Also, having thirty to forty logistics surplus going into next plan is super useful, because it means you can blast out something like five plus phases of glacier mines.
Which is something on the order of 200 resources per turn, minimum.
IF we've got ZOCOM ready to roll. Something for us to consider in 2061 along with all the other stuff we'll be doing in our copious free time dice.

It also expands where our logistics apply because just having high logistics does not mean it hits everywhere well. Rail networks expands our supply chain throughput into the Green Zone. Dont leave dice idle is not an obligation but you need a very good reason since idle dice can never be recovered.
It depends on whether leaving dice idle in one area lets us do something more useful in another area.

For example, we've often, very often, left Services or Agriculture dice idle even when we could theoretically have devised a plan that would activate them, because we decided we'd rather roll an extra die on a 20-30 R/die project in, say, Tiberium than two 10-15 R/die dice in those other areas.

Having a reasonable chance of finishing an extra railroad phase may or may not be worth it, depending on how other things play out, is what I'm saying.

So this is a Nodtech roll, it is Tiberium Resistant Coatings, and is more or less a cheap way to slow tiberium down in a fair number of places.
Huh. Well that's nice. Arguably redundant with T-Glass, but that particular Nodtech material is probably cheaper.

@Ithillid , does it use STUs?
 
I wonder if there is an eventual possibility of fusing the two technologies into a more generalized materials science of tiberium resistance.
 
The anti-tib coatings could still lead to increased income due to a reduction in maintenance, more safety for the arcologies, and better operational endurance for vehicles, buildings, and troops in red zones.

It's very useful and unlike the T-Glass it can be deployed everywhere.
 
Wonder if this is going to be a similar to the Ferro Aluminum Armor Refits. A resource cheap, but progress heavy project that can lead to minor improvement across the entirety of our forces.
 
Wonder if this is going to be a similar to the Ferro Aluminum Armor Refits. A resource cheap, but progress heavy project that can lead to minor improvement across the entirety of our forces.
I sure hope so; it'll give us something to do in 2062 after reapportionment..

No STUs involved. Which is one of the key flaws, because it means that it is nowhere near as resistant as T-Glass.
True true. On the other hand, it's cheaper, and probably about as good in applications where we can slab it on in very thick layers, such as construction.

Sheathing a Blue Zone arcology in T-Glass is a very questionable expense; sheathing it in this stuff is probably just common sense.




I had a thought.

I could honestly imagine certain wings of some of the legislative parties, and entire bitty little parties, realigning in the face of it finally being a realistic possibility for GDI to do rollback and reclaim whole swathes of the Earth, at least in principle.

I've been meaning to do a write-up, but inspiration never gelled for me.

...

You'd be looking at, basically:

1) The currently-bitty little Biodiversity, Reclamation, and Homeland Parties. These all have a shared interest in rolling back tiberium and restoring environments (though Biodiversity might not join if they're hippy-dippy, since this is gonna be the party of "GDI conquers the world."

2) Sizeable chunks of the United Yellow List support base (many of whom are themselves refugees from areas that are now a Red Zone, or a deep Yellow Zone enslaved by Nod).

3) Potentially, certain members of the Militarist Party, who value not just having a strong military, but want to take it and go bonk some heads with it.

Return Party
(Still workshopping that name)

Possible party demands:

-Commit to no (further) liquid tiberium power plant construction.
-Dismantle existing liquid tiberium power plants (if applicable)
-Complete X Yellow Zone Tiberium Harvesting phase(s).
-Ambitious abatement targets.
-Planned city projects
-Ranching domes (biodiversity, ecological restoration projects)
-Complete X MARV fleets.
-More general military commitments.
 
Love the concept.

Hmmm, perhaps not an outright party. But a coalition of aligned interests. Or perhaps a ministerial committee? You could even find some initiative first MP's in there too adding to the demands for no further liquid tiberium power plants, particularly in blue zones.

Broadly speaking it very much ties in to the reclamation party's main draw. Main problem it runs headlong into, is, almost everything they want, is also on the developmentalists plangoals. Abatement, planned cities, and so on.

But yeah, if/when the party doesn't grow more, them caucusing together to have their voices heard more is a good idea. Though a part of me suspects something like that already happens and is basically ongoing background political stuff.
 
I've made another "reverse-results" post, like the one over here. This lists the dice rolls needed for a project to be complete. You can use this after the rolls happen to quickly figure out if each project completed or not. Again, this doesn't replace a proper results post.

Plan Catching-Up The Military
- Yellow Zone Fortress Towns (Phase 3) 3 dice: 61+
- Integrated Cargo System 2 dice: 24+
- Continuous Cycle Fusion Plants (Phase 4) 3 dice: 125+
- Reserve Heavy Industrial Resources 1 die auto
- Hover Chassis Development 1 die: 12+
- T-Glass Foundries (Stage 2) 4 dice: 188+
- Civilian Glider Development 1 die: Don't roll a nat 1.
- Perennial Aquaponics Bays (Stage 3) 2 die: 82+
- Wadmalaw Kudzu Plantations (Phase 1) 2 dice: 89+
- Tiberium Processing Refits (Phase 3+4+5) 3 dice: 174+ (Phase 3+4 74+)
- Offshore Tiberium Harvester Stations (Phase 3) 2 dice: 46+
- Tiberium Inhibitor Deployment (Red Zone 6) 1 die: 69+
- Lunar Heavy Metals Mines (Phase 1) 6 dice: 242+
- Prosthetics Deployment Initiatives (Phase 4) 2 dice: 103+
- Domestic Animal Programs 2 dice: 129+
- Erewhon Life Support Commitments (New) 1 die auto
- Long Range Sensor System Deployment (Phase 2) 3 dice: 92+
- Prototype Plasma Weapons Development 1 die: 15+
- Orca Refit Deployment 1 die: 9+
- Orbital Strike Regimental Combat Team Stations (Phase 1) 3 dice: 60+ (Phase 1+2 255+)
- Universal Rocket Launch System Deployment (Phase 2) 1 die: 55+
- Shell Plants (Phase 5) 2 dice: 58+
- Ablat Plating Deployment (Stage 4) 3 dice: 65+
- Neural Interface System Development 1 die: 15+
- Security Review (Infra/Tiberium) DC50 2 dice each: Don't roll a nat 1.
 
I wonder what the United‌ ‌Yellow‌ ‌List and Initiative‌ ‌First coalition would look like
The only reason those two will touch dicks is to fuck the middle, and only for how long it takes to fuck the middle. The moment that's done they'll be at each other's throats.

Even that scenario is fairly unlikely, as UYL is very much an umbrella party that retains faith in the political process. So long as those two descriptors hold true an alliance of convenience with their ideological opposites will remain, thankfully, impossible.
 
Love the concept.

Hmmm, perhaps not an outright party. But a coalition of aligned interests.
Given how GDI's legislature works, if you want to create a coalition of aligned interests, you form a party.

Or perhaps a ministerial committee? You could even find some initiative first MP's in there too adding to the demands for no further liquid tiberium power plants, particularly in blue zones.
The committee would be powerless unless it were, in effect, a party.

Broadly speaking it very much ties in to the reclamation party's main draw. Main problem it runs headlong into, is, almost everything they want, is also on the developmentalists plangoals. Abatement, planned cities, and so on.

But yeah, if/when the party doesn't grow more, them caucusing together to have their voices heard more is a good idea. Though a part of me suspects something like that already happens and is basically ongoing background political stuff.
Part of the point is that 'Return' is an ideology distinct from 'Development.'

The hypothetical Return Party doesn't really give a shit about building mines on the moon or cities in space. They want to roll back the Yellow and Red Zones and uncover the land that was ancestral homeland to so many of GDI's current citizens. They want to retake the Earth, and so even if they share some objectives with Development and all the other parties (even IF and the FMP want tiberium to be rolled back, for instance), they have a distinct thing all their own in that they're not just pro-military and pro-abatement, they're revanchist towards the 80% or so of the Earth's land area that has been claimed by Nod, tiberium, or both.

This particular party may sometimes make disturbing allies in a way. But their ideals and desires are, in my opinion, understandable and in many ways a logical outgrowth of the actions Treasury has taken. They'd be something we made, in the same way that in a real sense we made the Starbound Party into the relatively strong faction it is today.
 
Speaking of parties, don't we have some Nod Reformists planning to run? They'd be an interesting, if likely small ally. Would definitely support Liquid T and visiroid research, and might encourage more interaction with the Forgotten. Probably also push for easier amnesty for former Nod militants and the like.

Big gamble, but we've integrated former Nod before, and it'd be nice to get some support on our more out there science projects.
 
[x] Plan Insert Witty Name Here
- [x] Infrastructure 6/6 90R
- [x] Integrated Cargo System 2 dice 30R 97%
- [x] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
- [x] Security Review 1 die
- [x] Heavy Industry 5/5 160R
- [x] Continuous Cycle Fusion Plants (Phase 4) 4 dice 80R 97%
- [x] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 2 free dice 60R 97%
- [x] Hover Chassis Development 1 free die 20R 89%
- [x] Light and Chemical Industry 5/5 70R
- [x] T-Glass Foundries (Stage 2) 4 dice 60R 60%
- [x] Civilian Glider Development 1 die 10R 100%
- [x] Agriculture 4/4 40R
- [x] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 68%
- [x] Wadmalaw Kudzu Plantations (Phase 1) 2 dice 20R 62%
- [x] Tiberium 7/7 100R
- [x] Tiberium Processing Refits (Phase 3) 1 die 20R 55%
- [x] Railgun Harvester Factories
-- [x] Maputo 1 die 10R 82%
- [x] Offshore Tiberium Harvester Stations (Phase 3) 2 dice 40R 90%
- [x] Visceroid Research Programs 2 dice 30R 98%
- [x] Orbital 6/6 140R
- [x] Lunar Heavy Metals Mines (Phase 1) 6 dice + 1 free die 140R 90%
- [x] Services 3/5 10R
- [x] Domestic Animal Programs 1 die 10R 0%
- [x] Erewhon Life Support Commitments 1 die
- [x] Military 8/8 240R
- [x] Advanced Laser System Development 1 die 30R 86%
- [x] Long Range Sensor System Deployment (Phase 2) 2 dice 50R 36%
- [x] Reclamator Fleet YZ-10 South
-- [x] Super MARVs 1 Administrative Assistance die 20R 90%
- [x] Orca Refit Deployment 1 die 15R 92%
- [x] Wingman Drone Development 1 die 15R 100%
- [x] Orbital Strike Regimental Combat Team Stations (Phase 1) 3 dice 60R 97%
- [x] Universal Rocket Launch System Deployment (Phase 2) 1 free die 15R 46%
- [x] Railgun Munitions Development 1 free die 10R 86%
- [x] Neural Interface System Development 1 free die 25R 86%
- [x] Bureaucracy 4/4
- [x] Administrative Assistance 2 dice (Reclamator Fleet YZ-10 South)
- [x] Security Reviews (Infrastructure) 1 Infrastructure die + 1 die 89%
- [x] Security Reviews (Services) 1 Services die + 1 die 89%
- [x] Free Dice 7/7
- [x] 3 in Heavy Industry
- [x] 1 in Orbital
- [x] 3 in Military
- [x] Resources Income 850/850 Reserve 0/10
 
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