C&C (2) Tiberium Sun GDI Campaign we kill Vaga (well technically he committed suicide and blew up his pyramid but that still qualifies).
*checks*
General Vega failed Nod by jacking alien tech he was supposed to deliver to settle a personal score.
The Brotherhood cut him loose, Kane personally denied him reinforcements and launched a nuclear missile at his base.
Not really the best example.
 
I know we got some good rolls on some of our projects, but it feels damn weird to see all three Services projects didn't finish. Especially as last turn we had three Military projects that lagged behind finishing, too. And even with the Arcologies finished early, the Communal Housing doesn't seem to have worked out, either.

Bit of a mixed bag of results overall.
Shouldn't the Seoul Havoc plant finished if it had a 29% chance to complete? 74 should be high enough, right?
That's my bad. It looks like I accidentally included the +5 to development bonus. When this isn't a development project. The completion chance should have been 24%; we needed to roll a 77 or higher.
 
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Yeah
Might want to consider throwing all our Free dice next turn at Philadelphia as well.
Even with Seo's Settling In Bonus still dribbling in, that project in particular is consistently rolling too low for my liking.
 
Ehh...
I'd like to get ASAT 4 up before we finish Philly?

Also I'd like to do a Population Census this turn, and an Economic Census the next, to prep for rationalizing Yellow Zones. Both of those will need free dice.
 
Late to this but saw the rolls we got this turn and overall I say a great turn! A lot of projects got finished especially in the Military and decent progress has been made in others.
 
I'm really enjoying this quest so far, but I must admit that I have no idea how any of the math part of it works. The results for this turn looked pretty alright to me, sure the rolls were a bit disappointing, but lots was completed in comparison to other turns… I think.

Oh well, guess I'll just go back to 'ooo'ing and 'ahhhh'ing at the various Zone maps.
 
Rushing Philly won't make anything magical happen. All it will do is make assigned dice contribute ~5% more than they currently do. We won't even notice it.
 
Speaking of Zones. There is a Bureaucracy option that I think is really good.
[ ] Rationalize Yellow Zones (New)
During the Initial drawing of Yellow Zone lines, GDI often saw them as being little more than afterthoughts, large swathes of the earth that were beyond immediate help. With ever more focus however, a more concentrated set of lines, and a more granular set of zones can be used to help ensure that resources concentrating on those zones are well spent.
(DC 50/70/90)
Doing this would redraw the lines that make up the different zones, which would free up resources. Distributing supplies correctly and insuring personnel are properly allocated would do a lot for our military situation. Don't want to be defending useless areas.
 
I'm really enjoying this quest so far, but I must admit that I have no idea how any of the math part of it works. The results for this turn looked pretty alright to me, sure the rolls were a bit disappointing, but lots was completed in comparison to other turns… I think.

Oh well, guess I'll just go back to 'ooo'ing and 'ahhhh'ing at the various Zone maps.

Ignore math and go for your favorite plan. It's what I do.
 
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Math is vital to even hope that plans can complete in the timeframe we have available.
I am a little concerned that plans are being based on their optimistic rolls and not on Nuffle's wrath.

We got like 60-70% of the projects we did done but we need to hit a minimum of 80-85% every turn if we want to hit our timetables comfortably.

Hopefully overspending gets rolled into the department squirrel dens so that we can be a little more liberal with our spending and not worry about overspending.
 
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Rushing Philly won't make anything magical happen. All it will do is make assigned dice contribute ~5% more than they currently do. We won't even notice it.
* Derpmind will remember that.

More seriously, finishing Philly will give us eight more dice. I daresay it'll be hard not to notice that. Multiply the +4 bonus by our now-58 dice, and we'll get up to +232 extra progress each turn. It's not magic; it's math.
 
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Also, have a WIP new map.

Look at all those green belts. Not bad work.

You know there are a lot of yellow islands. Wonder if we could do some focused actions on just turning them Blue.

Okay. Based on Map the ZONE Priorities might be making sure that the Tibetan BLUE ZONE gets a corridor of safety or at least reinforced. Perhaps through Old Pakistan with the Karachi project. They are totally surrounded. Perhaps punching to envelope old Canada and connecting the US might be a worthwhile venture in the next PLAN.

I would support the connecting of the Blue Zones through Canada. Connecting the East and West US coasts would mean GDI would have a line going from Russia to Alaska, across Canada to Greenland and from Greenland Europe. It'd mean land and short sea routes connecting the major Blue Zones in the Northern Hemisphere.
 
More seriously, finishing Philly will give us eight more dice. I daresay it'll be hard not to notice that. Multiply the +4 bonus by our now-58 dice, and we'll get up to +232 extra progress each turn. It's not magic; it's math.
And when are we getting the 200 more resources per turn needed to activate all those dice? :p

Multiply the 70ish average from each dice by our now-58 dice, and you get 4060 progress each turn. That incoming +232 is HUGE....
No wait, it is a 5% increase.
 

Also, have a WIP new map.
By Kane's hairy nutsack that's a lot of Red!

Mother of God, the LT bombs did a number on Earth, didn't they.

Also let me just say that when I saw the rolls I estimate that none of the R&D Services succeeded. Shocking!

Especially, now that I had a moment to think, in the wake of the Socialist Party Leader Assassination.
 
And when are we getting the 200 more resources per turn needed to activate all those dice? :p

Multiply the 70ish average from each dice by our now-58 dice, and you get 4060 progress each turn. That incoming +232 is HUGE....
No wait, it is a 5% increase.
If we wanted to, we could crank out another 200 resources in two turns. It also gives greater flexibility in regards to dice placement.

I mean, if you want to claim Philly 5 is pointless, take it up with Ithillid, considering it's a capstone project that's meant to confer massive benefits. If you think the benefits are underwhelming, you should definitely bring it up.
 
And when are we getting the 200 more resources per turn needed to activate all those dice? :p

Multiply the 70ish average from each dice by our now-58 dice, and you get 4060 progress each turn. That incoming +232 is HUGE....
No wait, it is a 5% increase.
And if this were a game of DnD with d20 dice, Philly would be a +1 magic weapon. In space.
 
Speaking of Zones. There is a Bureaucracy option that I think is really good.

Doing this would redraw the lines that make up the different zones, which would free up resources. Distributing supplies correctly and insuring personnel are properly allocated would do a lot for our military situation. Don't want to be defending useless areas.
Hmm...I sort-of feel that we'd get more out of it after Population and Economic censuses? But I might be misreading it.

Speaking of. Preliminary plan.
[]Plan Retrench

-[]Infrastructure 5/5 80R
--[] Blue Zone Apartment Complexes (Phase 2) 28/160 2 dice 20R 80%
--[] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 91%

-[]Heavy Industry 4/4 90R
--[] Continuous Cycle Fusion Plant (Phase 3) 199/300 2 dice 40R 90%
--[] Blue Zone Heavy Industrial Sectors 146/500 2 dice 50R (2/5)

-[]Light & Chemical Industry 4/4 80R
--[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 4 dice 80R 100% (Reyk 4 median 4/11)

-[]Agriculture 3/3 30R
--[] Strategic Food Stockpile Construction (Phase 1) 0/150 3 dice 30R 90%

-[]Tiberium 6/6 100R
--[] Tiberium Processing Refits (Phase 2) (New) 20/100 1 die 20R 65%
--[] Offshore Tiberium Harvester Stations (New) 148/200 1 die 20R 93%
--[] Countainment Facilities Deployment??? ???/??? 2 dice 40?R ??%
--[] Railgun Harvester Factories
---[]Porto 0/70 1 die 75%
---[]Vladivostok 0/70 1 die 75%

-[]Orbital Industry 5/5 + 2 140R
--[] GDSS Philadelphia II (Phase 5) 475/1425 7 dice 140R (median 7/15)

-[]Services 4/4 85R
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 100%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 100%
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 83%
--[] Human Genetic Engineering Programs (New) 0/120 1 die 25R 22%

-[]Military 6/6 + 4 150R
--[] Super MARVs
---RZ-7s 0/210 3 dice 60R 58%
--[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 31%
--[] Shell Plants (Phase 4) 3/300 3 dice 30R 82%
--[] Havoc Scout Mech Deployments
---Brest 77/110 1 die 10R 99%
---Seoul 92/110 1 die 10R 100%

-[]Bureaucracy 3/3 + 1
--[] Conduct Civil Satisfaction Survey (New) DC 90/120/150/180 4 dice 96%
755/755R, 7/7 Free Dice

The main defining feature is that we conduct a survey this quarter. We could omit that and get back a free die, plus an administrative die, but we'd need to pay for that somehow.

Other than that, Apartments, Fortress Towns, Super MARVs, and ASATs. I haven't really done anything crazy with Tiberium--we'll have to wait on what the storage option looks like--just what looks economical at the moment. I'd like more income--lots more income--but I'm not sure people will vote for more Vein mines.
 
And if this were a game of DnD with d20 dice, Philly would be a +1 magic weapon. In space.
Technically speaking it is a +2 magic weapon. :D /unmitigated pedantry.

I know Darkandus posted the tiberium rolls and @Ithillid posted a wip zone map but I do not think we have the numbers of the size of Red, Yellow, and Green Zones yet.
18.32 Blue Zone
3.14 Green Zone
23.42 Yellow Zone (86 Points of Abatement)
55.12 Red Zone (67 Points of Abatement)

+3 Red Zone Abatement

76 and 27 for the rolls

18.42 Blue Zone
3.04 Green Zone
23.85 Yellow Zone (86 Points of Abatement)
54.69 Red Zone (70 Points of Abatement)
 
RZ shrunk. yey. 7 more turns. After this.
35 infra Dice
28 Heavy industry Dice
28 Light and chemical Dice
21 Agriculture Dice
42 Tiberium Dice
35 orbital Dice
28 service Dice
48 Military Dice
21 Bureaucracy Dice (we can sac 2 dice a turn to add one to any category now.)

Omake and Squirrel bonus plus +'s from Seo and Phili will mitigate some bad rolls.

And depending on when the Phili is done 21+ Free dice
with an additional 9 Dice probably in 3-4 turns which could come out 27 extra dice during the home stretch.

Baring terrible rolls we should be okay but lower 80% completion of slots per turn makes that shaky.
 
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Right. Did it again. Add an additional x5 dice to each pool I guess. I keep thinking that the turns are shorter than they are. This the second time I've made that mistake. Hmm. I wonder why I keep having that brainfart.

This is the second year start, each turn is 3 months I think, so 36 months and we've gone through 13 as of this turn.
 
Can't help but notice that for Reclaimator Hubs we're still in sort of the same position in North America. Gideon is looking to strike us where we are vulnerable so that he can get some sort of victory to brag about. So he set out to target a glacier mine and an unfinished Reclaimator Hub. Only now because of overflow we now have an unfinished Reclaimator Hub sitting in a Yellow Zone instead of a Red Zone.

So looks like MARV fleets will continue to take up our dice. Though I guess they do help with both our income, abatement, and force projection.
 
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