Well I think it's safe to say with that announcement that the Sprint has been postponed for the time being.
Really regretting that we didn't do the project about fortifying our stuff now.
 
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Well I think it's safe to say with that announcement that the Sprint has been postponed for the time being.

Time to switch to Verizon…

Perhaps that's the natural 100?

The Warlord sends us a formal declaration of attack, with a time and place attached. Very honorable.

On the plus side, at least we just squeezed by with getting the logistics cushion to probably survive a supply line rush. Had it been delayed any further we likely would have swiftly found ourselves unable to fight a war for very long…
 
With a very definitive "Yes, there is going to be a war, 100%" sort of info about next turn, some more dramatic war prep options that otherwise would have been unavalible might pop up.
 
As glad as I am to get information about it I'm really gonna miss the timeline where we do the Karachi Sprint and the warlord dogpile at the same so it ends up with us and nod punching eachother in the jaw as hard as possible entirely by accident
 
I feel like we may be able to mount an offensive into Karachi in Q1 of 2061 if it doesn't go through this turn. Suggest we begin rolling out Strategic Area Defense Networks to protect the most important locations, and perhaps another phase of Shell Plants.
 
As glad as I am to get information about it I'm really gonna miss the timeline where we do the Karachi Sprint and the warlord dogpile at the same so it ends up with us and nod punching eachother in the jaw as hard as possible entirely by accident
That's still the plan. Karachi sprint is still going to feature in I suspect a majority of plans for next turn.
 
I mean, this doesn't stop us from doing the Karachi Sprint. The military still thinks it's viable or we wouldn't even have the option, which from discord talk, we still do. And aggressively fortifying a Planned City right in Nod's relative heartland certainly won't be fun for them!
 
Whether we still go for Karachi in Q1 2060 or not depends on the actual fully fleshed out results of this turn IMO. If the Joint Chiefs want us to put all our Tib dice into worldwide YZ spoiling offensives or something then we'll do that instead and bump Karachi back to '61. It really heavily depends on just what intel we got leaked and how specific it is, so I don't want to commit to any course of action yet. My personal gut feeling is that a worldwide set of spoiling attacks in 2060 to make NOD start off the war on the back foot is the better move, followed by landings in Karachi in '61 as the momentum turns in our favor and we want to start pushing deep into NOD's core territory, not just chase them away from our borders.

But again, depends entirely on what the results actually say, so let's not get ahead of ourselves.
 
If Nod still plans to open with a masterstroke, it may not involve an attack on our orbital assets, and especially not Philadelphia. A nuclear strike on Chicago might make more sense, though I'm not sure if any warlord is capable of this, even with a Tiberium economy. I suspect the stolen fusion designs were used in Project Varyag.
 
If it's going hot next turn what should we put military dice into?

Plasma, lasers, wingmen, stealth disrupters, hallucinogen defense?

Would any development make a difference at that point?
 
Karachi Sprint aside, I've been looking at some of our other options that could potentially be useful for the upcoming war.

I'm pretty happy all those military options completed this turn.

(Also, wow, the Havoc Mechs are going to finish auto-deploying just in time. How crazy lucky is that?)

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-6 Capital Goods, -3 Energy) (Locks 1 die until project is complete)

We could go hard at this, which looks like it'd be quite useful for the war and is already prepared for deployment.

[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes.
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)

This seems like a must-have, and something to dump dice into if we don't have any other great options.

[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)

This could, potentially, provide some small bonus for our ground forces on a ready-to-deploy level. Don't know if we could finish it in time though.

[ ] Hallucinogen Countermeasures Development (New)
With the Hallucinogen grenades deployed by the Brotherhood of Nod being a critical threat to GDI's ability to hold positions, the development of effective physical and pharmacological countermeasures to these devices is an important aid to troop survivability.
(Progress 0/40: 15 resources per die)

Could be smart, and it's real cheap in both dice and resources. Would overflow pour into the deployment of said countermeasures?

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)

Real cheap, could provide a huge benefit to all of our ground force… maybe; but we'd have to develop and deploy. Same question about overflow.

[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die) (High Priority)

We'll probably really need this for serious warfare, whether we want to or not. Same question about whether overflow would work towards deployment.

[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)

@Ithillid Would picking this option remove our nuclear stockpiles from the reach of NOD, or do we not currently have a nuclear stockpile? I'm not quite sure.
 
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Also, just a heads up, but things are going hot in Q1 2060.
Well I suppose it's best to get started with a fumble than a bang on NOD's end. They must have really fucked up NOD has to just dive into TW4 to try and salvage something from the debacle.

As for Karachi, the sooner we can actually get GDI spooled up and on the offensive the better off we're going to be, given we've been twiddling our thumbs waiting for the conflict to escalate and that warlord's screw up- hopefully we can start launching major offensives sooner or later.
@Ithillid Would picking this option remove our nuclear stockpiles from the reach of NOD, or do we not currently have a nuclear stockpile? I'm not quite sure.
GDI canonically does have an existing nuclear stockpile- one arsenal was hijacked by NOD loyalists to fire on Qatarists and GDI cooperating to fight the Scrin in TW3. I would assume most of the stockpile still exists- I wouldn't be surprised if we expanded it given the threat of the Scrin.
 
As for other departments, we might want to begin work on Tiberium Vein Mines to raise our income without pushing into Nod territory, and Nuuk to provide Capital Goods. Orbital should probably keep pushing Regolith/Heavy Metals harvesting, or Enterprise, to improve its defenses and provide industrial capacity Nod can't easily strike. Agriculture should increase our Food reserves and develop Tarberries. In LCI, another phase of Reykjavik would decrease the cost of Zone Armor deployment so we could begin rolling it out quicker.
 
The dice gods gaze upon us with favor! I only had to declare a Grudge on the luck-thief (over in Dwarf Ranger Hold Quest), and the dice smiled down on us! A turn with a 56 average, a crit on the TGlass factory, and a nice little crit in the Random Events leading to a Noddie completely screwing the pooch!
Mind, our poor AI just blew it again, and our income roll was poor, but man, we kicked ass and took names this turn!
Conveniently, not only did we roll well, we didn't blow too much progress on overkill - though when we went hard on the logistics, we really went hard. Like, an average of 2 dice of overcommitment. Hoping we get either added benefit or a little rebate for that much overkill, but I'm not holding my breath. Much of the rest of our projects came right to the line and omake'd over, so we hit them dead on. Beautiful.
Ooh, then Darkandus nailed our Tib rolls, so we pushed back the vore rocks.
And while the IF party rolled stupidly well (grumble, grumble), so they aren't fading into insignificance just yet, politics seems to be just fine, with us able to build a broad coalition of our favored parties again without too much trouble.
On net, this turn covereth a multitude of sins, making up for probably two or three turns of bad rolls. Still puts us in the hole for the overall average, I think, but this is a very positive datapoint. Let's hope that trendline continues positive.
 
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