From what I (and most others) can tell Gideon seemed pegged to be the next Nod General to take a swing at the GDI and these Marv bases either tell him to sit his Butt down and wait for full war or try to take his swing when you are there waiting with a Chainsaw.
To be fair, Gideon may not be the only Nod general planning to take a swing at us; he may just be the only one who's telegraphing his punch rather than quietly tooling up to hit us where it hurts (e.g. the Manchester attack was very possibly Bintang, and if so it was probably a test run for something more ambitious).

Are there any plans to deploy our anti stealth sensors in the next few rounds?

Nod just revealed a new stealth plane so I figured I'd ask.
We'd all love to, the problem is that it's a budget-buster and dice are very tight. I'm going to be thinking long and hard about whether we can fit it in during both Q3 and Q4 because it's high on my to-do list.
 
Just a reminder for people on confidence levels. The confidence levels are how each branch feels about winning a global war. So if we ever get a branch up to say, "Strong" or something, it means they're rather sure they can go kick NOD's pasty ass up and down whatever zone you want them to without too much effort. Decent is pretty good all things considered.
 
@Ithillid , if we do the Super Orca project, will it knock one point of Capital Goods cost off Phase 3, Phase 4, or neither?
Phase 4.
Trying to figure out ... @Ithillid , is this the "use lasers for air/artillery defense" option we just got by finishing the naval point defense refits? If so, is this going to include lasers in the defense network? Do we need to finish this before we can integrate lasers into our overall territorial air defenses?
There are technically a few ways you get lasers into your general territorial air defense. This is simply the one you unlocked first, as a continuation of naval point defense refits.

And is Phase One of the SADN project fairly well described by the blurb? Is Phase One limited to only those sites, or does it extend to cover other key targets, such as unique industrial nodes like North Boston and other cities named and well known for hosting specific major factories?
It is not limited to only the mentioned sites, but it is very limited. North Boston and other named cities are mostly phase 2 or 3 projects. The thing is that this is ringing and lining actually fairly large sections of territory with what is effectively terminal CMD and BMD stations. Not particularly small scale engineering.
(For a short list of what is included, Halstead Station, Mecca, Jeddah, Medina, Chicago, a handful of others)
 
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(For a short list of what is included, Halstead Station, Mecca, Jeddah, Medina, Chicago, a handful of others)
What's at Halstead Station that is of such strategic import? For that matter... (googles) where is Halstead Station?

Also, can you give a rough summary of what's involved in Phases Two and Three of SADN? Not necessarily the individual sites, but an overview of what kind of places are being protected?
 
What's at Halstead Station that is of such strategic import? For that matter... (googles) where is Halstead Station?
Eastern Coast of Greenland. And it is the ground based bit of your ASAT network. I only named it once.

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 76/50: 10 resources per die)
Orbital defenses came online in the last days before the election began. The work of nearly a year of repeated mistakes, misallocations, and the creation of Halstead base on Greenland's western coast, the capacity to defeat missiles on route is once more within GDI's arsenal.
Across the cold war, both American and Soviet planners envisioned the war to end the world. Full scale nuclear and thermonuclear exchanges that would end civilization as we knew it. For the Americans this fell under the name of SIOP, or Single Integrated Operational Plan. While the plan was never enacted, and fell to the wayside with the development of the Ion Canon, it was dusted off again in the early 21st century, as GDI planners envisioned a worse case scenario. A target for GDI's nascent ballistic missile defense program. While as it stands it cannot quite prevent that apocalypse, it can certainly blunt the damage, with the first wargame reporting a 78 percent interception rate when run against late 80s SIOP scenarios.
However, the orbital network is still far from secure. The destruction of Goddard Space Center is proof enough that so long as the ASAT network is still reliant on ground based command and control, the Brotherhood of NOD can still take it out, if not at will, then at least with sufficient preparation. While an orbital base was rejected time and again in military budgeting before the Third Tiberium War, it is now time to reconsider that, and begin preparing for a transition to an ASAT network that can protect itself from any danger. Human, or otherwise.

Also, can you give a rough summary of what's involved in Phases Two and Three of SADN? Not necessarily the individual sites, but an overview of what kind of places are being protected?
Phase 2 and 3 about a bunch of critical target areas. North Boston, Reykjavik, Johannesburg, big critical industrial centers, Naval Bases, things like that.
 
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(About Ranching Dome)
This would be attractive and have some collateral benefits.
I suspect this also leads into environmental rehabilitation. Something we may need to look at soon.

(About Inhibitors in Red Zones)
I think we should seriously consider doing it soon.
I've been keeping it in mind. As soon as we get enough income, we can really push those Red Zones back with Hub/SMARV/Inhibitor combos.

(About Orbital Cleanup)
I really would love to do this, but we just don't have the dice what with our other commitments.
I'm still tempted to drop two dice in to see what the satellites do.
But unless they somehow use Infrastructure dice instead, we don't have dice available.

(About the Strategic Area Defense Networks)
Ooof.
Seconded and thirded.

I think next priorities should be ablatives and the URLS.
Agreed.
With respect to the URLS, it is a bit embarrassing that the air force said they couldn't deal with NOD aircraft effectively. And all we did about it was develop some new missiles and deploy one round of factories. :|
 
Given the size of population that can implicitly be supported by +15 Food, it's kind of amazing to imagine that a station with no more than 1000 permanent residents could grow that much food...
I imagine it's all aeroponics, mostly automated--in fact, the people might only be there to monitor the plants and the
@Ithillid , if we do the Super Orca project, will it knock one point of Capital Goods cost off Phase 3, Phase 4, or neither?

Oh, huh, I thought we got the discount for Orcas already.

Guess we're doing that next turn if we can find the dice between Aurora and...everything else.

Agreed.
With respect to the URLS, it is a bit embarrassing that the air force said they couldn't deal with NOD aircraft effectively. And all we did about it was develop some new missiles and deploy one round of factories. :|
It did work--at least in that our aircraft can go toe-to-toe and not expect to lose because their missiles would miss.

But we can never have enough missiles.
 
[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea
Not fully sold on the Auroras, but I like the rest of this, particularly the high investment on the Philadelphia II. If the rolls go well on the Philadelphia for once, I might take a shot at a plan that starts Columbia next turn.
 
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Our current demand for missiles is low because the non air force parts of the military saw there are barely any supply and decided to not use them as much.

That will probably change as we up the missile supply and we'll see things like the sandstorm HMLRS back. And backpack rockets for zone armour would make the infantry much scarier and deal with the Nod bio tank creatures.
 
I'm seriously considering stripping Orbital of its Free dice starting whenever Philly is in completion range with the base Orbital pool for a few turns. Not forever but I'm increasingly convinced that we're going to get jumped at some point in Q4 and surging military investment before that is important to me.

My hard floor shopping list for the military that we can do with just the base dice pool is 2 phases of shell plants, 1 phase each of ablat and URLS, the railgun munitions, the Orcas, the wartime factory refits, 3 Mil dice on MARVs next turn to finish the YZ hub left hanging and pay the minimum on fleets to bring Tib dice in to finish the rest, and at least 1 Mil die to finish the Brest factory for Havocs (Bureau dice can get Seoul probably). That all comes out to around 22 dice, give or take a few for luck but it should be right around what's possible with our base dice pool after Philly is online.

But I'd also very much like to go for the "stretch goals" of completing our consumables targets (an additional phase each of shell plants, ablat, and URLS) as well as finally completing the stealth sensors deployment. That's ~12 dice right there, or 4 Free dice per turn, and doesn't even touch things like more tech development or ASAT or an OSRCT station or Zone Suit factories or the GD3 or whatever else we might like to have by game day. I'd like to feed Heavy Industry and/or Infra (mostly Infra) some Free dice as well to speed up the timeline on logistics and power/cap goods, and when I factor that in the Free dice budget starts to look real tight.

Stealing Orbital's allocation for a few turns starts to get pretty attractive, we can still stay basically on top of our targets with the extra base die and bonuses from Philly, and if we get bad luck we can make it up after the dust settles. But I'm increasingly worried about making sure we have enough basic consumables and spare logistics in time for the big show and they're really dice intensive to get going, scrounging up every die possible for the next few turns is important IMO.

Yeah no. I'm putting 3 Free Dice on permanent Orbital duty at the least and the 4 remaining can be spread over everything else. So yeah I do actually have the means to get Military up to snuff in my planning.

Also awake, measured my temp and checked my mind and I should be able to get a plan out by the end of my day. I just need to catch up to the thread first.
 
[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea

And posting my plan:
[X] Plan Philadelphia and Reykjavik
Infrastructure 5/5 Dice 75 Resources
-[X] Integrated Cargo System 0/800 5 Dice 75R
Heavy Industry 4/4 Dice 95 Resources
-[X] Continuous Cycle Fusion Plants (Phase 3) 199/300 1 die 20R
-[X] Blue Zone Heavy Industrial Sectors 146/500 3 Dice 75R
Light and Chemical Industry 4/4 Dice 80 Resources
-[X] Reykjavik Myomer Macrospinner 260/320 4 Dice 80R
Agriculture 3/3 Dice 40 Resources
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[X] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
Tiberium 6/6 Dice 130 Resources -5 PS
-[X] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R
-[X] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[X] Super MARVs x2 0/420 2 Mil 4 Tib dice 60R 78%
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[X] 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:
-[X] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 2 Dice 40R
-[X] Reclaimator Hub YZ-6a (Savannah) 84/125 1 die 20R 94%
-[X] Shell Plants (Phase 4) 128/300 2 dice + Administrative Assistance 20R 84%
-[X] Orca Refit Deployment 0/200 2 dice 30R 14%
-[X] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%
Bureaucracy 3/3 Dice:
-[X] Administrative Assistance (New)
755/‌760

Posting and approval voting this plan for @sunrise. Sunrise, please re-post your plan when you're next available.
Thanks for posting it

You should move the Havoc Brest die to shells, and take admin assist off of shells and put it on Havoc Seol instead. This has the effect of reducing the chance of finishing a Havoc factory from 99% to 97%, and increasing the progress on shells by 19.

Mind, I'd like it if you put a die on Auroras, but no reason not to make your plan the best version of itself it can be, eh?

If the point of the plan was to let it autocomplete though, feel free to ignore this I guess.
The plan is to autocomplete it with the discount of the 4th phase of Reykjavik Myomer Macrospinner
 
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[X]Plan Bureaucratic Havoc, Shuttles Edition
[X]Plan Bureaucratic Havoc, ICS Edition
[X]Plan The Something Something Strikes Back
 
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[X] Plan You Always Go Full Philly
-[X] Infrastructure 5/5 dice 85R
--[X] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice (40R)
--[X] Rail Network Construction Campaigns (Stage 2) 15/275 3 dice (45R)
-[X] Heavy Industry 4/4 dice 90R
--[X] Continuous Cycle Fusion Plants (Phase 3) 199/300 2 dice (40R)
--[X] Blue Zone Heavy Industrial Sectors 146/500 2 dice (50R)
-[X] Light and Chemical Industry 4/4 dice 65R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 260/320 1 die (20R)
--[X] T-Glass Foundries (Stage 1) 0/350 3 dice (45R)
-[X] Agriculture 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 3) 163/350 3 dice (30R)
-[X] Tiberium 6/6 dice 85R
--[X] Tiberium Prospecting Expeditions 2/200 1 die (5R)
--[X] Reclamator Fleet RZ-7 South:
---[X] Super MARVs 0/210 1 die (20R)
--[X] Tiberium Processing Refit (Phase 2) 20/100 1 die (20R)
--[X] Railgun Harvester Factories:
---[X] Vladivostok 0/70 1 die (10R)
---[X] Maputo 0/70 1 die (10R)
--[X] Offshore Tiberium Harvester Stations 148/200 1 die (20R)
-[X] Orbital 5/5 dice +6 Free dice 220R
--[X] GDSS Philadelphia II (Phase 4) 362/715 5 die + 6 Free (220R)
-[X] Services 4/4 dice 70R
--[X] Tissue Replacement Therapy Development 42/60 1 die (20R)
--[X] Domestic Animal Programs 0/200 1 die (10R)
--[X] Advanced Electronic Video Assistant Development 33/60 1 die (20R)
--[X] Early Prototype General Artificial Intelligence Development 66/120 1 die (20R)
-[X] Military 6/6 dice +1 Free die 115R
--[X] Reclamator Fleet RZ-7 South:
---[X] Super MARVs 0/210 2 dice (40R)
--[X] Orca Refit Deployment 0/200 3 dice (45R)
--[X] Orbital Defense Laser Development 0/40 1 Free die (20R)
--[X] Havoc Scout Mech Deployment:
---[X] Brest 77/110 1 die (10R)
-[X] Bureaucracy 3/3 dice
--[X] Rationalize Yellow Zones 3 dice

Free Dice 7/7
Resources Income 760/760
 
I've been keeping it in mind. As soon as we get enough income, we can really push those Red Zones back with Hub/SMARV/Inhibitor combos.
We're kind of at the level of income where Hub/SMARV options become viable and worthwhile, especially with Red Zone Containment Lines starting to be less attractive.

I mean, opening up a new glacier mine is fun and all, but that hits diminishing returns pretty fast. And everything else is only marginally more profitable than MARVs are, now that we can spend Tiberium dice.

The tricky bit is doing the hubs- we need to throw two Military dice and some Tib dice at a specific target hub (I nominate RZ-3S, Beirut), let the overcompletion flow (logically to Istanbul and possibly Tripoli?) and then pay in a similar way to do MARV fleets in a big batch the turn after. It might be worth doing this in 2059Q3 and Q4, simply because in 2060Q1 and Q2 we're going to need the bulk of our Tiberium dice working on the Karachi Sprint.

I'm still tempted to drop two dice in to see what the satellites do.
But unless they somehow use Infrastructure dice instead, we don't have dice available.
If it's really worth it, Low Orbit Support Satellites might be worth doing with Free dice anyway, but I don't even know what they do.

@Ithillid , I'm sorry to pester you, but in my giant post I think this question got lost in the shuffle. Broadly speaking, the LOSS project unlocked by a bit more Orbital Cleanup... what does it do? Orbital bombardment satellites? Reconnaissance satellites? What does "support" mean in context?

Agreed.
With respect to the URLS, it is a bit embarrassing that the air force said they couldn't deal with NOD aircraft effectively. And all we did about it was develop some new missiles and deploy one round of factories. :|
It seems to have solved the problem! Nod's high-performance Banshee-bis aircraft can still contest with us meaningfully, but in actual combat they're getting traded one for one with our considerably simpler and far more numerous Firehawks. The QAAM high-maneuverability missile does seem to have been an effective counter to the enemy's high performance fighters, even on the Firehawk, let alone on the much faster Apollo that makes for a very high performance interceptor.

We haven't got air supremacy over Nod right now, but we definitely have air superiority. We'll want to develop some new hardware again soon to keep the edge, but we have the edge for now.

The Super Orca is obviously a big project, not least because it lets Orcas defend themselves and potentially even act as low-end air superiority platforms of their own, engaging and clearing out masses of enemy Venoms, Carryalls, and so on, and posing at least some threat to their higher-performance aircraft.

Wingman drones are likely to be a major augmentation of our firepower and will be simple to operate for land-based aviation, so that's something I want soon... Though frankly I'd rather deliberately do the escort carrier project first, because that way we get individually smaller, cheaper carriers that can be effective in more places at once, which is the entire point of the project.

...

The one concern is that the enemy may develop aircraft with effective laser point defense against missiles. If that happens we have a problem, because we're heavily reliant on missiles for air to air kills.

Our current demand for missiles is low because the non air force parts of the military saw there are barely any supply and decided to not use them as much.
I mean, the Phase 1 URLS modifications converted all our existing missile factories. Our missile supply may have been "low" before URLS was instituted, but it wasn't clearly low-ER than anything else our military did.

We haven't specifically gone out of our way to build a huge array of factory complexes making rifle bullets, but we don't worry about an insufficient supply of rifle bullets. The amount we had at game start was broadly speaking enough.

That will probably change as we up the missile supply and we'll see things like the sandstorm HMLRS back. And backpack rockets for zone armour would make the infantry much scarier and deal with the Nod bio tank creatures.
I'm not saying we don't want to scale up production, just that I don't think Ground Forces are currently starved for things like antitank missiles.

The plan is to autocomplete it with the discount of the 4th phase of Reykjavik Myomer Macrospinner
This is a bit iffy. Reykjavik Phase 4 is likely to take about ten Light Industry dice to complete, plus about one die to finish Phase 3. And we only have twelve Light Industry dice combined for the rest of 2059.

If we put any meaningful work into T-Glass production (and the leading plans advocate this, though yours does not), then we won't finish the Phase 4 macrospinner fast enough to matter for purposes of completing Seoul. Even in the best case it won't be done until 2059Q4 except in the unlikely event that we spend Free dice on it.

If we don't work on T-Glass production, then it invites the question of whether we're shooting ourselves in the foot. We'd be (temporarily) giving up the potential for +15 or ultimately +40 RpT of Resource production just to complete a project one turn faster than it would autocomplete anyway.
 
@Ithillid , I'm sorry to pester you, but in my giant post I think this question got lost in the shuffle. Broadly speaking, the LOSS project unlocked by a bit more Orbital Cleanup... what does it do? Orbital bombardment satellites? Reconnaissance satellites? What does "support" mean in context?
It is a pool of projects under a single header really. Some are going to be high precision cameras looking for telltales of stealth fields, others are going to be things like kinetic and chemical missile pods. Others are going to be supply drops that can be called in from orbit. All sorts of things really.
 
[] Plan You Always Go Full Philly
-[] Infrastructure 5/5 dice 85R
--[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice (40R)
--[] Rail Network Construction Campaigns (Stage 2) 15/275 3 dice (45R)
I'm guessing from this that you are trying to prepare for immediate military attack- building up Logistics with a short term project that's likely to pay off quickly, and expanding the fortress town network on the immediate eve of war.

I recommend that you try to find a way to fund Suborbital Shuttles. It's painfully expensive, but it's reasonably likely to provide immediate Logistics payoff on three dice, whereas the railroad action simply has no hope of doing so.

-[] Agriculture 3/3 dice 30R
--[] Perennial Aquaponics Bays (Stage 3) 163/350 3 dice (30R)
If you are anticipating immediate military attack, I suggest you swap out two of the Perennials dice for the 150-Progress Food Stockpile action, which has the same cost per die. This will lay in reserves for securing the Green Zones' food supply in the event of war... and your decision to build fortress towns strongly suggests you are preparing for immediate war.

Also, it is unwise to spend more than two dice on Perennials this turn in any event, because there is no fourth stage of the project and we complete our Plan promise just by doing the third. We want to slow-walk it; two dice on Perennials might complete the project, so we don't need to risk wasting a third.

--[] Reclamator Fleet RZ-7 South:
---[] Super MARVs 0/210 1 die (20R)
--[] Tiberium Processing Refit (Phase 2) 20/100 1 die (20R)
--[] Railgun Harvester Factories:
---[] Vladivostok 0/70 1 die (10R)
---[] Maputo 0/70 1 die (10R)
--[] Offshore Tiberium Harvester Stations 148/200 1 die (20R)
-[] Orbital 5/5 dice +6 Free dice 220R
--[] GDSS Philadelphia II (Phase 4) 362/715 5 die + 6 Free (220R)
I can see that you're really ruthlessly paring down Tiberium funding to help fund Orbital. Not sure what I think of that, honestly. I think eleven Philadelphia dice may actually be overdoing it, because even with just ten dice on the Philadelphia we can push the project to the point where the likely range of completion only requires about 0-2 Free dice, tops, next turn... and no number of dice we can spend this turn will complete the project in Q2 anyway.

As for your budgeting elsewhere, I think you should consider cutting Services (particularly letting AI research wait a quarter and not spending a die on the Domestic Animal Programs). This frees up 30 R, which would allow us to upgrade two of the rail dice to Suborbital Shuttles.

If it was me, I'd probably downgrade the orca Refit dice to Shell Plants dice. After all, getting shell plants with three dice is more likely to succeed and arguably just as impactful as getting Super Orcas with three dice. And once you've done that, you have 15 R which can then upgrade the third and final rail die to Suborbital Shuttles.

It is a pool of projects under a single header really. Some are going to be high precision cameras looking for telltales of stealth fields, others are going to be things like kinetic and chemical missile pods. Others are going to be supply drops that can be called in from orbit. All sorts of things really.
Okay, so complicated array of military satellites that let Space Force help out Ground Force in a variety of ways. Good to know. Realistically not something we can do for the immediate war, but it's worth trying to clear the orbitals in the 2062-era aftermath of the war, preferably completing the cleanup outright so we can get the -20 Progress cost bonus to the military satellite constellations. All of which might make a cheap aggressive-rollout project to try right after reallocation or if we're feeling hard up for Resources to activate all our Philadelphia-granted dice in 2060.

Thanks for clearing that up.

Let's not forget that with over 50% of the planet covered in the damn death rock almost anything to slow it down and or preventing it from consuming more will start to look appealing regardless.
Well yeah, but the point here is that Red Zone Reclamator Hubs now cost about 335 Progress at 20 R/die for +3 RZ mitigation and +25 RpT plus dead Noddies.

While Red Zone Containment Lines now cost about 200 Progress at 25 R/die for +2 RZ mitigation and +12.5 RpT plus no dead Noddies.

So the MARVs are honestly starting to look more cost-effective, even before you factor in that each pair of Red Zone hubs unlocks a special 120 Progress, 30 R/die project that provides an additional +2 RZ mitigation.

So if we're trying to move quickly to cleanse the hated death rock, in a manner that maximizes our capacities while containing and removing death rock efficiently, the MARV hubs are starting to look pretty good. Especially if we can use Philadelphia and the war factory refits to give ourselves a couple more Military dice per turn to use on them.
 
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