I don't think so. In big assaults you keep it simple. While a Mech might win a 1v1, you can probably buy 5 tanks for the cost of one mech. Especially when you look at the things you have to maintain on a tank and the things that you absolutely have to maintain on a mech, then the tank is always cheaper.

Not to mention that the solution against being able to dodge shells is also switching to mechs, it's to make your projectile fly faster. And because you still have a certain reaction time, you'll most likely get shot anyway in massed assaults. So no, Mechs for regular use are iffy at best and detrimental at worst. Even scouting mechs are ehhh.
Please remember that pretty much everyone posting in the GDIOnline segments are deliberately written as biased, not perfectly informed, and generally not reliable sources.
 
No, it is saying that with all of these potential new systems and shifts in what is being prioritized, you need a very different weapon, and a different set of compromises when compared to the GD-2.

Edit: With any system there are compromises. For a rifle, it is weight, length, accuracy, penetration, ammunition capacity, and a few other features. An M16 trades its penetration performance (especially early on) for lighter weight. The early pencil barrels traded off a lower weight for worse accuracy as the barrel heated up. The GD-2, and the family of weapons around it, make a set of tradeoffs. It is a heavy high velocity bullet, out of a relatively conventional rifle, which means that it is relatively heavy gun and a relatively long one, and that weight problem only gets worse once you add optics and other subsystems.
Huh, from the way it was worded i'd been assuming that they were considering making the GD-3 an energy weapon like the ones NOD started rolling out for their infantry now that they have a better grasp of the science/tech, rather than trying to adjust a normal projectile rifle.

Makes it a much less attractive option in that case as i can't really see much ideas for basic rifle upgrades with what we have now beyond improving what it's made out of.
 
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REACTIONPOOOOST!

...

Huh. Tiberium on Venus. In a single, large, growing patch. Wonder how long it's been there?

Also, no idea how to contain it given how bad the conditions are. Venus can't possibly have much of an underground water cycle, so the deposit probably just sits on the surface in a single cohesive mass, but again, that is a dauntingly huge mass of tiberium to mine, as large or larger than any single Red Zone on Earth, even without considering the conditions. And, of course, there's the risk that a liquid tiberium explosion will attract the Scrin and/or catapult more tiberium into space.

The big question is, as pointed out in the comments, if Venus has caught tiberium from Earth, either from deliberate seeding or from fragments ejected from Earth's gravity well... why hasn't the moon? This strongly suggests that tiberium needs an atmosphere to thrive, probably because it can withstand Venus' atmospheric conditions more easily than it can withstand radiation bombardment in vacuum.

Notably, our existing sonic emitters would likely NOT work on Venus. Why? Because it's implied to be a different tiberium crystal structure. Different lattice means different vulnerable frequencies. We might be able to retune... but we'd still face the problem, of course, of building shit that can survive on Venus.

Brotherhood of Nod
Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the mines if action is not taken soon.
Elsewhere, Krukov has been gathering his strength once more and putting down uprisings across his territory, especially in the fractious east. Open warfare has occurred across the Russian steppe, with Krukov making multiple shows of force in taking his opposition's fortresses by storm rather than siege operations.
In Europe, Reynaldo has become more active, with significant attempts to subvert or destroy GDI outposts on the edges of the Green Zone. His operations have been small scale, and relatively low risk.
Krukov is having to smash faces to prove that he's still got muscles after St. Petersburg. Reynaldo is probably testing our defenses to try something serious. Gideon, well... we'll need to actually finish that MARV hub if we don't want to get hit with a setback, I guess.

Battle of the North Atlantic
In the North Atlantic this quarter, a pair of Brotherhood subs, small ones of an unknown type, made contact with a pair of modernized GDI cruisers, including the laser refit. The two immediately salvoed thirty two sea skimming cruise missiles...

As the submarines dove, pairs of stern mounted torpedo tubes launched, sending supercavitating torpedoes racing beneath the keel of the two ships.
Aaaand that's all she wrote for those ships; an under-the-keel explosion literally breaks a ship's back.

"Most crew survived" + "200 survivors" = "Governors are much more lightly crewed than I thought," by the way. :p

Anyway, shame we've lost two, and yeah, as the QM points out, this is the kind of thing you can't really do anything about just with surface combatants, especially only with big surface combatants. We need the Super Orca and the escort carriers to really do much about this threat. And note that Bintang is likely to be operating these submarines- maybe not these specific subs but many like them.

It's entirely possible that if Nod goes ham on us soon, we're gonna be on the receiving end of a nasty submarine warfare campaign.

In Manchester, air raid alarms sounded for the first time since the Third Tiberium War, sending civilians rushing for shelter and military forces scrambling to duty stations. The surviving missiles rained down from the sky over an area of roughly ten square kilometers, with no apparent rhyme or reason. While the target area was centered on the Manchester chip fabricator, it did not sustain more than minor damage, with a single missile falling on an empty warehouse. Damage elsewhere was significantly less limited, with noticeable casualties in the nearby apartment blocks.
Notably, Nod missile guidance is a problem here. Remember that Nod can't keep a GPS constellation in orbit, and many other ways to guide missiles (e.g. inertial) have limitations in submarine warfare because the sub doesn't necessarily have its own coordinates nailed down precisely when it launches.

Ground Forces
The Ground Forces have spent the last quarter restocking, shifting supplies north to complete rebuilding of the emptied caches that were expended fighting off Krukov. Elsewhere, the continued growth of the Yellow Zones has primarily taken off the pressure, with many Brotherhood commanders seemingly deciding that attacking GDI is not the most meaningful use of their resources compared to seizing and exploiting the new yellow zones.
Ugh. Mitigating the Red Zones tends to be to their advantage in a way, unless we can seize and hold more territory.

Zone Operations Command
At this point, the Zone Operations Command is quite happy with the reduction of effort spent attacking the deep Red Zone glacier mines. While they do believe a few more are possible, they do wish to maintain a significant mobile force in case of war, one that they expect to come within two years at the current rate of operational intensification.
Yeah. Especially with things like Giddyboy trying to push in the American South- that's the kind of place ZOCOM would tend to reinforce with the forces available.

Abatement Operations
GDI's abatement projections, even with ongoing mutation, put the end of life on earth at decades away, and barring a significant reversal of GDI's military fortunes, one where the Blue Zones are likely to remain secure for a long time. With nearly nine years of effort, GDI has pushed back the Yellow Zones to beyond the post Third Tiberium War borders, and with another year expects to reclaim all lost territories.
With this there are a number of key potential flashpoints. First is the need to keep abatement operations going with the push back of the Brotherhood of Nod. While it would be very convenient for the Brotherhood to give up on attacking GDI's abatement efforts and allow the front line to roll over their positions, that is unlikely to happen, and while negotiation efforts are ongoing to allow operations like spiking to occur in the Yellow Zones, they have not borne fruit, meaning that it is very likely that military operations will be needed to prevent the Brotherhood from actively spreading Tiberium to counter GDI operations around the world.
Yeah. We're pushing the limits of what we can achieve without our own military offensives. On the other hand, the military is actually well supplied for global pushes, though consumables production and power armor rollouts will need to be a watchword to sustain that.

One consistent worry throughout the process has been the simple fact that there are severe pressures involved in providing housing, any housing, to the population. With large sections stuck in the Green Zones and wanting to get out ahead of the coming conflicts, there is massive demand for anything, even an otherwise difficult to live in experimental housing construction.
See? THIS.

We need a mass of cheap housing, in addition to ongoing arcology construction.

Similar results occurred in the coal countries of West Virginia and North Carolina, where attempts at converting coal into Tiberium faced both local resistance to conversion, and significant losses due to Tiberium compromising the supports to the mine.
Oh my God... I can just see shit like that having happened in this timeline...

With the current conditions not particularly good for expansions in Tiberium mining, there are already proposals for refits, using the generous space in the refining capacity to begin phasing out old technology once and for all.
Good to know.

The expansion of the Philadelphia II has continued, with massive works going up every day of the quarter. Much of this has been office blocks, communal work spaces, and similar, with the central shaft of the station sprouting ever more branches, rings, and pods as more government offices move to the ever expanding station. While it is only a relatively small portion of the total government, it is a larger share than before the Third Tiberium War.
We've finally built the Philadelphia back better than before.

Now to reinforce the space defenses so it doesn't get blown up harder than before. :p

More broadly, the new artillery pieces have only started arriving at the front in small numbers. Primarily so far they have been allocated to fortress towns, where their mobility is not required, and so the problems with the fire control vehicles is a nonissue. However, so far it has been a bare handful, with Arkhangelsk receiving a first shipment of twenty four guns on the 20th of December, and other fortress towns in the region getting smaller complements in the same week. Similar situations are occurring around the world as guns are parceled out in small packets. However, over the course of the next three to nine months, GDI fully expects to have significantly reduced the role of the old smoothbore guns, and replaced them in most priority areas with new rifles.
Well, it's nice to know that "incomplete rollout" means "guns start being delivered but we're working on some of the bugs still" and not "nothing is ready to go."

The Brotherhood of Nod has put significant effort into diverting some portions of the ongoing production of consumer goods from agriculture, most notably the returning luxuries, like coffee, tea, and chocolate into their own hands. While they have not been particularly successful in acquiring samples or significant amounts of product, it does go to show that there are factions beyond the Initiative that are demanding the return of recreational drugs.
Heheheh. Yeah, go figure.
 
So continue onto philly stage 5 and make some major pushes to finish some mil projects. We still need more income to prep for philly 5- we also need to keep mit up. This next turn we have the ability to get a lot done and set ourselves up moving forward. Cap goods is a big concern since we have a lot of ways to spend it but getting more takes a while to get increases online.
My big concern here is that heavy investment in the arcologies means not investing in the ICS. And I'm pretty sure that when the warlords go aggressive/dogpile on us, we're going to experience heavy Logistics maluses from submarine warfare (as recently illustrated, not a threat we're well prepared to counter) and just the general strain of supplying and sustaining operations and repairing damage done.

There's something to be said, I suppose, for trying to slam out the third phase of arcologies before we even move on to the next task...

The fortress towns go in Green Zones, not around glacier mines deep in the wastelands. If we want to conclusively deter Gideon from fucking up our Gulf Coast glacier mine then finishing the Red-7 South hub and filling it with a fleet is how we do that. We could try to fend him off with more investments in conventional worldwide ZOCOM upgrades too, but given how time sensitive it is I think the SMARV fleet is where it's at. We don't have time to go through the whole "develop/deploy/wait for production to spool" life cycle on multiple ZOCOM projects before he moves.

3 points of Red abatement and 25 income really isn't the worst thing to get forced to build, it's annoying and messes up some of the military spending timelines but it's not that expensive and won't take more than half a dozen dice over 2-3 turns.
Yeah, it may be worth it to do that just to protect that glacier mine...

Best part is we can likely finish the hub with 1 dice thanks to current progress as well as roll out the pacifier deployment. And then we drop 2 or 3 dice on the fleet the following turn and get that income, plus opens up a 2nd rz inhibitor
Of course, if that one-die investment doesn't finish, we're immediately stuck taking 3-4 turns to finish the hub instead of 2-3... but that'd be an issue anyway.

Surprised that the Navy's Priorities description hasn't changed. I thought they would be making even more noise about the escort carriers for anti-sub duties.
The Navy probably expects shit like this to happen once in a while. They may change their party line, but they're already hollering for the escort carriers as the Next Thing.

Here's a quick draft for people...
I'd like to advocate for two dice on fusion plants and two (if not more with Free dice) on the Capital Goods project of your choice.

The reason is simple: we don't need Phase 3 of the fusion plants next turn as far as I can tell. It's not a crash priority project, so there's no need to shock-complete it, and we're not likely to immediately capitalize on any rollover that comes out of it.

So, might as well slow-walk it with two dice, so that we can spare more dice for the relevant Capital Goods project.

The big focus is Military. A die on everything we need to finish deploying that didn't last turn, another die for rolling out the Havoc Scout Mech to reassure the Talons that yes, we're now paying attention to them and will keep paying attention to them.
There's something to be said for this vigorous 11-die push on Military; my own plan drafts only have nine dice for the military because of one Free die going to Heavy Industry and a desire for eight Philadelphia dice.
 
Notably, Nod missile guidance is a problem here. Remember that Nod can't keep a GPS constellation in orbit, and many other ways to guide missiles (e.g. inertial) have limitations in submarine warfare because the sub doesn't necessarily have its own coordinates nailed down precisely when it launches.
Any reason they couldn't piggy-back off ours?

GPS satellites--at least our IRL ones--just transmit their ID and time code, they don't receive anything from GPS locators so they can't discriminate between authorized and unauthorized users. The only way to maintain an authorization would be to encrypt the transmission somehow--and that presents its own problems re:civilian usage.
 
not investing in the ICS.
Given we have hover tech under research we are likely to get something better than ICS that does not eat up our cap goods- as is rail networks and orbital shuttles are my logistics choices under infra- that and more orbital comms once philly 2 is finished. Also if we put enough dice into philly 2 Q1 we can have a solid shot of finishing Q2- with a max of 12 dice (7 free +5 orbital) 9 dice Q1 would let us take a shot at finishing it Q2 (82% if we go 9 and 12)

Of course, if that one-die investment doesn't finish, we're immediately stuck taking 3-4 turns to finish the hub instead of 2-3... but that'd be an issue anyway.
At 80% with one die that is likely worth it to let us progress more elsewhere.
 
Gonna be a real pain to mine Venus. As was mentioned if the Tiberium was literally anywhere else we'd be able to mine it immediately but instead it's on Venus.

First things first we need to be able to perform tests on the hexagon Tiberium. Which means making some sort of gizmo or probe that can go down to the surface of Venus, get a sample without getting eaten by Tiberium, and then take that sample back up into orbit. Then make equipment that can not only survive Venus but stay functioning there for months at a time.

Realistically it might be decades before we can make an attempt at mining and abatement efforts on Venus.
 
Lili Daeshim (Space Command Exploratory Division Public Relations)
Some of you may wonder why we have not shared any footage or results from the Deadalus Venus mission so far. The truth is that until today the details were classified, but GDI leadership has decided to release the information to the public. The aim of Project Daedalus was the insertion of disposable gliding drones to under Venus' upper atmosphere to get the cartographic data we could not get via orbital surface scans. During this the SCED uncovered a colossal Tiberium field on the Venusian surface. We have not yet gotten the full surface data, but the field has completely replaced the Venus surface over an area of 73 million square kilometers, roughly 16% of the planet's surface area. ZOCOM and the GDI Tiberium Safety bureau will soon comment on their preliminary analysis on the matter, but until then any questions are to be directed here.

Whelp that sucks. Gotta figure out how to mine Tiberium on another planet then.

However, Litvinov's attempt to push back against the practice have been stymied by the security state, with even Hackett, who has often supported her attempts to reform the Initiative, turning against her attempt to regulate the practice, if not out of existence at least to limits of "clear and imminent threat"

Good lesson for her. No one I was going to line up 100 percent with you on beliefs.

Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the mines if action is not taken soon.

Red flag.

As the submarines dove, pairs of stern mounted torpedo tubes launched, sending supercavitating torpedoes racing beneath the keel of the two ships

Just bad luck. Really I'm not sure what they could've done to avoid this.

The Havoc scout mech is a 35 ton "light" vehicle, and is absolutely revolutionary. In many ways, it breaks all of the paradigms of the era before the Third Tiberium War. Shields, point defense, speed and agility. Hunched forwards, cockpit jutting out ahead of a pair of reverse kneed legs, munitions pods jutting out over shoulders and beneath the chin. Four toed articulated feet grip the ground as a trio of impulse jets provide not only a lightness of step uncharacteristic of any mech, but also the ability to soar through the air, although currently only on a ballistic arc.
While its standout feature is the jump jet system, it is built around a trinity of weapons. First and most critically, a centerline rapid fire railgun, on its left shoulder, a combined remote weapons pod, and on the right, a rapid fire grenade launcher. This is the ninth variation of the design proposed, a result of the near decade between the beginning of the design and its completion, with a number of what are now seen as critical survivability elements on nearly any new Initiative vehicle. When compared to the first design, it has nearly doubled in weight, and rather than being a proper scout vehicle, it is perfect for a more active role as a beater, forcing the Brotherhood to respond to fast moving Initiative forces.
In terms of interest, it fits a role that few other assets in the Initiative arsenal can fill. While the Steel Talons and the Zone Operations Command are the only ones so far who have expressed not only an interest but an actual demand, the Ground Forces have elected to hold off, expecting improved versions to appear in the future, and having other high priorities at this time.

Nice. This is pretty bad assed. Wish we could get it up and running before the war but kind of doubt it.

Annoying. While I enjoy the idea of more SMARV fleets, building does take up valuable Military Dice, especially with the one die away from completion projects this turn. Unfortunately, it looks like it is now on a time limit.

It's the fact we had to give up initiative that this guy again. I can't wait to body this dude,
 
Given we have hover tech under research we are likely to get something better than ICS that does not eat up our cap goods- as is rail networks and orbital shuttles are my logistics choices under infra- that and more orbital comms once philly 2 is finished. Also if we put enough dice into philly 2 Q1 we can have a solid shot of finishing Q2- with a max of 12 dice (7 free +5 orbital) 9 dice Q1 would let us take a shot at finishing it Q2 (82% if we go 9 and 12)
The point of ICS is that its a system, not individual tech. Individual tech gets rolled into the ICS not the other way around. We're going to have to spend cap goods on it because it involves shipyards, rails and trucks all being standardized. Changes will be made to include the hover items into ICS but waiting to do ICS because of hover when our biggest logistics hurdle is standardization isn't a great idea.
 
What I'm thinking is we strap a bunch of giant rockets to Venus, then just decelerate it into the sun. Problem solved.

Until the Tiberium "mines" the sun, then we're really screwed.
 
Any reason they couldn't piggy-back off ours?

GPS satellites--at least our IRL ones--just transmit their ID and time code, they don't receive anything from GPS locators so they can't discriminate between authorized and unauthorized users. The only way to maintain an authorization would be to encrypt the transmission somehow--and that presents its own problems re:civilian usage.
I wouldn't be at all surprised if GDI's navigation satellites send encrypted transmissions, and the price of using that for civilian purposes is that you have to keep your encryption ciphers updated regularly.

Nod probably doesn't have much trouble getting access to the ciphers when they really work at it, so they would have at least sporadic access to our GPS network. But for submarine-launched missiles that presents the usual problems of "how do you keep the submarine updated on what the new codes are?" Those submarines probably spent quite a while underwater and largely out of touch with Nod authorities on the surface before getting into firing position. It's quite possible that between the time they were last updated with the codes to properly read GDI's navigation satellites, and the time of launch, GDI changed the codes, forcing the missiles back onto more half-assed forms of guidance.

Given we have hover tech under research we are likely to get something better than ICS that does not eat up our cap goods- as is rail networks and orbital shuttles are my logistics choices under infra- that and more orbital comms once philly 2 is finished.
I don't think we get more orbital comms. And hover tech won't make all of ICS obsolete, and hovertrucks won't be available for widespread rollout for years. We need the logistics buffer soon if we are to avoid impact from the coming war.

If you're not going to push for ICS because you're holding out for a better version of the system to deploy all in one go, I strongly recommend you consider Suborbital Shuttles, which is less dice-intensive for the eventual +16 Logistics full payout. It's costly, but it gives us a lot of reserve capacity. And, arguably, some of the advantages of OSRCT, because a lot of shuttles would let us pull shit like rapidly redeploying a ZOCOM battalion halfway around the world in a hurry.

Furthermore, the parts of ICS that are most likely to be Capital Goods intensive are precisely the parts that hovertrucks won't really replace. Just building highways isn't a Capital Goods eating project for us, after all, any more than building railroads or dams is.

Also if we put enough dice into philly 2 Q1 we can have a solid shot of finishing Q2- with a max of 12 dice (7 free +5 orbital) 9 dice Q1 would let us take a shot at finishing it Q2 (82% if we go 9 and 12)
Nngh. If we're taking that strategy, we should front-load the spending in Q1, not push it back to Q2, because then we'll have a better sense for how many dice we actually have to invest in Q2, rather than just throwing major overspending and hoping for the best.

Also, having Philadelphia Phase 5 up for long before finishing ASAT Phase 4 is tempting fate. :(
 
Green rocks on Venus? Oh joy. I guess getting next-gen Harvesters will have to be done with an eye on iterating towards an automated or remotely-driven model that can survive on Venus.
 
Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the mines if action is not taken soon.
Welp. That's what we get for not building a MARV for all of our Glacier Mines.

Anyways, that's 2 dice on the RZ-7 South hub next turn. 2 dice is not negotiable; with 1 die having an 80% completion chance, that means a 20% chance of having one of our Glacier mines blown up. Which is completely unacceptable.
Air Force

Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority.
I'm worried that this is still here. Is Cherdenko's intel still useful? Is GDI going to do a bombing run in an area with many civilians after we complete the Aurora bomber? Is this an opportunity we want to do, and soon, or something we should deliberately sit on?
Abatement Operations
GDI's abatement projections, even with ongoing mutation, put the end of life on earth at decades away, and barring a significant reversal of GDI's military fortunes, one where the Blue Zones are likely to remain secure for a long time. With nearly nine years of effort, GDI has pushed back the Yellow Zones to beyond the post Third Tiberium War borders, and with another year expects to reclaim all lost territories.
With this there are a number of key potential flashpoints. First is the need to keep abatement operations going with the push back of the Brotherhood of Nod. While it would be very convenient for the Brotherhood to give up on attacking GDI's abatement efforts and allow the front line to roll over their positions, that is unlikely to happen, and while negotiation efforts are ongoing to allow operations like spiking to occur in the Yellow Zones, they have not borne fruit, meaning that it is very likely that military operations will be needed to prevent the Brotherhood from actively spreading Tiberium to counter GDI operations around the world.
One key takeaway here is that we're going to have to be prepared for another YZ push in about a year, because to not do so means NOD might affect our abatement operations. Once our "GZ" is about to be eaten up by BZ territory, it's go time.
One consistent worry throughout the process has been the simple fact that there are severe pressures involved in providing housing, any housing, to the population. With large sections stuck in the Green Zones and wanting to get out ahead of the coming conflicts, there is massive demand for anything, even an otherwise difficult to live in experimental housing construction.
I'd really like to get the Arcologies at least near completion next turn. I don't want people to feel like they're pressured into participating in this experiment; I'd rather have good confidence people can wait 3 months for the next round of Arcologies to be finished off.

Like, the more we slack on this, the more everyone living outside BZ cities is going to look like a target to NOD. And even in BZs, Arcologies are just way more resilient to damage and attacks like the one that hit Manchester this turn.
The plants are mostly of a simplified and standardized design. With the worst possible outcome being a radioactive steam explosion, and most of that coming from the protective systems themselves, they do not require nearly as much work to contain them as traditional nuclear reactors. Similar cost cutting measures applied across the sites as the differences in safety challenges have become apparent, and redundant systems, some of which actually seemed to work at cross purposes, have been streamlined or stripped out, leaving a noticeably cheaper finalized plant pattern.
Bit of a fun fact: We built the first Fusion Power Prototype on the same turn we did our last round of standard Power Production Campaigns. Now, 3 years and 3 months later, we've deployed the finalized fusion power plant design. Not a bad pace for completely revolutionizing our energy needs.

To compare the two: Our fusion plants now cost 0/300 progress per stage, and 20R per die. On average, each stage will take 4 dice and 80R. Meanwhile, our old fission plants cost 0/550 progress but only 10R per die. On average, each stage of fission plants will take 7.5 dice and 75R. And -1 Labor. So while the resource cost is roughly the same, fusion plants cost about 3.5 dice less. Basically, fission plants are now obsolete. Now we just have to miniaturize our fusion tech so we can cram it into everything...
The plants are already working at full capacity, as many of the older plants have stopped getting deliveries, due to the increases in efficiency. With the current conditions not particularly good for expansions in Tiberium mining, there are already proposals for refits, using the generous space in the refining capacity to begin phasing out old technology once and for all.
I worry that this means we haven't solved the problem yet. After all, if the old plants aren't getting deliveries, then while we've got more plants overall we still have a limited number handling about the same amount of capacity as before now. This makes me think doing the refits, or another batch of new refineries, is more important now, since we haven't un-centralized our processing yet.
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels. (Station)
(Progress 710/710: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
@Ithillid Please add a note in about how this project had a natural 100.
While not enough for any major projects, as the Initiative becomes increasingly wealthy, it is not uncommon for departments to squirrel away small pools of resources for situations like this one, where small expenditures can be made to finalize a handful of orders and a few interns can be trusted to schedule launches alongside the hundreds of other things that need to go to space.
I wonder if this is a mechanic we'll see more often, where nearly-completed projects will be auto-completed. Certainly nothing we can count on, I'm afraid, but it's surely helpful when it does happen.
Tiberium can in fact be deactivated. By bombarding a very thin layer of liquid Tiberium, less than a micrometer thick with a barrage of alpha and beta radiation, small amounts can be rendered effectively stable,
Now if only we could do this to large batches of Tiberium at once, instead of tiny little strips of it at a time. Perhaps something similar to this is how one of the possible TCNs works.
!!: Warning :!! Press Corps Alcohol orders have increased by 237% over resting average. !!: Warning :!!
:rofl:
The Havoc scout mech is a 35 ton "light" vehicle, and is absolutely revolutionary. In many ways, it breaks all of the paradigms of the era before the Third Tiberium War. Shields, point defense, speed and agility. Hunched forwards, cockpit jutting out ahead of a pair of reverse kneed legs, munitions pods jutting out over shoulders and beneath the chin. Four toed articulated feet grip the ground as a trio of impulse jets provide not only a lightness of step uncharacteristic of any mech, but also the ability to soar through the air, although currently only on a ballistic arc.
While its standout feature is the jump jet system, it is built around a trinity of weapons. First and most critically, a centerline rapid fire railgun, on its left shoulder, a combined remote weapons pod, and on the right, a rapid fire grenade launcher.
I want this monster deployed ASAP. Seems like a sweet kick-ass unit to have around.
 
Also, having Philadelphia Phase 5 up for long before finishing ASAT Phase 4 is tempting fate.
One reason I have orbital defense laser on the docket for this turn, may try to shift a dice or two into starting ASAT 4 as well to finish Q2 with possible philly 2 finish.

Nngh. If we're taking that strategy, we should front-load the spending in Q1, not push it back to Q2, because then we'll have a better sense for how many dice we actually have to invest in Q2, rather than just throwing major overspending and hoping for the best.
Maybe, it depends on how many dice into mil- though i could delay mil sec review until Q2, that would free up a mil dice to push mil projects through
 
What I'm thinking is we strap a bunch of giant rockets to Venus, then just decelerate it into the sun. Problem solved.

Until the Tiberium "mines" the sun, then we're really screwed.
Tiberium isn't invincible. It will break down under high enough pressure, or a hot enough temperature, something the sun has plenty of. Any Tiberium (at least, as we know it) would be utterly destroyed if it fell towards the sun.

That said, throwing an entire planet into the sun would likely get a little messy.
 
I wonder if this is a mechanic we'll see more often, where nearly-completed projects will be auto-completed. Certainly nothing we can count on, I'm afraid, but it's surely helpful when it does happen.
In this case it is because a discount brought it into Omake range, but yes, you will see an expanding range of "close enough" as you get to squirrel away funding.

Edit: This is one of the upsides of reallocation. As people who are not you get funding, sometimes on projects of mutual interest, they will kick a little bit your way to push it over the edge.
 
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REACTIONPOOOOST!

...

Huh. Tiberium on Venus. In a single, large, growing patch. Wonder how long it's been there?

Also, no idea how to contain it given how bad the conditions are. Venus can't possibly have much of an underground water cycle, so the deposit probably just sits on the surface in a single cohesive mass, but again, that is a dauntingly huge mass of tiberium to mine, as large or larger than any single Red Zone on Earth, even without considering the conditions. And, of course, there's the risk that a liquid tiberium explosion will attract the Scrin and/or catapult more tiberium into space.

The big question is, as pointed out in the comments, if Venus has caught tiberium from Earth, either from deliberate seeding or from fragments ejected from Earth's gravity well... why hasn't the moon? This strongly suggests that tiberium needs an atmosphere to thrive, probably because it can withstand Venus' atmospheric conditions more easily than it can withstand radiation bombardment in vacuum.

Notably, our existing sonic emitters would likely NOT work on Venus. Why? Because it's implied to be a different tiberium crystal structure. Different lattice means different vulnerable frequencies. We might be able to retune... but we'd still face the problem, of course, of building shit that can survive on Venus.

Krukov is having to smash faces to prove that he's still got muscles after St. Petersburg. Reynaldo is probably testing our defenses to try something serious. Gideon, well... we'll need to actually finish that MARV hub if we don't want to get hit with a setback, I guess.

Aaaand that's all she wrote for those ships; an under-the-keel explosion literally breaks a ship's back.

"Most crew survived" + "200 survivors" = "Governors are much more lightly crewed than I thought," by the way. :p

Anyway, shame we've lost two, and yeah, as the QM points out, this is the kind of thing you can't really do anything about just with surface combatants, especially only with big surface combatants. We need the Super Orca and the escort carriers to really do much about this threat. And note that Bintang is likely to be operating these submarines- maybe not these specific subs but many like them.

It's entirely possible that if Nod goes ham on us soon, we're gonna be on the receiving end of a nasty submarine warfare campaign.

Notably, Nod missile guidance is a problem here. Remember that Nod can't keep a GPS constellation in orbit, and many other ways to guide missiles (e.g. inertial) have limitations in submarine warfare because the sub doesn't necessarily have its own coordinates nailed down precisely when it launches.

Ugh. Mitigating the Red Zones tends to be to their advantage in a way, unless we can seize and hold more territory.

Yeah. Especially with things like Giddyboy trying to push in the American South- that's the kind of place ZOCOM would tend to reinforce with the forces available.

Yeah. We're pushing the limits of what we can achieve without our own military offensives. On the other hand, the military is actually well supplied for global pushes, though consumables production and power armor rollouts will need to be a watchword to sustain that.

See? THIS.

We need a mass of cheap housing, in addition to ongoing arcology construction.

Oh my God... I can just see shit like that having happened in this timeline...

Good to know.

We've finally built the Philadelphia back better than before.

Now to reinforce the space defenses so it doesn't get blown up harder than before. :p

Well, it's nice to know that "incomplete rollout" means "guns start being delivered but we're working on some of the bugs still" and not "nothing is ready to go."

Heheheh. Yeah, go figure.

What "incomplete rollout" means varies between projects, but projects that are nearly completed tend to err towards 'we are starting production but there are issues that still need solving for this to really work, and solving those issues needs more funding'.

My big concern here is that heavy investment in the arcologies means not investing in the ICS. And I'm pretty sure that when the warlords go aggressive/dogpile on us, we're going to experience heavy Logistics maluses from submarine warfare (as recently illustrated, not a threat we're well prepared to counter) and just the general strain of supplying and sustaining operations and repairing damage done.

There's something to be said, I suppose, for trying to slam out the third phase of arcologies before we even move on to the next task...

Yeah, it may be worth it to do that just to protect that glacier mine...

Of course, if that one-die investment doesn't finish, we're immediately stuck taking 3-4 turns to finish the hub instead of 2-3... but that'd be an issue anyway.

The Navy probably expects shit like this to happen once in a while. They may change their party line, but they're already hollering for the escort carriers as the Next Thing.

I'd like to advocate for two dice on fusion plants and two (if not more with Free dice) on the Capital Goods project of your choice.

The reason is simple: we don't need Phase 3 of the fusion plants next turn as far as I can tell. It's not a crash priority project, so there's no need to shock-complete it, and we're not likely to immediately capitalize on any rollover that comes out of it.

So, might as well slow-walk it with two dice, so that we can spare more dice for the relevant Capital Goods project.

There's something to be said for this vigorous 11-die push on Military; my own plan drafts only have nine dice for the military because of one Free die going to Heavy Industry and a desire for eight Philadelphia dice.

The navy is a military and knows it will lose equipment. Including really expensive equipment.

There's a reason the Governor rollout was '6 shipyards that can build and maintain 90 ships between them', rather than '90 ships'. The military is just going to dip into its 'navy repair and replacement fund'.

Any reason they couldn't piggy-back off ours?

GPS satellites--at least our IRL ones--just transmit their ID and time code, they don't receive anything from GPS locators so they can't discriminate between authorized and unauthorized users. The only way to maintain an authorization would be to encrypt the transmission somehow--and that presents its own problems re:civilian usage.

GDI GPS systems are encrypted. While Nod can, and does, crack or otherwise gets its hands on GPS receivers, GDI's update schemes are fast enough to highly limit the effectiveness of this, so while Nod probably can figure out where its everything is to some degree with GPS, it's not nearly as reliable.

There's also the possibility that GPS is a military system, or at least highly restricted for civilians, and if you are not in range of a cellphone tower, fuck your navigation.
 
I'm worried that this is still here. Is Cherdenko's intel still useful? Is GDI going to do a bombing run in an area with many civilians after we complete the Aurora bomber? Is this an opportunity we want to do, and soon, or something we should deliberately sit on?
Ithillid has confirmed that Aurora bombers can hit the factories without hitting the surrounding towns.

Personally, I'd advocate for them. It's not like those factories are going anywhere quick, even if Krukov found out we know about them - he's clearly using them a lot to make his pushes elsewhere.
 
While the target area was centered on the Manchester chip fabricator, it did not sustain more than minor damage, with a single missile falling on an empty warehouse. Damage elsewhere was significantly less limited, with noticeable casualties in the nearby apartment blocks.
Tactical defeat with thankfully little strategic impact beyond emboldening NOD. Good thing we do security sweeps, otherwise those subs might have had better targeting.

Salmon and beluga sturgeon spawning, we'll raise the juveniles then release them into a seperate 'oceanic' environment!"
Sounds like a long-term project to get caviar. Not sure if worth it beyond being able to preserve biodiversity. Beluga caviar take 12 - 22 years to reach sexual maturity and spawn in 4 - 7 year intervals.
While they have not been particularly successful in acquiring samples or significant amounts of product, it does go to show that there are factions beyond the Initiative that are demanding the return of recreational drugs.
It is said that the impetus for early agriculture was to obtain a reliable supply of booze.
 
I don't think so. In big assaults you keep it simple. While a Mech might win a 1v1, you can probably buy 5 tanks for the cost of one mech. Especially when you look at the things you have to maintain on a tank and the things that you absolutely have to maintain on a mech, then the tank is always cheaper.

Not to mention that the solution against being able to dodge shells is also switching to mechs, it's to make your projectile fly faster. And because you still have a certain reaction time, you'll most likely get shot anyway in massed assaults. So no, Mechs for regular use are iffy at best and detrimental at worst. Even scouting mechs are ehhh.
Given that the Havoc can jump mid-sized buildings in a single bound? Good luck with that. It's entire purpose is to get into the sort of mountainous or Tib-infested terrain that eats tracks and spits out sprockets, and then mercilessly bully unsupported infantry units. If Havocs are engaging tanks, it's because the tanks are in terrain that leaves them vulnerable to an ambush and has an easy way to break contact. Countering them with conventional armor would require the development of tanks that can jump at least a small building in a single bound, which is likely to be a royal pain. Havoc are gonna be ZOCOM and the mountain divisions best friend, and their Nod counterparts worst nightmare.
 
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