I think the really big problem for fauna on Earth would be biomagnification. There are already tiberium infected plants like trees and algae. Bugs, plankton, and fish eat the plants and algae to accumulate more tiberium. At some point down the food chain, the tiberium amount is too much and kills or mutates the animal. Rest in peace for all of the carnivores.

I think the current era of Tiberium Earth could be called a mass extinction event. Unless cloning gets really good, most animals are only going to be seen in text books.
 
I think the really big problem for fauna on Earth would be biomagnification. There are already tiberium infected plants like trees and algae. Bugs, plankton, and fish eat the plants and algae to accumulate more tiberium. At some point down the food chain, the tiberium amount is too much and kills or mutates the animal. Rest in peace for all of the carnivores.

I think the current era of Tiberium Earth could be called a mass extinction event. Unless cloning gets really good, most animals are only going to be seen in text books.

Yes, that's the largest issue. Some animals can handle certain kinds of chemical biomagnification, but with Tiberium? I doubt it. Then again, we do have access to tech that could maybe make their lives easier. I'm still intrigued at the possibility of Tiberium inhibitors being used for medical purposes, perhaps we could break down Tiberium enough that animals have an easier time processing it and removing it from their bodies?
 
As promised my own plan:

Political‌ ‌Support:‌ 80
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7
Housing:‌ +31 (16 Low Quality)
Energy:‌ +9 (+4 Reserve)
Logistics:‌ +7
Food:‌ +21 ‌(+8 Reserve)‌ ‌
Health:‌ +11 (3 Consumed) ‌
Capital‌ ‌Goods:‌ +3
Stable Transuranics: +13
Consumer‌ ‌Goods:‌ +38
Labor:‌ +34
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1720/2370)‌ ‌

Green ‌Zone‌:

Water:‌ +6
Abatement: 86

Red Zone:

Abatement: 70

Infrastructure: +27
Heavy Industry: +22
Light and Chemical Industry: +17
Agriculture: +17
Tiberium: +30
Orbital Industry: +17
Services: +22
Military: +19
Bureaucracy: +17

Security Reviews:
Military 1 turns ago 2059 Q1
Agriculture 2 turn ago 2058 Q4
Light/Chem 3 turn ago 2058 Q3
Services 4 turns ago 2058 Q2
Orbital 6 turns ago 2057 Q4
Heavy Ind 7 turns ago 2057 Q3
Tiberium 8 turns ago 2057 Q2
Bureaucracy 9 turns ago 2057 Q1
Infrastructure 10 turns ago 2056 Q4

[X] Plan Stocking the Piles 2.3:
Infrastructure 5/5 Dice 75 Resources
-[X] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 5 Die = 75 Resources
Heavy Industry 4/4 Dice 90 Resources
-[X] Continuous Cycle Fusion Plants (Phase 3) 199/300 20 Resources per Die, 2 Die = 40 Resources
-[X] Blue Zone Heavy Industrial Sectors 146/500 25 Resources per Die -4 Lab -8 E on Completion, 2 Die = 50 Resources
Light and Chemical Industry 4/4 Dice 65 Resources
-[X] Reykjavik Myomer Macrospinner 260/320 20 Resources per Die, 1 Die = 20 Resources
-[X] T-Glass Foundries (Stage 1) (New) 0/350 15 Resources per Die -1 STU -2 Energy on Completion, 3 Dice = 45 Resources
Agriculture 3/3 Dice 30 Resources
-[X] Strategic Food Stockpile Construction (Phase 1) 0/150 10 Resources per Die -4 F on Completion, 3 Dice = 30 Resources
Tiberium 6/6 Dice 110 Resources -5 PS
-[X] Tiberium Processing Refits (Phase 2) (Updated) 20/100 20 Resources per Die -250 PC if not completed, 1 Die = 20 Resources
-[X] Railgun Harvester Factories (Updated) Dandong 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[X] Offshore Tiberium Harvester Stations 148/200 20 Resources -5 PS per Die, 1 Die = 20 Resources -5 PS
-[X] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 20 Resources per Die, 3 Dice = 60 Resources
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[X] GDSS Philadelphia II (Phase 5) 474/1425 20 Resources per Die, 10 Dice = 200 Resources
Services 4/4 Dice 70 Resources
-[X] Tissue Replacement Therapy Development 42/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Domestic Animal Programs 0/200 10 Resources per Die -3 F on Completion, 1 Die = 10 Resources
-[X] Advanced Electronic Video Assistant Development 33/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Early Prototype General Artificial Intelligence Development 66/120 20 Resources per Die, 1 Die = 20 Resources
Military 6/6 Dice + 2 Free Dice 115 Resources:
-[X] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 20 Resources per Die, 2 Die = 40 Resources
-[X] Reclaimator Hub Yellow Zone 6a Savannah 84/125 20 Resources per Die, 1 Die = 20 Resources
-[X] Aurora Strike Bomber Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[X] Shell Plants (Phase 4) 128/300 10 Resources per Die -2 E on Completion, 3 Dice = 30 Resources
-[X] Havoc Scout Mech Deployment Brest 77/110 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
Bureaucracy 3/3 Dice:
-[X] Security Reviews Bureaucracy 1+2 Dice DC 50

75+90+65+30+110+200+70+115 = 755/760

-4 F -2 E -1 Lab -2 E -2 E expected this turn, so after this turn it will be +17 Food, +3 Energy and +37 Labor minimum.

Alright so this plan is geared toward being liked by @Derpmind and @uju32 so let me know what you think of it if you feel like it:

- 5 Dice on Integrated Cargo System to get started on that to patch one of our strategic weaknesses. 5/11 Median.

- 2 Die on Continuous Cycle Fusion Plants for a 92% chance and an Average DC of 21 to complete Phase 3. We will need Phase 4 soon.
- 2 Die on Blue Zone Heavy Industry Sectors for a Median of 2/5 and an Average DC of 100.

- 1 Die on Reykjavik to continue hardening our Myomer supply. 73% chance and a DC of 28 to complete.
- 3 Dice on T-Glass Foundries for a Median of 3/6 and an Average DC of 95.

- 3 Dice on Strategic Food Stockpile Construction for a 91% chance and an Average DC of 28 to complete. Rollover will be important here.

- 1 Die on Tiberium Processing Refits for a 66% chance and a DC of 35 to complete another Phase of it.
- 1 Die on Railgun Harvester Factory in Dandong as that is the one closest to the East Asia Tiberium Fields because we are going after Krukov so might as well go after his Tiberium supply as well. 76% chance and a DC of 25.
- 1 Die on Offshore Tiberium Harvest Station to complete it. 94% chance and a DC of 7 to complete.
- 3 Tiberium Dice + 2 Military Die on the Super MARV Fleet for a 100% chance and an Average DC of 14 to complete. 78% chance and an Average DC of 56 to complete two Super MARV Fleets.

- 10 Dice on GDSS Philadelphia II to get Phase 5 Rolling into a 10/14 Median and an Average DC of 72.

- 1 Die on Tissue Replacement Therapy Development for a 100% chance and a DC of 2 to complete and support Emergency Tiberium Infusion Deployment. This action won't autofinish any time soon and it's the most important of the ones that were leftover in Services.
- 1 Die on Domestic Animal Programs since it doesn't spend Health. 1/3 Median and no DC that can succeed.
- 1 Die on Advanced Electronic Video Assistant Development to complete that research as SCED Quest needs it now. 100% chance and a DC of 2 to complete.
- 1 Die on Early Prototype General Artificial Intelligence Development to complete it at the same time as advanced EVA. Since it's an Early Prototype there probably won't be a follow up action for quite some time. 89% chance and a DC of 12 to complete.

- 1 Die on the Yellow Zone Marv Hub we overcompleted towards. 100% Chance and a DC of 2 to complete.
- 1 Die on Aurora Development for a 100% Chance and a DC of 2 to complete. Let's get Krukov.
- 3 Dice on Shell Plants to get the Shell stockpile dealt with. 84% chance and an Average DC of 34 to complete Phase 4. The Military wants Phase 6 done so we will need to roll 3 more Dice next turn on this one. After that a slow roll of 1 Die per turn probably until it is done.
- 1 Die on the Breast Havoc Factory as that one needs more work to be done. We should put at least 1 Die on Talon Projects for the foreseeable future
to let Seoul factory finish on it's own. Wow and I had said to @Enerael that we shouldn't do this, but needs must with everything else that needs Military Dice to deploy/develop.

- Security Reviews in Bureaucracy because this turn we need to use all the Dice. Next turn Rationalizing Yellow Zones because we did do Security Reviews in Bureaucracy this turn.

- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice.

- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos), not enough consumables (which can be fixed by building up ammo, ablat and sensor stockpiles) and not enough slack in our Logistics system for fighting a war (which we can fix by building up more Logistics projects).

- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, we are not cleaning the ocean floor, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).

- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Integrated Cargo System for better ablation of Logistics during a war, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.

- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.

- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment, lack of Orbital Lasers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities), Security Reviews (DC is still too high for 1 Die so we need Philadelphia II completed to be able to run two of them at the same time which will mitigate some problems), better local Food and Water supplies for the Green Zones and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
 
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'.
Yes? Not sure why you are saying this?

Perhaps I was misunderstood. I meant that third Apartments cost twice the Logistics, which I reason to be from running out of good land for them, as I can't think of another cause. In which case expanding Blue Zones could drop that cost back down to -1 Logi for a phase or two.

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.
Stove is a Capital Good I thought? Considering what went into those communal CapG libraries. But yes, Consumer Goods are good as they raise the quality of life, but, well, we have people living in Yellow Zones, Nod civilians, Tib threatening to kill Earth, Resource shortages, etc. We simply have higher priorities.

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.
Hm.
A more direct challenge to Gideon is the rapid construction of a second MARV hub near Savannah. A port fortress, it is built as a fortress first, a mass of walls and artillery that happens to include a number of MARVs as a means of force projection. Safely away from the vital glacier mines, it is intended to be a distraction. While it is plausible for it to receive a MARV fleet in the coming quarters, it is not a particularly critical field. Even if it is attacked and destroyed, it will have served its role in ensuring that the battles are fought in Nod territory rather than GDI's backyard.
While it is very likely that it will soon become a refugee crisis like the one in South America, it is also close enough to the front line that local GDI forces provide constant meaningful support, with airbases to the north already providing a constant combat air patrol over the region.
My impression was that the fortress part is done, but rereading this I am no longer sure. Might or not might not be. That said its 80% done and I would think that the MARV portion of it would take at least that much work.


[X] Plan Bureaucratic Havoc, ICS Edition
Infrastructure (5 dice)
-[X] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[X] Integrated Cargo System, 4 dice (60 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[X] T-Glass Foundries (Stage 1), 3 dice (45 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[X] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Aurora Strike Bomber Development, 1 die (15 Resources)
-[X] Orbital Defense Laser Development, 1 die (20 Resources)
-[X] Shell Plants (Phase 4), 3 dice (30 Resources)
-[X] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[X] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice

Resources Available: 760
Resources Spent: 760
Resources Remaining: 0

Turned an ICS die into an Apartment die, and used the resources that freed up to upgrade the last Ablat die into an Orbital Laser Dev die.
I suppose that there isn't enough Rs for Agri to do anything else.

Processing refits? We do not appear to be stockpiling STUs, making the action a waste for a long time given our massive processing cap buffer and STU income. Really I might prefer using that die on TIberium prospecting, it would free up enough for Kudzu development.

You are not activating one Bureaucracy die, you could take Rationalize Yellow Zones (DC 50/70/90), has 43% chance of DC 90 success with out bonuses. We have grown used to massively overkilling Bureaucracy actions but this seems wasteful now.

[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea

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

Heavy Industry 4/4 Dice 95 R
-[X] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[X] 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
-[X] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (1 Die, 20 R) (73% chance)
-[X] T-Glass Foundries (Stage 1) 0/350 (3 Dice, 45R) (3/5 median)

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

Tiberium 6/6 Dice 130 R
-[X] Liquid Tiberium Power Cell Development 0/50 (1 Die, 30 R) (100% chance)
-[X] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[X] RZ-7S + YZ-6a MARV Fleet (Mobile Bay + Savannah) 0/210 (4 Dice, 80 R) (see Military)

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

Services 2/4 Dice 40 R
-[X] Tissue Replacement Therapy Development 42/60 (1 Die, 20 R) (100% chance)
-[X] Advanced Electronic Video Assistant Development 33/60 (1 Die, 20 R) (100% chance)

Military 6/6 Dice + 3 Free Dice 110 R
-[X] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[X] Orbital Defense Laser Development 0/40 (1 Die, 20R) (100% chance)
-[X] Aurora Strike Bomber Development 0/40 (1 Die, 15R) (100% chance)
-[X] Havoc Scout Deployment (Brest) 77/110 (1 Die, 10 R) (100% chance)
-[X] RZ-7S + YZ-6a MARV Fleet (Mobile Bay + Savannah) 0/210 (2 Dice, 40 R) (4 Tib dice. Completes; 78% chance for next fleet.)
-[X] Reclamator Hub YZ-6a (Savannah), 84/125 (1 Die, 20 R) (94% chance)

Bureaucracy 3/3 Dice
-[X] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
Given this quote from Q4 2058 Results regarding Arcology construction:
The continued construction has however quieted the more political problems. While not a fully breakneck pace, it is a rapid one, pushing the arcologies ever closer to completion and ensuring that more spots are opening up, providing hope for both Green Zone and Blue Zone populations that the future will be arcologies for all, at least until something significant changes.
I suspect that not doing any Housing construction will cause political issues. Perhaps below our level of abstraction, but still. People really want out of the Yellow Zones as we have repeatedly seen, and they need to see progress on this I think.

Its almost certainly not vital, but it would be better to put a die on it then not I think.

Oof, just 2 Service die much less after we started three developments? No, I can't vote for that. Services are a rather important category in my eyes, its where dogs, cats, sports, Health, and important research comes from.

One thing I'm noticing about the Light Industry category is that it is versatile. You can do almost anything (in terms of indicators) with the right Light Industry project, albeit you usually can't do it as well as some other category. You can get Capital Goods or Energy or Food or (with the glider project) even Logistics out of Light Industry dice. It's weird.

By contrast, Infrastructure pretty much only does Housing and Logistics. Heavy Industry pretty much only does Capital/Consumer goods. And so on.

Just thinking about it.
HI also gives Energy, and Light Industry is the primary source of Consumer Goods. But yeah LI is versatile.


[X] Plan Bureaucratic Havoc, ICS Edition
 
Perhaps I was misunderstood. I meant that third Apartments cost twice the Logistics, which I reason to be from running out of good land for them, as I can't think of another cause. In which case expanding Blue Zones could drop that cost back down to -1 Logi for a phase or two.

I don't think it's running out of land, we have a massive overabundance of land compared to how many people we have. Yeah the little islands of blue look small on the map but we've got even fewer people to actually put in them. ~550M-ish people spread out across all that Blue shouldn't have any space issues, especially with GDI's pretty dense urban planning and the population being 100% urban. The logistics cost is because we're having to build the apartments farther and farther out from the urban cores where all the services and jobs are, requiring transporting people and goods longer distances to service the apartments. Expanding the Blue Zones won't really help with that, new territory is by definition even FARTHER away from our established cities.
 
Yes? Not sure why you are saying this?

Perhaps I was misunderstood. I meant that third Apartments cost twice the Logistics, which I reason to be from running out of good land for them, as I can't think of another cause. In which case expanding Blue Zones could drop that cost back down to -1 Logi for a phase or two.

No, I understood.

But the constraining factor that causes Logistics cost to spike is not having a lack of good land to build everything on. It's that as we build our cities wider and wider distances to travel grow larger and larger. That's why the logistics costs rise.

Creating new nodes of manufacturing and the like would help most with this, I think, because those can be build closer to the new living spaces and thus require less logistical infrastructure to be served.

You are not activating one Bureaucracy die, you could take Rationalize Yellow Zones (DC 50/70/90), has 43% chance of DC 90 success with out bonuses. We have grown used to massively overkilling Bureaucracy actions but this seems wasteful now.

Overkilling this means that GDI makes better decisions in how to reorganize how it registers and divides YZs in general, which is of use to us.
 
...I'm not entirely understanding the hostility here. Could you please elaborate?

It's not directed at you. It's more I'm done with greenwashing. Synthetic methane into benzene is a bad fucking idea to do in our world, let alone in one who is even more damaged. We can synthesize fuels sure, but I doubt it's done trough methane. My guess would be ethanol synthesis into more complex hydrocarbons as alcohol doesn't just explode when shaken badly like methane does.

And with environmental concern amped up in this world because of Tiberium I somehow doubt that benzene synthesis of all things is the basis for making more complex hydrocarbons. Sure benzene is synthesized when needed, but I imagine a lot of research was done for it to not be needed as much as it is in today's Light and Chemical Industry since it can be used for improvised terror bombings and NOD is not an organization that lets atrocities lie by the wayside.
 
I don't think it's running out of land, we have a massive overabundance of land compared to how many people we have. Yeah the little islands of blue look small on the map but we've got even fewer people to actually put in them. ~550M-ish people spread out across all that Blue shouldn't have any space issues, especially with GDI's pretty dense urban planning and the population being 100% urban. The logistics cost is because we're having to build the apartments farther and farther out from the urban cores where all the services and jobs are, requiring transporting people and goods longer distances to service the apartments. Expanding the Blue Zones won't really help with that, new territory is by definition even FARTHER away from our established cities.
No, I understood.

But the constraining factor that causes Logistics cost to spike is not having a lack of good land to build everything on. It's that as we build our cities wider and wider distances to travel grow larger and larger. That's why the logistics costs rise.

Creating new nodes of manufacturing and the like would help most with this, I think, because those can be build closer to the new living spaces and thus require less logistical infrastructure to be served.
I recall Ithillid saying that the reason why there are still people in Yellow Zones is that there is just not enough space in BZs. I think it was when I asked why there are still people in Yellow that aren't there for work. Its not like YZ housing is high quality, even if all that we build there was given how little YZ housing we build, so they should want to move into low quality BZ houses.

Either way, getting more land means that you can build new cities so this does not seem to disagree with my theory?

Overkilling this means that GDI makes better decisions in how to reorganize how it registers and divides YZs in general, which is of use to us.
While certainly true, this particular action can be done well with a single die if perhaps not perfectly, and the die is otherwise wasted. I do not think that B dice have so little value still for us to keep overkilling actions as we have been with the new options we have for them.
 
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It's not directed at you. It's more I'm done with greenwashing. Synthetic methane into benzene is a bad fucking idea to do in our world, let alone in one who is even more damaged. We can synthesize fuels sure, but I doubt it's done trough methane. My guess would be ethanol synthesis into more complex hydrocarbons as alcohol doesn't just explode when shaken badly like methane does.

And with environmental concern amped up in this world because of Tiberium I somehow doubt that benzene synthesis of all things is the basis for making more complex hydrocarbons. Sure benzene is synthesized when needed, but I imagine a lot of research was done for it to not be needed as much as it is in today's Light and Chemical Industry since it can be used for improvised terror bombings and NOD is not an organization that lets atrocities lie by the wayside.
Ah.

The thing is, though, I was of the understanding that we're getting most of our energy from nuclear power in-game, which changes the game somewhat. We can pay the energy cost to convert atmospheric carbon dioxide into methane as needed.

Then again, there's this, which lets us convert CO2 straight into ethanol in a single step. Hmm.

In either case, the last thing we'd be doing is drilling for oil.

EDIT:Oh, you must be refering to benzene toxicity re:environmental concerns.
 
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Our military vehicles all run on some kind of combustion engine, and we're not drilling for oil and turning it into gasoline/kerosene the old-fashioned way. We logically must be making SOME kind of synthetic hydrocarbon SOMEHOW already, and have been for decades. That ship sailed a long long time ago, and it's not any more dangerous than any other chemical/heavy industry.
 
I recall Ithillid saying that the reason why there are still people in Yellow Zones is that there is just not enough space in BZs. I think it was when I asked why there are still people in Yellow that aren't there for work. Its not like YZ housing is high quality, even if all that we build there was given how little YZ housing we build, so they should want to move into low quality BZ houses.

Either way, getting more land means that you can build new cities so this does not seem to disagree with my theory?

You appear to be mistaking a few things.

1) The reason people are not moving to BZ housing is not 'we do not have enough BZ territory to place them', it's 'we do not have enough housing to place them in'.
2) Housing quality is a combination of factors, but one of the key factors is safety from Nod assault and tiberium. YZ housing options are not high quality because as was recently demonstrated, Nod does have the means to hit them with an army, and the place is not safe from tiberium to the extent BZ housing is.
3) GDI is not short on BZ territory to work with. GDI probably could house the entirety of the human population in the BZs and supply them with everything they need, if it build the infrastructure to do so.
 
You appear to be mistaking a few things.

1) The reason people are not moving to BZ housing is not 'we do not have enough BZ territory to place them', it's 'we do not have enough housing to place them in'.
2) Housing quality is a combination of factors, but one of the key factors is safety from Nod assault and tiberium. YZ housing options are not high quality because as was recently demonstrated, Nod does have the means to hit them with an army, and the place is not safe from tiberium to the extent BZ housing is.
3) GDI is not short on BZ territory to work with. GDI probably could house the entirety of the human population in the BZs and supply them with everything they need, if it build the infrastructure to do so.
Well yes, obviously, the idea was that we lack housing due to lack of space though. Or more precisely that we need to build more expensive, lower footprint housing which is why it takes so long to build these days compared to the past, didn't we build basically commie blocks when we still had people in refugee camps and the like? But looking back I can't find it, only the housing reconstruction action.

I remember old housing actions being very cheap, but really looking at them again Apartments might be even cheaper?

So yeah I was working with some faulty assumptions.
 
It looks like the leading plan has a solid lead. I'm fine calling it early.

I can't imagine what would cause a large amount of people to change their votes at this point.
 
Sigh, and the issue is at some point our mitigation will fail (since we have a finite amount that we can gain) unless we get the TCN. So it is important to push back the RZ and YZ as much as possible before that day.
 
Funny enough, we've got enough Abatement that the Blue Zones still grow. And provided the MARV Fleet finishes (which it's pretty much guaranteed to, at least the RZ one) that the Red Zone will still shrink.

Regardless, the principle of the matter means we should throw Darkandus into a Tiberium vent as a punishment/sacrificial offering anyway.

EDIT: Oh, and as the planwriter for the runner-up plan, I wouldn't mind if you called the vote early.
 
Unfortunate, but pretty much inevitable given how many times we roll these dice. There's an 8.7% chance we get rolls this bad, or worse.
 
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