@Ithillid, I am in awe of your ability to get tens of thousands of words out every week. I can barely do a thousand a month!
It is more like five to seven thousand really. GDI Online is cooperatively written and mostly not me. Only the ones that are TopTierCitizens and the first post of the second thread are actually my words. And then there is a decently long chunk that is copied from the other document.
 
That is some good info in there- and a small tax boost is nice. I really want to drop two marv fleets next turn (using both mil and tib dice) that will be a good mit and income boost along with the offshore tib harvesting- which will help reduce the overall amount of tib in the world and slow thing done even if slowly. Also oh we may be getting distributed myomer plants option in the future.

Military- Shell plant is probably the biggest combat upgrade we can push out next turn as that lets us really bombard the foe and with the longer range artillery really punish attacks by NOD. Finishing the YZ hub will give us another naval staging point. Dropping a ton of MARV fleets will also secure the glacier mines in NA and give us more mitigation. It does look like Aurora needs a die next turn or go into a long wait. Also I want orbital defense laser since that way the Philly 2 construction can incorporate it onto the station itself the way shimmer shield has been fit on.
 
I think we need more MARVs.
Just saying. I really don't like the look of the NA redzone.

Nice to see the alaska and california blue zones are linked now though.
 
[] Plan The Technology of Peace, Tea, Railguns, and Orbital Doom Lasers
I am mostly in agreement. There are two adjustments I would consider:
We will need the CCF done in Q3. By only assigning one die this turn, it will be quite tempting to try another 1 die in Q3, which could still fail.
I suggest going for 2 dice in Q2.

I'm not sure about the Railgun Munitions. While they will be useful long term, in the short term we have NOD using us as target practise and also testing our capabilities. It might be useful to hold off on developing new capabilities for the moment and instead buffer up everything we already have.

As the update indicates that we have 5R more than expected, (and maybe 5R more from changing a die from BZHIS to CCF) perhaps replace Railgun Munitions and the Havoc Scout for 2 dice on a selection of 15R/die projects? URLS or Orca Refits would be good. I don't particular like delaying the Havoc Scouts, but HI will be taking more R in Q3 to finish the BZHIS, so having some 10R projects for then won't be bad.


Hell I finally get people to compliment my cooking!
What have we unleashed...

Also, when did LaserKiwi2000 grow up?
 
I think we need more MARVs.
Just saying. I really don't like the look of the NA redzone.

Nice to see the alaska and california blue zones are linked now though.
I think a lot of the plans are drop 2 mil dice and several tib dice to get the marv out for the RZ hub we just finished and the YZ hub we should finish next turn- that provides some good defensive power vs one major warlord and secures our glacier mines in NA and provides mitigation and a good chunk of income.
 
ILikeBBsAndICannotLie
Blue, yellow, green with purple polkadots? Doesn't matter. You can learn to live with a bunch of people. I live on a big metal island with a few hundred people in much less space. Of course, we get to shoot big honking guns, so maybe the perks make up for it.
Heh. Assimilate into the best Blue Zone! Join the Navy!
I'm with this one.

This is why we need(ed) the point defense refits. To protect this one.

Treasury Internal Forum

Sarah Vostoy
Right, break out the Vodka again. We need it. We thought Granger was bad, but Seo, Seo is worse. It is not just Granger being a politically blind gaffe machine anymore. It is somebody being a bloody nightmare. Tiberium Infusion? Communal Housing Experiments? Artificial Bloody Intelligence? I don't know what this man is thinking, and honestly, I am not sure if I want to.

Lea Abbot
Maybe we can get an AI to write our press releases for us. Who knows what one of these things is capable of once it has absorbed and memorized every piece of writing ever.

Fritz Willis
I've a feeling I know what Secretary Seo is thinking. SCIENCE!!!. Yeah, Granger was pretty bad, but whenever he did something you could see it was because an academic who just flat out didn't give a shit about the optics, and only cared about getting the things that needed doing done.
Seo's much more of a manager with Ideas, it shows and he's not likely to listen when you tell him something is a bad idea and why.
Mwahahahaaa!

Li Shang
It's pretty clear that The Secretary understands that other people have doubts and reservations-he's clearly able to play the political and public perception game. But his goals are totally out there! Just the other day we were asked to assess how long it would take to work the G-drive and prototype repulsors together to create a new kind of super-lifter for space work...so that garbage can be taken to Enterprise for recycling!
To be fair, that's a stupid use for the platform, but it's a really good idea to have the platform anyway.

Akira Oda
You guys really don't want to know how many more ideas he has in his head that don't go to the official proposals. It's not just him, the various planning committees and other heads like what he's thinking. When I was with our newer hires they really liked the secretary's ideas since while Granger can be called a steady ship for the department, Seo is a maverick who can get stuff done. I'm sure they are willing to get Seo's vision to reality.

Besides a lot of old hands are just gone or retired I've been in the Treasury before the war and while I was just a new hire having a year or two of experience before Philadelphia was gone I will say good riddance to the corporate lobbyists who came in and out without fail making me handle my boss' job. Now as one of the higher ups in this Treasury I've seen less corporate and private types of lobbyists but more bureaucratic and political types. I've come to regularly see Welfare, Developmentalist, Militarist, Starbound, InOps, Military, and even the Director's Office lobbyists asking for Treasury approval in their pet projects. It's hard being the people who hold the money.
[hugs]

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ Major ‌Surplus‌ ‌(+31)‌ ‌ (16 population in low quality housing) (1 points of refugees)
Ugh. We've gotta do something about this, but we need the ICS or something sizeable in Logistics, so it's gonna have to wait a bit longer. Hopefully we get some benefits from the communal housing projects in packing more people in per project.

Forgotten Studies
After months of research, the studies with Zaragoza Atreides, the Delta Forgotten have begun to produce results. At this time, he started to corroborate claims and rumours of ESP abilities. Having said that, rumours as collected by InOps indicated that the Delta might hold other more potent abilities– ones more suited for combat purposes– though Atreides is unwilling or unable to demonstrate them and GDI is currently not ready to force the issue. Not when the alliance between the GDI and Forgotten has been of great benefit to both sides and, as the newly made Diplomatic Corp began to spread its wings to the disparate polities that are friendly or neutral leaning with the GDI.

In proving the capabilities of Deltas, the first test to be made as benchmark is what could be called the writing test. This entails a researcher writing a passage in one room before Mr. Atreides is challenged to reproduce the writing. The result proved the claim: Deltas are capable of Extra Sensory Perception. Consistently, Mr. Atreides is able to accurately match passages ranging from 200 to 250 words, with accuracy in spelling and the words themselves trending down the longer the passage becomes. The other, much greater, factor determining accuracy is with regards to distance itself. Putting Mr. Atreides further than a kilometer away from the testing site lowers the accuracy range from 150 to 200 words, with even longer transcribing becoming more garbled and incoherent.

Adding Tiberium to the equation, however, produces a worryingly incredible– or incredibly worrying– result. When Mr. Atreides is allowed to hold a Tiberium crystal in his off-hand while transcribing, accuracy and precision shot up dramatically– allowing him to flawlessly copy five hundred word passages made by one researcher while two others write different yet equally long passages across the distance of one kilometer. The distance restriction itself seems to be dramatically waived in the latest rounds of testing when he was placed on the southern end of the South American Red Zone and the writing site being on the opposite northern end, making him able to reach the benchmark of 200 - 250 words accuracy.
WELP.

That's... impressive. Also, that means we have a clairvoyant who can spy on people across continental distances. If we want to know what Kane is having for breakfast, this might be our way to figure it out.

The bad news is, Nod may already know how to do this too.

Also, this hints at some of the crazy awesomeness that might have been waiting for us if we'd taken the "adaptation" route. And makes the idea that we could have somehow psychically "domesticated" tiberium even if Kane decided to be an asshole about it more plausible.

While he has a much cooler relationship with Litvinov, he is, much like her, ready to look for solutions other than war to the chronic problems of the Brotherhood. Having survived two Tiberium Wars, he does not wish to fight a third.
While his work parks him behind a desk for much of his time, he does prefer to travel as much as possible, spending significant time at the front with the men. It was at one of these forward trips that a trio of Barghests attempted to cross the Initiative's forward defensive lines. However, they were intercepted far short of Rigg's transport by a pair of Apollos on Combat Air Patrol duties, While two survived the initial QAAM salvo, both were damaged, and quickly dispatched by gunfire. While one did manage to return fire, it was only a glancing hit, and the Apollo is expected to return to service.
Huh. So someone tried to Yamamoto him, and got splashed for their trouble.

Brotherhood of Nod
While Stahl has been quiet for years after his subordinates' defeat at the hands of Brigadier General Escoffier, the ripples of Brotherhood conflict have reached his zone of operations. And here, it seems, he has decided to ramp up the tempo. Raiding parties stream up and down the hidden ways of the Amazon, clashing with Forgotten tribes and smaller GDI outposts at a pace that borders on the edge of sustainability. Technologically, he kept the pace with what seems to be a novel stealth aircraft. While the full shape is not currently known to GDI– let alone the technical specifications thereof– it has been a matter of significant speculation. Currently it seems to be a multirole standoff aircraft, designed around using stealth to set up long range attack runs on GDI air and ground targets. While the effectiveness of these strikes is limited so far, it has meant that no examples have yet been shot down, or even seriously threatened.
Hm. We can counter with sensor technology and the stealth disruptor, but yeah.

With the missile problem well on its way to being resolved– although none would gainsay more supplies being available– the Air Force has reassesed its priorities. The most important of them is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority, although the Air Force believes that the intelligence is aging fast, and unless action is taken immediately it will unfortunately pass.
Shit. We need to do it now or do it not. I'm throwing it into a plan draft.

However, these arcologies are likely to be the last for some time. While there is still demand for more arcologies, war is in the air, and while it may not be immediate, sacrifices must be made in order to ensure that GDI is well prepared this time instead of taken by surprise. Arcologies are grand symbols, but not necessarily the most effective means of housing the population.
THIS.

This this this.

The experiments in communal housing can only be considered a failure. While the housing schematics itself is more than adequate, the experience of the people living there has been far from acceptable. The problem, in a phrase, is the people. What seemed to be the case is that in testing the housing schematics, most of the volunteers were Green Zone citizens seeking entry to the Blue Zones rather than people who wanted to experiment with communal living, considering it to be an inroad for moving into Blue Zone properly. However, the experience seemed to not be what was expected, leading to a slew of local tensions and negative reports.In terms of the problems themselves, the more common ones involve practices that are normative in Yellow Zones.

One of the examples is the negative reciprocation of scarcity-based strategies, where one or more members of the communal household would hoard important goods for their usage, which in turn causes other members to adopt strategies of retaliation or attempt to punish the troublemakers. In such a tight housing scenario, the experiments needed to be cut off prematurely, in fears of the altercations moving past verbal and into physical ones. While this would never kill the idea for good, it is something that will likely be consigned to small scale communes where it can be contained to people who actually want to live under those conditions, rather than becoming the new standard. However, with the advantages that being able to centralize significant infrastructure elements clear, it is likely to be a pattern that also finds its way into refugee housing in the case of future housing crises.

"From one researcher to another, I appreciate your sacrifice in the line of proverbial fire, Seo."
"The data could be of use to you more, hopefully."
"In the matters of anthropological studies, no such data is ever worthless. Though concerns of false positives remain extant. There simply aren't any worthwhile studies on behavioural science of Yellow Zoners."
"I know the thought process enough to cut through: What's the end point?"
"Ethically? Nothing. Questionably? Better targeting on social engineering."
– Private conversation between Seo Thoki and Julian Bennet
Ungh.

At least we've learned a few useful things. And it is roofs over heads in the Blue Zones.

To the detractors of the refits, their concerns have been curtailed with the example seen in the British Isles. In the newly refurbished Glasgow Refinement Center that services much of the Isles Tiberium processing needs, things have changed dramatically for supply lines. Once, it had primarily taken from Tiberium spikes and occasional outbreaks of crystal outcroppings, but the refinery refits allowed it to service greater than the total production on the Isles themselves. With the Glasgow site being much safer than most, it has led to an increase of shipping along the Edinburgh-Glasgow canal as the site became a centralized piece of a greater Tiberium handling system, taking in Tiberium imports across the European Green and Red Zones and exporting the raw materials across the European theatre. Similar stories cropped up across the Blue Zones and it is with some belief and certainty that if the naval harvesting systems survived the seas, the refits would become a much more important part of the overall processing environment and hardening.
Yeah. having a larger number of decentralized modern refineries matters when you're talking about widespread scale-ups of vein and offshore tiberium mining.

The core component of the new system is layers of Aluminum Oxynitride doped with a series of stable trans uranics. Working from the outermost layer in, it begins with Aluminum, followed by polycrystalline Zrbite...
X-COM REFERENNNCE!

But yeah, it turns out we need transuranics to build the silos that we're counting on to store tiberium while we upgrade tiberium refineries to make more transuranics. I can't decide if this is a virtuous cycle or a chicken-and-egg paradox.

Third, is providing the researchers with neural interfaces to allow for a more direct interface with the nascent AI, hopefully helping guide it towards stability.
Huh. That sounds like a Talons project might help?

[35, 67]
The Mobile Bay fortress has been thoroughly modernized and completed. While the MARV bays are the core of the functions of the base, it is a fully featured fortress. With GDI switching over to new tube artillery, and plentiful supplies of missiles, it secures a zone of control in its own right, even without MARVs to begin turning the region yellow, if not green. Additionally, the fortress makes any attack on the glacier mines a significantly more difficult challenge. While the camps themselves can be overrun, the people, and much of the equipment can be withdrawn inside the fortress complex, and preserved until either relief arrives or the Brotherhood is forced to withdraw due to their logistical problems.
With Gideon making ever more aggressive moves in the region, Mobile Bay is still not protected to the degree it could be. However, with sufficient further investment it is likely that GDI can make significant strides in securing the region.
Okay, so with the hub completed, we have a starting point, it's fortified and can defend itself to some degree even if somehow the MARV fleet doesn't finish (unlikely if we spend like we seem to be planning to).

A more direct challenge to Gideon is the rapid construction of a second MARV hub near Savannah. A port fortress, it is built as a fortress first, a mass of walls and artillery that happens to include a number of MARVs as a means of force projection. Safely away from the vital glacier mines, it is intended to be a distraction. While it is plausible for it to receive a MARV fleet in the coming quarters, it is not a particularly critical field. Even if it is attacked and destroyed, it will have served its role in ensuring that the battles are fought in Nod territory rather than GDI's backyard.
While it is very likely that it will soon become a refugee crisis like the one in South America, it is also close enough to the front line that local GDI forces provide constant meaningful support, with airbases to the north already providing a constant combat air patrol over the region.
AHA.

So we don't need to panic if the second MARV fleet isn't made available right away, and can maybe back off on the spending a bit...
 
question, based on the map, the north and south pole doesnt seem to have tib on them...im getting nervous that there might be a crap-ton of Tiberium under the ice and snow of Antarctica.
 
A new NOD stealth fighter. Playing to their strengths huh. Hmm awkward. I assume the poor saps in the Australia segment were NOD loyalists given the sentiment of the Defectors. The new NOD Tank just sounds like a revamped Scorpion to be honest. Which makes sense given it's easy to make, going back on its Laser tail to propellants is kinda funny in a way.

That bit between Julian and Seo was actually kinda chilling to read. Numbers on a page those two.

Good to know the Pacifier is working as intended.

Tiberium being a psionic amp is not fully what I expected but makes sense and might be the basis for the sequel's research into certain techs. And It also gives us an idea just what the Mastermind Scrin actually does. Which makes it all the more important we find that research and make a counter.

It's unfortunate that the BLUE ZONE Heavy Industry centers probably are going to be stonewalled by popular sentiment or at least have PS cost going forward given the Blurb.

The new processors seem to hint that if we want ocean tib we are going to need to upgrade these more. Also the new materials coming from containment are shiny. And Maybe a little irritating for hindsight. Some of these would have been real useful 3 turns ago. Oh well.

The Teacher initiative is not fast enough to keep up with our ZONE doctrine. That is kinda worrying and something parliament is going to have to talk about. Are Green zone going to have their own designation? Or are they just going to wait until they are overtaken by the nearby BLUE or YELLOW ZONES?

Will researching the mind impulse thing the Steel Talon's proposed give the AI development team a discount or something? It sounds like they need something like it to even keep up with their creations.
 
question, based on the map, the north and south pole doesnt seem to have tib on them...im getting nervous that there might be a crap-ton of Tiberium under the ice and snow of Antarctica.
Cold greatly reduces Tib spread. However, I doubt it will remain Blue forever.

Ugh. We've gotta do something about this, but we need the ICS or something sizeable in Logistics, so it's gonna have to wait a bit longer. Hopefully we get some benefits from the communal housing projects in packing more people in per project.
It is frustrating. But I expect we'll be able to have at least two more phases of Apartment Blocks completed in Q4, if not three phases.
 
Infra 5/5 75R +27
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%
-[] Integrated Cargo System 0/800 2 dice 30R 0%
HI 4/4 95R +22
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 1 dice 20R 37%
-[] Blue Zone Heavy Industrial Sectors 146/500 3 dice 75R 0%
LCI 4/4 80R +17
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 4 dice 80R 100%
Agri 3/3 20R +17
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6/6 120R +30
-[] Super MARV 4 dice 80R
-[] Tiberium Processing Refits (Phase 1) (New) 20/100 1 die 20R 65%
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
Orbital 5/5+3 free 160R +17
-[] GDSS Philadelphia II (Phase 5) 474/1425 8 dice 160R 0%
Services 4/4 50R +22
-[] Tissue Replacement Therapy Development 42/60 1 die 20R 100%
-[] Domestic Animal Programs 0/200 1 dice 10R 0%
-[] Advanced Electronic Video Assistant Development 33/60 1 die 20R 100%
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
Military 6/6+4 150R +19
-[] Ferro Aluminum Armor Refits 0/350 1 die 5R 0%
-[] Reclaimator Hub Yellow Zone ?? 84/105 1 die 20R 100%
-[] Super MARVsx2 0/210(420) 2 Mil dice+4 tib dice 40R 78%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Shell Plants (Phase 4) 128/300 3 dice 30R 84%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seoul 92/110 1 die 10R 97%
Bureau 3/3 +17
-[] Administrative Assistance 2 die auto (Havoc Seoul)
Free 7/7
3 orbital, 4 mil
0 Idle dice

760/760

I think orbital defense laser is a must- If you read philly 2 text from results shimmer shield is being refit into it, so we should be able to refit the defense lasers onto philly 2 in Q3 which protects an extremely important investment. Not to mention can be incorporated into all our future space stations. Aurora since we do it now for a chance to strike back and throw a spoke into one of NODs wheels. The lone die in Ferro Aluminum is to make costs meet and gets a useful refit started.
Edit- Did some thinking and pushing Reykjavik to phase 4 for the discount to infantry armor and mechs seems a better idea, and then move to another macrospinner site once phase 4 is up. Reducing progress needed for future steel talon deployment and stuff like the ground armor and further infantry armor projects is worth it, for example Seoul would have finished if we had a phase 4 macrospinner, saving us dice for use elsewhere.

Thoughts?

So we don't need to panic if the second MARV fleet isn't made available right away, and can maybe back off on the spending a bit...
Except we are using tib dice to get the 2nd marv fleet in (and it provides income and mitigation as well) so it does not shift mil spending much while providing solid defenses for our glaciers and another barrier against a warlord.
 
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Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority, although the Air Force believes that the intelligence is aging fast, and unless action is taken immediately it will unfortunately pass.
Huh. My gut feeling was that we needed to start last turn to make the window, but if the military still thinks we can make it if we start now, then yeah, let's start now.
 
Do we even have time? Its a development and Deployment after all.
Military seems to think so. Nothing stops us from deciding "no, it's not worth it" once we see the deployment requirements, but considering this has so far been a once in a quest opportunity to go after a major warlord's industrial base, it'd take a lot for it to not actually be worth it.
 
Finishing the YZ hub will give us another naval staging point. Dropping a ton of MARV fleets will also secure the glacier mines in NA and give us more mitigation.
It sounds like completing the second MARV fleet in North America isn't necessarily a critical priority- just having the thing as a giant distraction meatshield for Gideon's forces can count as a win by trolling Giddyboy into attacking another giant-ass fortress defended by a wall of GDI guns and in convenient range of air and naval support from the nearby Blue Zone and its naval bases and whatnot.

Not that we don't want that MARV fleet, but maybe we shouldn't risk overspending to get it. I'm going to push a relatively modest 35% chance of getting the second fleet this turn, which means no overspending in case we get lucky.

Also, we may just not be able to afford another wave of MARV fleet construction after this one until 2059Q4 or 2060Q1, because we need to do more actual military projects like URLS and ablatives and even more shells.

I am mostly in agreement. There are two adjustments I would consider:
We will need the CCF done in Q3. By only assigning one die this turn, it will be quite tempting to try another 1 die in Q3, which could still fail.
I suggest going for 2 dice in Q2.
Eh. If we truly need the fusion plants in Q3, we'll put two dice on them then. I'd rather slow-walk in hopes of getting lucky, because we need the Capital Goods from BZHIS and that's a tough project to complete even with all dice on deck.

I'm not sure about the Railgun Munitions. While they will be useful long term, in the short term we have NOD using us as target practise and also testing our capabilities. It might be useful to hold off on developing new capabilities for the moment and instead buffer up everything we already have.

As the update indicates that we have 5R more than expected, (and maybe 5R more from changing a die from BZHIS to CCF) perhaps replace Railgun Munitions and the Havoc Scout for 2 dice on a selection of 15R/die projects? URLS or Orca Refits would be good. I don't particular like delaying the Havoc Scouts, but HI will be taking more R in Q3 to finish the BZHIS, so having some 10R projects for then won't be bad.
I'm going to do my own rejiggering of military projects, but Railgun Munitions got swapped out for something else, yes. However, it should be noted that our current military posture does have a weakness in that by adopting railguns as the standard for all heavy direct fire weapons, we've probably lost some effectiveness for tanks providing infantry support and so on.

In C&C you don't notice it in gameplay because it's normative for tanks to be largely ineffective against anything but enemy vehicles, but in real life the lack of HE rounds for the Predator's railgun and other similar armaments would be a problem.

So we should treat Railgun Munitions as a high priority, even if maybe not an ultimate priority this turn.

So are the red zones hitting NOD hard or is it not a problem for them?
It seems to be affecting them, if only because while Nod itself, as in the inner circle, may have the tech to survive in Red Zones, the great masses of Yellow Zone citizens and the low-end warlords who serve the Brotherhood as cannon fodder do not have such tech.

It's been theorized that one of the reasons we have an upcoming warlord dogpile about to hit us is that the warlords have realized that they need to either:

1) Stop obstructing our efforts to contain the Red Zones that are currently rolling over the warlords' respective backfields, or

2) Conquer enough Blue/Green Zone territory that they can resettle populations, seize industrial capacity, and in general adapt to the situation themselves.

It's unfortunate that the BLUE ZONE Heavy Industry centers probably are going to be stonewalled by popular sentiment or at least have PS cost going forward given the Blurb.
Nah, it's not like we crit-failed or anything.

I'm guessing it's just that this is part of the reason the project's more expensive. Doing a giant heavy robotics plant in Greenland costs 20 R/die because it's a virgin-field site in the middle of one of the most nowhere locations on Earth. Doing heavy industrial expansions in the suburbs of a Blue Zone city costs 25 R/die, not because the factory is objectively more expensive, but because you wind up spending a lot of money on various stuff to mitigate the undesired side effects of living near a factory, or just pork-bribing local populations into getting off your back and letting you build the factory.

The new processors seem to hint that if we want ocean tib we are going to need to upgrade these more.
More precisely, ocean tiberium is coming in from places all over the world that don't necessarily line up with the locations where we have new, modernized refineries that historically we set up to process land-extracted tiberium.

Modernizing a tiberium refinery in Japan that was already there is a good way to handle tiberium mined off the coast of Japan. Building new refineries in Japan is uneconomical because it's far from where we mine most of our tiberium... but that would abruptly change if we were doing a lot of vein mining or offshore mining.

Except we are using tib dice to get the 2nd marv fleet in (and it provides income and mitigation as well) so it does not shift mil spending much while providing solid defenses for our glaciers and another barrier against a warlord.
I mean yeah, but I don't want to overspend on it this turn and we do have other things we can do with Tiberium dice. I'm already budgeting three Tib dice for MARVs, but it takes a LOT of dice investment to be assured of finishing two 210-Progress projects in a single turn, and I'm saying we don't need to rush that.

I don't want to waste the fourth Tib die if it turns out the third was all we needed.

Infra 5/5 75R +27
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%
-[] Integrated Cargo System 0/800 2 dice 30R 0%
...
Agri 3/3 20R +17
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Extra Large Food Stockpiles 1 die auto
Doing both rail networks and ICS is almost certainly a bad move. This plan is in some ways worst of both worlds. We may well get no new Logistics in 2059Q2 from this plan, because railroads aren't likely to complete... and we ensure that it's unlikely for ICS to complete before 2059Q4 anyway.


Military 6/6+4 150R +19
-[] Ferro Aluminum Armor Refits 0/350 1 die 5R 0%
-[] Reclaimator Hub Yellow Zone ?? 84/105 1 die 20R 100%
-[] Super MARVsx2 0/210(420) 2 Mil dice+4 tib dice 40R 78%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Shell Plants (Phase 4) 128/300 3 dice 30R 84%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seoul 92/110 1 die 10R 97%
My only real beef with this is that I think we could find a better use for the Bureaucracy dice assistance than the Seoul factory. Say, a fourth die on Shell Plants. Or we could throw it at URLS and bring the project into fairly likely completion with a single Military die next turn. Or we could put it on any of a number of other things. The Havoc production line just isn't urgent enough to deserve two dice in a single turn, if you ask me.
 
TENTATIVE 2059Q2 BUDGET:
760 R, 7 Free dice

755/760 Resources spent
7/7 Free Dice allocated

...

[] Plan Auroras, Orbital Lasers, Liquid T, and Kudzu Tea

Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (5/10.25 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 40 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (98% 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 (Mobile Bay + Savannah) 0/210 (3 Dice, 60 R) (see Military)

Orbital 5/5 Dice + 4 Free Dice 180 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (9 dice, 180 R) (9/13 median)

Services 2/4 Dice 40 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)

Military 6/6 Dice + 3 Free Dice 110 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Orbital Defense Laser Development 0/40 (1 Die, 20R) (100% chance)
-[] Aurora Strike Bomber Development 0/40 (1 Die, 15R) (100% chance)
-[] Havoc Scout Deployment (Brest) 77/110 (1 Die, 10 R) (100% chance)
-[] RZ-7S MARV Fleet (Mobile Bay + Savannah) 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[] Reclamator Hub YZ-?? (Savannah), 84/105 (1 Die, 20 R) (100% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
 
Ahah, so here are the Quarter one results, now we can finally get to logistical bandaging. Hurrah!

Have to admit, I'm still looking for that 1 free die on ICS if we're going for that otherwise I seriously doubt we'll be able to complete it in the 2 quarter timeline that negates most troubles.
 
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It sounds like completing the second MARV fleet in North America isn't necessarily a critical priority- just having the thing as a giant distraction meatshield for Gideon's forces can count as a win by trolling Giddyboy into attacking another giant-ass fortress defended by a wall of GDI guns and in convenient range of air and naval support from the nearby Blue Zone and its naval bases and whatnot.

Not that we don't want that MARV fleet, but maybe we shouldn't risk overspending to get it. I'm going to push a relatively modest 35% chance of getting the second fleet this turn, which means no overspending in case we get lucky.

Also, we may just not be able to afford another wave of MARV fleet construction after this one until 2059Q4 or 2060Q1, because we need to do more actual military projects like URLS and ablatives and even more shells.
Except that if we fall short we have to use Mil dice to finish- and mil dice seem to be more in demand than tib dice right now. Also the extra income is going to help activate more expensive projects and that is dice not being used to finish it before Philly 2 and when we need that income. Not to mention more mitigation early helps add onto the time we can hold out to either get TCN (likely from Kane) or go to orbital evac.
 
My only real beef with this is that I think we could find a better use for the Bureaucracy dice assistance than the Seoul factory. Say, a fourth die on Shell Plants. Or we could throw it at URLS and bring the project into fairly likely completion with a single Military die next turn. Or we could put it on any of a number of other things. The Havoc production line just isn't urgent enough to deserve two dice in a single turn, if you ask me.
The problem with that is that it's a die with no bonus. So it might roll a 4 and only give 4 progress. The Seol factory is a special case where it's an inch away from completing.
 
The problem with that is that it's a die with no bonus. So it might roll a 4 and only give 4 progress. The Seol factory is a special case where it's an inch away from completing.
With stripping off this critical feature not an option, it will require either time or an infusion of funding to bring the Seoul factory to full operational status.
It reads to me like the Seoul Havoc factory is going to auto complete if we leave it alone for 2-3 turns.

I'd rather invest the military dice in a different project.
 
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