We are very limited in the number of Military dice we can expect to spend before the warlords dogpile us; we need to spend them strategically for the maximum possible effect.

Now, putting the ablatives die on shell plants or URLS is something I did consider carefully. It's not a bad. To do URLS I'd have to free up +5 Resources, I think, but that's not so bad, and it's something impactful we could do despite having very few dice to work with.

But ablatives is ALSO impactful, and we have a good chance of clearing another phase with two dice. If we're not willing to invest a die this turn, I don't think we're going to be willing to do anything about it before the upcoming war, and I think Ground Forces would greatly prefer that we did. Whereas doing anything meaningful about the Shell Plants takes so many dice it almost has to wait until next turn unless we abandon the Super Orcas entirely for now.
 
I'm spending the ninth and final die on consumables, specifically ablatives, because that's the project where we can advance by another phase the most quickly. I know it won't finish the phase, but there's only so much we can do with one die. I'd put it on shell plants, but the artillery upgrade already improves accuracy so that's getting worked on this turn anyway.

I feel that between the two choices, shell plants are more important by far.

If nod starts a general push in multiple areas we will run out of shells fairly quickly. Right now we can handle occasional skirmishes no problem but anything more than that we will lose the artillery advantage we have.

And when they run out of shells it won't matter how many hits from lasers they can survive.

Plus shells are always useful but nod has multiple ways of dealing damage and ablatives are only really good against one of them I believe.
 
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