I also don't really want space to become our primary focus. We have this argument every few months and I say the same thing every few months, but having to evacuate to space is a loss condition for me. Even under the theoretical best circumstances we still leave a billion or more people behind to die on Earth and I'm just not interested. Space colonization is a backup lifeboat option to ensure the survival of at least some humans if the worst happens but 100M vs. 400M people in space when Earth explodes and kills the other billion+ doesn't really matter to me, either way we fucked something up and most of humanity died. I'm plain not interested in that narrative in my fun imaginary internet game, we chose to stick it out and try to save the planet back in the very first vote of the game, and I'm going to keep considering that my win condition. If the RNG decides that Starbound crushes it next election and declares we're going to space I'll play along but I'm not going to make an active effort to weight the dice that way either.

I see that you feel strongly against leaving the Earth and would rather stick it out and do everything possible. But I want to point out that there are some of us who feel differently, in that humanity needs to become interplanetary regardless of Tiberium messing up Earth or not. That's a part of the narrative in the fun imaginary internet game I am very interested in.

Your goals and feelings are very much valid. I just wanted to let people know there are others out there like me who feel differently.
 
I also don't really want space to become our primary focus. We have this argument every few months and I say the same thing every few months, but having to evacuate to space is a loss condition for me. Even under the theoretical best circumstances we still leave a billion or more people behind to die on Earth and I'm just not interested. Space colonization is a backup lifeboat option to ensure the survival of at least some humans if the worst happens but 100M vs. 400M people in space when Earth explodes and kills the other billion+ doesn't really matter to me, either way we fucked something up and most of humanity died. I'm plain not interested in that narrative in my fun imaginary internet game, we chose to stick it out and try to save the planet back in the very first vote of the game, and I'm going to keep considering that my win condition. If the RNG decides that Starbound crushes it next election and declares we're going to space I'll play along but I'm not going to make an active effort to weight the dice that way either.
OOC I am 100% on-board the TCN Train when it comes into the station.

IC, GDI knows with absolute certainty that Earth is completely fucked, and that everything, literally everything, that we've been doing to push back Tiberium is a holding action that buys us, at best, 1-2 centuries. That's our timer. In Character, even Mad Scientist Seo knows that we have to get people off of Earth. The more we push off doing anything meaningful about that set of circumstances, the more we refuse to take literally any actions that start the process of trying to permanently preserve the species, the riskier our position becomes.

Once we have the offer of the Tiberium Control Network on the table in-game, then the equation changes radically.

But until that point, while I do understand what you're saying, the game's narrative is telling us that we need to start doing something. Soon.
 
Yes, having to start doing something soon is why we're on the hook for two full Phase 5 stations plus enough mining to support an independent industrial base. The specific timing of messing with Free dice allocations to get a tiny number of hyperprivledged overachievers into space by election day is not something I consider necessary to be "doing something" we're already doing a significant amount and once the Enterprise/mines are cleared we can actually move significant amounts of people into space. Plopping down a minuscule population smaller than the crews of the Philly/Ent/mines by election day and then not expanding it for years doesn't significantly change the timeline on how many people are in space 5 years from now, 95% of the work is going to happen after the Ent/mines either way so why is it so critical that we shake up our plans to get a tiny handful up there by the election?

Like I'm not arguing against doing Columbia in principle. I'm arguing about the specific tactical choice of doing it by election day. I'm not opposed to putting people in space, I'm not opposed to space development as a fallback option, I'm opposed to fucking up my Free dice allocations for a political stunt at this specific tactical moment and/or making space our PRIMARY focus. If I hated space and people living in space on principle I would be arguing way harder against any investment at all, I'm obviously ok with the Developmentalist colonization plan to build up Philly/Enterprise/mining and then start shipping people up the well, I just don't see the need to rush a few hundred people into space right this second.
 
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Once again doing columbia phase 1 before enterprise slows down all other columbia stages, though i do favor a free die or two in orbital after philly since we have a lot of space and enterprise does add to our industry and we have mining to do as well.
 
I really don't like how we had the option to go for saving Earth at quest start, only to turn out that GDI knew it to be impossible unless we get lucky with Tacitus or Scrin tech (or much more likely, suddenly Kane).

I set out to reclaim Earth after quest start and was looking forward to abating Tib into small enclosures or something, so the sudden revelation that it was never going to happen bar a few lucky rolls (or, OOC, Kane) was not pleasant and makes me want to call it bad quest design.


We had +13. We went down to +9 without really trying. People routinely and casually present plans that burn up 6-8 Energy just from various combinations of factory projects. We have a -8 Energy project for Capital Goods that is also close to completion. The +16 project we're working on probably won't materialize this turn unless we spend two dice on it, which chains into the more general problem I'm talking about.

Namely, the question of whether we can spend most of our Heavy Industry dice on much-needed Capital Goods projects, or whether we're forced into a 50/50 split because we need about two dice worth of fusion investment per turn (maybe 1.7/turn or whatever) just to keep up with our Energy needs. Given that we really need Capital Goods, we really want to be able to get away with not doing a phase of fusion plants more than once every 3-4 turns... which means being parsimonious about our Energy consumption. This is in turn a problem for things like spamming military factories and the railgun harvester project, and something we're always thinking about a bit.

So the point is simply that Energy expenditure at this time for projects not critically needed to pursue some important goal is... unwelcome, at best. Tolerable, perhaps, but unwelcome.
Lets take a look then on the actions we are likely to take soon that affect Energy.

-2 Integrated Cargo System (-2)
-4 Nuuk Heavy Robotics Foundry (Phase 2)
-8 Blue Zone Heavy Industrial Sectors
+1 Reykjavik Myomer Macrospinner (Phase 3)
+2 Reykjavik Myomer Macrospinner (Phase 4)
-1 Freeze Dried Food Plants
+2 Wartime Factory Refits
-2 Universal Rocket Launch System Deployment (Phase 2)
-2 Universal Rocket Launch System Deployment (Phase 3)
-2 Shell Plants (Phase 4)
-1 Shell Plants (Phase 5)
-4 Ground Forces Zone Armor (Set 1)
-4 Havoc Scout Mech Deployment (for both)
-25 total

Which would leave us with +0 Power left if we do them all and avoid Railgun Harvesters.

I do not expect us to finish all of these before finishing BZIS (Nuuk comes after, for one) after which we would be building another fusion plant anyway, but I suppose that if we needed more processing capacity asap for some reason, had low value Tib dice, and wanted a substantial Power surplus the refits would make sense over a refinery.

Logistics spending is in a similar fix. Logistics-spending projects are unwelcome right now because we are specifically trying to build up what is from our current point of view surplus Logistics capacity, which we need because of the impending Warlord Dogpile scenario.

Saying "we can just build more Logistics stuff with Infrastructure dice" is meaningless because we're already planning to do that anyway. It's a choice, at least for now, between having more of a Logistics buffer (and being in a better position for the coming war) or using up and spending some of that Logistics buffer (and trading off progress on certain Tiberium projects for a more strained wartime situation). This is the same thing that does a lot to block us from starting up the Congo glacier mines, useful as it would be to have the funds from them, for instance.

And the decision to refit refineries is being made within that 'now' context where "just build more power plants and railroads to pay for the refineries' indicator costs" is not a meaningful or viable solution for the reasons I just discussed. For now, the only thing we can do to improve our refinery infrastructure without engaging with these disagreeable problems is to refit existing refineries.
We want surplus of everything, including Rs which we are currently effectively at -x for because we don't have enough for everything we want and will shortly need a lot more too. So trading some Log surplus into a lower R deficit via spending fewer Tib dice only seems reasonable to me.

And I'm pretty sure the decision to refit refineries was because of STUs, because we were using only 2/3 of our processing capacity.

Now, maybe your argument is that it would be better to leave the Tiberium dice completely idle (or put them on Prospecting for a guaranteed average +2 RpT return per die invested) than to do wasteful refinery refits. And that we should just ignore the obsolete refineries until such time as we can afford to build more new ones to replace them entirely. That would be a respectable argument- but leaving Tiberium dice idle is usually a hard sell in this game.
No, there are still MARVs, and Offshore Mining could have used more dice.


Putting 750 hyperqualified Blue Zoners into space and then not doing anything for years is not an effective way to inspire hope in the teeming masses IMO.
It shows that we are developing mass space habituation making it that much closer, so I disagree. It's a visible first step, which counts for a lot. Letting it lie afterwards for a time could also easily be called an experiment, only a small population while testing the concept and working out the kinks.

But yeah I'm not a fan of prioritizing it. Build up Enterprise and some mines, then move on to space housing and food.
 
I see that you feel strongly against leaving the Earth and would rather stick it out and do everything possible. But I want to point out that there are some of us who feel differently, in that humanity needs to become interplanetary regardless of Tiberium messing up Earth or not. That's a part of the narrative in the fun imaginary internet game I am very interested in.

Your goals and feelings are very much valid. I just wanted to let people know there are others out there like me who feel differently.

I don't think your two stances are mutually exclusive, really. Yes, becoming an interplanetary species is something I'm really interested in and I think ought to be a goal of the quest regardless, but failing to save our home world is a symbolic loss that would haunt our species for the rest of time.

In a realistic sense, it may well be unavoidable, but I don't necessarily believe that to be the case in-quest. I don't think that either fleeing to space or saving the earth as options are impossible. Difficult, for sure, but achievable.

Not to mention, fleeing Earth doesn't mean we're safe, it puts us in an even more vulnerable position than we started in. Little infrastructure capable of sustaining our growth at first, the arduous task of setting down new roots on a neighboring planet (likely Mars for that Goldilocks zone goodness), the knowledge that aliens exist and know where we are, and the ever present threat that Venus or Earth is going to explode and eventually seed every planet in the solar system with Tiberium.

The only way we could really escape Tiberium, as a whole, would be advanced FTL technology which we seem nowhere close to achieving.
 
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also don't really want space to become our primary focus. We have this argument every few months and I say the same thing every few months, but having to evacuate to space is a loss condition for me. Even under the theoretical best circumstances we still leave a billion or more people behind to die on Earth and I'm just not interested. Space colonization is a backup lifeboat option to ensure the survival of at least some humans if the worst happens but 100M vs. 400M people in space when Earth explodes and kills the other billion+ doesn't really matter to me, either way we fucked something up and most of humanity died. I'm plain not interested in that narrative in my fun imaginary internet game, we chose to stick it out and try to save the planet back in the very first vote of the game, and I'm going to keep considering that my win condition. If the RNG decides that Starbound crushes it next election and declares we're going to space I'll play along but I'm not going to make an active effort to weight the dice that way either.
I disagree. Evacuation to space has always been a victory condition for us. Not a "and then Kane has to negotiate with you" sense, but in that we could disregard the TCN entirely. I believe it will be entirely possible to build enough space habitation for the remaining population of humanity. The nice thing about a future-tech Planquest is that we can scale our economy upwards.. a lot. Ithillid has talked about printing out massive city-style space stations. And while we can currently mine Earth's moon, eventually we will be able to create space mines across the entire solar system.

If building the TCN is a massive, decades-long megaproject, building enough space habitation to evacuate all of humanity is the same. Incredibly expensive and slow, but something we can accomplish.
I set out to reclaim Earth after quest start and was looking forward to abating Tib into small enclosures or something, so the sudden revelation that it was never going to happen bar a few lucky rolls (or, OOC, Kane) was not pleasant and makes me want to call it bad quest design.
We can reclaim Earth's surface. It's possible we could destroy NOD and turn all the red zones into blue. What we can't do without the TCN is stop the Tiberium from burrowing through Earth's crust and eating the gargantuan amounts of lava and stuff inside the mantle, but the timer on that is centuries long; outside the timeline of the quest. But in-quest, it is very possible for us to achieve a victory through the "conventional" way.

Just don't count on it being easy. Rather the opposite; it might be the hardest path to a victory condition.
 
If building the TCN is a massive, decades-long megaproject, building enough space habitation to evacuate all of humanity is the same. Incredibly expensive and slow, but something we can accomplish.

The last time we talked about this Ithillid straight up said it's impossible to get all the remaining humans off the planet before we lose to Tiberium. We can get hundreds of millions but IIRC the crazy "drop everything and plow all Free dice into space every turn for the rest of the game" theoretical max number was like.... 500-600M people? Not even enough to empty out the Blue Zones, much less NOD territory.
 
[] Plan Philadelphia and Robots.

Infrastructure 5/5 Dice 75 R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (5 Dice, 75 R) (99% chance)

Heavy Industry 4/4 Dice 80 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 (3 dice, 60 R) (91% chance)

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (3 Dice, 60 R) (99% chance)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 30 R)
-[] Extra Large Food Stockpiles (1 Dice, 0 R)

Tiberium 6/6 Dice 115 R
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 dice, 25 R) (44% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] RZ-7S MARV Fleet 0/210 (3 Dice, 60 R) (see Military)

Orbital 5/5 Dice + 7 Free Dice 240 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (12 dice, 240 R)

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 90 R
-[] Shell Plants (Phase 4) 128/300 (1 Dice, 10 R)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R)
-[] Havoc Scout Deployment Brest 77/110 (1 Die, 10 R)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[] Reclamator Hub ??-??, 84/105 (1 Die, 20 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (3 Dice) (99% chance)

7/7 Free Dice
750/755 R
 
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If building the TCN is a massive, decades-long megaproject, building enough space habitation to evacuate all of humanity is the same. Incredibly expensive and slow, but something we can accomplish.

While I agree that it's not likely to be impossible, I think you are vastly underestimating the difficulty of sending the entire population of Earth into space without logistical or social difficulties. How would we provide enough craft to send everyone? The material costs alone would be astronomical, and then we'd have to feed and provide oxygen for everyone.

Sure, we could mass-produce a space station, but then we have to set it up and keep it running (and possibly shoot it into space, if we don't have a factory capable of making one in space already).

All of this, just to potentially be sabotaged by one Nod infiltrator with a piece of Tiberium.
 
I really don't like how we had the option to go for saving Earth at quest start, only to turn out that GDI knew it to be impossible unless we get lucky with Tacitus or Scrin tech (or much more likely, suddenly Kane).

I set out to reclaim Earth after quest start and was looking forward to abating Tib into small enclosures or something, so the sudden revelation that it was never going to happen bar a few lucky rolls (or, OOC, Kane) was not pleasant and makes me want to call it bad quest design.
@Ithillid can correct me if I'm totally off-base, but my read of the options is that the path we've chosen will make the implementation of the Tiberium Control Network vastly easier than if we'd chosen Space from the start, and at least noticeably easier than if we'd chosen Synthesis.
 
- Security Reviews in Bureaucracy because this turn we need to use all the Dice. Next turn we do both Infrastructure and Tiberium Security Reviews because we will have Free Dice we don't have to put into Philadelphia II.
I'd recommend doing the Rationalize Yellow Zones project, since it's only been 8 turns since we did a Bureaucracy review.
Once again doing columbia phase 1 before enterprise slows down all other columbia stages, though i do favor a free die or two in orbital after philly since we have a lot of space and enterprise does add to our industry and we have mining to do as well.
Just pointing out that additional phases of Enterprise don't reduce station costs on their own - we'll have a number of bay options, and one will be to reduce station costs... but each bay will probably cost a couple hundred progress.
 
@Ithillid can correct me if I'm totally off-base, but my read of the options is that the path we've chosen will make the implementation of the Tiberium Control Network vastly easier than if we'd chosen Space from the start, and at least noticeably easier than if we'd chosen Synthesis.
Most likely, yes, but my problem is that TCN is completely vital for saving Earth and not just not guaranteed, we would have to get lucky to roll it from Scrin (or Tacitus if we kept it) gatcha before we run out of material to study (or break Tacitus, 15% chance per turn I believe) unless Kane comes calling. Which we could not have possibly predicted in character.

So I would be a happier if some, even crappy, form of TCN and therefore the ability to save Earth was guaranteed or very likely in character somehow, like having found some promising leads to research towards that end and needing only a megaproject instead of luck to develop the TCN.
 
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[] Plan Philadelphia and Robots.

Infrastructure 5/5 Dice 75 R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (5 Dice, 75 R) (99% chance)

Heavy Industry 4/4 Dice 80 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 (3 dice, 60 R) (91% chance)

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (3 Dice, 60 R) (99% chance)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 30 R)
-[] Extra Large Food Stockpiles (1 Dice, 0 R)

Tiberium 6/6 Dice 115 R
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 dice, 25 R) (44% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] RZ-7S MARV Fleet 0/210 (3 Dice, 60 R) (see Military)

Orbital 5/5 Dice + 7 Free Dice 240 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (12 dice, 240 R)

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 90 R
-[] Shell Plants (Phase 4) 128/300 (1 Dice, 10 R)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R)
-[] Havoc Scout Deployment Brest 77/110 (1 Die, 10 R)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[] Reclamator Hub ??-??, 84/105 (1 Die, 20 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (3 Dice) (99% chance)

7/7 Free Dice
750/755 R
Why Rail Network? We don't need +4 Logi urgently and Suborbital Shuttles or ICS are far more efficient sources of Logistics. Also, there will likely be political problems if we stop constructing housing given various mentions in the fluff from Arcology constructions. People really want out of the Yellow Zones.

Uhm? We already started BZ Industrial Sectors, switching to Nuuk now is a terrible waste.

Why the processing refits when you can put the die in MARV construction? Also given that ZOCOM was mention being happy about us not expanding further into the Red because that allows them to maintain a reserve in case of war, I would put that dice in MARVs too probably unless we expect the overflow to go into a Blue Zone.

That... is a lot of Philly? Why? It will finish next Q without such a massive investment I believe?

Wait you are putting dice into MARV construction? The hub(s) are not ready yet. Even if simultaneous construction was allowed, you are putting 5 dice into constructing a single fleet because it has nowhere to overflow to like this.
 
The specific timing of messing with Free dice allocations to get a tiny number of hyperprivledged overachievers into space by election day...
I feel like this is a very very slanted and biased characterization of the project.

Columbia is the prototype for all future permanent space habitats. Building it is NOT just about "getting a tiny number of hyperprivileged overachievers into space," and you know it full well.

There's a reason why agreeing to finish Columbia counted as a major (even double-weighted!) promise during Plan negotiations. There are a lot of voters who genuinely want to see this thing done, and/or a lot of politicians who would be able to point to it as a major success of the current government and make that assertion stick.

The argument for building Columbia is basically the same as the argument for building arcologies instead of (or along with) apartments and/or communal housing. It is what the people want to see done, because its existence gives them hope that in the future- the future of ten or twenty or thirty years from now- humanity will still be able to thrive.

We've been directly told in so many words that population growth is minimal because people don't have a lot of hope for there being any future for their children and grandchildren to live in. Columbia, even in its early stages, is a symbol of that hope, and a construction pause of a year or two while people figure out the bugs won't erase that.

...doesn't significantly change the timeline on how many people are in space 5 years from now, 95% of the work is going to happen after the Ent/mines either way so why is it so critical that we shake up our plans to get a tiny handful up there by the election?
I mean, why is it so critical that we not shake up our plans? Plans are not magic. We can make sensible choices to do things for a variety of reasons.

And, again, we're operating within a democracy. Giving people what they want is beneficial to the relationship between Treasury, the government as a whole, and GDI's citizenry. There's more to this game, as the QM has explicitly told us, than just the numbers we can see and make go up.

"How many people are in space X years from now" is not the only metric. "How many people see space as something beneficial, something they are willing to (for instance) set aside funds for during budget reapportionment" is also a metric, and one we don't see until we see the consequences (such as the moon mining funds being set aside for us during reapportionment in 2058).

Paying attention to the narrative beats of the quest matters, and the narrative has been telling us more and more directly that there is real desire to see Columbia done, or at least begun.

Lets take a look then on the actions we are likely to take soon that affect Energy.

-2 Integrated Cargo System (-2)
-4 Nuuk Heavy Robotics Foundry (Phase 2)
-8 Blue Zone Heavy Industrial Sectors
+1 Reykjavik Myomer Macrospinner (Phase 3)
+2 Reykjavik Myomer Macrospinner (Phase 4)
-1 Freeze Dried Food Plants
+2 Wartime Factory Refits
-2 Universal Rocket Launch System Deployment (Phase 2)
-2 Universal Rocket Launch System Deployment (Phase 3)
-2 Shell Plants (Phase 4)
-1 Shell Plants (Phase 5)
-4 Ground Forces Zone Armor (Set 1)
-4 Havoc Scout Mech Deployment (for both)
-25 total

Which would leave us with +0 Power left if we do them all and avoid Railgun Harvesters.

I do not expect us to finish all of these before finishing BZIS (Nuuk comes after, for one) after which we would be building another fusion plant anyway, but I suppose that if we needed more processing capacity asap for some reason, had low value Tib dice, and wanted a substantial Power surplus the refits would make sense over a refinery.
The latter two of those conditions apply.

We have 25 Energy worth of projects we'd like to do within the next 3-4-5 turns or so, we only have roughly that amount of Energy in the pipeline, and we don't want to have to rush to finish the next phase of power plants just to keep ourselves from running out again after finishing the Phase 3 power plants that are currently at 199/300 and likely to complete this turn or next. So we "want a substantial Power surplus," plus we can expect some power plant sabotage during the coming war and want to be prepared.

Meanwhile, there is a similar issue regarding Logistics which I have already discussed, but just to address the other point...

Yes, we have "low value Tib dice" right now. We have a lot of Tiberium dice, and many of the most attractive projects that involve them are not available or would be inadvisable to pursue at this time. We can't do glacier or vein mines on a large scale right now. We have a lot of stuff we need to do that consumes Resources that make expensive mitigation options unattractive. Combine these and there's not a lot to do with our Tiberium dice that's inherently better than taking steps to increase our refining capacity.

We want surplus of everything, including Rs which we are currently effectively at -x for because we don't have enough for everything we want and will shortly need a lot more too. So trading some Log surplus into a lower R deficit via spending fewer Tib dice only seems reasonable to me.
That seems very reasonable... If, that is, you ignore the part where we've got a war incoming. War is going to place a very large, immediate strain on Logistics. Having intense military operations running on many fronts all over the world means that certain sectors of the economy rev into high gear and that vehicles are kept busy moving troops and supplies to the front. Nod kicking its commerce raiding, interdiction of air traffic, and sabotage of port facilities and other infrastructure into high gear is going to be eating into our Logistics capacity, likewise.

This is not just a game of abstract numbers; there are specific reasons why 2059 in particular is a bad time to commit to Logistics-eating projects, because it's a year we're starting with a 'slim' Logistics buffer and also a year where we anticipate a massive spike in Logistics demand, and failure to meet that spike without going into negatives means military setbacks against Nod.

After we've beaten the warlord coalition, the strategic calculus is likely to change significantly, and that second phase of refineries becomes a much more attractive option in 2060-61, especially since we've already promised to do it anyway.

No, there are still MARVs, and Offshore Mining could have used more dice.
There are MARVs, but we can only use Tiberium dice on MARVs if and when we're willing to invest a bunch of Military dice, which for obvious reasons we have hesitated to do lately. And there is a practical limit on how many Tiberium dice we can spend on MARVs even then because it's senseless to spend dice on building up MARV fleets if we're not sure we have hubs to support those specific MARVs.

Offshore mining could use dice... if we're willing to burn Political Support on it faster than necessary. A project that costs -5 PS per die is very much a project you want to slow-walk under normal circumstances, because of all our resources, Political Support is one of the hardest to collect more of in a hurry.

I'm hopeful that offshore tiberium mining will mature into an option we can pursue aggressively in the near future and put lots of dice on, but that hope cannot materialize until we get through the current tricky phase of the project. It may well be that next turn, 2059Q3, I oppose doing any further refinery refits because it's better to work on offshore mines, but we aren't there yet. Still in the prototyping phase and overcoming the political opposition.

I don't think your two stances are mutually exclusive, really. Yes, becoming an interplanetary species is something I'm really interested in and I think ought to be a goal of the quest regardless, but failing to save our home world is a symbolic loss that would haunt our species for the rest of time.

In a realistic sense, it may well be unavoidable, but I don't necessarily believe that to be the case in-quest. I don't think that either fleeing to space or saving the earth as options are impossible. Difficult, for sure, but achievable.

Not to mention, fleeing Earth doesn't mean we're safe, it puts us in an even more vulnerable position than we started in. Little infrastructure capable of sustaining our growth at first, the arduous task of setting down new roots on a neighboring planet (likely Mars for that Goldilocks zone goodness), the knowledge that aliens exist and know where we are, and the ever present threat that Venus or Earth is going to explode and eventually seed every planet in the solar system with Tiberium.

The only way we could really escape Tiberium, as a whole, would be advanced FTL technology which we seem nowhere close to achieving.
To be fair, if tiberium established itself on Mars or the Moon, we could respond easily.

The reason it's a problem on Earth is that it was seeded all over the planet and grew into a gigantic metastasized planet-cancer before GDI could muster an effective response.

The reason it's a problem on Venus is that it was seeded in one place but had a long uninterrupted period to grow before we could respond, and because containing tiberium on Venus is gonna be really hard because it's Venus.

If we saw tiberium hit Mars and we already had Mars colonies, it would be relatively straightforward to scour the surface for tiberium deposits while they were still spreading slowly and hadn't gotten deeply embedded in the crust and weren't spread out across thousands of square kilometers. We could deal with that.

A place like Mars or Luna is much easier to keep tiberium off than a place like Venus, or a place like Earth as it is now, in the wake of the first Tiberium War and all the shit GDI had to go through just to start responding effectively to tiberium.

The last time we talked about this Ithillid straight up said it's impossible to get all the remaining humans off the planet before we lose to Tiberium. We can get hundreds of millions but IIRC the crazy "drop everything and plow all Free dice into space every turn for the rest of the game" theoretical max number was like.... 500-600M people? Not even enough to empty out the Blue Zones, much less NOD territory.
I'm pretty sure that any accurate, non-spitballing estimates @Ithillid has about how much space evacuation we can hope to accomplish is going to depend very heavily on factors not even the QM can predict.

Gravitic drives may markedly affect our eventual ability to evacuate Earth by making it much more practical to ship people to Mars, for instance, or to do easy spacelift on the lunar surface, or to do asteroid mining.

If we got Scrin portal tech (which we very well might, though we very well might not), that would make getting large numbers of people off Earth much simpler, arguably even trivial, which would help a lot.

I suspect there are a number of other Nod and Scrin techs we could gacha-roll that would have major impact.

And it's a confirmed fact that getting the stabilizers has substantially increased the amount of time we have before Earth becomes uninhabitable and kills off the Blue Zone residents. Other Scrin gacha techs might similarly extend the time we have left. All our efforts to fight tiberium on Earth do, as a matter of objective fact, buy us more time for a space evacuation, and thus the power to evacuate more people, even if Kane decides to be a dick and doesn't give us viable TCN blueprints.

So I wouldn't take anything the QM says, at a specific moment, as absolute gospel, because not even he can predict every turn that the quest will or will not take. The QM's estimates may change, or the QM himself may miss certain synergies that we might otherwise benefit from.

Infrastructure 5/5 Dice 75 R
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (5 Dice, 75 R) (99% chance)

Heavy Industry 4/4 Dice 80 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 (3 dice, 60 R) (91% chance)
Railroads are a very questionable choice; they provide immediate Logistics payout but push up against diminishing returns. If you're willing to spend 75 R on railroads, it's arguably worth it to spend 90 R on three Suborbital Shuttles dice, which provides almost as good a short-term payoff and opens up considerably better long-term payoff.

Also, your Heavy Industry choices are equivalent to abandoning a major Capital Goods project in mid-operation, because we're already a third of the way to Blue Zone Heavy Industrial Zones. Not a good choice.

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 30 R)
-[] Extra Large Food Stockpiles (1 Dice, 0 R)

Orbital 5/5 Dice + 7 Free Dice 240 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (12 dice, 240 R)

Military 6/6 Dice 90 R
-[] Shell Plants (Phase 4) 128/300 (1 Dice, 10 R)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R)
-[] Havoc Scout Deployment Brest 77/110 (1 Die, 10 R)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[] Reclamator Hub ??-??, 84/105 (1 Die, 20 R) (100% chance)
Your Agriculture costings are inconsistent. If it were me, I'd recommend either doing a start on Freeze Dried Food Plants, or putting more dice into Perennials to clear it out of the way so we can concentrate on the next big thing.

As for the rest... Well, even I consider twelve dice on the Philadelphia to be a bit over-ambitious, but I can respect the urge to surge. I will say that if we're willing to focus dice that ruthlessly, and want to prioritize that sharply, we should probably sacrifice deployment of one of the two Havoc factories in order to put a second die on Shell Plants. The military as a whole needs the next phase of shell plants more than it needs rapid rollout of the Havoc.

Why the processing refits when you can put the die in MARV construction?
Three Tiberium dice on MARVs, along with the two Military dice, gives us a median Progress outcome of 252+3*30+2*19 = 380. A fourth Tib die would give us 460 Progress as the median result and very likely be overkill, since we have no reasonable hope of finishing yet a third Reclamator Hub in this same coming 2059Q2 turn.

That... is a lot of Philly? Why? It will finish next Q without such a massive investment I believe?
The reason for aggressive pushes on the Philadelphia like this is so that while the station almost certainly won't finish in 2059Q2 (nice as that would be)... it will be easy to finish it in 2059Q3, which means we have more options for what to do with our Orbital dice, and/or are free to spend our Free dice on something other than frantic efforts to ensure completion of a space station phase that offers us no overflow and may thus be completely wasted.

It would be nearly ideal if we could get Philadelphia Phase 5 up to within 50-100 Progress points of completion in 2059Q2 and just need to "tap" it over the line with the last couple of dice, in other words.

Wait you are putting dice into MARV construction? The hub(s) are not ready yet. Even if simultaneous construction was allowed, you are putting 5 dice into constructing a single fleet because it has nowhere to overflow to like this.
The plan we are discussing puts enough dice to finish a second hub along with the hub in Alabama (?) that is already finished and ready to receive MARVs, as I recall.
 
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@Ithillid can correct me if I'm totally off-base, but my read of the options is that the path we've chosen will make the implementation of the Tiberium Control Network vastly easier than if we'd chosen Space from the start, and at least noticeably easier than if we'd chosen Synthesis.
You definitely have a lot more economy to throw at the project. It is still going to be a massive long term thing, but you have more people, more resources, more industrial capacity to simply throw at the project.

I'm pretty sure that any accurate, non-spitballing estimates @Ithillid has about how much space evacuation we can hope to accomplish is going to depend very heavily on factors not even the QM can predict.
It does. Heavily. Think about it this way. The modern laser tech? That has severe implications for space travel. Laser propulsion is possible, and you suddenly have lasers that you can seriously think about using for that. The Hover technology, while it is not as important for space travel, will make early colonization on planetary bodies and moons much cheaper, because you don't have to worry nearly so much about things like roads. The Inhibitors add +16 Red Zone abatement, and +48 Yellow Zone Abatement just with what you see, and that is possible to surge. And that is just the techs. On top of that, I have RERs, and the Brotherhood to predict.
 
So there are two ways we could potentially get Energy outside Heavy Industry, in order to concentrate HI on building Capital Goods. One is the Orbital Power Stations gated behind Orbital Cleanup. Unfortunately, given our commitments in Orbital, we can't afford the dice to do so. The other option is the Liquid Tiberium Power Cells. And while I know many people are unhappy with that option, given we're having problems using all our Tiberium dice it would be a good way to put them all to use. Plus with our crit on the Remedial Education Program Expansions, it will only cost us -5 PS to do the development project. It might be worth a die this turn, if only to see how much it will cost to put the technology to use.
 
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So there are two ways we could potentially get Energy outside Heavy Industry, in order to concentrate HI on building Capital Goods. One is the Orbital Power Stations gated behind Orbital Cleanup. Unfortunately, given our commitments in Orbital, we can't afford the dice to do so. The other option is the Liquid Tiberium Power Cells. And while I know many people are unhappy with that option, given we're having problems using all our Tiberium dice it would be a good way to put them all to use. Plus with our crit on the Remedial Education Program Expansions, it will only cost us -5 PS to do the development project. It might be worth a die this turn, if only to see how much it will cost to put the technology to use.
I'm totally down for doing research on liquid tiberium power. I may not want to deploy it, but I don't mind trying to invent it.



TENTATIVE 2059Q2 BUDGET:
755 R, 7 Free dice

755/755 Resources spent
7/7 Free Dice allocated

...

[] Plan The Technology of Peace

Infrastructure 5/5 Dice + 1 Free Die 90 R
-[] Integrated Cargo System 0/800 (6 Dice, 90 R) (6/10.5 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 2/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (21% chance)

Tiberium 6/6 Dice 120 R
-[] Railgun Harvester Factory (Porto) 0/70 (1 Die, 10 R) (76% chance)
-[] Liquid Tiberium Power Cell Development 0/50 (1 Die, 30 R) (100% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[] RZ-7S MARV Fleet 0/210 (3 Dice, 60 R) (see Military)

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 + 1 Free Dice 100 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R) (100% chance)
-[] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[] Reclamator Hub ??-??, 84/105 (1 Die, 20 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
 
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I didn't think I'd get this done today... but I did. So, here's next turn's preliminary array. As always, please inform me of anything that might be an error, exclusion, etc.
Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/650 7 dice 105R 12%, 8 dice 120R 44%, 9 dice 135R 77%, 10 dice 150R 94%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 47%, 3 dice 60R 92%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 11%, 2 dice 20R 81%, 3 dice 30R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%, 4 dice 60R 87%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 13%, 7 dice 105R 49%, 8 dice 120R 82%, 9 dice 135R 96%
-[] Integrated Cargo System 0/800 8 dice 120R 2%, 9 dice 135R 16%, 10 dice 150R 46%, 11 dice 165R 76%, 12 dice 180R 93%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 25%, 3 dice 90R 82%, 4 dice 120R 99%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 24%, 6 dice ?R 66%, 7 dice ?R 92%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 12%, 8 dice ?R 43%, 9 dice ?R 76%, 10 dice ?R 94%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 8%, 7 Tib dice 140R 41%, 8 Tib dice 160R 77%, 9 Tib dice 180R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 81%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 33%, 3 Tib dice 60R 89%, 4 Tib dice 80R 99%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 2%, 5 Tib dice 100R 29%, 6 Tib dice 120R 73%, 7 Tib dice 140R 95%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 Tib dice 200R 5%, 11 Tib dice 220R 22%, 12 Tib dice 240R 53%, 13 Tib dice 260R 80%, 14 Tib dice 280R 94%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +22
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 13%, 7 dice 70R 46%, 8 dice 80R 79%, 9 dice 90R 94%
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 1 die 20R 37%, 2 dice 40R 92%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 199/600 4 dice 80R 5%, 5 dice 100R 36%, 6 dice 120R 75%, 7 dice 140R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice. Currently out of date.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 13%, 2 dice 30R 79%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 12%, 5 dice 75R 52%, 6 dice 90R 85%, 7 dice 105R 97%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 7%, 11 dice 165R 26%, 12 dice 180R 54%, 13 dice 195R 79%, 14 dice 210R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 51%, 3 dice 60R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 6%, 6 dice 120R 34%, 7 dice 140R 71%, 8 dice 160R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 6%, 14 dice 280R 21%, 15 dice 300R 44%, 16 dice 320R 68%, 17 dice 340R 86%, 18 dice 360R 95%
-[] Blue Zone Heavy Industrial Sectors 146/500 4 dice 100R 21%, 5 dice 125R 64%, 6 dice 150R 91%
-[] Reserve Heavy Industrial Resources 1 die auto
Light and Chemical Industry 4 dice +17
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 27%, 4 dice 40R 72%, 5 dice 50R 94%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 10%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 2%, 8 dice 160R 12%, 9 dice 180R 38%, 10 dice 200R 67%, 11 dice 220R 87%, 12 dice 240R 96%
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 1 die 20R 73%, 2 dice 40R 99%
-[] Reykjavik Myomer Macrospinner (Phase 3+4) 260/960 8 dice 160R 4%, 9 dice 180R 19%, 10 dice 200R 46%, 11 dice 220R 73%, 12 dice 240R 89%, 13 dice 260R 97%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 38%, 2 dice 60R 90%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 10%, 4 dice 120R 50%, 5 dice 150R 85%, 6 dice 180R 97%
-[] Civilian Glider Development 0/40 1 die 10R 98%
Agriculture 3 dice +17
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 51%, 3 dice 45R 91%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 2%, 5 dice 75R 24%, 6 dice 90R 61%, 7 dice 105R 87%, 8 dice 120R 97%
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%, 3 dice 30R 72%, 4 dice 40R 96%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 26%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 52%, 3 dice 30R 91%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 29%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Ranching Domes 0/250 3 dice 60R 27%, 4 dice 80R 72%, 5 dice 100R 94%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 32%, 3 dice 45R 82%, 4 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 14%, 5 dice 50R 52%, 6 dice 60R 84%, 7 dice 70R 96%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 98%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 13%, 3 dice 60R 63%, 4 dice 80R 93%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 51%, 3 dice 30R 91%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +30
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 31%, 3 dice 15R 87%, 4 dice 20R 99%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 15%, 5 dice 25R 62%, 6 dice 30R 92%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 37%, 3 dice 60R 90%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 28%, 5 dice 100R 75%, 6 dice 120R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 8%, 9 dice 180R 35%, 10 dice 200R 70%, 11 dice 220R 91%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 45%, 2 dice 50R 97%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 10%, 3 dice 75R 69%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 20%, 2 dice 50R 88%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/360 3 dice 75R 17%, 4 dice 100R 70%, 5 dice 125R 96%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 4%, 2 dice 60R 79%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 10%, 4 dice 120R 60%, 5 dice 150R 93%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 47%, 3 dice 90R 94%
-[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%, 2 dice 40R 99%
--Note: May or may not still be limited to 1 die per turn.
-[] Tiberium Processing Refits (Phase 2+3+4+5) 20/400 4 dice 80R 24%, 5 dice 100R 72%, 6 dice 120R 95%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 46%, 2 dice 60R 97%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 26%, 2 dice 60R 91%
-[] Railgun Harvester Factories 0/70 1 die 10R 76%, 2 dice 20R 100%
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 100%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 56%, 3 dice 60R 15PS 97%
Orbital Industry 5 dice +17
-[] GDSS Philadelphia II (Phase 5) 474/1425 11 dice 220R 8%, 12 dice 240R 26%, 13 dice 260R 53%, 14 dice 280R 77%, 15 dice 300R 91%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 58%, 2 dice 40 R 98%
-[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 41%, 4 dice 80R 85%, 5 dice 100R 98%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 3%, 7 dice 140R 23%, 8 dice 160R 57%, 9 dice 180R 84%, 10 dice 200R 96%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 2%, 9 dice 180R 13%, 10 dice 200R 40%, 11 dice 220R 69%, 12 dice 240R 88%, 13 dice 260R 97%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material 0/50 1 die 20R 83%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 61%, 2 dice 20R 98%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 44%, 3 dice 30R 88%, 4 dice 40R 99%
-[] Conestoga Class Development 0/60 1 die 30R 78%, 2 dice 60R 100%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 18%, 3 dice 45R 70%, 4 dice 60R 95%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 32%, 3 dice 60R 82%, 4 dice 80R 98%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 25%, 5 dice 100R 66%, 6 dice 120R 91%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 8%, 4 dice 80R 47%, 5 dice 100R 83%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%, 5 dice 100R 26%, 6 dice 120R 64%, 7 dice 140R 89%, 8 dice 160R 98%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +22
-[] Automatic Medical Assistants 0/300 3 dice 60R 10%, 4 dice 80R 54%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Tissue Replacement Therapy Development 42/60 1 die 20R 100%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 52%, 3 dice 45R 93%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 6%, 6 dice 90R 35%, 7 dice 105R 72%, 8 dice 120R 92%
-[] Professional Sports Programs 0/250 3 dice 30R 37%, 4 dice 40R 82%, 5 dice 50R 97%
-[] Domestic Animal Programs 0/200 2 dice 20R 18%, 3 dice 30R 74%, 4 dice 40R 97%
-[] Advanced Electronic Video Assistant Development 33/60 1 die 20R 100%
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%, 2 dice 40R 100%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
Military 6 dice +19
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 38%, 2 dice 40R 91%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 17%, 3 dice 60R 70%, 4 dice 80R 95%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 17%, 4 dice 100R 63%, 5 dice 125R 91%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 32%, 3 dice 60R 86%, 4 dice 80R 99%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 80%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 17%, 5 dice 25R 58%, 6 dice 30R 87%, 7 dice 35R 98%

MARVs
-[] Reclaimator Hub 0/105 1 die 20R 30%, 2 dice 40R 87%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/210 2 dice 40R 10%, 3 dice 60R 60%, 4 dice 80R 92%
--Alt: 2 Mil 1 Tib dice 60R 68%, 2 Mil 2 Tib dice 80R 97%
-[] Proto MARVs 0/110 1 die 20R 25%, 2 dice 40R 84%, 3 dice 60R 99% (but why tho)
-[] MARVs 0/160 2 dice 40R 45%, 3 dice 60R 89% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 10%, 3 dice 60R 60%, 4 dice 80R 92%
--Alt: 2 Mil 1 Tib dice 60R 68%, 2 Mil 2 Tib dice 80R 97%
-[] Super MARVs x2 0/420 5 dice 100R 19%, 6 dice 120R 57%, 7 dice 140R 86%, 8 dice 160R 97%
--Alt: 2 Mil 2 Tib dice 60R 3%, 2 Mil 3 Tib dice 80R 36%, 2 Mil 4 Tib dice 100R 78%, 2 Mil 5 Tib dice 120R 96%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 50%, 2 dice 40R 95%
-[] Reclaimator Hub Yellow Zone ?? 84/105 1 die 20R 100%
-[] Reclaimator Hub Yellow Zone ?? x2 84/210 1 die 20R 9%, 2 dice 40R 74%, 3 dice 60R 98%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 199%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 90%, 2 dice 20R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 10%, 3 dice 60R 64%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 4%, 5 dice 100R 34%, 6 dice 120R 74%, 7 dice 140R 94%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 11%, 9 dice 180R 39%, 10 dice 200R 71%, 11 dice 220R 90%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 2%, 13 dice 260R 12%, 14 dice 280R 33%, 15 dice 300R 60%, 16 dice 320R 81%, 17 dice 340R 93%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Skywatch Telescope System 0/95 1 die 10R 40%, 2 dice 20R 92%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 40%, 3 dice 60R 89%, 4 dice 80R 99%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%, 2 dice 30R 92%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 8%, 4 dice 60R 49%, 5 dice 75R 85%, 6 dice 90R 97%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 128/300 2 dice 20R 34%, 3 dice 30R 84%, 4 dice 40R 98%
-[] Shell Plants (Phase 4+5) 128/450 3 dice 30R 2%, 4 dice 40R 32%, 5 dice 50R 73%, 6 dice 60R 94%
-[] Shell Plants (Phase 4+5+6) 128/600 5 dice 50R 5%, 6 dice 60R 29%, 7 dice 70R 65%, 9 dice 80R 88%, 9 dice 90R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 80%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 50%, 3 dice 30R 91%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 15%, 3 dice 60R 68%, 4 dice 80R 95%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 80%, 2 dice 50R 100%
Bureaucracy 3 dice +17
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 83%, 2 dice 99%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 27%, 4 dice 72%, 5 dice 94%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 25%, 3 dice 77%, 4 dice 97%, 5 dice 99%
-[] Rationalize Yellow Zones DC 50/70/90, DC 90 1 die 43%, 2 dice 92%, 3 dice 99%
Last Security Review
Military 1 turn ago 2059 Q1
Agriculture 2 turns ago 2058 Q4
Light/Chem 3 turns ago 2058 Q3
Services 4 turns ago 2058 Q2
Orbital 6 turns ago 2057 Q4
Heavy Ind 7 turns ago 2057 Q3
Tiberium 8 turns ago 2057 Q2
Bureaucracy 9 turns ago 2057 Q1
Infrastructure 10 turns ago 2056 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
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Learning more about how Tiberium can be used to generate power may teach us more about it, and will open up the possibilities of substituting the tiberium for other substances in a similar setup...?
I don't think that's a realistic outcome.

Tiberium is more or less unique in having a ton of Weird Physics Bending Shit going on. The premise of liquid tiberium power seems to be that liquid tiberium can be used to super-boost the power output of other electrical generating systems, including relatively mundane stuff like gas turbines.

If I understand you correctly, you're talking about either replacing the tiberium with something else (not likely, since tiberium is unique), or replacing other things with tiberium. The problem is that tiberium, especially liquid tiberium, is a very dangerous substance. Moreover, it's susceptible to shit like Nod's catalyst missiles (which blow tiberium up preferentially).

I'm not sure where you want us to be using tiberium, but using tiberium everywhere brings a lot of problems.
 
Tiberium-flavored corn flakes
Tiberium meat seasoning
Tiberium protein shakes for bulking up
Liquid Tiberium-based personal lubricant
For when you want a little extra green in your life, TibCo (a subsidiary of the brotherhood of Nod) has you covered.

Legal notice: TibCo is not responsible for Tiberium poisoning or visceroid conversion.
 
Without any follow-up (and relatively soon, not 3 years later), Colombia phase 3 is just a cheap publicity stunt. I have little interest in these and I am fairly certain that GDI citizens will agree with me.

Colombia is effectively a combined "Develop and deploy space housing" project - doing phase 3 (and we can't afford more) then stopping will just turn it into another Super-Orca.
 
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