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.
Pretty much. It's not fatal, just annoying.

GDI Dice Cost Analysis Updated.
 
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.
Couple things. We can use a Tiberium die on MARVs if we spend at least two dice on them, and it's probably a better use of one than a railgun harvester factory. I'd recommend throwing the Mil die that would free up at URLS phase two, but pick your poison. Secondly, we probably need more logistical stuff done than we need Fortress Towns.
 
Look, I never said we should stop questing (using Free Dice) towards Philly 5. I'm just pointing out that it is not the Holy Grail (TCN), it is just a +2 weapon (decent bonus).
Also, we don't yet have the weapon proficiency (resources per turn) to wield Philly 5 properly yet, so it only works as a +1 weapon (+5% effectiveness of dice).
We also don't have a lot of anti-theft (ASAT) devices to ensure that it isn't stolen from us (damaged by a nuke) by those Insulting Frenchmen from Scene 8 (NOD).
What I am saying is that while we could sprint (assign all Free Dice) towards Philly 5 in the next DnD session (quarter), we may as well quest (use Free Dice) towards getting that weapon proficiency (more harvesting) so that we can use it properly. As well as quest (use Free Dice) towards getting better armor (Capitol Goods Infrastructure), and ensure we have a better anti-theft (ASAT 4) setup first.
And unless I'm clip-clopping (using coconuts (doing the maths)) wrong, we aren't likely to get Philly 5 in the next DnD session (quarter) anyway.
 
Traditions of the GDI Parliament

Death of a member of the Parliament
With hundreds of members of Parliament in a given session, and with many Parliaments having skewed towards older than the average of the population, members dying while in service are a rare but not unknown occurrance. Should such an event occur, it is tradition that the Director offers to the next of kin for the deceased to be laid in state on the Philadelphia. It is uncommon for this offer to be accepted, with many preferring instead to have such funerary traditions in a more accessible location, but if it is accepted the coffin rests for no more than three days in the Signing Chamber, a large round room where by tradition the Director signs Parliament's bills into law. While on the station it is guarded at all times by the Philadelphia Security Detachment in full ceremonial dress to keep order.
But this is not the only way in which Parliament shows its respect to the deceased. While their seat is returned to their party to be filled by a new member, until such a member is sworn in the seat is covered in a sheet of cloth in a colour that is appropriate for mourning according to the culture of the deceased. To prevent errors in the vote counting the electronic equipment for the member is disconnected, but for all procedural matters the deceased is counted as having voted 'present'. The evening before a member is sworn in as a replacement the cover for their new seat is removed ,and as part of the swearing in ceremony the electronic equipment is plugged in, activated and tested, as it is with every member sworn into Parliament.
 
Last edited:
Well comparing that map and the old one we can see the blue zones got quite a bit bigger at least 😅
Yeah the yellow zones have been devastated, look at China for goodness sakes that's likely millions dead there alone. I'm torn between understanding why we're having difficulties with housing and the refugees and horrified that we aren't having more of a problem because that kind of indicates far far more have died.
Just realised that the Panama canal has joined the red zone which will likely have massively increased sea transit times for our holdings on the American West Coast.
Edit: Also just realised that the upcoming war with Nods likely going to be far harsher than a lot of us was anticipating, with the amount that the red zones have encroached on what we know are the Nod Warlords holdings we're likely getting close to a point where they either try to break us and claim our blue zones for themselves or get swallowed up by the encroaching red zones. It is quite possibly almost at a do or die point for some of the Warlords looking at the map.
You're not wrong (South America and Africa in particular show signs of this). But at the same time, we ARE successfully pushing the Red Zones back, with well over 50 Red Zone mitigation. So it's kind of an ambiguous situation. I'd kind of expect some Nod warlords to respond to the situation by tolerating our abatement efforts and not pushing back our containment lines, while others refuse and go on fighting us... with the unfortunate reality that their territory is being eaten by the Red Zones as a consequence, unless they deploy a Nod version of our own containment efforts.

Mathpost:
Blue Zone Arcologies (Stage 3) 636+15=651/650
Communal Housing Experiments 178/140

Continuous Cycle Fusion Plant (Phase 3) 199/300
Blue Zone Heavy Industrial Sectors 146/500
Reykjavik Myomer Macrospinner (Phase 3) 260/320

Perennial Aquaponics Bays (Stage 2) 513/350
Red Zone Containment Lines (Stage 5) 234/180
Tiberium Processing Refits (Phase 1) (New) 120/100

Offshore Tiberium Harvester Stations 148/200
Improved Tiberium Containment Facilities Development 101/40
GDSS Philadelphia II (Phase 5) 474/1425
Green Zone Teacher Colleges 211/200
Tissue Replacement Therapy Development 42/60
Advanced Electronic Video Assistant Development 33/60
Early Prototype General Artificial Intelligence Development 66/120

Reclamator Hub Red Zone 7-South 189/105
Pacifier Mobile Artillery Vehicle Deployment 144/120
Tube Artillery Deployment 276/200

Shell Plants (Phase 4) 128/300
Naval Defense Laser Refits 381/330
Havoc Scout Deployment Brest 77/110
Havoc Scout Deployment Seoul 92/110

Security Review Military 183/DC50
Okay, takeaways.

1) We're done with arcologies for now. Not for the whole plan, but for now. We need Logistics, and we need it badly, because if war comes out (and as noted the warlords are desperate as tiberium eats up their backfield), we need to be able to supply our forces and move our goods. The fourth phase of Blue Zone Arcologies is just gonna have to wait. If we want to build housing it needs to be cheap.

2) The fusion plants completing is not a problem. We have plenty of Energy, we're just trying to build up our buffer to the point where we can completely ignore power plant construction for like a year. We spend one die next turn, see what happens. The rest of our Heavy Industry investment goes into Capital Goods.

3) Reykjavik is effectively assured to complete next turn. We might want to try that glider development project just to see what comes out of it, since we'll get Reykjavik Phase 3 anyway and it might be an attractive +Logistics option.

4) The big disappointment of the turn is the sub-par progress on the Philadelphia. If we still want to hit our target of finishing the project by 2059Q3, we'll need to invest Free dice heavily next turn. I advocated for slightly but only slightly heavier investment at first, personally. Bear in mind that we were NOT originally planning at the start of the Plan on completing Philadelphia Phase 5 before 2059Q4 or maybe Q3. Let's not move the goalposts to our own detriment.

5) Our mad science projects didn't finish, so we keep slow-roll investing in them. Simple enough.

6) The need for Free dice on the Philadelphia means we need to be intentional and careful with our Military dice. We can use two Military dice plus Tiberium dice to complete the MARV fleet in Alabama or wherever, which is good. I think we'll need to dial back to one die per turn finishing the Havoc factories so we have more dice to spend on Shell Plants and other things like the Super Orcas next turn.

Yeah. This what I was afraid of. The plans we have been making and are committed too are glorious but don't take into account that our rolls can be somewhat atrocious.

This turn basically slowed the whole plan down by two turns I think. Maybe 1.5. But that has been consistent over the last 4.
Nah, we're fine. Things aren't ideal, but we can manage. We're not losing on the plan, we just need to keep pushing intelligently towards our goals.
 
Last edited:
Hey, question for the more informed on the worldbuilding. How is it that there is still an environment to speak of in the blue zones after the majority of the earth's biodiversity is now a green crystal? Like how is the oxygen breathable? And are there massive megastorms and tornadoes everywhere due to a changed albedo across the board fucking with wind currents? Like, the Sahara is fucking gone, that's one hell of a reflective surface that's changed, I'd imagine some serious weather pattern disruptions would result. Essentially, why is it that anyone not in an arcology is alive?
 

Also, have a WIP new map.
Quick and dirty totally non-official zone indicators.



Of note, some zone designations (which in universe would have been made before TW3) just don't work anymore.

For example, Yellow Zone 2 before was just too big and should have been multiple zones. It went from Africa, across the Middle East, into India, and then stopped in Malaysia. Now with the expanded Red Zones it's broken up into four or five different pieces. Yellow Zone 1 also stretches from Spain all the way across Russia. Not sure if it should really change but it's getting increasingly inaccurate.

Also I'll continue my white whale of saying that Blue Zone 1 is too big and should be split into Scandinavia and North Europe.
 
Last edited:
6) The need for Free dice on the Philadelphia means we need to be intentional and careful with our Military dice. We can use two Military dice plus Tiberium dice to complete the MARV fleet in Alabama or wherever, which is good. I think we'll need to dial back to one die per turn finishing the Havoc factories so we have more dice to spend on Shell Plants and other things like the Super Orcas next turn.
Actually, there's a way to have our cake and eat it too this time:
Havoc Scout Deployment Seoul 92/110
We just gotta use Bureaucratic Assistance to finish the Seoul havoc factory where it'll have a 98% success chance.
 
Last edited:
Also, have a WIP new map.
Changes to Blue zones from the 2050 map:

Blue ZonesGainsLosses
1 (Northern Europe)Western coast of France and a strip through Central Europe.a chunk of North-Western Russia, notably including St. Petersburg and Arkhangelsk.
2 (Eastern Seaboard)Michigan, eastern parts of the Upland South, the Carolinas. Chicago, Quebec and maybe St. Louis as Green zones.
4 (Oman)Qatar peninsula, eastern edges of Rub Al-Khali and YemenHaving more worthless desert to monitor.
5 (Western Hispania, Northern Morocco)Asturias, Cantabria, Edges of Valladolid, Extremadura and Andalusia, Morocco north of the Atlas Mountains. Green zone buffer connecting to Blue 1 and Blue 13.
6 (Japan) (?)Sakhalin/Karafuto, Russian Anger.Russian favour.
7 (Korea)Liaodong Peninsula, Southern Manchuria. Potentially Shenyang as a green zone.
8 (Southern Cone)Patagonia up to the Rio Negro(?): Santiago to a green zone.
9 (South-Eastern Australia)Green zone line from Adelaide to Rockhampton. Brisbane is now securely blue.Some outback in NSW to Green and maybe Yellow
10 (South Africa)Namibia south of Rehoboth (100 km south of Windhoek), Southern Zimbabwe and Botswana.
11 (California), 16 (Beringia)Western edge of Arizona, Nevada, Coastal Cascadia (Portland, Seattle, Vancouver), Yukon, and Russia east of the Lena River (Yakutsk)
12 (New Zealand)North Island (notably: Wellington, Auckland)
13 (West Africa)Cote d'Ivoire, Western Burkina Faso, Mali and Mauretania; and Western Sahara/Sahrawi
17 (Greenland) (?)Northern Canadian islands
18 (Tibet)Northern Kashmir, Central Tibet (maybe Lhasa), South-Central Xinjiang/East Turkestan
 
Last edited:

Also, have a WIP new map.

This is looking somehow better and worse than I expected. Alaska and Norway are looking like a great place for a Capital City these days. Speaking of which, where is the Civilian Capitol? Reykjavik, London?

Well comparing that map and the old one we can see the blue zones got quite a bit bigger at least 😅
Yeah the yellow zones have been devastated, look at China for goodness sakes that's likely millions dead there alone. I'm torn between understanding why we're having difficulties with housing and the refugees and horrified that we aren't having more of a problem because that kind of indicates far far more have died.
Just realised that the Panama canal has joined the red zone which will likely have massively increased sea transit times for our holdings on the American West Coast.
Edit: Also just realised that the upcoming war with Nods likely going to be far harsher than a lot of us was anticipating, with the amount that the red zones have encroached on what we know are the Nod Warlords holdings we're likely getting close to a point where they either try to break us and claim our blue zones for themselves or get swallowed up by the encroaching red zones. It is quite possibly almost at a do or die point for some of the Warlords looking at the map.

When the Map dropped I was also having a problem comparing our current problems to the overall situation this map presents. Although in the course of history that Tiberium Twi-{Game that shall not be named} presented, it got so bad that NOD of all people were using MCV's in Operations to construct prefabricated shelters for the Poor People stuck outside the GDI controlled area's. NOD being NOD, it wasn't exactly all for egalitarian reasons. But it sounds like they had to start carving out habitable area's for the population eventually.
 
Last edited:
Okay. So with 15 more RZ income we should have income either 755 or (if taxes proc) 760.

Let me narrow down my desires.

Infrastructure - work on Apartments (2 dice) and the rest into Logistics.
Heavy Industry - 1 die into Fusion, the rest into CapGoods.
Light/Chem - don't care
Agriculture - don't care
Tiberium - more Refinery Refits, and Offshore Harvesting, 2 dice and the rest is free.
Services - 3 dice on completing what we started. EVA, AI, and tissue replacement.

Orbital is still Philly.

And Military...
Aurora. Havoc. Havoc (Admin Assist). Super MARV (2 dice minimum and add some Tiberium Dice if permitted, 4 dice otherwise). Shell Plants 3 dice.

Total comes up to 7 dice out of 6, 9 dice if the Super MARV must be military only.

Which leaves us with 6 (4) Free Dice to distribute. Okay, doable I think.



Edit: the costs are going to be 20R Apartments, 20R Fusion, 20R+20R Refineries and Offshore, 20R+20R+20R Services - 140R so far.

Military will be 15+10+10+(80/100)+30 = 145 or 165 depending on the Super MARV cost per die.

So we have 470 or at worst 450R to spend on stuff I don't specifically list above.
 
Last edited:
Plan derpy only has a 7% chance of completing another phase of shells. How soon we get them is unlikely to be meaningfully different between the two plans. This is particularly important because the timeline of any offensive anywhere is turns out at best - the next big ground offensive is likely to be Karachi, which is at minimum a year out.

Meanwhile, we DO complete tubes this turn either way, which immediately reduces shell use and starts building our stockpile - on top of the shells already having been enough to last at St. Petersberg. The days of running out of shells mid-fight from our existing defensive positions are behind us.
Nitpick:

That's true as long as nobody hits us harder, or in more places at once, than we were hit at St. Petersburg.

To avoid running out of shells in a protracted worldwide flare-up, we're still gonna need more kaboom.

To be frank, fussing over who wins the brotherhood bowl is like arranging the deck chairs on the titanic. If they unite under anyone right now we're fucked, and Krukov is the one moving fastest to making it happen.
Ehhh, I'd say we're not so much "fucked" as "intensively romanced." Any warlord trying to unite the Brotherhood is going to be fighting an uphill battle and won't be able to command the near-total fanatical loyalty Kane gets. Nod attacking us in those circumstances might actually be to our advantage, because the warlord won't fight as smart as Kane, or with the maximum ten-tenths effort that Kane could bring to bear, or with as many superweapons and as much knowledge of tiberium as Kane has.

Which means that when Kane does emerge from seclusion, the Brotherhood of Nod he picks up will be a dented and battered instrument that he'll have to spend valuable time and energy rebuilding if he wants to do anything much with it.

Not to sacrifice general war preparation on the altar of a satisfying retaliation.

Nothing Krukov will come up with will change the fundamental calculus that, come the war, NOD must win from the onset, or they'll get steam-rolled. And Krukov cannot do that for NOD, not as he is.

Losing the Finland arcology will hurt. Losing the War of the Seas will lose us the war.

Everything I've pushed before and now--Fortress Towns, Aquaponics, Food Stockpiles, ICS--has been centered around surviving that initial sucker punch, and it keeps being pushed back in favor of Philadelphia, in favor of the next wunderwaffe, in favor of appeasing the Steel Talons, in favor of coffee.
Honestly, I think you overestimate how vulnerable we are to the opening sucker-punch. Though I do worry about the Logistics and naval side somewhat; I'd rather be strong out the gate in that area and I don't think we are now.

But on land? I think the warlords' best shot isn't going to be enough to ring the bell.

Actually, there's a way to have our cake and eat it too this time:

We just gotta use Bureaucratic Assistance to finish the Seoul havoc factory where it'll have a 98% success chance.
Bless your noseless cartoon round-headed man avatar's brilliant brain, you're right!

Nod: No GDI you can't keep pushing back on Tiberium.

Darkandus: Haha. Abatement goes burr.
Seo: "I will save you fools in spite of yourselves! WITH THE AID... OF MY SECRET WEAPON!"

Nod: "That's Granger's secret weapon."

Seo: "..."

Nod: "You don't actually have a secret weapon, do you?"

Seo: "ARE YOU CHALLENGING ME!?"
 
Last edited:
Thats fair. I misremembered it as being within ten kilometres of the fab, instead of in a ten square km are.

I specifically called out the Scud because the guided version had a TV camera in its nose for recognizing its target in the late 1980s, and it was a Mach 5ish missile with a CEP of ~50m. A cheap subsonic, 100-300km range cruise missile from the Brotherhood would, IMO, be able to manage that much as guidance against a fixed target.
In general you'd think so, but a lot of factors could interfere. A surface-skimming cruise missile* may have a harder time orienting itself because it can't pop up to get a good look at the overall surroundings. And Nod doesn't have reliable reconnaissance satellites to provide up-to-date imagery to guide an attack, either.

With that said, missile guidance was definitely an unimpressive failure in this attack, and the one saving grace of the operation from GDI's point of view. We definitely can't count on them being this bad of a bunch of shots in the future, and if they are it only increases the risk that they'll go nuclear so that missing the target by 800 meters still counts as hitting it. Which was the historic Cold War solution.
_______________________

*(an attack mode chosen to avoid air defense weaponry, since GDI no doubt has air defenses in the Blue Zones even if it doesn't have anti-missile point defenses)

We're certainly pumping out arcologies. This time it only took two quarters before the next phase was done. Just one more to go and we'll have completed our plan goal. Then we can switch to something like Karachi or Suborbital Shuttles.
No no no. We do not want to do another phase of arcologies right now. That is not a good move.

Again, war coming soon. Nod will deploy heavy naval and air forces to harass our shipping on the high seas. The military will be fighting hard on many fronts simultaneously, putting extra demand on our cargo aircraft, railroads, and other land and air-based shipping infrastructure.

We need to start banking +Logistics, or we'll be fighting the warlords next year or the year after while under negative Logistics penalties.

The housing situation is, if not ideal, acceptable. The fires have been put out, most people have homes of reasonable quality. We cannot afford to invest another eight or nine Infrastructure dice in arcologies this year, just to mega-super-overcomplete a Plan goal in 2059 that we promised to have done by the end of 2061.

If we are consistently rolling below average, then we should plan around it. Instead of assuming the average of a D100 is 50, have it at 45 instead. It might help with dice allocation and buffers.
Not really. We'd just be slightly underestimating our chances of success all the time, and/or overinvesting dice that just get wasted into projects with no rollover.

With both Arcologies and Communal Housing complete, we're down to something like 4 points of population in low quality housing. We can probably get away with slow rolling the next phase of Arcologies and doing logistical stuff.
I say we just knock out one more phase of apartments for now. Slow-roll that, it's good enough and keeps us from losing buffer capacity, which is all we really need.

Also, we may get a new communal housing project option next turn that's worth considering- or not.

Seems to be the repeated story with our less desirable housing options. Taken because they're better than living in a war zone.
Well yes, that's pretty much how an economy like ours functions. We do a LOT of stuff because it's better than the alternative, even if it's not perfect.

Ehh...
I'd like to get ASAT 4 up before we finish Philly?
I think we'll be fine. The warlords have to really try to hit us in space, and the defense network is far more hardened than it was before Tib War III. We need to make it a near-term priority, but we shouldn't delay Philadelphia Phase 5 for it.

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.
Uhhh. Those are worth considering I guess?

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.
Do we? Why?

And when are we getting the 200 more resources per turn needed to activate all those dice? :p
When we have one more die to throw at Shell Plants every turn because even with the extra dice we'll still have an average budget per die well in excess of 10 R/die.

Hey, question for the more informed on the worldbuilding. How is it that there is still an environment to speak of in the blue zones after the majority of the earth's biodiversity is now a green crystal? Like how is the oxygen breathable? And are there massive megastorms and tornadoes everywhere due to a changed albedo across the board fucking with wind currents? Like, the Sahara is fucking gone, that's one hell of a reflective surface that's changed, I'd imagine some serious weather pattern disruptions would result. Essentially, why is it that anyone not in an arcology is alive?
It's a good question.

On the one hand, part of the answer to your question is "actually, roughly 75-80% of the human race is dead, so yeah, all this shit fucked us over pretty hard." Oxygen production is horribly down, but oxygen consumption is also down. Tiberium algae in the oceans was a problem and wrecked the food chain, but I don't think it managed to exterminate all the regular algae, so we still have, uh, oxygen.

Giant-ass storms are probably very much A Thing and there's almost certainly a lot of effort going into surviving them. The upside of tiberium is that it makes it fairly easy to just mass-produce steel reinforced buildings and shit that can tank tornado-force winds, at least in principle, I guess?
 
"Fortifies GDI presence in the Green Zones and gives people hope" is...every turn. I would argue that the single most important policy of Doctor Granger's directorship was outreach to Green Zones, and Litvinov has doubled down on that policy.

I approve of having our primary emphasis be hearts and minds, but at some point we need to put some effort into strengthening our military options. As far as I can recall, we haven't initiated a single military offensive all game. Yes, hearts and minds is a strategic offensive, and I agree with that emphasis, but our military options are frankly unimpressive. We have detailed intelligence on Krukov's factories, we know that they're building an ominously named project that consumes vast quantities of resources, and we still can't hit them. That's a problem.

Getting Green Zone Teacher Colleges later is okay if it means that Krukov won't get to unleash his new superpower at a time and place of his choosing.

I...just...we unleashed an offensive that expanded our control of Yellow Zones to the point we now have Green Zones. The rest of it is kind of mute for now what with Plan Derpy winning.
 
When we have one more die to throw at Shell Plants every turn because even with the extra dice we'll still have an average budget per die well in excess of 10 R/die.
I was going to say that we don't have a Shell Plants equivalent project in all categories, but it turns out that we do.
It is a shame that half of those projects aren't that helpful.
We will be able to consistently spend on the 15 R/die projects, but we'll still run into issues trying to include the 20-30R/die projects. (Which is quite a few categories.)
But if we get those cheap military projects rolled out and more YZ farming, I guess I can't complain.
 

And your presence is as always appreciated.

Ok, rolls are coming up. Here Kane, have a bottle of Bohae Bokbunja.

Me thinks Kane doesn't like Korean Black Raspberry so much he focused on fucking over the Korean Blue Zone so much we got away with clearing Red Zones.

Guess what time it is, folks!

Time for pain?

They had two attempts, one got bodied and the other won.

The former was against CoS Ground Forces Wesley Riggs, and the latter was against the head of the Socialist Party.

Wait how the third and fourth rolls were 8 and 5 respectively. Shouldn't the 5th roll be removed?

So the 3rd d100 on the first set is a mis-click. But for each 2d100, the first d100 is GDI's performance, and the second d100 is NOD's performance.

Or is there something I'm missing here? After all that third d100 would have rolled an 8 all the same if it wasn't a misclick.
 
@sunrise

Maybe.

I was going to say that we don't have a Shell Plants equivalent project in all categories, but it turns out that we do.
It is a shame that half of those projects aren't that helpful.
We will be able to consistently spend on the 15 R/die projects, but we'll still run into issues trying to include the 20-30R/die projects. (Which is quite a few categories.)
But if we get those cheap military projects rolled out and more YZ farming, I guess I can't complain.
Also, we can just leave some of the dice fallow, in some places. We'll still be in a position to get more done, even if we won't immediately be in the position to get the maximum theoretically possible done. Having five Service dice won't help us much right away, necessarily, but things still help. We may have to grow into it a bit, but we'll have it, and we'll be getting the +4 to all dice rolls immediately, which will be nice to have.



So, doing a plan draft for next turn. I did a fair amount of my own AnyDice calculations here, so my numbers will not always align with @Derpmind -derived numbers.

TENTATIVE 2059Q2 BUDGET:
755 R, 7 Free dice

755/755 Resources spent
7/7 Free Dice allocated



[] Draft Plan The Hard Road

Infrastructure 5/5 Dice 70 R
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10 R) (11% chance)
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/10 median)

Heavy Industry 4/4 Dice 95 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Blue Zone Heavy Industrial Sectors 146/500 (3 Dice, 75 R) (0.4% chance, 3/5 median)

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (3 Dice, 60 R) (autocomplete, ~2/9.5 median dice on Phase 4)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (98% chance)

Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/3 median)
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 (2 Dice, 20 R) (52% chance)
(Kudzu out of question, Resources short)

Tiberium 6/6 Dice 110 R
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (66% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (see Military)
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 Die, 25 R) (45% chance)
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 (1 Die, 5 R) (1/2.5 median)

Orbital 5/5 Dice + 5 Free Dice 200 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (10 dice, 200 R) (0.16% chance, 10/14 median)

Services 3/4 Dice 60 R
-[] Tissue Replacement Therapy Development 42/60 (1 Die, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Die, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (84% chance)

Military 6/6 Dice + 2 Free Dice 110 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Orca Refit Deployment 0/200 (2 Dice, 30 R) (15% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (97% chance with two Tib dice, 68% chance with one)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
OR
-[] Conduct Civil Satisfaction Surveys (New) (99/97/91/77% chance of hitting DC 90/120/150/180)
(both options assume omake bonuses apply)

...

Reasoning where non-obvious:

Infrastructure

It's time for ICS. We need to stop putting this off and get some significant +Logistics capacity. If we really want to keep building Housing then slow-walking some apartments to keep our buffer open is an option, but I cannot recommend strongly enough that we temporarily freeze housing construction to concentrate on Logistics.

Heavy Industry
Barring the extremely unlikely (~0.4% chance) event of Blue Zone Heavy Industrial Sectors completing in Q2 under this plan, we don't urgently need the next phase of fusion power plants, and so can afford to slow-walk. The alternative would be to go two-and-two on fusion power and BZHIS, rather than one-and-three, but I think one-and-three gives us a better chance of getting both the fusion plants and the Capital Goods in Q2, as opposed to only getting the fusion plants.

Light Industry
Since three dice is more than enough to finish off the current phase of Reykjavik, I propose that we do the glider research option. This saves resources and may give us an interesting option. The +2 Capital Goods from Reykjavik Phase 3 can be budgeted to pay for the ICS.

Agriculture
I would like to resume efforts on Yellow Zone Water Purification because the impending attack may otherwise cut off water supplies. Work on Perennials is of course desirable, but should be slow-walked because we have no immediate plans to complete Stage 4 of the project, so rollover is useless to us.

Tiberium
Slow-walk to complete the offshore plants and to refit the refineries. I recommend two dice on the MARV fleet, though @sunrise 's suggestion of spending an extra Military die to complete the next hub so we have a place to put the overflow does seem attractive in that case. I really didn't know what to do with the last two Tiberium dice. I think we can afford to do Red Zone Harvesting in the Congo, with the Pacifier and other military improvements taking a bit of pressure off ZOCOM along with the impending completion of another MARV fleet. Whereas Vein Mines are unattractive given that we're hard up for Capital Goods right now. But Red Zone Harvesting is expensive. We have cheap options, but we're a bit low on Energy next turn for me to be happy with Railgun Harvester Factories this turn, and Prospecting has such a poor return on dice investment that I flinch away from doing it. I finally decided to split, one die on the Congo harvesting (all I could spare the R for) and one die on prospecting (just to give us a cheap way to use Tiberium dice)

Orbital, Services
Nothing to comment on, really. This plan throws ten dice at the Philadelphia, enough that we can be quite confident of finishing it in Q3 even if we get unlucky, though again, being sure of this will require overspending. Realistically that was always in the cards- getting a 90% chance of finishing the project in a quarter will cost more dice than getting a 50% chance.

Military
I'm walking back the Havoc rollout to one die per turn, making more room to do the MARV project, probably wrap up a round of Shell Plants, and make a good start on the Super Orca refit. Nothing except Shell Plants and the MARV fleet get as many dice as I'd like, but I have to do something...
 
Alternative plan, doing as @sunrise suggests and finishing a second MARV hub in hopes that fleets can overflow. I don't know if @Ithillid allows that but it would make sense.

If anything, you'd expect hub completion NOT to overflow (because they're discrete physical facilities, like so many different zone armor factories), and fleet completion TO overflow (because each fleet consists of numerous MARVs, and shipping out the parts and equipment to make MARVs at two different hubs is very much a reasonable option if you happen to have extra parts left over when you've completed the fleet at the first hub).

The cost here is that we drop from ten dice on Philadelphia Phase 5 to nine. Realistically, this will not prevent us from completing the project in Q3, but it is, well, a thing.



[] Draft Plan Signs and MARVels

Infrastructure 5/5 Dice 70 R
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10 R) (11% chance)
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/10 median)

Heavy Industry 4/4 Dice 95 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Blue Zone Heavy Industrial Sectors 146/500 (3 Dice, 75 R) (0.4% chance, 3/5 median)

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (3 Dice, 60 R) (autocomplete, ~2/9.5 median dice on Phase 4)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (98% chance)

Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/3 median)
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 (2 Dice, 20 R) (52% chance)
(Kudzu out of question, Resources short)

Tiberium 6/6 Dice 110 R
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (66% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (see Military)
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 Die, 25 R) (45% chance)
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 (1 Die, 5 R) (1/2.5 median)

Orbital 5/5 Dice + 4 Free Dice 180 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (10 dice, 200 R) (0.16% chance, 10/14 median)

Services 3/4 Dice 60 R
-[] Tissue Replacement Therapy Development 42/60 (1 Die, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Die, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (84% chance)

Military 6/6 Dice + 3 Free Dice 130 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Orca Refit Deployment 0/200 (2 Dice, 30 R) (15% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (97% chance with two Tib dice, 68% chance with one)
-[] Reclamator Hub ??-??, 84/105 (1 Die, 20 R) (100% chance)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
OR
-[] Conduct Civil Satisfaction Surveys (New) (99/97/91/77% chance of hitting DC 90/120/150/180)
(both options assume omake bonuses apply)
 
Wait how the third and fourth rolls were 8 and 5 respectively. Shouldn't the 5th roll be removed?
Because they are being rolled as pairs of dice. So I am dropping the third roll on the upper one. The same way as when I roll extra dice by accident in the main voting threadmark, we typically drop the last one on that roll, rather that offsetting.
 
Agriculture
I would like to resume efforts on Yellow Zone Water Purification because the impending attack may otherwise cut off water supplies. Work on Perennials is of course desirable, but should be slow-walked because we have no immediate plans to complete Stage 4 of the project, so rollover is useless to us.
There's an alternative to doing more YZ farms: Building enough BZ housing that only a token population still lives in our GZ borders. Which we're fairly close to accomplishing.
Tiberium
Slow-walk to complete the offshore plants and to refit the refineries. I recommend two dice on the MARV fleet, though @sunrise 's suggestion of spending an extra Military die to complete the next hub so we have a place to put the overflow does seem attractive in that case. I really didn't know what to do with the last two Tiberium dice.
Since we can now put Tiberium dice on MARVs, one option is just using more Tiberium dice to try and overflow into completing two MARV fleets in the same turn. Two Military plus four Tiberium dice has a 78% chance for the overflow to complete the new YZ hub's fleet in the same turn. And three Tiberium dice has a decent 36% completion chance if we think the YZ hub won't need to be rushed. (Pretty sure I did the math correctly there.) Either way would get us more RpT and Abatement using Tiberium dice.
 
There's an alternative to doing more YZ farms: Building enough BZ housing that only a token population still lives in our GZ borders. Which we're fairly close to accomplishing.
Problems with that.

...

1) I'm not sure that's actually true. Remember that the only housing we've built in the Green Zones is a relative handful of fortress towns and like one phase of arcologies. A lot of people still live in those areas in whatever housing they lived in before GDI reconquered the area earlier in the '50s. After all, that housing only becomes safer over time as GDI abates the tiberium immediately around their homes.

@Ithillid , is @Derpmind 's assessment that we have built so much new Blue Zone housing that the Green Zones are nearly depopulated and so in much less need of water supplies... uh, true? I'm suspicious.

...

2) If and as we expand in a counter-offensive (which we will want to, hopefully in the immediate aftermath of the upcoming war with the warlords, as it's the only reliable way to clear much more of the Earth's surface against unchecked tiberium spread)... Well, we're going to end up right back where we started. Those regions will still need water and food, and having water and food production distributed rather than super-concentrated back in the "backfield" of the deep Blue Zones is still a good idea.

...

3) It would be a ruinously bad idea for us to begin aggressively spamming even more Housing right now. Because, and I cannot emphasize this enough, we need Logistics. We need a surplus. A large surplus. Because one of the first thing that happens when we're attacked by several warlords at once will be something like "oh crap, three continental fronts now need heavy resupply, that's -1 Logistics each, and Bintang decided to wipe out several major convoys just by flexing in our general direction, that's -5 more, and Mehretu smuggled a nuke into one of our biggest container ports, that's -2 more."

We cannot afford further aggressive Housing construction at this time if we want to be able to meet those challenges during wartime. We are going to have to greatly curtail further Housing construction and completely halt arcology construction, at least until we have a Logistics buffer up in the double digits... Or eat the consequences of not having enough redundant logistical capacity to deal with the challenges of wartime.

Since we can now put Tiberium dice on MARVs, one option is just using more Tiberium dice to try and overflow into completing two MARV fleets in the same turn. Two Military plus four Tiberium dice has a 78% chance for the overflow to complete the new YZ hub's fleet in the same turn. And three Tiberium dice has a decent 36% completion chance if we think the YZ hub won't need to be rushed. (Pretty sure I did the math correctly there.) Either way would get us more RpT and Abatement using Tiberium dice.
Then it might be worth taking the Tiberium die I budgeted for Red Zone Harvesting and putting it on the MARV action.

My plan doesn't actually have enough Resource wiggle room to put a fourth die on the MARVs, unless we do it by giving up on the offshore platforms or cut something in another area.

On the other hand, maybe that's for the best, because a 78% chance of completing the second MARV fleet means probable overflow to a third MARV fleet, which would of course be entirely wasted.
 
It would be a ruinously bad idea for us to begin aggressively spamming even more Housing right now. Because, and I cannot emphasize this enough, we need Logistics.

Hm, so I'm pretty new to all of this and I have to admit that, despite reading everything, I barely understand the planning aspect of each turn. That being said, wouldn't a good option for logistics going forward be the Suborbital Shuttle system? It gives decent logistics even at the beginning and gets better the more we put into it, along with likely being to easiest system to defend. (Though I don't know if that applies, really)

I also have a few questions as to why the inhibitors haven't been deployed yet, is it just resource concerns or is there some grand plan in that background to roll them all out in the same turn so that the green apple pop rocks of doom don't get a chance to adapt?

Lastly, and this has nothing to do with planning but is more a hypothetical question I have about the nature of Tiberium (given that I'm not very well versed in the source material), would the Venusian tiberium that was recently spotted be sufficiently divergent from Earth-based tiberium that the two substances might compete with one another? From what I understand, tiberium is a transmutative substance that leeches minerals from surrounding material to propagate itself, but could this also apply to other kinds of tiberium if they were far enough removed from one another? Is there a point at which one sample of tiberium wouldn't recognize another far-removed sample of tiberium as an extension of itself and instead attempt to cannibalize it?
 
Back
Top