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.
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 2 dice (45 Resources)
Should be 3 dice, not 2.
-[] 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)
Would you consider switching a die from Myomers to T-Glass? 1 die is likely to be enough at 73%, and while it means less progress on Phase 4 I expect we're not going to do that Phase until after T-Glass is done. Plus it saves 5R.
 
Last edited:
Housing looks like it needs three Apartments and then a continued Arcology buildup. Damn shame that the communal living didn't work out. I hope that by the time we get to the third Apartments we will expanded Blue Zones enough to bring down the Logi cost from -2 to -1.

Interesting how much Energy is considered major surplus.

Also interested how much Logistics is considered limited surplus. Ah well, we knew that if 4th Tib War happens we better have a dozen Logi points free or so.

Looks like a lot of food going to waste.

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.

CapGs are CapGs and we will never ever have enough of them.

Interesting that +34 Consumer Goods is merely a Significant Surplus. Oh well, not at all a priority anyway, not with the Tib threat, the coming fourth war, the grants filling in holes in our production, etc.

+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.

Looots of Tib processing capacity. No problems there.

Green Zone water wise Notable Surplus seems comfortably good enough.

Housing Logistics costs aren't from 'our people are living places and want to move to new houses', they are from things like 'suburbs are logistically horrible because connecting them to industrial and commercial areas is extremely expensive in roadspace and other logistical components'.

Everything needs energy.

Everything also needs logistics. Lots and lots of logistics. Some spare capacity wouldn't go amiss because it'd both mean we can afford to lose some and it means the military has some slack to call upon if necessary.

Not a lot of food is going to waste. We actually don't know how much legacy production we are talking about, and surplus food production means 2 things. First, it means we have filled shelves even at the end of the day, even if they are a bit depleted, and second, it means so much more stuff to bribe Noddies and neutrals with. Not a lot is as convincing as 'here, have a plate of really good food that I can have the ingredients shipped from home for in a couple of weeks at most' when it comes to making promises of 'it is better if you join us'.

+1 refugees every turn, for years now. But yes. Welcome to not-actually-post apocalytic worlds. The disaster is ongoing, it wrecked and still wrecks society, and everybody has tons of legacy ailments unless they got really lucky, and that is before we start talking stuff like rock lung and 'tib is eating my foot'.

CapGoods are indeed always something we will have a shortage of.

Consumer Goods surpluses also help a lot with experienced quality of life. Being able to have your stove replaced outright instead of praying your repair guy can find replacement parts because that is far from guaranteed tends to put a lot of worries out of one's mind.

We've had days where we had a 100+ Labour surplus. We blew through most of it in 2 plans.

There's a few problems in tib processing, but not in total processing capacity. It's mostly in how so much of our advanced processing is extremely centralized, which renders it rather vulnerable to strikes.

Water supplies in the GZs are something we'll always have to keep an eye on. Tib in the water ain't fun.

Very nice! We don't even have to complete it, its a fortress already. This will be useful.

I wouldn't count on not needing to complete it. Right now we've got the walls, not necessarily the rest of the defenses, or the ability to man it long term beyond the work crews.

... alright,

@Ithillid given strategic stockpiles need to be updated as goods expire, will the freeze drying factories retroactively affect existing stockpiles?

Not retroactively. It just means that the guys handling the stockpiling get more freeze dried food to stockpile, so they need to replace less expired stuff, which means lower impact on our food production over time.
 
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?

The things I'm aware of that will/are likely to get heavy free dice pushes are Philadelphia II, Karachi, Enterprise, OSRCT, and Nuuk. Maybe Colombia if it is green lit.

From what I am aware the timeline for free dice seems to be:
Q2 2059- Philadelphia II Phase 5
Q3 2059- Philadelphia II Phase 5
Q4 2059- Debatable, either Colombia Phase 1-3, a general spread, or Enterprise Phase 4
Q1 2060- Karachi
Q2 2060- Karachi
Q3 2060- Depends on what we've completed, if we have the spare energy Nuuk, otherwise OSRCT or Enterprise
Q4 2060 and beyond much the same as Q3 2060, it depends. We currently have a plan of action to get Philadelphia II complete asap for its massive bonuses followed by Karachi as we need to do it and the logistics it provides are a nice side benefit for hardening our economy.
 
Q4 2058 is probably going to be a general spread leaning military, on account of the fact that Karachi will almost certainly galvanize NOD India into action.

What that action might look like we won't know until we complete, but we have to assume the worst.
 
[ ] T-Glass Foundries (Stage 1) (New)
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])

This is very interesting. We'll need to balance this against other priorities but I really want this.

[ ] 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)

This actually answer a question I've been pondering. What exactly all our vehicles run on. So we're still burning something then.

[ ] 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)

Want.

It won't make the Steel Talons happy, but as the Treasury we're very rarely going to turn away getting something for free

We can build the other and have both up this year. It might not be ideal for them but it'll get done.
 
I like to keep going with Reykjavik Myomer Macrospinner to phase 4 as we will be able to build a pair of zone armor factories from the capital goods. once it done with a discount from having a lvl 4 marcospinner.

[ ] Plan Sunrise
Infrastructure 5/5 Dice 75 Resources
-[ ] Integrated Cargo System 0/800 5 Dice 75R
Heavy Industry 4/4 Dice 95 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 199/300 1 die 20R
-[ ] Blue Zone Heavy Industrial Sectors 146/500 3 Dice = 75R
Light and Chemical Industry 4/4 Dice 80 Resources
-[ ] Reykjavik Myomer Macrospinner 260/320 4 Dice = 80 Resources
Agriculture 3/3 Dice 40 Resources
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
Tiberium 6/6 Dice 130 Resources -5 PS
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[] Super MARVs x2 0/420 2 Mil 4 Tib dice 60R 78%
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[ ] GDSS Philadelphia II (Phase 5) 474/1425 20 Resources per Die, 10 Dice = 200 Resources
Services 0/4 Dice 0 Resources
Military 6/6 Dice + 2 Free Dice 135 Resources:
-[ ] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 2 Dice 40R
-[ ] Reclaimator Hub YZ-6a (Savannah) 84/125 1 die 20R 94%
-[ ] Shell Plants (Phase 4) 128/300 2 dice + Administrative Assistance 20R about 65%
-[ ] Orca Refit Deployment 0/200 2 dice 30R 15%
-[ ] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[ ] Zone Defender Revision (New) 1 die 10R 100%
Bureaucracy 3/3 Dice:
-[ ] Administrative Assistance (New)
-[] Rationalize Yellow Zones DC 50/70/90, DC 90 3 dice 99%
755/‌760
 
This actually answer a question I've been pondering. What exactly all our vehicles run on. So we're still burning something then.
It's hard to beat burning hydrocarbons for power density and reliability. Nuclear power has a massive energy density but it's difficult to actually tap that in a vehicle-size package, and pure electrical vehicles need batteries that are basically magic to be competitive.

Then again, lithium-graphene and lithium-asphalt batteries are, in fact, basically magic.
 
Last edited:
It's hard to beat burning hydrocarbons for power density and reliability. Nuclear power has a massive energy density but it's difficult to actually tap that in a vehicle-size package, and pure electrical vehicles need batteries that are basically magic to be competitive.

Then again, lithium-graphene and lithium-asphalt batteries are, in fact, basically magic.

It just occurred to me that might be an issue someday. With Tiberium eating into the oceans.

Mammoths run on small nuclear cells but that's just because they're so freaking huge.

Yeah I figured our larger stuff probably did.
 
[ ] 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?
My one criticism would be to swap out Aurora Bombers for Orbital Lasers.
So that Philly 5 can put some lasers in before finishing.

Alternatively, if you prefer, Tactical Lasers, so we can get a firepower upgrade for the whole Airforce and lock in an upgrade before designing Auroras.
 
I want to do Auroras before the intel fully goes stale, and honestly would have been happier if it had been done a couple turns ago.

I could swap out one of the two Orca Refit dice for Orbital Lasers though. Or turn one of the ICS Dice into a BZ Apartment, then trade the other Ablat die.
 
I want to do Auroras before the intel fully goes stale, and honestly would have been happier if it had been done a couple turns ago.
I could swap out one of the two Orca Refit dice for Orbital Lasers though. Or turn one of the ICS Dice into a BZ Apartment, then trade the other Ablat die.
We need the Orca Refit stat. For both the Navy and Air Force.
2 dice is low enough, I dont want to go lower.

I will admit to not feeling time pressured over the Auroras this turn.
But if we have to design them, Tactical Lasers allows them to mount antimissile lasers against Nod SAMs. Which makes them actually better at the dash in and kill a heavily defended target without dying, because all Nod's air defenses are missiles.

Else we're stuck having to do another refit down the line, and suffer increased casualties now.
If you must do the Auroras this turn, drop a Havoc.
 
I'm really worried about our consumables situation; we need more shells, more missiles, more ablat. We keep fielding more platforms without providing the materials to actually make them work for more than a one week Tib War 4.
 
Well, the Ground forces want Zone Armour before they get more consumables.

Which makes absolute sense. Because the coming war is going to primarily be fought in YZ's and RZ's and the Ground Forces don't want to, you know, get nommed by the Vore Rock?
 
I'm really worried about our consumables situation; we need more shells, more missiles, more ablat. We keep fielding more platforms without providing the materials to actually make them work for more than a one week Tib War 4.
I don't think we have any plans that don't put dice into the shell plants this turn.
 
Considering our problems with energy this is a high priority. Maybe even a must..
Tarberries are to Energy production what spider cotton is to Capital Goods- it's a way to get something, but not much. Also, it's probably bad for the environment. With tiberium overrunning much of the world's land surface, keeping the atmosphere oxygenated is a real concern, and we don't want to be deliberately releasing more CO2 than we have to.

I'm more interested in tarberries as a way to produce feedstock for industrial chemical processes and plastic production.

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)
I'd like to lobby against the Extra Large Food Stockpiles action, as it is inherently less efficient until/unless we do the Freeze Dried Food Plants action.

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)
I'd like to lobby against doing both Havoc factories in one turn when we have many other priorities, including Shell Plants, that really shouldn't be ignored.

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.
How would that help us until we're in a position to set up mines on the planet Mars? Just discovering trace quantities of a material with exciting applications doesn't do us any good if we can't extract it in economically useful quantities.

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.
Seawater never gets below the freezing point of (salt) water, however, and tiberium can still grow at those temperatures even if it grows more slowly. Otherwise it'd be entirely a non-threat in the polar regions, as opposed to relatively non-threatening.

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.
It may well be more cost-effective to produce things like long-chain hydrocarbons or benzene from tarberries than from a purely artificial synthetic process.

I dont have the resources without cutting elsewhere
Then why do the food stockpiles at all? If we know we're cutting excessively into our surplus because we don't have the infrastructure to do the job properly, wouldn't it be better to just not use that Agriculture die and wait until we have what it takes to get the job done?

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.
I'm not sure T-Glass is actually transparent; I think it's just really good at not getting eaten by tiberium. As such, it's likely to replace everything that is expected to undergo incidental contact with tiberium and that doesn't need special surfacing properties. We won't see it installed in place of window glass in buildings that are otherwise not designed as anti-tiberium bunkers, but we would see layers of it as cladding on buildings in, say, Chicago Planned City where windblown tiberium dust is a real concern.

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.
Red Zone Containment Lines now compares quite unfavorably to Red Zone MARV fleets, except the part where you have to build a hub for the MARVs.

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.
It's costly enough per die that I'd rather avoid doing it without a specific reason to do it; we're not that richly oversupplied in Tiberium dice compared to our Plan goals, and we can always use more income streams.

And...

...

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!

Yeah, but it gives us a lot of insurance against Nod missile attacks. I want it, but it may need to wait until the next Plan at which point the Militarists will probably make it an optional Plan goal. It'd be great to have the first phase for the coming warlord dogpile, though. Because it'd give us a lot of insurance against having critical targets potted by long range Nod missile attacks like the one on Manchester.

...

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.

Maybe not exactly the turn before.

...

It won't make the Steel Talons happy, but as the Treasury we're very rarely going to turn away getting something for free.

We can always keep funding other projects for them. I'm all for doing the neural interface or tactical plasma in Q3 or Q4 if we can squeeze it in.
 
The things I'm aware of that will/are likely to get heavy free dice pushes are Philadelphia II, Karachi, Enterprise, OSRCT, and Nuuk. Maybe Colombia if it is green lit.

From what I am aware the timeline for free dice seems to be:
Q2 2059- Philadelphia II Phase 5
Q3 2059- Philadelphia II Phase 5
Q4 2059- Debatable, either Colombia Phase 1-3, a general spread, or Enterprise Phase 4
Q1 2060- Karachi
Q2 2060- Karachi
Q3 2060- Depends on what we've completed, if we have the spare energy Nuuk, otherwise OSRCT or Enterprise
Q4 2060 and beyond much the same as Q3 2060, it depends. We currently have a plan of action to get Philadelphia II complete asap for its massive bonuses followed by Karachi as we need to do it and the logistics it provides are a nice side benefit for hardening our economy.
Q4 2060 We probably pivot to Space.

We owe 6x Space Mines as a Plan Goal, which translates to around 1800 points and 24 dice.
We have to finish 4x stages of OSRCT also as a Plan Goal.
And ASAT 4, also as a Plan Goal.

I suspect they have some claim on our Free dice in the final four quarters.
 
As I am going to sleep now is anyone willing to post my plan when the vote opens?

[ ] Plan Philadelphia and Reykjavik
Infrastructure 5/5 Dice 75 Resources
-[ ] Integrated Cargo System 0/800 5 Dice 75R
Heavy Industry 4/4 Dice 95 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 199/300 1 die 20R
-[ ] Blue Zone Heavy Industrial Sectors 146/500 3 Dice 75R
Light and Chemical Industry 4/4 Dice 80 Resources
-[ ] Reykjavik Myomer Macrospinner 260/320 4 Dice 80R
Agriculture 3/3 Dice 40 Resources
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
Tiberium 6/6 Dice 130 Resources -5 PS
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[] Super MARVs x2 0/420 2 Mil 4 Tib dice 60R 78%
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[ ] GDSS Philadelphia II (Phase 5) 474/1425 10 Dice 200R
Services 0/4 Dice 0 Resources
Military 6/6 Dice + 2 Free Dice 135 Resources:
-[ ] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 2 Dice 40R
-[ ] Reclaimator Hub YZ-6a (Savannah) 84/125 1 die 20R 94%
-[ ] Shell Plants (Phase 4) 128/300 2 dice + Administrative Assistance 20R 84%
-[ ] Orca Refit Deployment 0/200 2 dice 30R 14%
-[ ] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[ ] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%
Bureaucracy 3/3 Dice:
-[ ] Administrative Assistance (New)
755/‌760
 
I'd like to lobby against the Extra Large Food Stockpiles action, as it is inherently less efficient until/unless we do the Freeze Dried Food Plants action.
I bugged Ithillid about this earlier in the discord. Freeze Dried will be retroactive if we do other stockpile actions first.
I'm not sure T-Glass is actually transparent; I think it's just really good at not getting eaten by tiberium. As such, it's likely to replace everything that is expected to undergo incidental contact with tiberium and that doesn't need special surfacing properties. We won't see it installed in place of window glass in buildings that are otherwise not designed as anti-tiberium bunkers, but we would see layers of it as cladding on buildings in, say, Chicago Planned City where windblown tiberium dust is a real concern.
It's explicitly transparent:
[ ] T-Glass Foundries (Stage 1) (New)
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.
 
Props to @Derpmind for convincing me to go one-and-three on Reykjavik and the T-Glass foundries. This freed up resources which I can use to activate the third Agriculture die, while still also doing the long-desired Wadmalaw Kudzu Development.

TENTATIVE 2059Q2 BUDGET:
760 R, 7 Free dice

760/760 Resources spent
7/7 Free Dice allocated

...

[] Plan Philly, Auroras, 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 65 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (1 Die, 20 R) (73% chance)
-[] T-Glass Foundries (Stage 1) 0/350 (3 Dice, 45R) (3/5 median)

Agriculture 3/3 Dice 40 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Die, 20 R) (20% chance)
-[] 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) (94% chance)

Bureaucracy 3/3 Dice
-[] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
 
Last edited:
How would that help us until we're in a position to set up mines on the planet Mars? Just discovering trace quantities of a material with exciting applications doesn't do us any good if we can't extract it in economically useful quantities.
Oh because we are able to produce said STUs in our Advanced Tib refineries and they are critical in T-Glass and Grav-Plates. We don't know what all we can do with this stuff other than what we learn from Scrin tech and that is with a far from perfect understanding of this material. So we need to research this if we are to get high level Scrin tech or even (likely) the TCN.
 
Tarberries are to Energy production what spider cotton is to Capital Goods- it's a way to get something, but not much. Also, it's probably bad for the environment. With tiberium overrunning much of the world's land surface, keeping the atmosphere oxygenated is a real concern, and we don't want to be deliberately releasing more CO2 than we have to.

Your grasp of science is lacking.

Tarberries draw CO2 out of the air to produce the entire plant, tarberry fruits included.
 
Back
Top