I am not a fan of those, they were noted to likely soon be obsolete, they they do not overflow to my knowledge so some would take 2 dice, and that Energy cost adds up fast. Also they do not seem to give many Rs compared to Red Zone actions or the offshore mining platforms.
We don't know how long that technology will take to become available. We don't know what it will cost to implement. (But we will be paying that Energy cost eventually.) And it is entirely possible that it will be a refit project, rather than a whole new set of factories, if we have already built these new factories.
I don't see why not if we do Industrial Zones, those would pay for it and leave our current +3 for other uses. We would have to avoid Vein Mines though.
I missed the Industrial Zones. So it is entirely possible to do more Factory Refits by Q3.

I'm currently leaning away from Nuuk. What I'm pondering is that we push out the Industrial Zones, then build more Fusion Plants. Then just go for Tokyo Phase 4.
It would take a bit longer than going for Nuuk Phase 3, but Tokyo Phase 4 is a bit cheaper (per die) and uses less Energy, while still giving 20 Capitol Goods. So we wouldn't need to go for another round of Fusion Plants to keep up with the Military stuff. Plus we get a backup chip factory running and a large pile of Consumer Goods.

Well yes I am a fan of an Energy buffer, but we will have like +17 or so this turn? I really don't see the hurry, getting say Industrial Zones done and then returning to fusion would still give us a healthy Energy buffer as I understand it.
It should be +12. I agree that this is more of a buffer than we need.
We could drop 6 dice on the Industrial Sectors, and then spend the dice the next turn finishing off the Industrial Sectors and the Fusion Plants.
Even if we get lucky and the Industrial Sectors manage to complete in one quarter, we would have to have spent another 7 Energy to deplete our excess and our reserve.

I'd prefer to do some more Vein Mining over the Offshore Tiberium Harvester Stations. 5PS per die is a lot, and I think that we should wait for the memory of the Tidal Plants failure to fade a bit before we try this.
 
But that +12 energy isn't a sufficient buffer at all because projects other than industrial sectors (-8) will effectively leave us with only +4. We will definitely spend more than +4 energy on other projects while sectors get worked on, like shells, rockets, sensors, harvesters, arcologies, Havocs, and other things. I'm certain that we will consume more than +4 energy during the two turns on industrial sectors or Nuuk. If we leave doing energy later we'll end up being blocked from other projects. Not to mention that we won't have much of a buffer in case of Nod disruptions either.
 
Is it a bad time push for Liquid T Power cells research? Because developing and deploying those seem to be something that will help with our power needs, despite the cost to our PS.
 
Is it a bad time push for Liquid T Power cells research? Because developing and deploying those seem to be something that will help with our power needs, despite the cost to our PS.
We can push out a third fusion phase in three dice, easily. It's just inconvenient because it competes with our big CapGoods projects.

And all told, Liquid Tiberium isn't likely to be any more convenient. It's volatile stuff, for one, and it's likely to use Tiberium dice for another--and we need to grow income fast if we want to use all or even most of the Philadelphia Five dice.
 
And all told, Liquid Tiberium isn't likely to be any more convenient. It's volatile stuff, for one, and it's likely to use Tiberium dice for another--and we need to grow income fast if we want to use all or even most of the Philadelphia Five dice.
Yeah, the big downside of Liquid Tiberium is that it is the most deadly substance ever. It makes absolutely massive explosions and causes Tiberium around it to also explode. This explosion releases Tiberium into the atmosphere to spread out and pollute everything. Scary stuff.

I'd rather wait until we have better defenses and technology so accidents or attacks won't destroy everything.
 
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I have a feeling that we need to get a option to do 3 at the exact same time or figure out a different power source to build as well to keep a good production of power soon? Also have we not had a constant issue of needing more power all the time or am I remembering wrong?
 
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I have a feeling that we need to get a option to do 3 at the exact same time or figure out a different power source to build as well to keep a good production of power soon? Also have we not had a constant issue of needing more power all the time or am I remembering wrong?
That's more or less endemic to growing our industrial base as fast as we have been. Power use correlates fairly directly to industrial output--so much so that it can be used to track illicit manufacture in the absence of other evidence.

(I'd pull an example from somewhere, but I can't for the life of me remember where I heard it...which is probably a bad sign.)

Fusion's been fine enough for our needs. If we were really hard up on cash we'd have switched back to Power Production Campaigns.

I do want to plink off the development at some point--just so we have it in our back pockets--but I'd rather get Containment first, as that's something we're likely to actually use as opposed to locking it behind glass marked 'In Case of Emergency'.
 
Perhaps Tiberium Power Cells would be useful for the Military?
Fusion works well enough for our factories. But I doubt it miniaturises enough for a tank at the moment.
 
Perhaps Tiberium Power Cells would be useful for the Military?
Fusion works well enough for our factories. But I doubt it miniaturises enough for a tank at the moment.
Kane: Catalyst missiiiile.

Paladin:No wait--

*Green tinted explosion*

Let's not.

EDIT: More seriously, the power and energy density of our current vehicle powerplants is just fine. We can already mount railguns on LUVs, let alone tanks.

The only real improvements in a nuclear or Tiberium powerplant would be longevity via energy density, and that is only relevant if you expect the tank to operate absent supply lines for years at a time.
 
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If you're worried about things that could be Catalyst Missile'd, think about one hitting Jeddah or Chicago, not a military column with some Tib fuel cells.

Less painful now that we've got a round of processing plants up, but still probably up there on our nightmare scenario list.
 
If you're worried about things that could be Catalyst Missile'd, think about one hitting Jeddah or Chicago, not a military column with some Tib fuel cells.

Less painful now that we've got a round of processing plants up, but still probably up there on our nightmare scenario list.
Jeddah and Chicago are point targets that can be defended by ASAT against ballistic Catalyst Missiles.

Protecting every new armor division against smaller, tactical-scale Catalyst munitions is a slighter bigger ask.

Point is: our current vehicle powerplants work just fine. Let's not make them more complicated than necessary.
 
Jeddah and Chicago are point targets that can be defended by ASAT against ballistic Catalyst Missiles.

Protecting every new armor division against smaller, tactical-scale Catalyst munitions is a slighter bigger ask.

Point is: our current vehicle powerplants work just fine. Let's not make them more complicated than necessary.

Our divisions have entire armour columns equipped with anti missile lasers.
 
Jeddah and Chicago are point targets that can be defended by ASAT against ballistic Catalyst Missiles.

Protecting every new armor division against smaller, tactical-scale Catalyst munitions is a slighter bigger ask.

Point is: our current vehicle powerplants work just fine. Let's not make them more complicated than necessary.

Do keep in mind that nod also has conventional missiles to strike our military forces with that can blow them up pretty much just as well, for much more cost efficiency, that we need to defend against. Shooting down catalyst missiles will be a convenient side effect of defending against other threats.
 
Our divisions have entire armour columns equipped with anti missile lasers.
Do keep in mind that nod also has conventional missiles to strike our military forces with that can blow them up pretty much just as well, for much more cost efficiency, that we need to defend against. Shooting down catalyst missiles will be a convenient side effect of defending against other threats.
Fair enough.

That still leaves the problem of: what do LT fuel cells give our vehicles that our present powerplants don't, and which we might find desirable?
 
They give the vehicles more range. For a given quantity of volume and mass allocated to energy, an LT-equipped vehicle can/will be able to move significantly further. Given that the vehicles are generally railgun equipped by now, this also means that the maximum number of rounds a vehicle can fire before returning to base to refuel is increased.
 
Also much higher power density, especially in the spike range. While it is not required for Brotherhood laser weapons, a lot of Brotherhood vehicles and systems use Tiberium Power cells to help give their laser weapons a bit more bite.
 
Compared to the risk of tiberium contamination, especially in Blue, Green and Yellow Zones, GDI is likely to conclude that tiberium power is just not worth it. Useful in certain circumstances, sure, but it's kinda like bipropellant guns. GDI can get that same performance level, or a reasonably close equivalent, without something that is as likely to blow up in GDI's face, so it is willing to not bother with the safety procedures such equipment would require, and pray your god would have mercy upon you for skipping for your sergeant will most assuredly not.
 
I'd be fine doing the tiberium power research at some point. Probably not soon, but some time.

They could be very useful in certain situations. Like to exclusively power red zone stuff.

It's already contaminated so if we could mitigate the catalyst missile threat I don't see the problem of them seeing heavy use there.
 
I don't think I was I arguing for or against using 3 vs 2 dice on fusion plants? I just want to avoid situations where we need to use 5+ dice in a single turn on them again.
Yes; I'm going to be an advocate for keeping a closer eye on our Energy reserves myself. Part of the problem was that we did the hydrofoil yard, which eats up a very large slice of Energy, and I'm not sure we fully appreciated just how impactful that would be to do all at once. That, plus being chronically short on Resources with which to activate Heavy Industry dice; I'm not sure we even did activate all our Heavy Industry dice for the first few turns. Don't remember.

That's not how it works. You can't subtract 35% from 86% to get 50%. That 86% chance is the probability that any set of three d100 dice rolls a total of 97 or higher. (We need at least ninety seven because 125 +97 [roll] +63 [three +21 die bonuses] +15 [omake bonus] = 300/300.) For the first two dice to not complete the project and the third die to also not complete it, we'd need to roll in the bottom ~14% of possible roll results between those three dice. Which is, well, an only ~14% chance.
The problem isn't in my math being wrong, it's my communications.

My point was that if you drew up a table of possible outcomes of "roll two, then one," the probability breakdown is, roughly, approximately, rounding to the nearest 5%, something like:

P(two dice is enough) = 0.35
P(two dice not enough, third die finishes the project) = 0.5
P(need a fourth die) = 0.15

That's an overall breakdown, not a breakdown of the chances of success for three dice as distinct from two dice. Which is, effectively, a way of restating your own probability calculations. Now, the probability of the third die finishing the project given that two dice have been rolled but proved insufficient is considerably more than 0.5, I quite agree!

But I'm talking about a somewhat different probability distribution than you are, which may have been a mistake.

For an example: We're currently at 125/300 progress, and have a die bonus of 21. (22 next turn.) For us to use 2 dice this turn, and then have a 50% completion chance on one die next turn, we'd have to roll a 45, bringing us to 212/300. One die at 212/300 has a 50% completion chance since it means we'd need to roll 51 or higher on our d100. (212 +51 [roll] +22 [die bonus] +15[omake bonus] = 300.) But a result of 45 or lower is in the bottom 10% of results one can get on a 2d100; it's very unlikely we'll roll that low.
Again, my intent was to convey "if we pursued this plan 100 times, in roughly 35 cases we would get the job done with two dice, in roughly 50 we would have to roll a third, and in roughly 15-or-so we would have to roll four or more."

I am not a fan of those, they were noted to likely soon be obsolete, they they do not overflow to my knowledge so some would take 2 dice, and that Energy cost adds up fast. Also they do not seem to give many Rs compared to Red Zone actions or the offshore mining platforms.
The compensating factor is that Railgun Harvester Plants also cost fewer Resources, while still providing enough return on investment to pay for themselves in a reasonable timeframe. Building one or two more isn't a bad idea, especially since they also reduce overall strain on ZOCOM.

Right now we're trying to avoid overstraining ZOCOM and our Logistics/Capital Goods arrangements by pushing out more tiberium mines beyond our capacity to sustain and to defend well. Doing one or two railgun harvester factories on tiberium dice that would otherwise be unoccupied is not an unreasonable choice; the alternative is either to leave those dice unrolled, or to drop other projects people value more (like the arcology construction, the macrospinner, and so on) in order to fund tiberium harvesting projects that would risk using up the last of our resources.

By the time levitating tentacle Scrin harvesters become widely available, it'll be at least a few years from now, and the railgun harvester factories will already have paid for themselves within the first year or so of operation (2-3 quarters to refund the construction cost, and 2-3 quarters to refund their share of the Resource cost of a phase of fusion plants).

I don't see why not if we do Industrial Zones, those would pay for it and leave our current +3 for other uses. We would have to avoid Vein Mines though.

Wartime Factory Refits are very important not just for the military dice but also because it appears to increase war material production. With every stage cleared, GDI produces more tanks and more of everything that we did not build factories for after the war so after the start of the quest.
It's not that you're wrong about the war factory refits being good, it's that spending ourselves down to +0 or +1 Capital Goods for any reason is a bad idea. And we have a great many projects that consume Capital Goods, many of which are also themselves valuable. For instance, Phase 3 of the war factory refits, at -4 Capital Goods, is good. But is it really twice as the Integrated Cargo System project, which costs -2 Capital Goods? Are the benefits for our military of having a streamlined global supply train to move military and civilian equipment all over the world quickly really that much less than the advantages of streamlining a specific set of factories?

It's hard to say.

So I don't think we should be so desperate to complete the war factory refits that we scrape the bottom of the barrel trying to provide them with Capital Goods. We're already seeing Nod get smart about attacking major facilities that make Capital Goods (chip fabricators, macrospinners, and so on). Let's act like we've seen that danger, rather than ignoring it and plowing ahead trying to run the economy with no margin of error.

That's more a matter of that "(23 population in low quality housing)", the excess +Housing is irrelevant. We could demolish low quality houses, have +0 Housing, and everyone would live well. Though of course we want a buffer for refugees so no reason to demolish.
That's not true. If our Housing buffer is larger than the population we have in low quality housing, we won't have very many people in low quality housing. Probably none at all except people who don't care, and people who are willing to live in low quality housing for the sake of some other goal, like being close to a place that they love. The low quality housing becomes our buffer.

Right now, there are a lot of people living in low quality housing because we don't have enough medium or high quality housing for everyone to have a roof over their heads in that housing alone. Refugees were getting told to live in a Yellow Zone fortress town under Nod bombardment because there was just no place to put them in a Blue Zone housing development. We're trying to change that by getting out in front of the housing crisis.

Given that the Industrial Zone would take about two quarters and that we would have about 11 Energy to play with after those (and Wartime Factory Refits), I don't see us spending the Energy before the next fusion plants come online.
I do. Building Blue Zone Heavy Industrial Sectors nonstop and nothing else will take two turns of full-effort Heavy Industry rolls, barring massive and frankly wasteful Free dice investment. Completing Phase 3 of the fusion plants will then take a third turn. And you had better believe that we can- and have- gone through a +11 Energy surplus in two turns.

So we don't do that. We mix our investment, and accept that it'll take three turns to finish the Capital Goods project, in exchange for being able to keep up a high Energy surplus that doesn't force us to scrimp, save, and ration.

We still have both projects done by 2059Q3 or so, we just don't treat the Capital Goods project like it's suddenly become more important than Energy when it hasn't.

And its not like postponing an action or two by a quarter to get our military a lot more tanks would not be worth it, more military dice aside.
I think you're overestimating how decisive the war factory refits will be. They'll matter, but a lot of other stuff we can do matters too.

If you're worried about things that could be Catalyst Missile'd, think about one hitting Jeddah or Chicago, not a military column with some Tib fuel cells.

Less painful now that we've got a round of processing plants up, but still probably up there on our nightmare scenario list.
True. On the other hand, locations like Jeddah and Chicago are fixed and significant enough that they're likely to have round-the-clock attention from defensive missile and railgun batteries, lasers now that we're developing them as soon as we have them, and the ASAT system.

They're much harder targets for a catalyst missile shot.

Our divisions have entire armour columns equipped with anti missile lasers.
Those are effective against antitank missiles. I'm not sure they'd be effective against a much larger missile of the type Nod likes to use for catalysts.

It's the difference between shooting down an antitank missile aimed directly at the tank, and shooting down a cruise missile.

Do keep in mind that nod also has conventional missiles to strike our military forces with that can blow them up pretty much just as well, for much more cost efficiency, that we need to defend against. Shooting down catalyst missiles will be a convenient side effect of defending against other threats.
Catalyst warheads (if our vehicles are tiberium-fueled) are likely to give Nod's missile warheads a lot more standoff attack performance against us than they'd otherwise have. This in turn degrades the effect of the antimissile defenses, because you have to shoot down missiles much farther out from the vehicle to avoid being caught in the blast radius.
 
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Also much higher power density, especially in the spike range. While it is not required for Brotherhood laser weapons, a lot of Brotherhood vehicles and systems use Tiberium Power cells to help give their laser weapons a bit more bite.
So when GDI gets things like energy weapons and shields, I'd imagine Liquid Tiberium Fuel Cells could provide a lot of extra power in an instant for either offensive or defensive purposes.

As for any potential danger the technology poses, that's why I'd prefer it gets added to vehicles that are built to deal with similar stuff already, such as MARVs. After all, people aren't panicking about them being hit with catalyst missiles even when they're stuff themselves full of Tiberium all the time when they operate over Tiberium fields, because I assume their protection against such things is already top-tier as per designed operational requirements. Then they can get power-ups by being on Tiberium fields like some of the aliens do.
 
So here's another variation, informed by @Derpmind 's recent round of updates to the probability array. This one does something a lot of people may question, which is to spread the Military and Heavy Industry dice across more projects rather than less, acknowledging that (given the limits of the dice available) those projects won't finish right away, but striving to advance them towards conclusion rather than shock-finish them in a single turn.

(Also note that it puts a Free die on Heavy Industry, something I think we're going to need to do more than once over the course of this Plan)

In Heavy Industry, I have two-and-three on fusion power and the heavy industrial sectors, respectively, which might finish the fusion plants and probably brings us about 40% of the way to finishing the industrial sectors.

In Military, I have six projects on eight dice. The reason for this is that three are "finish what we started" projects, that one die is genuinely enough to have a reasonable chance of finishing the next phase of ULRS deployment all by itself, and that this only leaves me one die and limited Resources, so I decided to put it towards Shell Plants to make it easier to clear the project next turn, rather than funding Yet Another Deployment or something.

Other notes:

1) I couldn't find funds to activate the fourth Services die.
2) This plan puts eight dice on the Philadelphia, in the hopes that by doing this and doing something similar again in 2059Q2, we'll have the station nearly completed and won't need to waste a ton of dice over-completing it in Q3.



TENTATIVE 2059Q1 BUDGET:
740 R, 7 Free dice
735/740 Resources spent
7/7 Free Dice allocated

[] Draft Plan Broad Barrage Push

Infrastructure 5/5 Dice 70 R
-[] Blue Zone Arcologies (Stage 3) 302/650 (2 Dice, 30 R) (2/4.5 median)
-[] Communal Housing Experiments 72/140 (1 Die, 10 R, -5 PS) (74% chance)
-[] Integrated Cargo System 0/800 (2 Dice, 30 R) (2/11 median)

Heavy Industry 4/4 Dice + 1 Free Dice 115 R
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 (2 Dice, 40 R) (35% chance)
-[] Blue Zone Heavy Industrial Sectors 0/500 (3 Dice, 75 R) (3/7 median)

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

Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 2) 291/350 (3 Dice, 30 R) (99% chance, median 140/(350?) Stage 3)

Tiberium 6/6 Dice 125 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) (95% chance)
-[] Offshore Tiberium Harvester Stations 0/200 (2 Dice, 40 R, -10 PS) (28% chance)
-[] Railgun Harvester Factory (Porto) 0/70 (1 Die, 10 R) (75% chance)

Orbital 5/5 Dice + 3 Free Dice 160 R
-[] GDSS Philadelphia II (Phase 5) 32/1425 (8 dice, 160 R) (8/19.25 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) (82% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (82% chance)

Military 6/6 Dice + 3 Free Dice 110 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)
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 (1 Dice, 15 R) (39% chance)
-[] Shell Plants (Phase 4) 3/300 (1 Die, 10 R) (1/4.5 median)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (65% chance)

Bureaucracy 3/3 Dice
-[] Military Security Review (3 Dice)
 
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I think a general rule of no liquid tiberium in blue or yellow zones would suffice. Nod already uses it so the red zones and large bits of yellow are already at risk right?

I don't see why we couldn't use it in areas where exposure isn't a issue anymore.

Not saying to pursue it at all. Just that I'm sure we could find something to do with them.
 
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I wonder if the Inhibitors have any effect on the Catalyst missiles.
I don't think so. In order to stop the missiles, we need the target to either be too small to even warrant the strike or to have the ability to shoot them down before they detonate. My advice there would be to finish Naval PD refits and then rush the follow on PD deployment on land.
 
Alright now that @Derpmind has released her preliminary probability array an update to my preliminary plan:

Political‌ ‌Support:‌ 75
SCIENCE Meter: 0?/4
Free‌ ‌Dice:‌ ‌7
Housing:‌ +15 (24 Low Quality)
Energy:‌ +13 (+3 Reserve)
Logistics:‌ +5
Food:‌ +21 ‌(+8 Reserve)‌ ‌
Health:‌ +11 (3 Consumed) ‌
Capital‌ ‌Goods:‌ +4 ‌
Consumer‌ ‌Goods:‌ +28
Labor:‌ +30
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1670/2320)‌ ‌

Yellow‌ ‌Zone‌:

Water:‌ +6
Abatement: 89

Red Zone:

Abatement: 70

Infrastructure: +26
Heavy Industry: +21
Light and Chemical Industry: +16
Agriculture: +16
Tiberium: +29
Orbital Industry: +16
Services: +21
Military: +18
Bureaucracy: +16

Security Reviews:
Agriculture 1 turn ago 2058 Q4
Light/Chem 2 turn ago 2058 Q3
Services 3 turns ago 2058 Q2
Orbital 5 turns ago 2057 Q4
Heavy Ind 6 turns ago 2057 Q3
Tiberium 7 turns ago 2057 Q2
Bureaucracy 8 turns ago 2057 Q1
Infrastructure 9 turns ago 2056 Q4
Military 12 turns ago 2056 Q1

[ ]Plan Stocking the Piles 1.11:
Infrastructure 5/5 Dice 70 Resources
-[ ] Blue Zone Arcologies (Stage 3) (Updated) 302/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Communal Housing Experiments (New) 72/140 10 Resources per Die -5 PS on Completion, 1 Die = 10 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 2 Die = 30 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 125/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 3 Dice = 60 Resources
Light and Chemical Industry 4/4 Dice 80 Resources
-[ ] Reykjavik Myomer Macrospinner 4/320 20 Resources per Die, 4 Dice = 80 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 6/6 Dice 150 Resources -10 PS
-[ ] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die = 25 Resources
-[ ] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die -4 E -2 Log on Completion, 2 Die = 60 Resources
-[ ] Offshore Tiberium Harvester Stations 0/200 20 Resources -5 PS per Die, 2 Die = 40 Resources -10 PS
-[ ] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[ ] GDSS Philadelphia II (Phase 5) 32/1425 20 Resources per Die, 8 Dice = 160 Resources
Services 4/4 Dice 50 Resources -15 PS
-[ ] Green Zone Teacher Colleges 149/200 5 Resources per Die, 1 Die = 5 Resources
-[ ] Emergency Tiberium Infusion Deployment 0/??? 15? Resources -5? PS per Die, 3 Dice = 45 Resources -15 PS
Military 6/6 Dice + 2 Free Dice 80 Resources:
-[ ] Pacifier Mobile Artillery Vehicle Deployment 95/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Tube Artillery Deployment 184/200 15 Resources per Die, 1 Die = 15 Resources
-[ ] Shell Plants (Phase 4) 3/300 10 Resources per Die -2 E on Completion, 4 Dice = 40 Resources
-[ ] Naval Defense Laser Refits 270/330 15 Resources per Die, 1 Die = 15 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice:
-[ ] Security Reviews Military 3 Dice DC 50

70+120+80+30+150+160+50+80 = 740/740

So here is what this plan does:

- 2 Die on Blue Zone Arcologies to keep them rolling and get another Stage done next turn.
- 1 Die on Communal Housing Experiments to finish it off. 74% chance and a DC of 27
- 2 Die on Integrated Cargo System to get started on that to patch one of our strategic weaknesses.

- 3 Dice on Continuous Cycle Fusion Plants for a 86% chance and an Average DC of 28 to complete Phase 3. We will need Phase 4 soon.
- 3 Dice on Nuuk to get started on that. 91% chance and an Average DC of 33 to complete.

- 4 Dice on Reykjavik to continue hardening our Myomer supply. 28% chance and an Average DC of 63 to complete.

- 3 Dice on Perennial Aquaponics Bays to finish a Stage of it and roll over to the next which is a plan goal. 100% chance and an Average DC of 2 to complete Stage 2. Rollover is key to how much of Stage 3 we'll need to do next turn.

- 1 Die on Red Zone Containment Lines as we need those done for the long term goal of Tiberium Abatement. 39% chance and a DC of 62 to complete.
- 2 Die on Tiberium Processing Plants Stage 2 as that is working towards removing one of our strategic weaknesses. 45% chance and an Average DC of 59 to complete.
- 2 Die on Offshore Tiberium Harvest Station to slow roll it. 28% chance and an Average DC of 69 to complete.
- 1 Die on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 to complete.

- 8 Dice on GDSS Philadelphia II to get Phase 5 Rolling.

- 1 Die on Green Zone Teacher's Colleges to get Litvinov her goals done. 86% chance and a DC of 15 to complete.
- 3 Dice on Emergency Tiberium Infusion Deployment at 15 Resources and -5 Political Support per Die because I'm assuming it will need at least 3 Dice. Going to do Tissue Replacement Therapy Development instead if not the case.

- 1 Die on Pacifier Mobile Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 1 Die on Tube Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 4 Dice on Shell Plants to try and complete Phase 4. 45% chance and an Average DC of 57 to complete. This will start on removing another of our strategic weaknesses.
- 1 Die on Naval Defense Laser Refits for a 74% chance and a DC of 27 to complete.

- 1 Die from Military and 3 Dice from Bureaucracy to do Security Reviews Military. 100% chance and a DC of 2 to complete. DC is 50 for Security Reviews since Q4 2058. Yeah this turn we just completed was the first one with a DC of 50 on Security Reviews.

We have 3 Strategic Weaknesses right now:

- Our Logistics supply needs to be much higher so it can handle the strain of war movement.

- Our Tiberium Processing is in bad need of retrofits. We need 2 Stages of Tiberium Processing Plants to unlock a Tiberium Processing Retrofit Action and we should do a round of Improved Tibrium Containment Facilites on top of that before the end of this plan.

- Our consumables stockpiles are lacking in stocked piles. We need to build up ammunition, ablatives and sensors for our Military to be able to function on a full war standing and also get them newer arms to work with so they can kick ass better.

The Tiberium Processing weakness can be plugged by the end of 2059. The Consumables weakness we will work on plugging troughout 2059. And the Logistics weakness can be plugged by doing Integrated Cargo Systems and then Railways (we need those for better evacuation of civilians during the incoming war) and Yellow Zone Fortress Towns.
 
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