...Communal Housing was a mistake. Should have just concentrated on Apartments.
Please don't relitigate votes after they're complete. It tends to lead to badness.

As for plans... I tend to ignore planning before at least the results post is out, but I don't think we should be putting more than half our free dice on military. We need to push Orbital, and also need to work on HI for CapGoods and that second round of fusion plants.
 
Ablatives will force NOD forces to stretch their industry to diversify their selection of weapons once it's clear lasers aren't enough. That will limit their ability to field larger high-quality forces a little, or at least stretch THEIR logistics for a change.
 
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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.
Doesn't it? I mean, our usual MO for vehicle fighting in Tib War Three involved a lot of direct fire combat; we can go back to fighting the same old way. I don't think it's a coincidence that the Ground Forces sees both ablatives and shells as important priorities.

But honestly they're not really even mutually exclusive, it's just that if I'm only putting one die into consumables, I want to put it into a project that might be made significantly more likely to finish by a single die. I'll be happy to put dice into shell plants next turn when the deployment thicket is cleared out somewhat and we can just put a couple of dice into OSRCT, a die into orbital lasers, and then the rest into consumables projects of our choosing.

As for plans... I tend to ignore planning before at least the results post is out, but I don't think we should be putting more than half our free dice on military. We need to push Orbital, and also need to work on HI for CapGoods and that second round of fusion plants.
We can get a good push dynamic out of Orbital with only 2-3 Free dice, because Philadelphia Phase 5 is about 20 dice from completion. If we're not willing to go ham and commit 5-6 Free dice per turn to try and rush the project in two turns, then at this point we're pretty well locked in to spending 7-8 dice per turn on it and getting it in 2059Q3. Good enough, and fully in keeping with completing our Plan commitment as far as I can tell.

Heavy Industry- well, frankly we should only spend 2-3 dice on the power plants this turn. Remember that we don't need this phase of power plants right away and it's the last phase we intend to complete for some time. As such it can be slow-walked. Then we just pick whichever Capital Goods project we want to invest in. It might be worthwhile to focus Free dice on that project, especially to help push through the 'doldrums' phase of no output a little faster... But it wouldn't really take that many before we'd start seeing results.

Meanwhile, we're still expecting a warlord dogpile, probably in mid-2059.

Ablatives will force NOD forces to stretch their industry to diversify their selection of weapons once it's clear lasers aren't enough. That will limit their ability to field lerger high-quality forces a little, or at least stretch THEIR logistics for a change.
Yeah. It neuters their ability to build light, easily portable, low logistics footprint man-portable heavy weapons; they have to go back to rocket launchers (more expensive per shot) and those new bipropellant guns (probably not cheap, and with pretty stringent ammunition storage and safety requirements).

Lasers would be a much better weapon if not for the ablatives, so I do want to complete a phase of the (Very High Priority) ablatives before the Great Dogpile commences.

Let's just with OSRCT next then, if only for the STEEL REHN memes
I'm planning to invest two dice, which probably won't finish it but gets us close to being able to deploy our STEEL REHN on some basic level.
 
[ ] Plan Deploy the Dakka
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Integrated Cargo System, 2 dice (30 R)
Heavy Industry (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 dice, 80 R)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
Agriculture (3/3 dice, 40)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 R)
-[ ] Wadmalaw Kudzu Development, 1 die (20 R)
Tiberium (6/6 dice 120R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (2/4 dice, 45R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
Military (6 dice +5 Free, 145R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 2 dice (30 R, 87%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 5 dice (75 R, 73%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 740/740

The ground forces have been rationing their shells for years now. They need more ground pounding resources. They're a large chunk of our military, they handle a lot of defense. This plan is to just finish off the army's cry for dakka so we can finally focus on the new shiny toys in the coming turns. Three attacks on artillery shortage: tube artillery, shells, and rockets.

Also importantly the military section is coming up to nearly 2 years of security reviews. 11 turns. We'll need to make sure no surprises happen before the shooting starts.

Alternatively, if Orcas are highly desirable here is a variant on the above plan no URLS and reduced shells for Orcas:
[ ] Plan Shells and Orcas
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Integrated Cargo System, 2 dice (30 R)
Heavy Industry (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 dice, 80 R)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
Agriculture (3/3 dice, 40)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 R)
-[ ] Wadmalaw Kudzu Development, 1 die (20 R)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (2/4 dice, 45R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
Military (6 dice +5 Free, 145R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Orca Refit Deployment, 3 dice (45 R, 57%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 4 dice (60 R, 35%)
-[ ] Security Reviews

Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 740/740
 
But honestly they're not really even mutually exclusive, it's just that if I'm only putting one die into consumables, I want to put it into a project that might be made significantly more likely to finish by a single die.

Ah, my apologies.

If ablatives is that close to being done then that's clearly the better choice.

I wasn't aware of that and was arguing about the projects in general without the context. Sorry about that.
 
I personally want the damn sensor deployment to be finished.

While we likely won't be prepared for a massive alpha strike using them, Nod running headlong into prepared positions that are perfectly aware of where they are would be a good consolation prize.

Besides, they will need time to come up with something new to deal with the sensors, and more time to roll it out to their troops in mass quantities.
 
We completed a bunch good things but the rolls are a bit frustrating at times. I think we need a mutation roll if I remember correctly and our mutation roll has yet to be rolled.
 
Tiberium (6/6 dice 120R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)

...

Services (2/4 dice, 45R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
Military (6 dice +5 Free, 145R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 2 dice (30 R, 87%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 5 dice (75 R, 73%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice
Um, you might want to check the Service resource allocation. Also, given your different priorities compared to me, I suggest that you try to carve out some more resources from the Tiberium budget (e.g. a prospecting die or two) to fully activate Services.

I also suggest that you fall back to one die on URLS in favor of six dice on shell plants. By your own arguments, that shell plants phase really needs to complete, whereas the military's attitude towards URLS is "it'd be nice but we're OK honest." Since we probably don't want to commit to slamming out Phase 3 any time soon anyway, we should just slow-walk to Phase 2 one die at a time.

Agriculture (3/3 dice, 40)
-[ ] Perennial Aquaponics Bays (Stage 2), 2 dice (20 R)
-[ ] Wadmalaw Kudzu Development, 1 die (20 R)
One problem I have with this plan is that realistically, next turn we'll still be too busy working on Perennials to do caffeinated kudzu plantations anyway. We might as well push the development back one more turn; the planting of the perennials themselves is proof of good faith in terms of solving the caffeine crisis.

I'm sure you can find something useful to do with the saved 10 R.

Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Also, I should point out that Philadelphia Phase 5 could easily take more than 21 dice to complete. If we want to be confident of getting it in 2059Q3 (and we probably should want that)... Well, we need to put eight or more dice per turn into it. It's like the stabilizer; you're a lot better off throwing dice into it earlier rather than later.

I actually find your military lineup in Shells and Orcas unobjectionable.

Ah, my apologies.

If ablatives is that close to being done then that's clearly the better choice.

I wasn't aware of that and was arguing about the projects in general without the context. Sorry about that.
Speaking roughly, the next phase of ablatives is about 2.25 dice from completion. The next phase of shell plants is about 4.5 dice from completion.

I personally want the damn sensor deployment to be finished.

While we likely won't be prepared for a massive alpha strike using them, Nod running headlong into prepared positions that are perfectly aware of where they are would be a good consolation prize.

Besides, they will need time to come up with something new to deal with the sensors, and more time to roll it out to their troops in mass quantities.
You're right and I support this, but I'm also trying to clear out some of our major backlog of other hardware. The sensor project is quite expensive per-die, too, so it works out better on a turn where we don't feel committed to quite so many 20 R/die projects, or where we have another 50 RpT or so to throw around relative to the current situation.

I'm expecting an increasing tempo of attacks, but not a the sort of full-court press that the term "dogpile" implies.
Now, there might be, but I don't consider it the certain thing that a number of people are acting like it will be.
I want to be prepared for a dogpile because it's a realistic worst-case scenario. Now, acting like a full dogpile will happen automatically in 2059Q2 is probably straining the bounds of realism. But if we get hit by three or four warlords at once, or if they start actually seriously committing their forces to the point where it really risks hurting them if they lose, we have a problem on a much larger scale than we've had during the game turns so far.
 
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I want to be prepared for a dogpile because it's a realistic worst-case scenario. Now, acting like a full dogpile will happen automatically in 2059Q2 is probably straining the bounds of realism. But if we get hit by three or four warlords at once, or if they start actually seriously committing their forces to the point where it really risks hurting them if they lose, we have a problem on a much larger scale than we've had during the game turns so far.
Truthfully I think this is actually missing some of the point: GDI is prepared for a full dogpile as a matter of course. Gideon was thrown back from the gates of Chicago by regional forces and relatively nearby air assets. Stahl was matched blow for blow and driven back with the assets around the local MARV hub. Krukov fought almost entirely local assets who were either on long-term commitment to the theater or militia.

GDI could have pretty much waged all three battles at the same time without changing almost anything about how they fought. It's precisely because they have to be prepared to wage all those battles at once that individual warlords can even pick those kinds of fights. We don't need to be particularly worried about all the warlords picking fights at the same time, we need to be worried about warlords launching longer term campaigns at the same time. And that is a valid concern- but we've also seen precisely one warlord who's attack seemed part of a larger operational plan- Krukov, the most conventional warlord.

This isn't intended as a specific criticism or anything- but this is precisely what GDI's prepared for. The solution isn't necessarily to develop more assets to serve as rapid response, its to ensure all those various forces have deeper reserves of material to draw upon- which we're absolutely trying to work on when we can.
 
Truthfully I think this is actually missing some of the point: GDI is prepared for a full dogpile as a matter of course. Gideon was thrown back from the gates of Chicago by regional forces and relatively nearby air assets. Stahl was matched blow for blow and driven back with the assets around the local MARV hub. Krukov fought almost entirely local assets who were either on long-term commitment to the theater or militia.

GDI could have pretty much waged all three battles at the same time without changing almost anything about how they fought. It's precisely because they have to be prepared to wage all those battles at once that individual warlords can even pick those kinds of fights. We don't need to be particularly worried about all the warlords picking fights at the same time, we need to be worried about warlords launching longer term campaigns at the same time. And that is a valid concern- but we've also seen precisely one warlord who's attack seemed part of a larger operational plan- Krukov, the most conventional warlord.

This isn't intended as a specific criticism or anything- but this is precisely what GDI's prepared for. The solution isn't necessarily to develop more assets to serve as rapid response, its to ensure all those various forces have deeper reserves of material to draw upon- which we're absolutely trying to work on when we can.
I mean, that's fair, but at the same time, aside from OSRCT (which is a plan commitment and useful to have as a strategic reserve in case any warlord is doing unusually well)...

Pretty much everything being discussed falls into the category of making sure all the various regional forces have deeper reserves of materiel, or can make better use of the materiel they have, or just plain have good overall materiel.

If I were advocating an OSRCT meme plan, this would be a pretty good argument to make against such a plan. But it's not a good argument to use against, say, the Super Orca rollout, because that would have been quite beneficial in any or all of the battles that we've fought so far.

So another of Wartime Factory Refits?
Not without another four Capital Goods. Which would require us to accomplish some fairly significant project(s).
 
So good news, the nat100 probably brought us an additional +2 to orb dice, bringing our current bonus dice projection to 6.5-ish dice per turn. Even assuming we continue to roll averages of 46, bringing the dice projection to 6.96 dice/turn, we should finish our orbital goals in 12 turns. Of course I'd like maybe the 2 free dice to stay with orbital for the rest of the plan, giving us an additional 9-ish dice in orbital enough to get us 3.5-4 stages of Colombia after finishing Philly 5. Could this be done?
 
So good news, the nat100 probably brought us an additional +2 to orb dice, bringing our current bonus dice projection to 6.5-ish dice per turn. Even assuming we continue to roll averages of 46, bringing the dice projection to 6.96 dice/turn, we should finish our orbital goals in 12 turns. Of course I'd like maybe the 2 free dice to stay with orbital for the rest of the plan, giving us an additional 9-ish dice in orbital enough to get us 3.5-4 stages of Colombia after finishing Philly 5. Could this be done?
Personally I'd rather stop at Columbia Phase 3 for the current Plan, just because that's probably about all we can fit in. If we do well and get Philadelphia Phase 5 done by 2059Q3, we can do a rapid push on Columbia in 2059Q4 as a love letter to the Starbound party, something I think they'd greatly appreciate- but then we'd have to pivot back to Enterprise.
 
Personally I'd rather stop at Columbia Phase 3 for the current Plan, just because that's probably about all we can fit in. If we do well and get Philadelphia Phase 5 done by 2059Q3, we can do a rapid push on Columbia in 2059Q4 as a love letter to the Starbound party, something I think they'd greatly appreciate- but then we'd have to pivot back to Enterprise.
Okay no you misunderstand. Assuming 7 dice/turn, Philly should be done in 3 turns, after which we will have 6 orbital dice. I would like for 6+2 free dice to be used in orbital for the rest of the plan, giving us an additional 8-9 dice or 560-720 progress worth in orbital we can put on other stuff, like Novel Materials, the new Gdrive ship, or just Colombia.
 
@Simon_Jester Taking your advice on agriculture, services, and military. Of note is that I was overpaying for shells and services previously so I now have a plan that ends up with resources left over without cutting anything. Actually had to add something to services.

[ ] Plan Deploy the Dakka v2
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Integrated Cargo System, 2 dice (30 R)
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 dice (80 R)
Agriculture (3/3 dice, 30)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (4/4 dice, 55R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 R, 18%)
-[ ] Domestic Animal Programs 0/200, 1 die (10 R, 0%)
Military (6 dice +5 Free, 115R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 1 die (15 R, 35%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 6 dice (60 R, 93%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 710/740

I do have 30 resources left over and no dice to spend. I could have used it services for Advanced AI, but declined to do so for a few reasons. This plan is already spending 10 PS on offshore Tiberium harvesting, reducing PS to 50. In addition, Seo's mad science meter recently reset and this saves it for later. Thirdly, I do Domestic Animal Programs instead to set up for a PS boost next turn. I chose not to put of security reviews for another die on rockets. Turns out when you focus shells you can get a surplus. I could cut the rockets for an extra die on Philadelphia, but our nat 100's boost is good enough I would like to use the slack to stop our ground forces from screaming.

Again, main thrust of this plan is to attack ground artillery issues three fold. Rockets, tubes, and more dakka. The rockets help, but tubes and actual factories is where it's at.

With fixes to shells and services like above.

[ ] Plan Shells and Orcas V2
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Integrated Cargo System, 2 dice (30 R)
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 dice (80 R)
Agriculture (3/3 dice, 30)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R 22%)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (2/4 dice, 55R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 R, 18%)
-[ ] Domestic Animal Programs 0/200, 1 die (10 R, 0%)
Military (6 dice +5 Free, 125R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Orca Refit Deployment, 3 dice (45 R, 57%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 4 dice (40 R, 35%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 720/740

Secondary plan with the only difference is the military section that trades extra shells and rockets for Orcas.
 
@Simon_Jester Taking your advice on agriculture, services, and military. Of note is that I was overpaying for shells and services previously so I now have a plan that ends up with resources left over without cutting anything. Actually had to add something to services.

[ ] Plan Deploy the Dakka v2
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Integrated Cargo System, 2 dice (30 R)
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 dice (80 R)
Agriculture (3/3 dice, 30)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (4/4 dice, 55R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 R, 18%)
-[ ] Domestic Animal Programs 0/200, 1 die (10 R, 0%)
Military (6 dice +5 Free, 115R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 1 die (15 R, 35%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 6 dice (60 R, 93%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 710/740

I do have 30 resources left over and no dice to spend...
Some suggestions- not all can realistically be taken.

1) Flip the ICS dice to Suborbital Shuttles dice. With luck, this will mostly power us through the unappealing high-cost low-reward first phase, letting us get at the much more lucrative second and third phases. Suborbital Shuttles is, overall, in some ways an attractive alternative to Integrated Cargo System, especially since it probably won't be until 2060-61 that we see really significant Capital Goods surpluses.

2) Replace tiberium silo research with a die spent on the RZ-6 tiberium inhibitor. We can always use more abatement.

3) Upgrade the URLS die and/or one of the Shell Plants dice to sensor rollout dice. That's a very impactful rollout/deployment we can do, very useful for the upcoming war... if only we had the Resource budget, which your plan does. I know it's not specifically shells, but shells aren't the only good thing and the military does very much want those sensors. Among other things, it makes it a lot easier to spot targets for the artillery. :p

Also more generally, bear in mind that Blue Zone Heavy Industrial Sectors may not be the best Capital Goods choice. I don't regret picking it in my current draft plan, but we should keep our minds open.
 
I mean, that's fair, but at the same time, aside from OSRCT (which is a plan commitment and useful to have as a strategic reserve in case any warlord is doing unusually well)...

Pretty much everything being discussed falls into the category of making sure all the various regional forces have deeper reserves of materiel, or can make better use of the materiel they have, or just plain have good overall materiel.

If I were advocating an OSRCT meme plan, this would be a pretty good argument to make against such a plan. But it's not a good argument to use against, say, the Super Orca rollout, because that would have been quite beneficial in any or all of the battles that we've fought so far.

Not without another four Capital Goods. Which would require us to accomplish some fairly significant project(s).
I tried to acknowledge that that wasn't strictly an argument against anything we were specifically doing- or you in particular, merely that we have a skewed perspective on some of these things because all the major battles we've witnessed were relatively isolated from one another.

I fully admit I don't have a cunning plan based off that reasoning- I just feel it's important to consider when we evaluate our position relative to all the warlords, and I'm not trying to condemn any particular plan either. Sorry if it felt like an attack on your plan and reasoning.
 
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So @Ithillid do we get an autocomplete on Tube Artillery Deployment? I'm asking since next turn we just put a Die on it and it would autocomplete barring a critical failure just like Expanding Orbital Communications did last turn.
 
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