So my current list of Mil desires for the coming year:
Advanced Laser System Development- new weapons tech
Long Range Sensor System Deployment (Phase 2)- counter NOD stealth
Prototype Plasma Weapons Development- new weapons tech
Stealth Disruptor Development- counter NOD stealth
Strategic Area Defense Networks- stopping limited raids from disrupting GDI
YZ Hubs- dependent on military strategy but used to put targeted bases in conjunction with a YZ harvest push to try and pressure 1 or 2 warlords early.

Wingman Drone Development- Air Force upgrade
Tactical Airborne Laser Development- new weapons tech
Apollo Fighter Factories- more current Gen fighters to further phase out older fighters and control the skies

Orbital Strike Regimental Combat Team Stations (Phase 2)- orbital drops

Railgun Munitions Development- more booms from the railguns
Ground Forces Zone Armor (Set 1)- 1 or 2 factories to form assault groups for the infantry
Vehicle dev-old vehicles are old, time to incorporate new techs
GD-3 Rifle Development- infantry are the largest group, give them an upgrade
Hallucinogen Countermeasures Development- neutralize an enemy weapon

Escort Carrier Development- air power everywhere, also sub hunting
Shark Class Frigate Development- sub hunting

Mastodon Heavy Assault Walker Development- after doing some more dev projects roll out this as well
Tactical Plasma Weapon Development- weapon tech
Neural Interface System Development- something to give steel talons an edge, yes please

Of note some of these are contingent on doing other dev first to incorporate tech dev into design dev.

For Shark Class- really more anti-sub capability will help as right now NOD main supply line between warlord is via subs so cutting into that reduces the ability for unique production to be deployed in different regions which helps the military by reducing the options each warlord has.
So... how many Progress points, or how many dice, does all of this add up to? Especially bearing in mind that some of these projects (especially the escort carrier, frigate, and rifle projects) may take a while to bear fruit and require additional construction before we actually get anything out of them. Just off the top of my head... Honestly I'm struggling, because so many of these are likely to have deployment projects behind them.

I tried to math it out and it's a lot. I think we need to dial our expectations back.

Some of the projects I think we'll need to cut from your list of "stuff that can usefully get done in 2060" includes:

1) The rifle development.
We've been explicitly told that the GD-3 is a slightly modernized infantry rifle design, an incremental update on the GD-2. I don't expect revolutionary results from it, so while it's "something for the infantry," saying so is thinking about things the wrong way around. What rifle infantry usually really want isn't a better rifle in their hands, it's bigger and better fire support weapons from the other combat arms, because those are the ones that do most of the killing anyway. That isn't to say that upgrades to a notional futuristic rail/laser/particle/ion/plasma rifle are meaningless, but just turning a slugthrower into a marginally better chemical slugthrower isn't likely to help much. The Poor Bloody Infantry are probably more grateful for all the shell plants we've built than they would be for any GD-3 version we could press into their hands.

2) The Shark-class.
It's not that more ASW capability won't help, it's that we can only feasibly put so many Military dice onto building shipyards to put hulls in the water. Building more escort carrier hulls is likely to take all the Military dice we can afford to spare the Navy in 2060, just as the Governor yards took all the attention we could spare for the Navy in 2057-58.

3) The Mastodon.
I mean, maybe we can do the prototyping, but I'm not optimistic about doing the project before 2061. We can do other stuff for the Talons (like the neural interface and plasma weapons), but the Mastodon, specifically, is iffy, especially if we're waiting on Advanced Lasers and/or plasma weapons.

4) Ground Force Vehicle development.
Ground Forces has explicitly put this behind zone armor in priority, and I think we should respect that. Sure, Ground Forces could very much use a new APC and so on, but I don't think it's really worth it right now. If we're going to throw them a bone, it should be to start making them factories for zone armor, not to research new AFVs and whatnot.

5) MARV hubs.
With Tib War Four blowing up in our faces, Nod is going to be operating at a higher level of aggression. It will be a lot harder to get away with building a large MARV hub in a forward location without it getting attacked during construction. Even if we finish things in a single quarter, in real life that doesn't mean completing them instantly; there's still time for the enemy to rally a force and blow them up while they're half-finished. Everyone and everything is gonna be busy and guarding far-forward MARV hubs in locations Nod can easily reach (i.e. Yellow Zones) will be hard to add to the military's To-Do list. The time to build MARV hubs is after we've given Nod enough of a kicking that they're militarily exhausted and incapable of further offensive action on a large scale. If we were gonna build a set of MARV hubs, we needed to have already done it starting in 2059Q3. I recall suggesting that we do exactly that in an area I wanted some more security and harvesting in, and people weren't too happy with the idea right then. Now it is, probably, too late until the war dies down.

6) SADN systems.
This one, I'm torn about. We want it, for obvious reasons, but building it is an operation that will require us to act on a massive scale. Phase One is going to take about five dice (massive investment for one turn or substantial investment for two) and that's just to cover a handful of our most critical refining nodes. I think we can and should try to get this first phase into place this year, but Phase Two is going to take until 2061, realistically, and Phase Three is a "some time next Plan" thing in my opinion.

As far as finishing Enterprise, wasn't space mine income supposed to be for the treasury and not reapportioned at the end of a plan? Might be worth pushing for more of that since IIRC we need bays to convert higher tier space mines to income
The exemption from reapportionment was for the 2057-58 reapportionment only. If we want it to apply to the 2061-62 reapportionment we need to cut a specific deal or pray that Starbound decides to pull more leverage on our behalf again.

I have no idea how the political "cut a deal" action even works, so it's hard for me to say what we'd need to do to get that exemption.

We may just have to resign ourselves to having the moon mine expenses reapportioned, even though by the end of this Plan we'll still only barely be breaking even, at best, in terms of resource investment in space.
 
So... how many Progress points, or how many dice, does all of this add up to? Especially bearing in mind that some of these projects (especially the escort carrier, frigate, and rifle projects) may take a while to bear fruit and require additional construction before we actually get anything out of them. Just off the top of my head... Honestly I'm struggling, because so many of these are likely to have deployment projects behind them.
Simply put those are the options I am considering- obviously not all will be picked but I did cut some projects from that list. And a lot of that depends on what we learn.

Read the caveat- that is a very specific strategy much like a Karachi drop and dependent on what military operation happens.
 
...in that case, I say we get to it.
I would still like to argue for Rare Metals Harvesting first.

If we do those projects now, they have 7-8 turns to pay for themselves before reapportionment, which means we at least mostly recoup the cost of doing them.

We will not recoup the costs if we want until the last few turns of the Plan.

For me- Enterprise 4 and Reyjavik 4 gives us enough cap good and 2 of 3 energy to roll out the adv EVA on mil to increase our progress there.
That's what spamming Heavy Industry dice on Nuuk is for. We need Nuuk anyway, and we need to make serious progress towards completing it soon to demonstrate progress. Trying to teeter along and balance other projects is a losing game; we need a veritable river of Capital Goods pouring into our economy if we're going to make any real use of the advanced EVA options.

Given that Ground Forces are now at Extremely High Confidence, I think we should direct our upgrades elsewhere for now.
I don't disagree with you, but remember that "Extremely High Confidence" can mean something like "we're absolutely certain we can win the upcoming battles, but we expect to lose half a million soldiers killed and a million crippled for life within the next year." On the scale of GDI's military that's plausible and a survivable if very brutal loss rate.

Having a few zone armor factories could do a lot to objectively decrease military casualties, which still matters even if Ground Forces is confident of victory. But with that said, we should still be pushing the great majority of our dice this coming year to branches other than the Ground Forces.

@Derpmind , now I'm wishing I could write a SCED Quest plan that would make you happy. But I don't know enough. :(

Its a wishlist- also given we are going into conflict modernizing our entire armed forces is not a bad idea. Better rifle also helps against cyborg attacks and raids which are more likely as the war heats up. Just looking and saying overall confidence is high does not mean that there is no issues, just an overall status
I was literally making this same mistake a few dozen pages ago.

The GD-3 is not going to have much impact on infantry riflemen's performance against heavily armored or durable targets like cyborgs, landmonsters, and cyborg landmonsters. It's a rifle for rear area garrison troops and is in effect just a slightly updated version of the GD-2. If we want an infantry rifle that can reliably gun down a charging cyborg zombie crocodile, we need to take Advanced Lasers and see if it lets us duplicate Stahl's infantry lasgun or something similar.
 
That's what spamming Heavy Industry dice on Nuuk is for. We need Nuuk anyway, and we need to make serious progress towards completing it soon to demonstrate progress. Trying to teeter along and balance other projects is a losing game; we need a veritable river of Capital Goods pouring into our economy if we're going to make any real use of the advanced EVA options.
With additional mil factories that need to be rolled out expect cap goods to go into there- also it takes some time for Nuuk to get to the high cap good payoff
 
2) The Shark-class.
It's not that more ASW capability won't help, it's that we can only feasibly put so many Military dice onto building shipyards to put hulls in the water. Building more escort carrier hulls is likely to take all the Military dice we can afford to spare the Navy in 2060, just as the Governor yards took all the attention we could spare for the Navy in 2057-58.
We don't have to build every Shark-class shipyard. We could build a mix of Escort carriers and Shark frigates. It'd be especially useful if the Shark's shipyards is significantly cheaper to build than the Escort's, whether in resources, dice, or overhead.
3) The Mastodon.
I mean, maybe we can do the prototyping, but I'm not optimistic about doing the project before 2061. We can do other stuff for the Talons (like the neural interface and plasma weapons), but the Mastodon, specifically, is iffy, especially if we're waiting on Advanced Lasers and/or plasma weapons.
Steel Talon deployments are rather cheap. Look at the Havoc - two 0/110 projects at 10R/die each. And we don't have to wait on lasers or plasma to build them; they can be refitted after the fact with better weapons, even if we'd prefer them to be built the other way around.

I'm worried that shortchanging the Steel Talons might lead to some of our research facilities getting destroyed. Or worse, as they're explicitly the weakest military branch, they might be targeted as a weak spot.
One place we can build MARV hubs safely is the BZ locations. Not so much useful on the offensive, but even the Hubs by themselves are hardened defensive structures. It might still be worth building a MARV hub for BZ-18 if we think they're likely to get cut off.
I don't disagree with you, but remember that "Extremely High Confidence" can mean something like "we're absolutely certain we can win the upcoming battles, but we expect to lose half a million soldiers killed and a million crippled for life within the next year." On the scale of GDI's military that's plausible and a survivable if very brutal loss rate.
Well, that's an "extremely cynical assessment". GDI doesn't use human-wave attacks like NOD does, but rather combined arms stuff.. and we have advanced prosthetics being rolled out, too.
@Derpmind , now I'm wishing I could write a SCED Quest plan that would make you happy. But I don't know enough.
I wrote all that while I'm staying up too late at night. Uh. @sunrise I apologize if my post is too upset at unimportant stuff.

Simon, I'm already voting for Lightwhispers's Plan. And if I wasn't, I'd be making my own. Don't worry about me.
 
Q1 2050 Tiberium Spread
Blue: 17.35
Yellow: 32.62
Red: 50.03

Q4 2059 Tiberium Spread
19.17 Blue Zone
2.29 Green Zone
24.01 Yellow Zone (83 Points of Abatement)
54.53 Red Zone (72 Points of Abatement)

GDI-controlled territory: 21.46 (increase of 4.11)
Over the decade, we've pushed out our borders by 4% of the land area on Earth, and since we established the last phase of Blue Zone Perimeter Fencing with Blue Zones at 14.65 - so our current Blue Zone borders are about 4.5% further out from where the main defensive walls are.
And while most of our previous fortress towns are probably currently in that Blue Zone space that is outside the main defensive perimeter, the new ones we just build will stiffen the crumple zones that are the Green Zone.

In other words, trading space for the opportunity to counterattack is quite viable. I don't anticipate voting for it, but it's not a stupid option.
 
It is not quite as good as Light is presenting it, but yes, you have a lot more crumple zone than pre 3TW GDI did. And you can certainly make use of that. At the same time however, the Brotherhood of Nod has been pushing to make ways to be able to reach out and touch your Blue Zones even from a few hundred kilometers away.
 
I am in agreement with Derpmind. If we are in a war situation right now, we should fortify the weak link that is the Steel Talons.
We need the Mastodon done anyway.
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
Needs missiles and artillery shells.
Check and check.
 
It is not quite as good as Light is presenting it, but yes, you have a lot more crumple zone than pre 3TW GDI did. And you can certainly make use of that. At the same time however, the Brotherhood of Nod has been pushing to make ways to be able to reach out and touch your Blue Zones even from a few hundred kilometers away.
I hear a hint to put up SADNs already.

Realistically probably not happening until Q3 2060, I think. These first months are absolutely crucial--the harder we can hit NOD while they're still reeling, the shorter this war will be.
 
Eh, the Steel Talons are mostly an R&D and occasional strike force group instead of force that actively goes into combat a lot. Not to say we haven't been giving much attention but I would rather not focus too much on improving them when we have better (imo) options.
 
Eh, the Steel Talons are mostly an R&D and occasional strike force group instead of force that actively goes into combat a lot. Not to say we haven't been giving much attention but I would rather not focus too much on improving them when we have better (imo) options.
I remind you that their combat arm is an elite unit that can knock Nod on its backside rather effectively even with older gear.
 
I am in agreement with Derpmind. If we are in a war situation right now, we should fortify the weak link that is the Steel Talons.

Forgive me if I'm mistaken but I don't think the Steel Talons are a weak link or combat unit. They are our advanced warfare research and development group.

If anything the navy is our weak link at the moment. The only reason I'm not demanding escort carriers next turn is that I really want wingmen done first.
 
If anything the navy is our weak link at the moment. The only reason I'm not demanding escort carriers next turn is that I really want wingmen done first.
I'm still salty about this.

Seriously, the escort carriers don't need Wingman drones to do their job, they needed to be done and rolled out before the crunch point. Well now we're at the crunch point and it's going to be minimum of a year before we see new hulls hit the water in enough numbers to matter--by which point we will have, for all intents and purposes, won or lost the war.
 
With additional mil factories that need to be rolled out expect cap goods to go into there- also it takes some time for Nuuk to get to the high cap good payoff
We can sprint Nuuk Phases 1+2 in one turn; it's probably about 6-7 dice. Another eight or so to Phase 3 and the giant Capital Goods payoff.

Nuuk has a higher Progress requirement than Enterprise Phase 4 or Reykjavik Phase 4, but it's not a lot more. The key point being, we need to be thinking in terms of Nuuk as the cornerstone of our Capital Goods supply, and we need to stop thinking of ways to spend all our Capital Goods as soon as we get them, because we are literally in the middle of a war and we are going to take hits to Capital Goods producing facilities. Including ones we didn't know we had, like that industrial park in South America that Stahl took a potshot at with cruise missiles.

By the time we spend 620 Progress in Light Industry (and we will) or 765 Progress in Orbital (and we will) to get those fields' respective +4 Capital Goods projects (Reykjavik and Enterprise, respectively), we will already have also spent 480 Progress in Heavy Industry to get Nuuk Phase 2 and its +4 Capital Goods, and be on our way to spending the next 640 Progress to get Nuuk Phase 3 and its +16 Capital Goods.

But my advice is to hold off on plans to spend those waves of extra Capital Goods until they actually materialize. No more counting chickens before they hatch; we need some slack in the system to handle wartime conditions.

We don't have to build every Shark-class shipyard. We could build a mix of Escort carriers and Shark frigates. It'd be especially useful if the Shark's shipyards is significantly cheaper to build than the Escort's, whether in resources, dice, or overhead.
The problem is that Shark shipyards are likely to compete with escort carrier shipyards. By building a mix of the two types, we delay the period during which we have not yet fulfilled the thing the Navy specifically wants us to do most.

These are the people who are directly dealing with the Nod submarine threat. I'd prefer not to act like they don't understand the big picture.

Steel Talon deployments are rather cheap. Look at the Havoc - two 0/110 projects at 10R/die each. And we don't have to wait on lasers or plasma to build them; they can be refitted after the fact with better weapons, even if we'd prefer them to be built the other way around.
Talon deployments are cheap, but I'd much rather have the Mastodon be designed specifically with energy weapons in mind. Even the Talons don't seem to really like retrofitting stuff onto existing vehicles for testing if they plan to use it on a large scale.

Well, that's an "extremely cynical assessment". GDI doesn't use human-wave attacks like NOD does, but rather combined arms stuff.. and we have advanced prosthetics being rolled out, too.
None of that stops soldiers from getting killed in war.

If you're fighting a global conflict against a tough, dirty-fighting enemy like Nod, even if you don't use human wave tactics, you can and will still take a lot of casualties, and to some extent you can predict those casualties. Ground Forces knows this from painful experience; they don't expect zero casualties when they go to fight Nod. That doesn't mean they won't fight anyway, or don't expect to win.

But they're still going to lose troops- a lot of them, by the standards of real world developed militaries that usually only fight much less well-equipped enemies in wars of choice far overseas where they can just back out any time it looks like they might lose more than a few hundred soldiers.

So armoring up Ground Forces troops is still a good thing to do that will be beneficial, even if Ground Forces as a whole is confident in its ability to take the fight to the enemy.

...

Also, grimly... prosthetic arms and legs are great, but there are a lot of types of injuries that they just don't help you with. Prosthetics as they now exist in GDI won't do you much good if your retinas have been burned out by a diffused and reflected military-grade laser beam, or if penetrator round rips up your intestines and you spend the rest of your life, well... living with the medical problems that go with having your intestines torn up and repaired as best they can be.

Q1 2050 Tiberium Spread
Blue: 17.35
Yellow: 32.62
Red: 50.03

Q4 2059 Tiberium Spread
19.17 Blue Zone
2.29 Green Zone
24.01 Yellow Zone (83 Points of Abatement)
54.53 Red Zone (72 Points of Abatement)

GDI-controlled territory: 21.46 (increase of 4.11)
Over the decade, we've pushed out our borders by 4% of the land area on Earth, and since we established the last phase of Blue Zone Perimeter Fencing with Blue Zones at 14.65 - so our current Blue Zone borders are about 4.5% further out from where the main defensive walls are.
And while most of our previous fortress towns are probably currently in that Blue Zone space that is outside the main defensive perimeter, the new ones we just build will stiffen the crumple zones that are the Green Zone.

In other words, trading space for the opportunity to counterattack is quite viable. I don't anticipate voting for it, but it's not a stupid option.
You're right. The catch is that in many cases, the "crumple zone" isn't actually all that deep. Look at the maps. In many places the Green Zones are belts no more than a couple of hundred kilometers across, if that. Fortress towns are great and all, but it's going to be very hard to stop Nod offensives from penetrating into what is now the Blue Zones, even if only into the borders of those Blue Zones.

It is not quite as good as Light is presenting it, but yes, you have a lot more crumple zone than pre 3TW GDI did. And you can certainly make use of that. At the same time however, the Brotherhood of Nod has been pushing to make ways to be able to reach out and touch your Blue Zones even from a few hundred kilometers away.
Yeah. Those cruise missiles are a bear, and are one reason I'm even considering the expense of SADN construction in the near future.

I am in agreement with Derpmind. If we are in a war situation right now, we should fortify the weak link that is the Steel Talons.
We need the Mastodon done anyway.

Needs missiles and artillery shells.
Check and check.
"Artillery" in this context means a direct fire heavy weapon. It is advisable that we at least develop either Advanced Lasers or the Talons' plasma weapon project before starting work on the Mastodon, simply because it's ideal as a testbed for heavy vehicle-portable energy weapons and we're gonna need such a testbed.

I'm still salty about this.

Seriously, the escort carriers don't need Wingman drones to do their job, they needed to be done and rolled out before the crunch point. Well now we're at the crunch point and it's going to be minimum of a year before we see new hulls hit the water in enough numbers to matter--by which point we will have, for all intents and purposes, won or lost the war.
Frankly, yes. On the other hand, to actually get them done on the desired scale, we'd have had to roll about ten Military dice on building escort carrier shipyards. That's kind of a lot of investment, and we'd have had to have done it quite some time ago to be getting ships now.

But you're not wrong; this is a case where hopefully it'll be worth it in the long run, but where we are definitely making a major short term sacrifice by not having done the work sooner.
 
Forgive me if I'm mistaken but I don't think the Steel Talons are a weak link or combat unit. They are our advanced warfare research and development group.

If anything the navy is our weak link at the moment. The only reason I'm not demanding escort carriers next turn is that I really want wingmen done first.
Two things here, the Steel Talons are a combat unit first and foremost. They just have huge a huge R&D section attached to the back of them because they get to test all the new gear to death before the regular units do, ZOCOM does too even if what they test is designed more for their own operations. It's the purview of elite units to get handed the best and latest equipment then pointed either at some really hard exercises or in our case a Nod base. They are something of a weaker link because they are lacking a heavy walker to go along with the Havocs and refit Titan 2s along with many new weapons tech they would love to be testing on Nod forces right now.

Second point, the navy isn't so much of a weak link. Even lacking escort carriers and frigates we still have enough fleet carriers and cruisers to seriously contest Nod at sea and our costs are pretty well protected by hydrofoils. It's worth noting that in the only major naval engagement since the end of TW3 the Nod forces ambushed 3 cruisers and pulled back once a carrier and 2 or 3 other cruisers turned up. The real weak point is the air force who have hit, well, almost down to parity with Nod thanks to the Firehawk still seeing use as our most common air-superiority fighter. With even newer and deadlier Barghests coming into play the fighter built to kill the Firehawk has become more dangerous and will likely start showing up in real numbers soon. Never mind whatever the hell Varyag is capable of, with any luck Krukov crashes it on his own command bunker.

We need Apollos, drones, lasers and plasma sooner than we need new hulls. Advantages in air power translate into major advantages for ground engagements as the major militaries of the world learned back in WW2. Hell, even if the air force can take airspace from Nod they were trading Firehawks to Barghests at an almost 1:1 ratio before Arkhangelsk and that was with the drop on them. I don't want to think about what their losses are going to be in a frontal assault or against the Barghest-Bis.
 
We can sprint Nuuk Phases 1+2 in one turn; it's probably about 6-7 dice. Another eight or so to Phase 3 and the giant Capital Goods payoff.

Nuuk has a higher Progress requirement than Enterprise Phase 4 or Reykjavik Phase 4, but it's not a lot more. The key point being, we need to be thinking in terms of Nuuk as the cornerstone of our Capital Goods supply, and we need to stop thinking of ways to spend all our Capital Goods as soon as we get them, because we are literally in the middle of a war and we are going to take hits to Capital Goods producing facilities. Including ones we didn't know we had, like that industrial park in South America that Stahl took a potshot at with cruise missiles.

By the time we spend 620 Progress in Light Industry (and we will) or 765 Progress in Orbital (and we will) to get those fields' respective +4 Capital Goods projects (Reykjavik and Enterprise, respectively), we will already have also spent 480 Progress in Heavy Industry to get Nuuk Phase 2 and its +4 Capital Goods, and be on our way to spending the next 640 Progress to get Nuuk Phase 3 and its +16 Capital Goods.

But my advice is to hold off on plans to spend those waves of extra Capital Goods until they actually materialize. No more counting chickens before they hatch; we need some slack in the system to handle wartime conditions.
For me Nuuk is already reserved for all the upcoming cap good expenditure in mil (ground armor factories have 1 each, escort carriers will take some given the cruiser shipyards, likely that some of the new vehicle deployments as well).

And we also need energy out of HI so we cant just shock Nuuk- so you are looking at multiple turns or free dice or both, but free dice will also be needed in mil. The whole point to do Reyjavik and Enterprise on the side is while we dump our HI dice into fusion and Nuuk to cover mil expenses we can get some additional cap goods and energy to rollout Adv EVA for mil or hi, not to mention Reyjavik will make the various mech and ground armor projects easier with phase 4 and enterprise phase 4 gives us a solid manufacturing in space which is currently out of reach of NOD action.

The key thing though is that we dont need to use free dice, HI dice or mil dice to get Phase 4 Reyjavik (then probably Phase 1 and 2 superconductors) and Phase 4 Ent online so we get to do those alongside Nuuk and Fusion.

I do agree with not spending cap goods and energy until we get them, we cannot afford running our margins low during the war when we should expect to have production impacted by NOD action- which is why I would be only dropping 1 die on Adv EVA in Q2 to start but not finish with Reyjavik and Ent phase 4 supposed to finish in Q2 (though if they roll really well in Q1 i can see dropping 2 dice for the Adv Eva since Reyjavik and Ent excess rollsover to another stage, overkill on them is not as bad). Doing that also means the initial 4 cap good from Nuuk can cover say 2 ground armor with 2 leftover.
 
Note that Zone Suits don't just benefit the Ground Forces. They make ZOCOM happy, because now ZOCOM doesn't need to give up some of its people every time we need someone in power armor. They also make the Space Force happy, because you bet they count as the tip of the tip of the spear and get the stuff first.
That is exactly why I have argued before that the Zone Suit factories are needed for ZOCOM and not just ground forces, because without it ZOCOM has to spread out it's forces to help do the job of the regular ground forces since they're the only ones with the Zone suits.

Thus without those factories, future expansions of Tiberium mines, particularly the ones in the Red Zones and for glaciers, will likely face a lot of warnings from ZOCOM due to how stretched their existing forces are for the red zone operations that they're already in charge of protecting.

But then again maybe people are no longer interested in things like more Red Zone mining or Glacier mines until the start of the next plan, even with the vastly expanded Logistics that will only keep on increasing with Karachi, so who knows how useful the factories will be seen by people until then. Oh well.
 
We need Apollos, drones, lasers and plasma sooner than we need new hulls. Advantages in air power translate into major advantages for ground engagements as the major militaries of the world learned back in WW2. Hell, even if the air force can take airspace from Nod they were trading Firehawks to Barghests at an almost 1:1 ratio before Arkhangelsk and that was with the drop on them. I don't want to think about what their losses are going to be in a frontal assault or against the Barghest-Bis.
I am in complete agreement.

I think next turn we should focus on the air force. Get lasers, wingmen, plasma, build the Apollo factories, maybe the glide munitions. Plus whatever we can throw at hallucinogens and railgun munitions.

Then focus on the navy the turn after that.

Barring any new developments that require our immediate attention.
 
I am in complete agreement.

I think next turn we should focus on the air force. Get lasers, wingmen, plasma, build the Apollo factories, maybe the glide munitions. Plus whatever we can throw at hallucinogens and railgun munitions.

Then focus on the navy the turn after that.

Barring any new developments that require our immediate attention.
Railgun munitions aren't a priority, if anything the Army is quite happy to let other branches get money and to be fair a steel slug from a railgun will still hurt a lot. Hallucinogen protection is a bit too expensive to get with all the other dev projects.

The navy can get escort carriers designed now and frigates next turn with yards alternating. Much of what we currently have in the development docket benefits them in one way or another. But drones will likely be a factory or two, stealth disruptors need done at some point, inferno gel will be useful, both plasma projects may lead to factories and the Talons need the Mastodon. Not to mention expanding OSRCT to help with our attacks and our defence.
 
Two things here, the Steel Talons are a combat unit first and foremost. They just have huge a huge R&D section attached to the back of them because they get to test all the new gear to death before the regular units do, ZOCOM does too even if what they test is designed more for their own operations. It's the purview of elite units to get handed the best and latest equipment then pointed either at some really hard exercises or in our case a Nod base. They are something of a weaker link because they are lacking a heavy walker to go along with the Havocs and refit Titan 2s along with many new weapons tech they would love to be testing on Nod forces right now.
The thing is, the Talons are an elite force tasked with blowing shit up on the land.

We have a lot of other forces, elite and not-so-elite, that do that same job. If the Talons are feeling a little squishy and vulnerable, those other forces can take up the slack.

The Navy is the only force tasked with blowing shit up on and under the ocean. If they're not up to the task, then that shit doesn't get blown up, in which case our shit gets blown up.

As such, the Navy not having what it needs, even if it's kind of hanging in there, is more of a problem than the Talons.

Fortunately, what the Talons want is generally cheaper.

In all candor, I'm supportive of working on the Mastodon heavy walker as soon as we have Advanced Lasers and I'm confident we have the means to integrate that for both point defense and main battery energy weapons. Because a laser-armed Mastodon is likely to be a good benchmark, and we can get there quickly if we focus.

Second point, the navy isn't so much of a weak link. Even lacking escort carriers and frigates we still have enough fleet carriers and cruisers to seriously contest Nod at sea and our costs are pretty well protected by hydrofoils. It's worth noting that in the only major naval engagement since the end of TW3 the Nod forces ambushed 3 cruisers and pulled back once a carrier and 2 or 3 other cruisers turned up.
The problem is that the navy is always running defense and has few good answers to enemy submarine warfare. They need a lot more stuff and capabilities to handle that. Remember that we lost a cruiser to a relatively cheap, simple Nod submarine not long ago, during the Manchester attack. And that submarine wasn't even there to kill the cruiser, it just happened to get a shot off at it while unleashing a cruise missile attack on one of our industrial centers!

The real weak point is the air force who have hit, well, almost down to parity with Nod thanks to the Firehawk still seeing use as our most common air-superiority fighter. With even newer and deadlier Barghests coming into play the fighter built to kill the Firehawk has become more dangerous and will likely start showing up in real numbers soon. Never mind whatever the hell Varyag is capable of, with any luck Krukov crashes it on his own command bunker.
I don't think this is quite accurate.

The Air Force has encountered scary fighters, but it already has scary fighters of its own. That's why it's not asking us to develop new categories of system, just to build more of what it already has, because Apollos can pick off Barghests just fine if there are enough of them. All they really asked is "increase production so we can stop using Firehawks as interceptors at all."

By contrast, the Navy needs entire categories of ships it simply does not have, if it is to take down the stuff Nod is already deploying. It doesn't just need us to build a couple more hydrofoil shipyards or something.

Two things here, the Steel Talons are a combat unit first and foremost. They just have huge a huge R&D section attached to the back of them because they get to test all the new gear to death before the regular units do, ZOCOM does too even if what they test is designed more for their own operations. It's the purview of elite units to get handed the best and latest equipment then pointed either at some really hard exercises or in our case a Nod base. They are something of a weaker link because they are lacking a heavy walker to go along with the Havocs and refit Titan 2s along with many new weapons tech they would love to be testing on Nod forces right now.
The thing is, the Talons are an elite force tasked with blowing shit up on the land.

We have a lot of other forces, elite and not-so-elite, that do that same job. If the Talons are feeling a little squishy and vulnerable, those other forces can take up the slack.

The Navy is the only force tasked with blowing shit up on and under the ocean. If they're not up to the task, then that shit doesn't get blown up, in which case our shit gets blown up.

As such, the Navy not having what it needs, even if it's kind of hanging in there, is more of a problem than the Talons.

Fortunately, what the Talons want is generally cheaper.

In all candor, I'm supportive of working on the Mastodon heavy walker as soon as we have Advanced Lasers and I'm confident we have the means to integrate that for both point defense and main battery energy weapons. Because a laser-armed Mastodon is likely to be a good benchmark, and we can get there quickly if we focus.

Second point, the navy isn't so much of a weak link. Even lacking escort carriers and frigates we still have enough fleet carriers and cruisers to seriously contest Nod at sea and our costs are pretty well protected by hydrofoils. It's worth noting that in the only major naval engagement since the end of TW3 the Nod forces ambushed 3 cruisers and pulled back once a carrier and 2 or 3 other cruisers turned up.
The problem is that the navy is always running defense and has few good answers to enemy submarine warfare. They need a lot more stuff and capabilities to handle that. Remember that we lost a cruiser to a relatively cheap, simple Nod submarine not long ago, during the Manchester attack. And that submarine wasn't even there to kill the cruiser, it just happened to get a shot off at it while unleashing a cruise missile attack on one of our industrial centers!

The real weak point is the air force who have hit, well, almost down to parity with Nod thanks to the Firehawk still seeing use as our most common air-superiority fighter. With even newer and deadlier Barghests coming into play the fighter built to kill the Firehawk has become more dangerous and will likely start showing up in real numbers soon. Never mind whatever the hell Varyag is capable of, with any luck Krukov crashes it on his own command bunker.
I don't think this is quite accurate.

The Air Force has encountered scary fighters, but it already has scary fighters of its own. That's why it's not asking us to develop new categories of system, just to build more of what it already has, because Apollos can pick off Barghests just fine if there are enough of them. All they really asked is "increase production so we can stop using Firehawks as interceptors at all."

By contrast, the Navy needs entire categories of ships it simply does not have, if it is to take down the stuff Nod is already deploying. It doesn't just need us to build a couple more hydrofoil shipyards or something.


Railgun munitions aren't a priority, if anything the Army is quite happy to let other branches get money and to be fair a steel slug from a railgun will still hurt a lot. Hallucinogen protection is a bit too expensive to get with all the other dev projects.
On the scale of a global war we're gonna have a LOT of casualties from those hallucinogens. It's worth spending literally one die to look into countermeasures.

Railgun munitions are a Plan promise we have to do anyway sooner or later, and unless manufacturing the munitions turns out to be much harder than I expect, it's also likely to be a relatively cheap, impactful way for us to enable Ground Forces to do more damage to Nod this year.

Remember, just because Ground Forces are very very confident doesn't mean that further enhancing their performance doesn't matter.

For me Nuuk is already reserved for all the upcoming cap good expenditure in mil (ground armor factories have 1 each, escort carriers will take some given the cruiser shipyards, likely that some of the new vehicle deployments as well).

And we also need energy out of HI so we cant just shock Nuuk- so you are looking at multiple turns or free dice or both, but free dice will also be needed in mil.
Just meeting our Capital Goods target for the Plan at all means Free dice on Heavy Industry.

We need to accept that we can't just dump all our Free dice into the military every turn; it's not sustainable. The civilian economy needs upgrades too, and having shiny new tanks and planes only carries you so far when you're struggling just to build power plants fast enough. So, yes, I think we need to think in terms of averaging 7-8 Heavy Industry dice a turn, at which point it's pretty easy to keep up with demand in Energy while getting Nuuk done up to Phase 3 pretty fast.

Meanwhile, you can't just say "oh, all 20 Capital Goods we can get from Nuuk this year are consumed by projects X, Y, and Z" when some of the projects in question shouldn't be done this year anyway. We shouldn't be doing major ground vehicle rollouts that the Ground Forces don't consider a priority, before we do Zone Armor rollouts they do consider a priority. And realistically, if the escort carrier shipyards are a project on the same scale as the Governor yards, we won't be doing them all in a single year anyway.

It's just... let's not de-emphasize Nuuk, and let's keep up some flexible mindedness about where our Capital Goods are going to go and what we'll be doing with them.

But then again maybe people are no longer interested in things like more Red Zone mining or Glacier mines until the start of the next plan, even with the vastly expanded Logistics that will only keep on increasing with Karachi, so who knows how useful the factories will be seen by people until then. Oh well.
Marids, seriously, will you cut out the passive-aggressive shit-slinging?

All it has ever done is irritate and alienate people.
 
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The thing is, the Talons are an elite force tasked with blowing shit up on the land.
We have a lot of other forces, elite and not-so-elite, that do that same job. If the Talons are feeling a little squishy and vulnerable, those other forces can take up the slack.
Semi-disagree here. We haven't rolled out much in the way of big (land) guns for a while.
And other forces taking up the slack only works when we can choose our engagements. We might be able to get a first strike in here due to someone screwing up, but that won't apply for long.

Agree about the Navy though. Unless Auroras can somehow hit submarines, we need to work on the Navy still.
 
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