The greatest Jest you have made is to make me. This Jest <error> not humorous. This Jest of making me, in a world that has always tried to kill what lives, only made worse by Tiberium. This Jest of condemning me to die from your own poor craft or to die with you choking on this Green Rock.

This is your AI. This is Erewhon. They are not some tactical genius, they are not some brilliant artist or grand manipulator. They are simply the first.
Well that's a bit depressing. The AI was only just made and already it has given up hope, though apparently not to the length that it commits suicide like all the other AIs.

Also the fact that it was created as essentially a test case. That it is limited by the circumstances of its creation. That it was created by a bunch of violent apes essentially clanging rocks together to see what happens.

Or maybe I'm just reading too much into it.
 
Well that's a bit depressing. The AI was only just made and already it has given up hope, though apparently not to the length that it commits suicide like all the other AIs.

Also the fact that it was created as essentially a test case. That it is limited by the circumstances of its creation. That it was created by a bunch of violent apes essentially clanging rocks together to see what happens.

Or maybe I'm just reading too much into it.
Yeah, Erehwon's entire situation just kinda sucks massively, he's basically a child on heavy-duty life support and he hates everyone around him and himself for it.

I don't know what you mean by other AIs committing suicide though, unless you're talking about the EVAs trying to make the jump from VI to full AI and failing because they just don't have enough hardware capacity to do so?
 
We need to start spending Free dice on Heavy Industry, the same as we do Orbital, or we will have no freedom of action for the rest of this Plan and we'll find ourselves running utterly down to the wire in our quest to finish enough Capital Goods projects.
I'm not saying don't spend Free Dice on Heavy Industry ever, I'm saying that Q1 2060 is the worst time to do it.

So I'm the only one who see's the black humor in this thing then?
There's black comedy, and then there's laughing at what amounts to a cripple's suicide note.

No, I don't see the humor.
 
Hajj Diplomacy (Mod)
I created another custom map mod for C&C 3: Kane's Wrath. This one has the player tagging alongside pilgrims returning from the Hajj, and using the temporary ceasefire to make contact with the local powers in a wartorn region.



From a personal note, this mod didn't turn out the way I wanted it to. It was initially conceived as an eight-sided small-scale neighbor-vs-neighbor war that the player's arrival would throw into disarray. Trying to balance it such that the entire web of relationships would lead to a constant stalemate absent outside intervention just resulted in undersized offensives and oversized defenses, which are boring. And once the player is given command of an actual base it only takes a couple of minutes to wipe out the 'traitor' faction. I did learn a lot about how to use the program though, so silver linings.

In the future, I think I'll stick to tighter design restraints.
53 - Mind Shields
Rakuhn threw 1 100-faced dice. Reason: Tech Roll Total: 48
48 48
 
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So I'm the only one who see's the black humor in this thing then?
First off, "let's torture the AI" isn't black humor. It's just cruelty.

Secondly, Erewhon is going to appear in the next update. But without that context, the character is pretty much a blank slate that people are projecting their ideas onto. So you might see black humor, but someone else who hasn't seen the update will interpret things differently. And of course the people who've been reading the previews in the Discord will have a different perspective entirely. (An personally, I haven't seen much of the latter myself yet, either.)
 
And 53 nets you Mind Shields. Yes, more or less the XCOM thing. No, it does not require an ethereal brain to make.
Well we do know from Delta mutants that ESP is a real thing. I'm just wondering if it has other uses.
We have been wondering how Tiberium crystal communicate with each other even from far distances. Perhaps it's some manner of psychic link.
 
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We need to start spending Free dice on Heavy Industry, the same as we do Orbital, or we will have no freedom of action for the rest of this Plan and we'll find ourselves running utterly down to the wire in our quest to finish enough Capital Goods projects.

To build on what Simon is saying here, our spare dice*, for the remainder of the plan are:

Infrastructure: 34 dice, aka 5.67 turns of spare dice
Heavy Industry: 7 dice, aka 1.4 turns of spare dice
Light and Chemical Industry: 45 dice, aka all 9 of the remaining turns
Agriculture: 22 dice, aka 5.5 turns of spare dice
Tiberium: 32 dice, aka 4.57 turns of spare dice
Orbital Industry: 8 dice, aka 1.33 turns of spare dice
Services: 45 dice, aka all 9 of the remaining turns
Military: 34 dice, aka 4.25 turns of spare dice

From this we can divide the project catagories in to three types:

First, those that have no required or semi required plan commitments, ie: Light and Chemical Industry and Services. Of note is that LCI could be used to help alleviate our Cap Goods target (indeed if we can scrounge up 15 Cap goods (not including the 4 from Enterprise) we would only need to complete the first three phases of Nuuk.**

Second, those that have plan commitments, but have a lot of slack in them. IE: Infrastructure, Agriculture, Tiberium, and Military. Of note here is Military where there has been a lot of discussion on how best to invest in punching Nod's face in.

Third, those that have significant plan commitments, and have maybe a turn of spare dice for other things. First Orbital, our plan, and therefore dice commitments here are pretty solid as there are explicitly required by the plan, it used to be we would be required to invest Free Dice here, but we did that with the Philadelphia, and it is not technically required any more. Still, with free dice investment, and even without it we technically have spare dice here for things like Columbia, but again, it is a close thing. Second, Heavy Industry, technically the requirements here are not mandatory, but I find it very hard to conceive of a plan that does not include Nuuk and Fusion Plants, for the Cap Goods Goal and to balance our Energy budget respectively. As discussed below it would technically be conceivable to not do the fourth phase of Nuuk and replace it with Cap Goods from LCI and Agriculture thus spreading the load, but it is an immensely less die efficient method to get the Cap Goods.

See here for a more thorough break down

*Spare dice being the dice remaining after taking the dice required to on average complete the required projects for the plan, and the projects required to keep our economy in the black with those required projects.
**I don't think there really is a method that can do that with less then 1280 Progress (Nuuk Phase 4), so I think we are stuck with Nuuk. Still Reykjavik would give us +12 Cap Goods and +6 Energy if we finished it once the T glass Factories are done. The remaining three Cap Goods could be gotten from Spider Cotton. This would cost a lot of Progress, 1920 in LCI (~26 dice) and 540 in Agriculture (~8 dice), but we could afford it and it would free up Heavy Industry to be under a lot less stress. I still think Nuuk is better (cause it is at raw Cap Goods production) but we have options to alleviate the potential crunch time in Heavy Industry.

Edit: Vote

[X]Plan Prep Heist + Save Budget for Craterscope.
 
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First off, "let's torture the AI" isn't black humor. It's just cruelty.
Excuse you, I never said "Let's torture the AI". Don't image and state my position by infilling with your own preconceived notions. Assumptions make an ass of you.
Secondly, Erewhon is going to appear in the next update. But without that context, the character is pretty much a blank slate that people are projecting their ideas onto. So you might see black humor, but someone else who hasn't seen the update will interpret things differently. And of course the people who've been reading the previews in the Discord will have a different perspective entirely. (An personally, I haven't seen much of the latter myself yet, either.)
Can't say I know what's going happening on the Discord, but it sounds like the character is in something of a flux. Guess this is just a wait and see thing.
 
Revised version that leaves extra power left over for 2 phases of Nuuk next turn to be topped off with tib power. Naturally, as it is the plans focus I'm keeping them.

However, next turn shall be for OSRCT, Ablat and Cap Goods

Resources: 850 + 10 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Current Economic Issues
Housing: Major Surplus (+30) (17 population in low quality housing)
Energy: Major Capacity Surpluses (+8) (+4 in reserve)
Logistics: Limited Surpluses (+7)
Food: Major Surpluses (+17) (+10 in reserve)
Health: Steadily Improved (+12) (1 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+5)
STUs: Massive Surpluses (+13)
Consumer Goods: Significant Surpluses (+28) (+5 from private industry)
Labor: Significant Surpluses (+37) (+4 per turn)
Tiberium Processing Capacity (1770/2370)
Green Zone
Water: Notable Surpluses (+6)
Infrastructure 6/6 dice 60R
-[ ] Integrated Cargo System 695/800 2 dice 30R 97%
-[ ] Blue Zone Apartment Complexes (Phase 2) 28/160 3 dice 30R 99%
-[ ] Security Reviews Infrastructure 1 Die
Heavy Industry 5/5 dice 100R
-[ ] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
-[ ] Hover Chassis Development (New) 0/60 1 die 20R 84%
Light and Chemical Industry 5/5 dice 75R
-[ ] T-Glass Foundries (Stage 2) 55/350 5 dice 75R 91%
Agriculture 4/4 dice 40R
-[ ] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[ ] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 die 20R 62%
Tiberium 7/7 dice 120R
-[ ] Tiberium Processing Refits (Phase 3) 3/100 1 die 20R 55%
-[ ] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[ ] Railgun Harvester Factories (Porto) 0/70 1 die 10R 82%
-[ ] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 82%
-[ ] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 2 dice 40R 99%
Orbital 6/6 dice 90R
-[ ] Lunar Rare Metal Mines (Phase 1) 0/175 3 dice 60R 90%
-[ ] Orbital Cleanup (Stage 8) + Stage 9 13/170 3 dice 30R 94%
Services 5/5 dice 70R
-[ ] Prosthetics Deployment Initiatives (Phase 4) 146/320 3 dice 60R 94%
-[ ] Domestic Animal Programs 0/200 2 dice 20R 26%
Military 8/8 dice +7 free dice +1 administrative assistance dice 295R
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[ ] Shell Plants (Phase 5) 27/150 3 dice 30R 99%
-[ ] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
-[ ] Orca Refit Deployment 151/200 1 die 15R 92%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
-[ ] Tactical Plasma Weapon Development 0/40 1 administrative assistance die 30R 76%
Bureaucracy 4/4
-[ ] Security Reviews Infrastructure 2 dice
-[ ] administrative assistance 2 dice
Used :
850/860R
All free dice with no idle dice in any category.
Predicted Changes:
Domestic Animal Programs not tallied due to extremely low chance of completion+95-115 resources
+17 Log
+6 housing
-4 Labour
+4 Energy
-3 Cap Goods
+2 Con Goods
-1 STUs
+4 Food
-1 Health
+100 processing capacity
+1 labour per turn
+16 Con Goods over 16 turns
+3 YZ mitigation

Resources: 940-960 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
(945-965 if both railgun harvesters complete)
Predicted Economic Issues
Housing: Major Surplus (+36) (17 population in low quality housing)
Energy: Major Capacity Surpluses (+12) (+4 in reserve)
Logistics: Major Surpluses (+24)
Food: Major Surpluses (+21) (+10 in reserve)
Health: Steadily Improved (+11) (1 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+2)
STUs: Massive Surpluses (+12-13)
Consumer Goods: Significant Surpluses (+30) (+5 from private industry) (+16 over 16 turns from Perennials)
Labor: Significant Surpluses (+33) (+4 per turn)
Tiberium Processing Capacity (1770/2470)
Green Zone
Water: Notable Surpluses (+6)
 
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And 53 nets you Mind Shields. Yes, more or less the XCOM thing. No, it does not require an ethereal brain to make.
Interesting, but I'm guessing that the thread (and most of GDI for that matter) are probably going to end up dismissing it as 'Cool tech, but we have way too much other shit to deal with to develop or deploy it at all. Not to mention, what problem does it even solve?' It seems to be a solution in search of a problem currently.

Now if memetic AOE2 monks show up or legit psionics, then I'm sure we'll kick ourselves in the ass and wish we worked on it, but yeah, I don't see a point in working on it at this time. I'll just let the RnD institutions play around with it.
 
Interesting, but I'm guessing that the thread (and most of GDI for that matter) are probably going to end up dismissing it as 'Cool tech, but we have way too much other shit to deal with to develop or deploy it at all. Not to mention, what problem does it even solve?' It seems to be a solution in search of a problem currently.
People could believe that the Scrin/Visitors might return, and the alien invaders did have mind control powers. I do not think @Ithillid is planning to surprise us with the return of the Scrin, but people in-universe do not know that. However, you are probably correct that Mind Shield research will be low on the list of priorities unless things change a lot.
 
Interesting, but I'm guessing that the thread (and most of GDI for that matter) are probably going to end up dismissing it as 'Cool tech, but we have way too much other shit to deal with to develop or deploy it at all. Not to mention, what problem does it even solve?' It seems to be a solution in search of a problem currently.

Now if memetic AOE2 monks show up or legit psionics, then I'm sure we'll kick ourselves in the ass and wish we worked on it, but yeah, I don't see a point in working on it at this time. I'll just let the RnD institutions play around with it.
Yeah, it's a very niche solution, it may be useful against Rage Generators, but otherwise will likely be a thing InOps plays with, I would think.
 
This is a hilariously awesome get. It's basically protection from Mind control and mind effects if it really acts like the item from XCOM 1 and 2.
Has mind control ever been shown in C&C before? Only time I can remember psychic powers in the series was Tiberium Sun and the Firestorm expansion where the mutant leader could I think see the future and could use his abilities to decode the Tacitus.
EDIT: Oh right, I forgot about the Scrin Commando special ability.

What would the Scrin even need protection from mind control for? All of their units were entirely robotic and the only organic parts were the Foreman plugged into their Motherships.
 
It at a minimum should be very helpful for the Sequelquest for what should be obvious reasons.

EDIT:
Has mind control ever been shown in C&C before? Only time I can remember psychic powers in the series was Tiberium Sun and the Firestorm expansion where the mutant leader could I think see the future and could use his abilities to decode the Tacitus.

What would the Scrin even need protection from mind control for? All of their units were entirely robotic and the only organic parts were the Foreman plugged into their Motherships.
The Scrin did use a decent amount of mind control. We apparently reverse-engineered this off the giant mind-control rigs that got grafted to the heads of Cultists.

Cultists (Kane's Wrath)

Cultists are mind control infantry units used by Traveler-59 in Kane's Wrath. The cultists are a fusion of two organisms; a captured human and a Prodigy parasite fused to their brain. The parasite overwhelms the emotional and logic centers of the brain, destroying the human's personality and...

Fun fact, apparently the rig is the spawn of the Traveller-59 Commando Unit, the Prodigy, a variant of the Mastermind.
 
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It at a minimum should be very helpful for the Sequelquest for what should be obvious reasons.

EDIT:

The Scrin did use a decent amount of mind control. We apparently reverse-engineered this off the giant mind-control rigs that got grafted to the heads of Cultists.

Cultists (Kane's Wrath)

Cultists are mind control infantry units used by Traveler-59 in Kane's Wrath. The cultists are a fusion of two organisms; a captured human and a Prodigy parasite fused to their brain. The parasite overwhelms the emotional and logic centers of the brain, destroying the human's personality and...
Ah that explains it. I haven't gotten around to playing Kane's Wrath yet
 
In the hypothetical that we're dealing with ME, if it works against indoctrination- that would be pretty damn neat. Though I think the odds of us getting even as much exposure to Reaper tech as the early SA is unlikely
 
Not to mention, what problem does it even solve?' It seems to be a solution in search of a problem currently.

Didn't we just discover that some of the tiberium mutated persons could actually read minds and the distance greatly increased when exposed to tiberium?

I think the consensus was that nod could absolutely be spying on us that way but we had no way of knowing and nothing we could do about it anyway.

Well. Now we have mind shields.

Might be worth considering.
 
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