[ ] Tarberry Development (New)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)

Considering our problems with energy this is a high priority. Maybe even a must..
 
Welp got my booster shot today. Couldn't get a plan out in time for voting start. I'll put it up tomorrow. We have Resources per Turn in freaking Light and Chemical Industry this turn. It's going to be interesting to see.

And yes I still need to reply to you @Enerael. Just please no plans where you wait for the Seoul Havoc factory to autocomplete from Reykjavik bonuses like the last Phase of Expanding Communication Networks did.
 
[] Plan Philadelphia Sprint

Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (0% chance, 5/10.25 median)

Heavy Industry 4/4 Dice 90 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (2 Diсe, 40 R) (92% chance)
-[] Blue Zone Heavy Industrial Sectors 146/550 (2 dice, 50 R) (0% chance, 2/5 median )

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (2 Dice, 40 R) (99% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (1 Dice, 20 R) (0% chance)
-[] Civilian Glider Development 0/40 (1 Diсe, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] 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) (45% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Diсe, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Diсe, 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) (26% chance)

Services 3/4 Dice 60 R
-[] Tissue Replacement Therapy Development 42/60 (1 Diсe, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Diсe, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Diсe, 20 R) (89% chance)

Military 6/6 Dice 90 R
-[] Shell Plants (Phase 4) 128/300 (1 Dice, 10 R) (0% chance)
-[] Havoc Scout Deployment Seoul 92/110 (1 Die, 10 R) (100% chance)
-[] Havoc Scout Deployment Brest 77/110 (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 6a (Savannah), 84/105 (1 Diсe, 20 R) (100% chance)

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

7/7 Free Dice
760/760 R
 
(Progress 513/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
(Progress 153/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)
Isn't this supposed to be 163? 513 - 350 = 163

It might complete when we do this project in SCED quest. so let's do Philadelphia in the next two turns and we can do the High Security Materials Laboratory Module in SCED quest during those turns.
The SCED quest has not finished any of our projects. It has given us bonuses and even new projects but it does not finish our projects.


If you are salivating at T-Glass consider how much better such could have gone if we had researched Novel Materials first. Which is why I am advocating us researching it.
 
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You're quite right, but it is in the ocean floor, even if it's not everywhere in the ocean floor.

And if tiberium can exist a thousand meters underground in rock, it can exist under several thousand meters of seawater. If we're lucky, it grows very slowly under either condition, but we know that just having a winter freeze isn't enough to completely halt tiberium growth, and we know that it can exist on Venus, albeit in a different form.

The point being... again, tiberium is in places we don't want it to be, and the public knows this, and those among the public who are not fools and have access to the free flow of information must be deeply worried about whether or not we can stop tiberium from overtaking the Earth.
Nitpick:
Thing is, rock is warm.For every 100m of depth in the earth's crust, the temperature rises about 3 degrees Celsius.
Not the same case with water, where you have an average temperature of around 3 degrees to minus 1 degree Celsius.
So outside of littoral waters, where its relatively warm, or hydrothermal vents, I dont expect seafloor Tib.

My opinion anyway. Not the GM's.


[ ] Tarberry Development (New)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die
Im honestly not sure what this is supposed to achieve.

We have cheap energy and industrial processes for producing synthetic fuels and lubricants, whether from carbon byproducts of Tib processing or from atmospheric carbon dioxide.
We shouldnt be tinkering with this.
 
[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])
So. "Thousands of uses across multiple areas" means we're basically replacing all our glass with T-Glass. Sounds like we should do this ASAP; use one or two dice to finish off the most recent phase of Myomers while we work on this next. The unlisted benefits of this might even outweigh the stated income increase; at the least it'll make its way into all our harvesting efforts and many military vehicles for sure.
[ ] Tarberry Development (New)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)
IMO we can put this fuel project on the backburner for now. It'll likely be useful given how the military still uses combustion fuels, but we're still behind on our food and food reserve goals. Still, an interesting project and a nice indicator that the bioscience experiments are still continuing in the backgroun.
[ ] Red Zone Containment Lines (Stage 6) (Updated)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
Oof. Even less efficient than before. Still might be worth doing as it's not as intensive on our forces as RZ Harvesting, and it's still a more efficient way to get RZ Mitigation. But I wouldn't be surprised to see us stop here.
[ ] Improved Tiberium Containment Facilities Construction (New)
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+100 Tiberium Reserve)
Hmm. Might be worth a die, if for no reason other than it's cheap. It shouldn't take more than two dice to finish (91% on two dice currently) and can finish on one die.
[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes.
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)
Didn't notice this at first... expensive as heck even just for the first Phase, in both resources and dice. I'm not sure we can afford this at all!
[ ] Zone Defender Revision
The Brotherhood of Nod's Black Hand Armor systems are strong combat assets, with massive slabs of heavy armor over a power assisted frame. The Zone Defender shares much of its goals with the Black Hand's approach, and design studies and prototyping will begin preparing for a better defended and cheaper version of the design, likely an aid to mass deployment of Zone Armor, especially for second and third line forces.
(Progress 0/40: 15 resources per die)
The key word here is "cheaper". This should hopefully make the Ground Force's Zone Armor cheaper to deploy, in addition to being an improvement over the previous design. We'll want to do this ideally the turn before we start up our first new large-scale Zone Armor factory.
[ ] Havoc Scout Mech Deployment (New)
Rapidly mobile attack units have often been a hole in GDI's forces. However, with the Havoc, that is no longer the case. Two factories, one in Brest, and one in Seoul will provide the penny packets of the Steel Talons with a significant increase in force available, and begin supplying the Zone Operations Command with a sizable number of units of their own.
-[ ] Brest (Progress 77/110: 10 resources per die) (-2 Energy)
-[ ] Seoul (Progress 92/110: 10 resources per die) (-2 Energy) (Will complete Q1 2060)
It won't make the Steel Talons happy, but as the Treasury we're very rarely going to turn away getting something for free.
 
Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (0% chance, 5/10.25 median)

Heavy Industry 4/4 Dice 90 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (2 Diсe, 40 R) (92% chance)
-[] Blue Zone Heavy Industrial Sectors 146/550 (2 dice, 50 R) (0% chance, 2/5 median )

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (2 Dice, 40 R) (99% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (1 Dice, 20 R) (0% chance)
-[] Civilian Glider Development 0/40 (1 Diсe, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] 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) (45% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Diсe, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Diсe, 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% chance)

Services 4/4 Dice 85 R
-[] Tissue Replacement Therapy Development 42/60 (1 Diсe, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Diсe, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Diсe, 20 R) (89% chance)
-[] Human Genetic Engineering Programs 0/120 (1 die, 25R) (23%chance)

Military 6/6 Dice + 2 Free Dice 100 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Havoc Scout Deployment Brest 77/110 (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 YZ-6a (Savannah), 84/125 (1 Diсe, 20 R) (99% chance)

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

755/760
 
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[] Plan Aurora, Logistics and Growing
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%
Again, I'm not a fan of splitting dice between railroads (which likely won't finish in Q2 anyway) and ICS (which will not feasibly be finished in Q3 if dice-starved in Q2, either).

LCI 4/4 70R +17
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 2 dice 40R 99%
-[] T-Glass Foundries (Stage 1) 0/350 2 dice 30R 0%
by contrast, I like this, and will be integrating it into my own Light Industry planning. A brief slowdown in Reykjavik Phase 4 to get T-Glass production up and running is not a bad thing.

Agri 3/3 20R +17
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Extra Large Food Stockpiles 1 die auto
I would rather clear the Perennials action and start work on freeze-drying before doing this.




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 (2 Dice, 40 R) (99% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (2 Dice, 30R) (2/5 median)

Agriculture 2/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/2.5 median)
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (98% chance)

Tiberium 6/6 Dice 130 R
-[] 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 (4 Dice, 80 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) (4 Tib dice. Completes; 78% chance for next fleet.)
-[] Reclamator Hub YZ-6a (Savannah), 84/125 (1 Die, 20 R) (91% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
 
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Looks like a lot of food going to waste.
Not sure it's even wasted, so much as "people can eat more than the minimum required for survival, and food production facilities can be tuned to grow things that are flavorful and desirable but are not maximally optimized for human calorie supply."

Health is interesting, as its not any kind of surplus but Steadily Improving. Looks it does work between turns and does not just lie idle as a buffer, mechanically. Also, -3 Health from +1 Refugees? Man they must be... badly off.
Much of the medical care is from treating refugees who have already entered GDI territory but are still dealing with long-term health problems they had before they arrived. Thus, even if the refugees stopped coming tomorrow, the health care services would still be busy treating the ones who had already arrived, and it would still have an impact.

+44 Labor also merely Significant Surplus. Wasnt there that action to trade Health for Labor income? Might be worth doing soon to keep building up the pool over time, as surely one day we will run out.
There's a fixed pool of people who have injuries that can be significantly treated by providing them with prosthetic limbs. That pool will eventually empty. Since we don't urgently need the extra Labor now, Labor force availability isn't a good reason to accelerate the rate at which that pool drains into the Labor pool.

Now, there are good humanitarian reasons to work on the project anyway, don't get me wrong! But we shouldn't do it just because we're short-handed, terrible pun admittedly intended.

...

As to your remark:

"But then again the best solution to that are the laser sats, and we will be getting modern Nod laser tech soon as I understand it so we would have to redesign them again then if we develop them now..."

In space we can build laser satellites big to compensate for reduced efficiency. I'd rather get the stuff into deployment fast than get a perfected version two years from now. I'm voting to deploy it right away.
 
As a note: this is YZ-6a, and it's now 84/125.

Because MARV hubs now include missile defense PD.
Huh. Good news, we can afford to take the risk of it not completing in one turn, but I'll go back and edit accordingly.

Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (0% chance, 5/10.25 median)

Heavy Industry 4/4 Dice 90 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (2 Diсe, 40 R) (92% chance)
-[] Blue Zone Heavy Industrial Sectors 146/550 (2 dice, 50 R) (0% chance, 2/5 median )

Light and Chemical Industry 4/4 Dice 70 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (2 Dice, 40 R) (99% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (1 Dice, 20 R) (0% chance)
-[] Civilian Glider Development 0/40 (1 Diсe, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] 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) (45% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Diсe, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Diсe, 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% chance)

Services 4/4 Dice 85 R
-[] Tissue Replacement Therapy Development 42/60 (1 Diсe, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Diсe, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Diсe, 20 R) (89% chance)
-[] Human Genetic Engineering Programs 0/120 (1 die, 25R) (23%chance)

Military 6/6 Dice + 2 Free Dice 100 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Havoc Scout Deployment Brest 77/110 (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 6a (Savannah), 84/105 (1 Diсe, 20 R) (100% chance)

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

755/760
Your plan doesn't quite add up on the Light Industry costs. I won't criticize that part, aside from that concern. I think frankly that you're overspending on Services; some of those SCIENCE! projects should probably be left on the back burner so we can afford to do important military stuff like orbital lasers.
 
Again, I'm not a fan of splitting dice between railroads (which likely won't finish in Q2 anyway) and ICS (which will not feasibly be finished in Q3 if dice-starved in Q2, either).
ICS I am slow rolling out though to keep the cap goods and energy for mil projects (and energy for the cap good projects) but it is large enough that we want to chip away- and with no logistics expenditures this turn I do not see the need to shift more towards rail and slow ICS further.
I would rather clear the Perennials action and start work on freeze-drying before doing this.
Perennial is a final stage so trying to avoid overkill. Though I could change the plasma dev to a cheaper mil action to free up the R to start freeze drying.
 
[] Philly Shells and ICS
Infrastructure 5/5 Dice 75 R
-[] Integrated Cargo System 0/800 (5 Dice, 75 R) (0% chance, 5/10.25 median)

Heavy Industry 4/4 Dice 90 R
-[] Continuous Cycle Fusion Plant (Phase 3) 199/300 (2 Diсe, 40 R) (92% chance)
-[] Blue Zone Heavy Industrial Sectors 146/550 (2 dice, 50 R) (0% chance, 2/5 median )

Light and Chemical Industry 4/4 Dice 65 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (2 Dice, 40 R) (99% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (1 Dice, 15 R) (0% chance)
-[] Civilian Glider Development 0/40 (1 Diсe, 10 R) (98% chance)

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] 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) (45% chance)
-[] Tiberium Processing Refits (Phase 2) 20/100 (1 Diсe, 10 R) (66% chance)
-[] Offshore Tiberium Harvester Stations 148/200 (1 Diсe, 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% chance)

Services 3/4 Dice 70 R
-[] Tissue Replacement Therapy Development 42/60 (1 Diсe, 20 R) (100% chance)
-[] Advanced Electronic Video Assistant Development 33/60 (1 Diсe, 20 R) (100% chance)
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Diсe, 20 R) (89% chance)
-[] Domestic Animal Programs 0/200 (1 dice, 10R) (0% chance)

Military 6/6 Dice + 2 Free Dice 120 R
-[] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[] Havoc Scout Deployment Brest 77/110 (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 YZ-6a (Savannah), 84/125 (1 Diсe, 20 R) (94% chance)
-[] Orbital Defense Laser Development 0/40 (1 die, 20R) (100% chance)

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

755/760
 
[ ] Plan Bureaucratic Havoc, Shuttles Edition
Infrastructure (5 dice)
-[ ] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[ ] Suborbital Shuttle Service (Phase 1), 3 dice (90 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[ ] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[ ] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Aurora Strike Bomber Development, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[ ] Administrative Assistance (Military), 2 dice

Resources Available: 760
Resources Spent: 755
Resources Remaining: 5

Infra goes as hard as it can into Suborbital Shuttles, even if it means a couple Infra Dice get left idle. The reasoning behind this is that railroads are inefficient, while if I ignore ICS, it saves a couple of Cap Goods that can then be shunted into Vein Mines and/or Zone Armor in the near future. Suborbital Shuttles are also a logistics source that NOD will struggle to actually intercept, so it's decent hardening for the upcoming war. A single die is on BZ Apartments so that the public sees we're not completely ignoring the housing issue, and see if we can squeeze through getting that last bit of good-quality housing in.

HI is split between More Power and Capital Goods. LCI finishes the Reykjavik stage and works on the T-glass. Agriculture goes for Strategic Food Stockpile because war is likely coming sooner rather than later, and the stockpiles there are specifically for the population in the Green Zones in case they get cut off. (For people concerned about Freeze-Drying, Word of GM is that it'll get applied retroactively to any stockpiles we make before then, so some inefficiency now is fine.)

Tiberium we continue the Refits, finish Offshore Harvesting, and the rest of the dice go onto Super-MARVs. The idea being that we throw enough Tib Dice onto this Fleet to not only guarantee that the RZ Fleet is finished, but they the spillover completes the YZ Fleet as well. It could be reduced to 3 dice for a chance that's still somewhere in the 70s, but given that the US South (where the YZ MARV Hub is) is Gideon's main base of operations, I'd rather play it safe.

Orbital we just keep plugging away at Philadelphia. Services we're trying to complete the Development Projects that failed to complete last turn.

And Military is where things get Fun, as usual. Do the mandatory minimum of 2 dice on the MARV Fleet, 1 die to finish up the MARV Hub. 2 dice on Orcas to finally start rolling that out and the Aurora Dev while the intel isn't stale, 3 dice on Shell Plants and 1 on Ablat to start the Consumables push, 1 die on Brest Havoc, and use Administrative Assistance from Bureaucracy to do the Seoul Havoc because it needs like, a 3 to get within Omake completion range.

Though this does mean not doing anything with the last Bureaucracy die.

Alternate plan that does ICS instead of Shuttles for our Logistics:
[ ] Plan Bureaucratic Havoc, ICS Edition
Infrastructure (5 dice)
-[ ] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 3 dice (45 Resources)
Agriculture (3 dice)
-[ ] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Domestic Animal Programs, 1 die (10 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[ ] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[ ] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Aurora Strike Bomber Development, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[ ] Administrative Assistance (Military), 2 dice

Resources Available: 760
Resources Spent: 755
Resources Remaining: 5

Which also saved enough Resources that I can use our 4th LCI die. And I can take a die from ICS and into Apartments if people are worried about the PR aspect of fully stopping housing work. Also managed to activate the 4th Services die.

I suppose if people want, I could shave a die off of Orca Refit and use the last 5 Resources to get Orbital Lasers.

Alternatively, how much do we want the Zone Defender this turn?
 
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Plan looks good but I would drop the "Orbital Defense Laser Development" for "Study Novel Material" as we could use the better understanding of the STUs for well everything.
Orbital Defense Lasers are being done because we have good reason to believe they will be installed on Philly as it the station is being built. Having up-to-date laser point defense on the station will be helpful in case of NOD deciding they want to take another swing at Parliament.
 
Okay. Catching up since page 812. Will list when my questions came about.

Page 813. So Kane successfully conned the GDI into initiating Liquid Tiberium Explosion - and Scrin came to check up on it. Questions:

How long did it take them to arrive (in quest and in the game)? Why did they arrive so fast/why did it take them this long to arrive? After all it's been almost a decade since, and their fleet definitely arrived within only a couple years. So what gives?

Page 815, SCED Quest, after finding Tiberium on Venus: "...Kane was cursed..."
I find that to be the proverbial cherry on top. Excellent attention to detail!

Page 820: Beginning of the Colombia debate. I just want to point out that in all fairness... Oh nevermind. Philly and Enty together do fulfill the 4000pt goal before Colombia comes into play.
Continues on Page 826 and beyond. You know what?? In consideration of the fact that Orbital technology can provide us with Housing, with Processing Capacity, with Resources per Turn... In consideration of the fact that barring TCN or Tiberium Adaptation, both pie-in-the-sky projects, the most realistic project for human preservation from the viewpoint of the in-quest characters... I am considering advocating aggressively, consistently, expanding our Orbital Dice pool at all available opportunities (like the recruitments immediately after the reallocations).

With Undergraduates option it's even readily achievable.

Page 824:
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.
I know I've heard this story somewhere... Oh, right. The Last Son of Krypton. IIRC the most oft-cited story of how the Krypton went kaboom was the core being radioactive and going a-splode despite some people trying to warn everyone.

Fun fact, I've heard a story somewhere that the original idea wasn't to call it The Last Son of Krypton... But The Last Son of Earth.

Page 831: It's a tense discussion on the internal GDI politics here. Wow. On a side note, since Karachi was mentioned... Does anyone have a docket of major projects likely to consume the Free Dice and the approximate schedule we will be taking them?

Like Q2 2059 and Q3 2059 are both GDSS Philadelphia II, Q4 2059 seems like a Colombia Phase 3 quarter, Q1 2060 and Q2 2060 are Karachi Planned City... But are there any other similarly involved projects?

Page 833: I have gotten to the Results update. Yay! I have skimmed it before, but I wanna do it again. In light of that, in light of the fact it's 2 AM rn for me, and the update with the newest projects is ALSO posted, I'm going to end this reactionpost now. With one exception. See below (page 835).



Page 835:
It is more that the entire list of STUs is a pile of references. There are a couple of XCOM ones, some star trek, some star wars, some marvel. I need names and there is a fairly plentiful list in the science fiction of the 70s to 90s.
More than true. I was really surprised to find a very similar entry to the one below in a good old game... Ah, good old dystopian Syndicate Wars. Compare and contrast.
Hallucinogenic weapons are at once a very common tool in the Brotherhood's arsenal and a distinctly limited one. Issued only to the Confessor's of Marcion's Black Hand, they have sown chaos and destruction, at times turning clear victories into messy defeats as they plagued the victims with terrors. Survivors of such attacks describe being swarmed by spiders, their friends turning into zombies or devils. Every terror the human mind can conjure, either forcing GDI infantry to retreat or inflicting grievous casualties on the ones bold and callous enough to push through the terror and keep their weapons downrage. The gas is insidious, seeping through every gas mask and filter GDI can design short of total isolation. GDI's research so far has discovered that the gas is a distillate of an engineered fungus, one that is apparently quite difficult to grow, and does not produce all that much of the processed gas. Beyond that, the gas degrades relatively quickly, within a few weeks to months, meaning that building up supplies is effectively impossible.
Syndicate Wars lore said:

PSYCHO GAS

Eurocorp:

Research into the narcotic properties of the Creation planet fungus have yielded the active ingredient of this dangerous hallucinogenic. The hand-held canister contains a mixture of fungal spores and an oxidising agent which is released in a cloud, causing psychotic behaviour in anyone within it. This weapon provides a useful diversionary tactic when the number of hostiles is too great for other forms of neutralization, though results are unpredictable.

Church of N.E.:

Distilled from an alien fungoid narcotic, Psycho Gas is the ideal weapon for causing large-scale havoc. Fired into a group of civilians, it will instantly provoke an uncontrollable riot. This will force the authorities to expend their energies regaining control, leaving your holy Acolytes to get on their mission.
Wonder what is this Creation planet. Anyone knows?
 
[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)

I'm not as involved in the math and resources part of the quest but, if I understand this correctly, we would get 2 Energy and up to 2 extra military dice for 8 Capital Goods and 200 progress.

By my understanding dice are a big deal, especially military dice with a war brewing.

Would this be worth pursuing or are the Capital Goods and resources too scarce at the moment?
 
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