Well, I just caught up. I've never played the Tiberium serie, but I've grown increasingly fond of that old GDI.
For the next turn i think we should focus on thé military, by giving the zone armour to the ground force and making more shells and missiles.
There's some complications.
...
First, in actual gameplay terms, "focus on the military" means "invest most of our Free dice in the military." So far, so good, but that only gives us... somewhere between 10 and 13 actual dice to spend on the military, depending on how focused your focus is. Bear in mind that there are some civilian projects that can reasonably claim at least
one or two Free dice.
For instance the
Integrated Cargo System project under 'Infrastructure' would need about seven dice to get a good (82%) chance of finishing in the next quarter. There are considerable
military advantages to developing this system, because it makes our global supply lines robust and efficient, which will make it easier to keep our troops well supplied during any coming war. Note that
we are specifically anticipating attack soon; our intelligence services expect the warlords to try and dogpile us to some extent in the next year or so. As such, finishing projects like the ICS in a hurry has real benefits to the military, benefits that may outstrip the benefits of getting one more factory somewhere in the world churning out more of Vehicle X or Munition Y.
But let's say that
you draw up a plan draft that puts
only the two Free dice on ICS necessary to give it that 82% chance of completion in 2059Q3. As I did. That lets you put eleven dice (six Military and five Free) on the military, as I did.
(You can sort of scrape out a twelfth half-ass die using
Bureaucratic Assistance, as I did)
Now we look at all the projects on our plate and figure out how to apportion those eleven-and-a-half dice.
...
Second, we have some significant 'unfinished business' projects to think about:
1) We just last turn developed the Aurora bomber, with the specific intent of deploying at least
some in time to bombard factories belonging to Krukov, the Nod warlord who attacked St. Petersburg last year. The Air Force expects that this window of opportunity is closing and that Krukov will likely move the factories now that he has mostly consolidated his power in the round of internecine fighting he had after some of the other warlords in his area decided to try and take a shot at him when he looked vulnerable. Importantly,
if we do not deploy the Aurora by building production facilities for it, we have wasted past effort and miss an opportunity.
2) Last turn we constructed and
only almost completed a fleet of MARVs (you probably know what those are) based out of Savannah in the southeastern United States, in Yellow Zone 6. This fleet gives us valuable Resource income and Yellow Zone mitigation, so we definitely want to complete it.
If we do not do this, we are leaving Resources and mitigation opportunities on the table.
3) We are specifically anticipating attack soon and we have major tiberium mining and refining operations in the Middle East now.
It would be advisable to fortify this region, especially in ways that reward us with more income and mitigation.
4) Finally, among the
many projects we've been putting off for a long time is the refit of the Orca VTOL ground attack aircraft. The 'Super Orca' has greatly enhanced air-to-ground firepower and the ability to defend itself against air attack using high-performance AA missiles of its own, so it represents a huge upgrade that both the Air Force and Navy want, and that would immediately benefit the other branches of the armed forces in major ways.
We have been meaning to do this specific thing for several turns. The development project has been languishing for lack of resources and dice to commit.
All these things add up to a lot of dice.
...
Finally, the problem with "give the zone armor to the ground force" is that just building
one factory (and it takes three dice per factory, on average) doesn't actually mean a lot of zone armor for the ground forces. We need to be prepared to build
several factories in rapid succession. This, in turn, will require a considerable investment in supporting infrastructure; the combined wave of factories will cost -24 Energy (drawing the output of a whole phase and a half of fusion power plants) and -6 Capital Goods (a very large amount by our current standards, though we hope to make far more than that amount in the next two years).
Right now, we do not have the spare Capital Goods to commit to this project fully and properly, not without giving up the
Wartime Factory Refits project we've been hoping for for a long time because it will increase production of military equipment and give us extra Military dice to roll.
So as you see by clicking on my link, there are a lot of reasons for us to plan on doing things other than you suggest- though those other things
do involve supporting the military or fortifying ourselves, just in different ways and by following up on things we've done in the past or covering up weaknesses in our existing posture.
As a bit of an aid to discussion, I've laid out a copy of my draft plan below:
TENTATIVE 2059Q3 BUDGET: 760+50 = 810 RpT
660 + (Four Tiberium Dice) + (Three Service Dice)/810 R
7/7 Free dice used
[] Plan Tentative 2059Q3 Plan- 210R on Military, OSRCT, Auroras, Super Orcas, Bureaucrats.
Infrastructure 5/5 Dice + 2 Free Dice 105 R
-[] Integrated Cargo System 307/800 (7 Dice, 105 R) (82% chance)
Heavy Industry 4/4 Dice 95 R
-[] Continuous Cycle Fusion Plant (Phase 3) 258/300 (1 Die, 20 R) (97% chance)
-[] Blue Zone Heavy Industrial Sectors 336/500 (3 Dice, 75 R) (92% chance)
Light and Chemical Industry 4/4 Dice 60 R
-[] T-Glass Foundries (Stage 1) 117/350 (3 Dice, 45R) (83% chance)
Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/2 median)
AND EITHER
-[] Wadmalaw Kudzu Plantations 0/??? (2 Dice, ?? R) (???)
OR
-[] Strategic Food Stockpile Construction 0/150 (2 Dice, 20 R) (51+ % chance)
(this may get swapped out for kudzu plantations, but I do feel like we should do this round of the SFSC if we can, though demand for the kudzu plantations will be
high and we should not neglect them. If I could cost them precisely I'd budget for them here and now)
Tiberium 6/6 Dice 40+??? R
-[] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (combined with Mil dice, should finish two hubs)
-[] FOUR OTHER DICE, TO BE DETERMINED
-What are our options for offshore tiberium mining?
-Please no do not build tiberium power plants this turn, we are not that desperate.
-Red Zone containment is expensive and starting to hit diminishing returns, but there might be a special reward for completing all stages/phases.
Orbital 5/5 Dice 100 R
-[] GDSS Philadelphia II (Phase 5) 474/1425 (4 dice, 80 R) (97.4% chance)
and ONE OF
-[] Study Novel Material 0/50 (1 Die, 20 R) (83% chance)
OR
-[] GDSS Columbia (Phase 1) 0/80 (1 Die, 20 R) (58% chance of Phase 1, 1/3.25 median to Phase 2, 1/8 median to Phase 3)
Services ?/4 Dice 20+?? R
-[] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (89% chance)
-[] (OTHER STUFF?)
Military 6/6 Dice + 5 Free Dice + Bureaucrats 210 R
-[] OSRCT (Phase 1) 0/220 (3 Dice, 60 R) (64% chance)
-[] URLS Deployment (Phase 2) 105/200 (1 Die, 15 R) (41% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (68% chance)
-[] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (Also Tib dice, median finish 2x hubs, maybe 3)
-[] MARV Fleet YZ-6a (Savannah) 182/210, (Bureaucracy, 20 R) (~88% chance)
-[] Aurora Bomber Deployment 0/??? (2 Dice, 30 R)
---(??% chance, hopefully allows strike on Krukov)
---(if two dice is not enough, we take the URLS die and/or one of the OSRCT dice, as needed)
Bureaucracy 3/3 Dice
-[] Bureaucratic Assistance (Savannah MARV fleet)
-[] Make Political Promises
--[] Try to get protecting moon mining income extended through 2062 reapportionment.
--[] Appeal to Development/Starbound.
--[] In exchange, offer additional +RpT tiberium income to be reapportioned and/or additional small/medium space projects.