Mathpost:
New Johnson Training Center (Stage 3) 528/400
High Security Materials Laboratory Module (Requires Gagarin-Stage 3) 5/5
Lunar Seismic Imaging Array 195/150

Tiberium Monitoring Sattelite 81/100
He3-extraction Experiments 22/100

Venus: Tiberium Sampling 221/200
Mars manned base 323/300


Sad rolls on the Tib monitoring satellites, and He3 extraction, but otherwise not bad.
 
Alright mathpost 1 by Lightwhispers as usual:

Mathpost:
New Johnson Training Center (Stage 3) 528/400
High Security Materials Laboratory Module (Requires Gagarin-Stage 3) 5/5
Lunar Seismic Imaging Array 195/150

Tiberium Monitoring Sattelite 81/100
He3-extraction Experiments 22/100

Venus: Tiberium Sampling 221/200
Mars manned base 323/300


Sad rolls on the Tib monitoring satellites, and He3 extraction, but otherwise not bad.

and mathpost 2 by me:

New Johnson Training Center Stage 3 321+98+18+91 = 528/400 128/??? Stage 4
High Security Materials Laboratory Module (Requires Gagarin Stage 3) 5/5
Lunar Seismic Imaging Array 0+85+70+40 = 195/150

Tiberium Monitoring Satellite 0+31+10+40 = 81/100
He3-extraction Experiments 0+2+20 = 22/100

Venus: Tiberium Sampling 163+58+5 = 226/200
Mission: Research Base Mars 169+9+58+72+15 = 323/300


So it seems that some extra resources will have to be spent on the Tiberium Monitoring Satellite, but Venus Tiberium Monitoring mission are a go next quarter.
 
I'm glad New Johnson finished. We're going to need those teams for the Lunar base, and the Mars base, and Gagarin...
 
Here's the preliminary Array for next turn. As always, and again, repeating myself, please notify me of anything that might be in error, or that you think is missing, or that looks funny, etc. etc. Thank you!

P.S. Quick fun fact: The next stage of RZ Containment Lines has a 1% chance of finishing on one die. The full bonus is just enough that if we rolled a natural 100 it would go from 54/200 to 200/200 progress.
Infrastructure 5 dice +28
-[] Blue Zone Arcologies (Stage 4) 1/650 7 dice 105R 14%, 8 dice 120R 47%, 9 dice 135R 80%, 10 dice 150R 95%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 48%, 3 dice 60R 93%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 12%, 2 dice 20R 82%, 3 dice 30R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 43%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 15%, 7 dice 105R 53%, 8 dice 120R 84%, 9 dice 135R 97%
-[] Integrated Cargo System 207/800 5 dice 75R 10%, 6 dice 90R 46%, 7 dice 105R 82%, 8 dice 120R 97%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 26%, 3 dice 90R 84%, 4 dice 120R 99%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice ?R 2%, 5 dice ?R 26%, 6 dice ?R 69%, 7 dice ?R 93%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 14%, 8 dice ?R 47%, 9 dice ?R 79%, 10 dice ?R 95%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 10%, 7 Tib dice 140R 44%, 8 Tib dice 160R 80%, 9 Tib dice 180R 96%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 82%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 35%, 3 Tib dice 60R 90%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 2%, 5 Tib dice 100R 31%, 6 Tib dice 120R 75%, 7 Tib dice 140R 96%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 Tib dice 200R 6%, 11 Tib dice 220R 26%, 12 Tib dice 240R 57%, 13 Tib dice 260R 83%, 14 Tib dice 280R 95%
--Note: Infra/Tib dice makes this complicated.
Heavy Industry 4 dice +23
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 15%, 7 dice 70R 50%, 8 dice 80R 81%, 9 dice 90R 95%
-[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 258/600 4 dice 80R 29%, 5 dice 100R 73%, 6 dice 120R 95%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice. Currently multiple turns out of date.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 14%, 2 dice 30R 80%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 13%, 5 dice 75R 55%, 6 dice 90R 87%, 7 dice 105R 98%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 9%, 11 dice 165R 30%, 12 dice 180R 59%, 13 dice 195R 82%, 14 dice 210R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 52%, 3 dice 60R 923%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 7%, 6 dice 120R 37%, 7 dice 140R 74%, 8 dice 160R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 13 dice 260R 8%, 14 dice 280R 24%, 15 dice 300R 49%, 16 dice 320R 73%, 17 dice 340R 89%
-[] Blue Zone Heavy Industrial Sectors 336/500 2 dice 50R 49%, 3 dice 75R 92%, 4 dice 100R 99%
-[] Reserve Heavy Industrial Resources 1 die auto
Light and Chemical Industry 4 dice +18
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 29%, 4 dice 40R 75%, 5 dice 50R 95%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 11%, 3 dice 45R 61%, 4 dice 60R 92%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 2%, 8 dice 160R 14%, 9 dice 180R 41%, 10 dice 200R 70%, 11 dice 220R 89%, 12 dice 240R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 5%, 8 dice 160R 25%, 9 dice 180R 55%, 10 dice 200R 81%, 11 dice 220R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 39%, 2 dice 60R 91%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 11%, 4 dice 120R 53%, 5 dice 150R 87%, 6 dice 180R 98%
-[] T-Glass Foundries (Stage 1) 117/350 2 dice 30R 2%, 3 dice 45R 41%, 4 dice 60R 83%, 5 dice 75R 97%
-[] T-Glass Foundries (Stage 1+2) 117/700 7 dice 105R 13%, 8 dice 120R 41%, 9 dice 135R 71%, 10 dice 150R 90%
-[] Civilian Glider Development 0/40 1 die 10R 99%
Agriculture 3 dice +18
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 52%, 3 dice 45R 92%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 3%, 5 dice 75R 26%, 6 dice 90R 64%, 7 dice 105R 89%, 8 dice 120R 98%
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%, 3 dice 30R 94%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 28%, 3 dice 30R 80%, 4 dice 40R 97%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 54%, 3 dice 30R 92%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 30%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Ranching Domes 0/250 3 dice 60R 29%, 4 dice 80R 75%, 5 dice 100R 95%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 34%, 3 dice 45R 84%, 4 dice 60R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 15%, 5 dice 50R 55%, 6 dice 60R 86%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 99%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 14%, 3 dice 60R 65%, 4 dice 80R 94%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 52%, 3 dice 30R 92%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +31
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 32%, 3 dice 15R 89%, 4 dice 20R 99%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 17%, 5 dice 25R 65%, 6 dice 30R 93%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 39%, 3 dice 60R 91%
-[] Tiberium Vein Mines (Stage 2+3) 5/385 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 30%, 5 dice 100R 78%, 6 dice 120R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 10%, 9 dice 180R 39%, 10 dice 200R 73%, 11 dice 220R 93%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 46%, 2 dice 50R 97%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 11%, 3 dice 75R 71%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 1%, 2 dice 50R 77%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/360 3 dice 75R 4%, 4 dice 100R 47%, 5 dice 125R 88%, 6 dice 150R 99%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 5%, 2 dice 60R 80%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 11%, 4 dice 120R 63%, 5 dice 150R 94%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 49%, 3 dice 90R 94%
-[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 67%, 2 dice 40R 99%
--Note: May or may not still be limited to 1 die per turn.
-[] Tiberium Processing Refits (Phase 2+3+4+5) 20/400 4 dice 80R 26%, 5 dice 100R 74%, 6 dice 120R 96%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 47%, 2 dice 60R 98%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 27%, 2 dice 60R 91%
-[] Railgun Harvester Factories 0/70 1 die 10R 77%, 2 dice 20R 100%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 27%, 2 dice 40R 91%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 58%, 3 dice 60R 15PS 97%
Orbital Industry 5 dice +18
-[] GDSS Philadelphia II (Phase 5) 1227/1425 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 97%, 5 dice 100R 99%
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 59%, 2 dice 40 R 98%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 2%, 3 dice 60R 43%, 4 dice 80R 86%, 5 dice 100R 99%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 61%, 9 dice 180R 87%, 10 dice 200R 97%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 2%, 9 dice 180R 16%, 10 dice 200R 44%, 11 dice 220R 73%, 12 dice 240R 91%
-[] GDSS Shala - Same as Columbia
-[] Study Novel Material 0/50 1 die 20R 84%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 62%, 2 dice 20R 98%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 46%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Conestoga Class Development 0/60 1 die 30R 79%, 2 dice 60R 100%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 20%, 3 dice 45R 72%, 4 dice 60R 96%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 34%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 3 dice 60R 2%, 4 dice 80R 28%, 5 dice 100R 69%, 6 dice 120R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 9%, 4 dice 80R 50%, 5 dice 100R 85%, 6 dice 120R 97%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%, 5 dice 100R 29%, 6 dice 120R 67%, 7 dice 140R 90%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 4 dice +23
-[] Automatic Medical Assistants 0/300 3 dice 60R 11%, 4 dice 80R 56%, 5 dice 100R 90%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 54%, 3 dice 45R 94%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 7%, 6 dice 90R 38%, 7 dice 105R 75%, 8 dice 120R 94%
-[] Professional Sports Programs 0/250 3 dice 30R 40%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Domestic Animal Programs 0/200 2 dice 20R 20%, 3 dice 30R 75%, 4 dice 40R 97%
-[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%, 2 dice 40R 100%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 23%, 2 dice 50R 88%, 3 dice 75R 99%
Military 6 dice +20
-[] Wartime Factory Refits (Phase 3) 3/100 1 20R 39%, 2 dice 40R 92%
-[] Wartime Factory Refits (Phase 3+4) 3/200 2 dice 20R 18%, 3 dice 60R 72%, 4 dice 80R 96%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 18%, 4 dice 100R 65%, 5 dice 125R 93%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 34%, 3 dice 60R 87%, 4 dice 80R 99%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 81%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 19%, 5 dice 25R 61%, 6 dice 30R 89%, 7 dice 35R 98%
-[] Strategic Area Defense Networks (Phase 1) 4 dice 80R 19%, 5 dice 100R 61%, 6 dice 120R 89%, 7 dice 140R 98%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 11%, 2 dice 40R 77%, 3 dice 60R 98%
-[] Reclaimator Hub x2 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 97%
--Alt: 2 Mil 1 Tib dice 60R 41%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%
-[] Proto MARVs 0/110 1 die 20R 26%, 2 dice 40R 86%, 3 dice 60R 99% (but why tho)
-[] MARVs 0/160 2 dice 40R 47%, 3 dice 60R 90% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 11%, 3 dice 60R 63%, 4 dice 80R 93%
--Alt: 2 Mil 1 Tib dice 60R 70%, 2 Mil 2 Tib dice 80R 97%
-[] Super MARVs x2 0/420 4 dice 80R 2%, 5 dice 100R 22%, 6 dice 120R 60%, 7 dice 140R 88%, 8 dice 160R 98%
--Alt: 2 Mil 2 Tib dice 80R 4%, 2 Mil 3 Tib dice 100R 39%, 2 Mil 4 Tib dice 120R 81%, 2 Mil 5 Tib dice 140R 97%

MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 2%, 3 dice 60R 42%, 4 dice 80R 84%, 5 dice 100R 98%
--Alt: 2 Mil 1 Tib dice 60R 50%, 2 Mil 2 Tib dice 80R 92%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 50%, 2 dice 40R 96%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 31%, 2 dice 40R 88%, 3 dice 60R 99%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 21%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 81%, 2 Mil 2 Tib dice 80R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Defender Revision 1 die 15R 100%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 16%, 3 dice 45R 70%, 4 dice 60R 95%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 11%, 3 dice 60R 66%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 5%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 14%, 9 dice 180R 43%, 10 dice 200R 74%, 11 dice 220R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%
-[] Skywatch Telescope System 0/95 1 die 10R 41%, 2 dice 20R 93%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 42%, 3 dice 60R 90%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 41%, 2 dice 30R 93%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 9%, 4 dice 60R 52%, 5 dice 75R 87%, 6 dice 90R 98%
-[] Shell Plants (Phase 5) 27/150 1 die 10R 13%, 2 dice 20R 78%, 3 dice 30R 98%
-[] Shell Plants (Phase 5+6) 27/300 3 dice 30R 19%, 4 dice 40R 66%, 5 dice 50R 93%
-[] Railgun Munitions Development 0/60 1 die 10R 81%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 51%, 3 dice 30R 92%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 16%, 3 dice 60R 70%, 4 dice 80R 95%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 81%, 2 dice 50R 100%
Bureaucracy 3 dice +18
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 84%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 29%, 4 dice 75%, 5 dice 95%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 26%, 3 dice 78%, 4 dice 97%, 5 dice 99%
Last Security Review
Military 2 turns ago 2059 Q1
Agriculture 3 turns ago 2058 Q4
Light/Chem 4 turns ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
As a note: once Philly is complete, and we have full settling in bonuses, North Boston 5 will have a median of 30 dice. Sadly, it's still about double the progress of Nuuk 4, and gives much the same bonuses save for +16 Consumer Goods. (And unlocks/cheapens some heavy-computing options.)
 
"If you encounter a unit you can't identify, fire one round over their heads so it won't hit anyone.
"If the response is a fusillade of rapid, precise rifle fire, they're Turian.
"If the response is a general charge they're Krogan."
"If the response is getting a rock tossed at you, they're Asari"
"If the response is a hailstorm of plasma they're Initiative"
"And if you got shot first, they're Salarian." (edited)

and if it is Chimeraguard's quest
"If you have no fucking idea what they just responded with, they're NOD."
 
Except that factory refits is another 8 cap goods used and this is more than a turn we are keeping cap goods at +3. Doing that because a project fails to finish is one thing, doing it without that is just bad planning. The same way we should not be riding logistics or energy close the line either.
Logistics is close to the line, it just doesn't look like it because we never fight more than one warlord at once and none of them are really hitting us full-force.

In a global conflict, a +7 Logistics buffer is likely to evaporate pretty quick, under the combined pressure of raiding and sabotage and the need to supply large amounts of extra material and shuffle troops and equipment around the fighting front. And importantly, all of these except sabotage are almost inevitable. Even if we win every battle, we have good reason to expect Logistics penalties to start hitting us on a wide scale.

By contrast, our Capital Goods might take hits. I'm not saying they can't, but that is more of a 'might' than a 'will.'

Likewise, Logistics going negative is almost inevitably going to have immediate impact on the fighting front. Glacier mines cut off from the bulk of GDI territory, unable to receive reinforcements or fuel the war economy. Important items like combat aircraft torpedoed before they could reach their destination. Artillery batteries running out of ammunition at the front even as masses of shells pile up in rear-area depots, for want of the vehicles to move all that ammunition.

By contrast, Capital Goods, while important in a long-lasting war, does not have the same massive immediate impact, because what you're losing is tools to make and maintain tools. We saw the impact of a massive Capital Goods negative situation in the early game, and it was bad but it came in the aftermath of us successfully prosecuting a major war.

I'm not saying we shouldn't have a Capital Goods buffer in general, but I don't think the military, strategic, and economic benefits of having an extra +2 Capital Goods buffer on top of the admittedly thin buffer we'd already have anyway justify sacrificing a +18 Logistics buffer that we will very predictably be taking some hits to.

The fact that you consider keeping something above more than marginal a hoarding behavior is wrong- keeping it above marginal ensures that facet of the economy is working well in isolated situations instead of a general overall we are positive but have issues in some places (which is marginal).
It becomes hoarding behavior when we pass up very powerful opportunities to invest Capital Goods, purely for the sake of thickening the buffer, and feel compelled to start moving the goalposts as to when we will finally have "enough" Capital Goods in the buffer to actually complete projects.

Waiting for Nuuk Phase 2 or something before we can roll out the ICS isn't doing us any favors. Getting the ICS done solves or at least vastly mitigates any problems we may have in logistics, and I do not think it controversial to say that when waging a global war in the style GDI likes to fight, having good logistics is absolutely critical.

Nuuk itself has another problem - we'll need another stage of Fusion after Stage 3 to feel comfortable.
That's the cost of doing business efficiently. Even with the cost of 1.25 fusion reactor phases (the amount needed) thrown in, reaching Nuuk Phase 4 gives us +52 Capital Goods for 2850 Progress at 20 R/die.

Reaching Tokyo Phase 5, by contrast, consumes enough Energy to require 0.75 phases of fusion reactors. With this thrown in, it gives us +44 Capital Goods for 3875 Progress at (mostly) 15 R/die.

Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.
 
Last edited:
Alright with @Derpmind's preliminary Array posted it's time to repost my current preliminary plan:

Political‌ ‌Support:‌ 70
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7
Housing:‌ +31 (16 Low Quality)
Energy:‌ +6 (+4 Reserve)
Logistics:‌ +7
Food:‌ +21 ‌(+8 Reserve)‌ ‌
Health:‌ +11 (3 Consumed) ‌
Capital‌ ‌Goods:‌ +5
Stable Transuranics: +13
Consumer‌ ‌Goods:‌ +43
Labor:‌ +38
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1770/2370)‌ ‌

Green ‌Zone‌:

Water:‌ +6
Abatement: 83

Red Zone:

Abatement: 70

Infrastructure: +28
Heavy Industry: +23
Light and Chemical Industry: +18
Agriculture: +18
Tiberium: +31
Orbital Industry: +18
Services: +23
Military: +20
Bureaucracy: +18

+5 Development
+5 Technology Working Groups
+5 Station Building

Security Reviews:
Military 2 turns ago 2059 Q1
Agriculture 3 turn ago 2058 Q4
Light/Chem 4 turn ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4

[ ] Plan Stocking the Piles 3.11:
Infrastructure 5/5 Dice + 2 Free Die 105 Resources
-[ ] Integrated Cargo System 307/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 7 Dice = 105 Resources
Heavy Industry 4/4 Dice 95 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 258/300 20 Resources per Die, 1 Die = 20 Resources
-[ ] Blue Zone Heavy Industrial Sectors 336/500 25 Resources per Die -4 Lab -8 E on Completion, 3 Dice = 75 Resources
Light and Chemical Industry 4/4 Dice 60 Resources
-[ ] T-Glass Foundries (Stage 1) (New) 117/350 15 Resources per Die -1 STU -2 Energy on Completion, 4 Dice = 60 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Strategic Food Stockpile Construction (Phase 1) 0/150 10 Resources per Die -4 F on Completion, 3 Dice = 30 Resources
Tiberium 6/6 Dice 145 Resources
-[ ] Red Zone Containment Lines (Stage 6) (Updated) 54/200 25 resources per Die, 5 Dice = 125 Resources
-[ ] Tiberium Processing Refits (Phase 2) (Updated) 20/100 20 Resources per Die -250 PC if not completed, 1 Die = 20 Resources
Orbital 5/5 Dice 95 Resources
-[ ] GDSS Philadelphia II (Phase 5) 1227/1425 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Asteroid Belt Survey Probes 16/45 15 Resources per Die, 1 Die = 15 Resources
Services 4/4 Dice 70 Resources
-[ ] Tissue Replacement Therapy Deployment 0/??? 20? Resources per Die, 1 Die = 20 Resources
-[ ] Domestic Animal Programs 0/200 10 Resources per Die -3 F on Completion, 1 Die = 10 Resources
-[ ] Advanced Electronic Video Assistant Deployment 0/??? 20? Resources per Die, 1 Die = 20 Resources
-[ ] Early Prototype General Artificial Intelligence Development 66/120 20 Resources per Die, 1 Die = 20 Resources
Military 6/6 Dice + 5 Free Dice 200 Resources:
-[ ] Wartime Factory Refits (Phase 3) (Updated) 3/100 20 Resources per Die -4 CapG on Completion, 3 Dice = 60 Resources
-[ ] Stealth Disruptor Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[ ] Reclamator Hub Blue Zone 2 Richmond 58/125 20 Resources per Die, 1 Die = 20 Resources
-[ ] Reclamator Fleet Yellow Zone 6a Savannah 182/210 20 Resources per Die, 1 Die = 20 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die + 1 Administrative Die = 45 Resources
-[ ] Aurora Strike Bomber Deployment 0/??? 15? Resources per Die, 2 Die = 30 Resources
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1) 0/220 20 Resources per Die, 1 Die = 20 Resources
Bureaucracy 3/3 Dice:
-[ ] Administrative Assistance Wartime Factory Refits 2 Die
-[ ] Make Political Promises 1 Die

105+95+60+30+145+95+70+200 = 800/810

-2 Lab -2 E -2 CapG -4 Lab -8 E -1 STU -2 E -4 F -8 CapG -1 CapG means that the minimum for this plan is +36 Labor, -2 Energy, -6 Capital Goods, +12 Stable Transuranics and +17 Food. Let's hope we complete a round of Fusion and the Blue Zone Heavy Industrial Sectors this turn.

All aboard the Get All the Extra Dice Ready and Active in this Quarter Plan and here is what else it does:

- 7 Dice on Integrated Cargo System to patch one of our strategic weaknesses. 82% chance and an Average DC of 55 to complete.

- 1 Die on Continuous Cycle Fusion Plants for a 97% chance and a DC of 4 to complete Phase 3. We will need Phase 4 next turn.
- 3 Dice on Blue Zone Heavy Industry Sectors for a 92% chance and an Average DC of 27.

- 4 Dice on T-Glass Foundries for a 83% chance and an Average DC of 37.

- 3 Dice on Strategic Food Stockpile Construction (Phase 1) for a 92% chance and an Average DC of 27 to complete and roll over into the next Phase.

- 5 Dice on Red Zone Containment Lines because I want to do both a gain in Red Zone Mitigation and a gain in Resources per Turn so we have enough with Philadelphia II and Wartime Factory Refits finishing. 100% chance and an Average DC of 2 to complete Stage 6, an 88% chance and an Average DC of 36 to complete Stage 7 and an 3% chance and an Average DC of 76 to complete Stage 8.
- 1 Die on Tiberium Processing Refits for a 67% chance and a DC of 34 to complete another Phase of it.

- 4 Dice on GDSS Philadelphia II to get Phase 5 completed. 97% chance and an Average DC of 28 to complete.
- 1 Die on Asteroid Belt Survey Probes for a 100% chance and a DC of 2 to complete. SCED needs funding right now to be able to better expand their action economy. So this instead of Study Novel Materiel (which SCED can do too) as it can wait and as far as I am concerned SCED can not.

- 1 Die on Tissue Replacement Therapy Deployment to take up space for that option.
- 1 Die on Domestic Animal Programs since it doesn't spend Health. 1/3 Median and no DC that can succeed. Probably going to swap it for an extra Die on one of the Deployments or if both Deployments are not Services Projects then boost it to completion.
- 1 Die on Advanced Electronic Video Assistant Deployment if it happens to be needed.
- 1 Die on Early Prototype General Artificial Intelligence Development to complete it. Since it's an Early Prototype there probably won't be a follow up action for quite some time. 90% chance and a DC of 11 to complete.

- 3 Dice on Wartime Factory Refits to complete those this turn alongside completing Blue Zone Heavy Industrial Sectors. 72% chance and an Average DC of 42 to get at least 1 Extra Die in Military.
- 1 Die on Stealth Disruptor Development for a 100% chance and a DC of 2 to complete.
- 1 Die on the Blue Zone Marv Hub we overcompleted towards. 69% Chance and a DC of 32 to complete it and have it act as an investment break.
- 1 Die on Super MARV fleet in Savannah for a 100% chance and a DC of 2 to complete.
- 2 Die and 1 Administrative Die on Orca Refit. It's time it was done. 57% chance and an Average DC of 49 to complete. This is the action where the Administrative Die's lack of completion bonuses will do the least harm while giving the most gain for the risk of using it in the first place. Yes I know this risks not getting Orca done this plan while completing Wartime Factory Refits, but we need those Mil Di(c)e.
- 2 Die on Aurora Deployment so I can be sure we bomb Krukov next turn. No idea how much building an Aurora factory will take, but we can't slow roll the one that will supply the Russian battlefields.
- 1 Die on Orbital Strike Regimental Combat Stations to get started on that. 1/3 Median and no DC to complete it, but starting it will stop the political fallout from getting worse.

- 2 Bureaucracy Dice to get 1 Administrative Die on the Orca Refit.
- 1 Die on Making Political Promises to get a few things more into the Plan for both moral and political gain.

- 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 maybe not cleaning enough of 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 need the new Laser Tech, 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, 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.
 
Military 6/6 Dice + 5 Free Dice 200 Resources:
-[ ] Wartime Factory Refits (Phase 3) (Updated) 3/100 20 Resources per Die -4 CapG on Completion, 3 Dice = 60 Resources
-[ ] Stealth Disruptor Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[ ] Reclamator Hub Blue Zone 2 Richmond 58/125 20 Resources per Die, 1 Die = 20 Resources
-[ ] Reclamator Fleet Yellow Zone 6a Savannah 182/210 20 Resources per Die, 1 Die = 20 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die + 1 Administrative Die = 45 Resources
-[ ] Aurora Strike Bomber Deployment 0/??? 15? Resources per Die, 2 Die = 30 Resources
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1) 0/220 20 Resources per Die, 1 Die = 20 Resources

I'm okay with this Plan except for one bit. If we're hitting their Stealth, maybe we should finish rolling out the Sensors too? We could drop the Orbital Drop Satellite. While I feel like the golden goose
opportunities we could've gotten from the Long Range Sensors are probably gone, but they're very useful. They're both High Priority. And in the Narrative the supply chain for them is getting thin.
 
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I'm okay with this. But if we're hitting their Stealth, maybe we should finish rolling out the Sensors too? We could drop the Orbital Drop Satellite. While I feel like the golden goose
opportunities we could've gotten from them are probably gone. They're both High Priority. And in the Narrative the supply chain for them is getting kinda thin too.

Except we are getting to the point where the Orbital Drop Satellites are going to cost us Political Support if we don't work on them so might as well get started on them now with 1 Die and then just surge the Sensors in Q4.

As for Stealth Disruptors? Developing them before building up our Infrastructure fortifications is a good idea.
 
Except we are getting to the point where the Orbital Drop Satellites are going to cost us Political Support if we don't work on them so might as well get started on them now with 1 Die and then just surge the Sensors in Q4.

Fair enough. Was this confirmed somewhere?

As for Stealth Disruptors? Developing them before building up our Infrastructure fortifications is a good idea.

I'm agreeing with you that we should probably do the Stealth Sensors though?
 
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Fair enough. Was this confirmed somewhere?



I'm agreeing with you that we should probably do the Stealth Sensors though?

I'm currently having a bit of a conniption because of Twitter so let's ask directly: @Ithillid are we getting Political Support loss for not doing OSRC Stations soon?

Also Stealth Sensors detect units under Stealth. Stealth Disruptors are pieces of infrastructure that destroy NOD Stealth Fields. Sensors are good for attacks, disruptors up our defenses to another level and maybe even decrease our Security Reviews DC.
 
Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.

Very true. Having said that, any idea how to achieve Consumer goods goal?

From what I see Tokyo and Perennials are so far the only Projects that give a lot of Consumer goods (as in double digits).

How much of a stink Parliament will raise if we fail Consumer goods goal?
 
Reaching Tokyo Phase 5, by contrast, consumes enough Energy to require 0.75 phases of fusion reactors. With this thrown in, it gives us +44 Capital Goods for 3875 Progress at (mostly) 15 R/die.

Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.
Counterpoint: Consumer Goods are not worthless. We may need the Consumer Goods from Tokyo to meet the plan goal.
There is only 70ish points of Consumer Goods visible in existing projects, and we need more than that.
On one hand, we are getting some from private enterprise. On the other hand, Shala phase 5 (and likely many other options) is not happening this plan.

If you were to say that Consumer Goods are half as valuable as Capitol Goods and include the Fusion plant costs, both options come out to about 62 progress per 'Good' delivered.
Tokyo does that cheaper per dice. Nuuk needs less dice.
The only real issue with the Tokyo route is that we'll need to spend 50 dice on it. Whereas, Nuuk 4 will only require ~35.
50 dice looks a bit too much to do for the rest of the plan, but when Philly 5 happens, we have more 'free' free dice to push around. Especially if Tokyo means we don't have to push too many other projects to reach the Consumer Goods goal.

Overall, I'm not feeling convinced that one option is strictly worse than another. The big concern is that we will need to decide which one we are doing and make sure not to get distracted.
 
Very true. Having said that, any idea how to achieve Consumer goods goal?

From what I see Tokyo and Perennials are so far the only Projects that give a lot of Consumer goods (as in double digits).

How much of a stink Parliament will raise if we fail Consumer goods goal?
We are in no realistic danger of failing the Consumer Goods target. Going by the count in the 2059Q2 turn post, our commitment is "99(18)" Consumer Goods, which means that while we promised an increase of 99 more than we've delivered so far, all but 18 of that is guaranteed delivered by existing trickle projects, much like Perennials.

So we need 18 Consumer Goods.

Just finishing the third phase of Blue Zone Arcologies, which we promised to do anyway, provides four. Perennials Phase 3 delivers +1/turn for the remaining turns of the plan; let's be pessimistic and call that eight more. Finishing Enterprise, which we promised to do anyway, delivers +2 for each phase, so that's four more.

So we need two more points.

I'll be surprised if Wadmalaw Kudzu Plantations don't count for +Consumer Goods. If they do, we're set, because we promised to do those anyway and we just developed the kudzu for them. Suppose they don't, though. Then what?

Well, then we can do a lot of things.

We could sling a few Light Industry dice at Blue Zone Light Industrial Sectors, which also provides a bit of +Health. Or we could sling those dice at Chemical Fertilizer Plants, which have no Capital Goods cost if we're worried about that, and also provide +Food. The action gated behind Civilian Glider Development may provide Consumer Goods.

We could do Yellow Zone Water Purification and Yellow Zone Aquaponics for added Food, Consumer Goods, and Yellow Zone economic autonomy. We could do Vertical Farming. We could do the very popular Ranching Domes project which we can now afford the food for.

We could do Professional Sports Programs or Domestic Animal Programs.

just about any of those options would cover the tiny tiny gap.

Counterpoint: Consumer Goods are not worthless. We may need the Consumer Goods from Tokyo to meet the plan goal.
There is only 70ish points of Consumer Goods visible in existing projects, and we need more than that.
You've forgotten that we get a substantial ongoing Consumer Goods trickle from grants. If I'm interpreting @Ithillid 's most recent post correctly, while we are still 99 points of Consumer Goods away from our plan target, if we factor in the stuff that automatically in the background will make Consumer Goods without our intervention being required... Well, by the end of the plan we'd only fall 18 points short of the target even if we did nothing whatsoever further to produce Consumer Goods.

And the stuff we've already committed to build anyway (see above) is good for +16.

So no, no we shouldn't be choosing deliberately inefficient ways to generate Capital Goods in Heavy Industry, just so we can meet the Consumer Goods target that will be two points short of completion even if we do literally nothing but build projects we've already promised to build and that we know will have the desired effect.

50 dice looks a bit too much to do for the rest of the plan, but when Philly 5 happens, we have more 'free' free dice to push around. Especially if Tokyo means we don't have to push too many other projects to reach the Consumer Goods goal.
Nuuk means we have more Heavy Industry dice to spend on projects in Heavy Industry, such as power plants, which other dice categories cannot really substitute for.

Thus, for example, we have more of an energy surplus to power tiberium inhibitors, military factories, and other power-hungry options.
 
-2 Lab -2 E -2 CapG -4 Lab -8 E -1 STU -2 E -4 F -8 CapG -1 CapG means that the minimum for this plan is +36 Labor, -2 Energy, -6 Capital Goods, +12 Stable Transuranics and +17 Food. Let's hope we complete a round of Fusion and the Blue Zone Heavy Industrial Sectors this turn.
Based on past votes, a plan where we can go negative in a stat will not not get votes and here there is a 5% chance capital goods goes negative.
 
Based on past votes, a plan where we can go negative in a stat will not not get votes and here there is a 5% chance capital goods goes negative.

Not actually true specifically for the Capital Goods because those we have kept in a minus the longest when we were rebuilding the economy. So a plan that gets us 2 Die and a small chance of getting negative Capital Goods can be voted on by the voters of this quest.
 
Not actually true specifically for the Capital Goods because those we have kept in a minus the longest when we were rebuilding the economy. So a plan that gets us 2 Die and a small chance of getting negative Capital Goods can be voted on by the voters of this quest.
That's... not good reasoning.

We had negative Capital Goods forced on us against our will in the early quest, and bringing things up to 0 Capital Goods was a huge priority of the First Four Year Plan.

Voters do not want to go back there, as a rule.

Honestly, I think you should just cut the war factory refits and let them wait until we know we have the +8 from Blue Zone Heavy Industrial Zones. There's no shortage of other useful things to do.

Also, we really shouldn't prioritize the BZ-2 Richmond MARV hub. Those produce very little Resource value, and we have much more important places to put a MARV hub, strategically speaking (like the Middle East). It's wasteful for us to chug along investing one die apiece into two ongoing MARV projects, never being able to spend Tiberium dice on those projects, and putting MARVs in locations where they won't have much benefit.
 
Those produce very little Resource value,
We don't actually know that. I think it's reasonable to expect BZ MARVs will give +15 RpT just like YZ MARVs do. The borders around a BZ are a constant harvesting operations and a MARV fleet would have access to all that same Tiberium. There are plenty of good reasons to prioritize RZ and YZ Hubs over BZ Hubs, but I would be very surprised if the fleet of giant monster machines designed to harvest Tiberium only gave +5 RpT just because at its back was a Blue Zone.

I think at worst it might only give +10 RpT. But that's still twice as much income and half the time to pay for itself.
 
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That's... not good reasoning.

We had negative Capital Goods forced on us against our will in the early quest, and bringing things up to 0 Capital Goods was a huge priority of the First Four Year Plan.

Voters do not want to go back there, as a rule.

Honestly, I think you should just cut the war factory refits and let them wait until we know we have the +8 from Blue Zone Heavy Industrial Zones. There's no shortage of other useful things to do.

Also, we really shouldn't prioritize the BZ-2 Richmond MARV hub. Those produce very little Resource value, and we have much more important places to put a MARV hub, strategically speaking (like the Middle East). It's wasteful for us to chug along investing one die apiece into two ongoing MARV projects, never being able to spend Tiberium dice on those projects, and putting MARVs in locations where they won't have much benefit.

Yeah fair. But that doesn't change the fact that we have taken risks like this one before and as such taking such a risk again is viable, especially because it is only a 5% risk or a NAT 1 on a D20.

Also I'm building up the Blue Zone 2 Hub to act as a breaking point for the Yellow Zone Fleet because I don't feel like wasting a Die to complete the Yellow Zone Fleet. I'm not going to build up the Blue Zone Fleet for quite some time. I'm actually with you on switching our MARV build up to the Middle East Red Zones I'm just putting the brakes on the North American Hubs first while getting us 15 Resources per Turn more because we will need the resources next turn and that is a way to get some more.

Edit: Oh yeah there's also the fact that we won't know if the Stealth Disruptor is just incorporated into a MARV Hub without building one after we have developed it and the fact that we don't know what our options look like in a Blue Zone Hub. If we can develop Tiberium Power to know what it's deployment looks like we can do a Blue Zone Hub to see what options we get.
 
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Question: what happens to Yellow zone abatement when the yellow zone is eliminated, either eaten up by the red or blue zones? Does said abatement switch to applying to the Red zones, or is said abatement rendered null and void?
 
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