I think I can post this from the Discord!bureau. No images nor snap shots but one thing that the GM confirmed. But I will put in a spoiler tag if GM and co tell me to put it away anyway.

About the OSRCT:
The organization, its traditions and, especially, the institutional knowledge it will gain over its operation will be the bed rock core for the part of the GDI military that is not using starships to fight their battles in the sequel space quest. So basically, all planetary, habitat, station, moon and asteroid assaults and invasions. The bigger it is, the faster we are gaining experience in this type of warfare.
 
Question, would it not make sense to work on anything besides another laser project while doing Tactical Airborne Lasers? They'd have'd to be redesigned to take advantage of the new technology or be stuck with the old tech, right?
If we finish two related Development projects on the same turn, they both integrate each other. For example, if we do Wingman Drones on the same turn we do Escort Carriers, the latter will design ships meant to carry the drones. So we can do both Advanced Laser System and Tactical Airborne Laser at the same time.
 
For @Void Stalker 's Proposal it would cost approximately 43 dice, not counting the associated Deployment actions. For the next year that would mean investing approximately 11 Free dice. If we took this proposal to be for the rest of the FYP, and added the remaining required projects it would be 65 dice, and require 1 Free die, not counting the associated Deployment actions.
Thanks for the writeup- though for SAD I am looking only at rolling phase 1 out, too many dice and R to roll out all 3 phases, and we have been told NOD has been dev ways to strike our stuff from further out so a bit of hardening to reduce impacts to logistics, cap goods and energy is solid. Also ground force armor I want to get Reyjavik phase 4 out since that makes the armor projects easier (I believe reduces progress probably by 10 or so but that could still drop a dice from each one). Also the multiple dice projects is a reason I want to get Adv EVA rolled out for the Mil category.

Spitballing for next turn's military projects. Get all three Apollo factories built to make the Firehawks obsolete, push the next two phases of OSRCT because they're going to be really OP a unique attack vector. (And is halfway to Phase 4 which is biggest thus even more effective.) Prepare to build more Air and Navy stuff next turn, and get important tech up projects out of the way.
Not sure we can go full free dice on mil again given we need to make sure we have the energy and cap good margins to roll stuff out because this playing on the margins that we like to do is not going to cut it once the missiles start flying. Also projects next turn are going to be very much determined by what intel we are given in the results and the mil plan that the armed forces gives us to take advantage of that leak.

[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
I am stuck between bureau check or throwing admin assistance at this to try and finish it off
 
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We are more resource limited than dice limited next turn. I'd avoid using admin assistance until we have a higher income.
 
We are more resource limited than dice limited next turn. I'd avoid using admin assistance until we have a higher income.
If we make cuts to service next turn we can fit in admin assistance and we are limited in the number of dice we can put into mil so shifting off to bureau will help get another project out

Infra 6/6 120R +33
-[] ??? 6 dice 120R place holder
HI 5/5+2 free 140R +28
-[] Continuous Cycle Fusion Plant (Phase 4) 76/300 4 dice 80R 72%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
LCI 5/5 100R +23
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
Agri 4/4 40R +23
-[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 3 dice 30R 13%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 27%
Tiberium 7/7 135R +36
-[] ??? 6 dice 120R place holder
-[] Visceroid Research Programs 0/120 1 die 15R 37%
Orbital 6/6 120R +23
-[] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
Services 2/5 15R +26
-[] Security Review
-[] Hallucinogen Development (New) 0/60 1 die 15R 89%
Military 8/8+5 free+1 admin 245R +25
-[] Advanced Laser System Development 0/60 1 die 30R 86%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 91%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories 0/80 1 die 15R 61% x3 (3 dice 45R)
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%
Bureau 4/4 +23
-[] Administrative Assistance 2 die auto (Prototype Plasma Weapons Development)
-[] Security Reviews (Service) 2 dice 100%
Free 7/7
5 Mil, 2 HI
3 Idle dice
915/915 (+5 reserve)
 
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As tempting as an Administrative Assistance die is, next turn it'll be 11 turns since the last security review of Bureaucracy. With the war starting next turn we really should do that review.

Infrastructure 1 turn ago 2059 Q4
Tiberium 1 turn ago 2059 Q4
Military 3 turns ago 2059 Q1
Agriculture 4 turns ago 2058 Q4
Light/Chem 5 turns ago 2058 Q3
Services 6 turns ago 2058 Q2
Orbital 8 turns ago 2057 Q4
Heavy Ind 9 turns ago 2057 Q3
Bureaucracy 11 turns ago 2057 Q1
 
As tempting as an Administrative Assistance die is, next turn it'll be 11 turns since the last security review of Bureaucracy. With the war starting next turn we really should do that review.
Its something I am debating, my actual proto plan has bureau review but it is tempting to admin assistance marvs or plasma as that lets us shift a couple of free dice into HI. Then again bureau security review is awkward with the 1 open die so might want to get it out of the way on the turn we are surprising NOD

Meh maybe Q2 on a 30 progress tech like say the rifles or something that falls just short from Q1
 
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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.
This is the kind of thing that leads to them crumbling and then them getting lambasted for not doing a better job.

We really don't want them to crumble. They do and NOD gets to crack open a nice, shiny tech piñata. If for nothing else then to protect us from NOD getting the tech we should spend some of our massive military investment their way.
 
For example, if we do Wingman Drones on the same turn we do Escort Carriers, the latter will design ships meant to carry the drones.
Is this true?

I've been going under the assumption that if they are developed the same turn, they don't include the other projects.

If they do include other stuff developed the same turn then we should absolutely do escort carriers now.
 
I think I can post this from the Discord!bureau. No images nor snap shots but one thing that the GM confirmed. But I will put in a spoiler tag if GM and co tell me to put it away anyway.

About the OSRCT:
The organization, its traditions and, especially, the institutional knowledge it will gain over its operation will be the bed rock core for the part of the GDI military that is not using starships to fight their battles in the sequel space quest. So basically, all planetary, habitat, station, moon and asteroid assaults and invasions. The bigger it is, the faster we are gaining experience in this type of warfare.
So what I'm hearing here is our entire ground arm will be ODSTs?

Next version of Forward!:
[]Plan Forward!
-[]Infrastructure 6/6 150R
--[] Yellow Zone Fortress Towns (Phase 4) 46/250 3 dice 60R 90%
--[] Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R 90%
-[]Heavy Industry 5/5 + 4 180R
--[] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 dice 40R (median 2/4)
--[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 86%
-[]Light & Chemical Industry 5/5 100R
--[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R (median 5/9)
-[]Agriculture 4/4 60R
--[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 2 dice 20R (median 2/4)
--[] Freeze Dried Food Plants 0/200 2 die 40R (median 2/3)
-[]Tiberium 7/7 140R
--[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 6 dice 120R 99%
--[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[]Orbital Industry 6/6 100R
--[] Lunar Rare Metals Harvesting (Phase 1+2) 0/325 4 dice 80R 40%
--[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 55%
-[]Services 4/5 30R
--[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
--[] Domestic Animal Programs 0/200 1 die 10R (median 1/3)
--[] Erewhon Life Support Commitments (New) 1 die auto
--[] Security Review
-[]Military 8/8 + 2 155R
--[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
--[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 2 dice 40R 100%
--[] Wingman Drone Development 0/40 1 die 15R 100%
--[] Apollo Fighter Factories
---[]Maputo 0/80 1 die 15R 61%
--[] Shell Plants (Phase 6) 7/150 1 die 10R (median 1/2)
--[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
--[] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
--[] Escort Carrier Development 0/40 1 die 15R 100%
-[]Bureaucracy 4/4 + 1
--[] Security Reviews
---[]Services 2 dice auto
---[]Bueaucracy 2 dice auto
--[] Security Review

915/915R, 7/7 Free Dice

Beyond @Simon_Jester's suggestions, I also swapped Hallucinogen Development for Domestic Animals, and used the extra 5R to promote a Shell Plant die to Escort Carrier Development.
 
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Their forces won't have seen much combat since TW 3, they've been forced to emphasize discretion more than most warlords, they've been fighting more of a war against Tiberium in the Bengal Delta than GDI up until recently. It won't be easy, but it'll probably be easier than fighting through the Amazon basin and the Andes, or going through a system of Ural fortifications, or scouring subsaharan Africa for insurgents all at once.
I strongly suspect that it wouldn't be the case - one of the payment I'd take if I was Indian Warlord would be experienced soldiers and instructors, especially from Stahl (considering amount of supplies India have been shipping to him, there is no way he is paying for it conventionally). Also, most of NOD industry are likely to be in the southern part, meaning we will have to slog through well-trained, well-supplied if inexperienced troops until we have a chance of hitting something valuable.

The potential length of India campaign is actually what made me to reconsider my support for Karachi offense - if it drag on long enough, we may end up with galvanized India with only superficial if painful damage at the same time as rest of warlord recover from initial smack-down.
 
If we can afford the dice, Tib Energy is a no brainer in my book.

We cannot.

We can afford 1 phase of it, as that's a static -10 PS from completing it, but it's implied that future phases are not '-10PS per phase' but '-10PS per die'.

And we can do far more useful things with that.

Seriously, burning free dice on Energy production in HI isn't that bad a trade, and we can do things like genegineering to fix up tons of hereditary diseases plaguing humanity instead for when we want to spend Political Support.
 
I really think we need to do advanced lasers next turn, it ought to greatly decrease the number of lasers we need in space and on the ground, reducing the cost of projects like orbital lasers and SAD networks
 
New Probability Array, Preliminary. These should be the final numbers for some time, at least until we do Kuzu Phase 3.

As always if you want to suggest any changes, or notice something that might be in error, please contact me.
Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 4) 46/250 2 dice 40R 32%, 3 dice 60R 90%
-[] Yellow Zone Fortress Towns (Phase 4+5) 46/550 5 dice 100R 16%, 6 dice 120R 60%, 7 dice 140R 91%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/160 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 2 dice 30R 3%, 3 dice 45R 57%, 4 dice 60R 95%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 5 dice 75R 3%, 6 dice 90R 30%, 7 dice 105R 73%, 8 dice 120R 95%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%, 3 dice 90R 91%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 5%, 5 dice 135R+ 43%, 6 dice 160R+ 84%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 4%, 7 dice 185R 29%, 8 dice 210R+ 69%, 9 dice 235R 93%
-[] Chicago Planned City (Phase 4) 3/600 5 Tib dice 100R 2%, 6 Tib dice 120R 27%, 7 Tib dice 140R 72%, 8 Tib dice 160R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.
--Note: Karachi Phase 5 is a PITA.
Heavy Industry 5 dice +29
-[] Continuous Cycle Fusion Plants (Phase 5) 1/300 3 dice 60R 19%, 4 dice 80R 72%, 5 dice 100R 96%
-[] Continuous Cycle Fusion Plants (Phase 5+6) 1/300 6 dice 120R 7%, 7 dice 140R 36%, 8 dice 160R 74%, 9 dice 180R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 20%, 2 dice 30R 87%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 24%, 5 dice 75R 72%, 6 dice 90R 95%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 9 dice 135R 5%, 10 dice 150R 24%, 11 dice 165R 56%, 12 dice 180R 83%, 13 dice 195R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 63%, 3 dice 60R 97%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 15%, 6 dice 120R 57%, 7 dice 140R 88%, 8 dice 160R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 12 dice 240R 7%, 13 dice 260R 25%, 14 dice 280R 53%, 15 dice 300R 78%, 16 dice 320R 93%
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%, 3 dice 45R 74%, 4 dice 60R 97%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 7%, 8 dice 160R 32%, 9 dice 180R 65%, 10 dice 200R 8%, 11 dice 220R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 14%, 8 dice 160R 46%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 19%, 4 dice 120R 68%, 5 dice 150R 94%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Green Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 37%, 3 dice 30R 88%, 4 dice 40R 99%
-[] Green Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 65%, 3 dice 30R 97%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 27%, 5 dice 50R 72%, 6 dice 60R 94%
-[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 3 dice 30R 13%, 4 dice 40R 61%, 5 dice 50R 92%
-[] Wadmalaw Kudzu Plantations (Phase 2+3) 0/750 8 dice 80R 5%, 9 dice 90R 24%, 10 dice 100R 56%, 11 dice 110R 82%, 12 dice 120R 95%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 98%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 47%, 3 dice 15R 96%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 3 dice 60R 4%, 4 dice 80R 50%, 5 dice 100R 92%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 7 dice 140R 4%, 8 dice 160R 31%, 9 dice 180R 71%, 10 dice 200R 93%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7+8?) 2/1200? 11 dice 220R 2%, 12 dice 240R 14%, 13 dice 260R 43%, 14 dice 280R 74%, 15 dice 300R 92%
-[] Intensification of Green Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 4+5?) 63/200 1 die 15R 18%, 2 dice 30R 91%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 52%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 32%, 2 dice 60R 95%
-[] Railgun Harvester Factories 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 12%, 9 dice 180R 43%, 10 dice 200R 76%, 11 dice 220R 94%
-[] GDSS Enterprise (Phase 4+5) 0/2300 25 dice 500R 4%, 26 dice 520R 13%, 27 dice 540R 29%, 28 dice 560R 49%, 29 dice 580R 69%, 30 dice 600R 84%, 31 dice 620R 93%
-[] GDSS Shala - Same as Columbia
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 70%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 61%, 3 dice 30R 96%
-[] Orbital Cleanup (Stage 8+9+10) 13/255 2 dice 20R 4%, 3 dice 30R 52%, 4 dice 40R 91%
-[] Orbital Cleanup (Stage 8+9+10+11+12) 13/425 4 dice 40R 6%, 5 dice 50R 42%, 6 dice 60R 81%, 7 dice 70R 97%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 53%, 3 dice 60R 94%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/325 3 dice 60R 9%, 4 dice 80R 54%, 5 dice 100R 90%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 22%, 4 dice 80R 73%, 5 dice 100R 96%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 2 dice 40R 4%, 3 dice 60R 54% 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 6 dice 120R 2%, 7 dice 140R 21%, 8 dice 160R 56%, 9 dice 180R 85%, 10 dice 200R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%, 4 dice 80R 67%, 5 dice 100R 94%
-[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
Military 8 dice +26
-[] Advanced Laser System Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%
-[] Strategic Area Defense Networks (Phase 1+2) 0/750 8 dice 160R 7%, 9 dice 180R 30%, 10 dice 200R 63%, 11 dice 220R 97%, 12 dice 240R 97%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/1150 13 dice 260R 9%, 14 dice 280R 28%, 15 dice 300R 55%, 16 dice 320R 78%, 17 dice 340R 92%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 17%, 2 dice 40R 84%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/250 2 dice 40R 2%, 3 dice 60R 46%, 4 dice 80R 89%, 5 dice 99%
--Alt: 2 Mil 1 Tib dice 60R 56%, 2 Mil 2 Tib dice 80R 95%
-[] Proto MARVs 0/110 1 die 20R 32%, 2 dice 40R 91% (but why tho)
-[] MARVs 0/160 2 dice 40R 58%, 3 dice 60R 95% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 17%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 82%, 2 Mil 2 Tib dice 80R 99%
-[] Super MARVs x2 0/420 4 dice 80R 4%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
--Alt: 2 Mil 2 Tib dice 80R 11%, 2 Mil 3 Tib dice 100R 60%, 2 Mil 4 Tib dice 120R 93%

MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 90%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 5%, 3 dice 60R 57%, 4 dice 80R 93%
--Alt: 2 Mil 1 Tib dice 60R 66%, 2 Mil 2 Tib dice 80R 97%
-[] Reclaimator Hub BZ-1 (Ye Olde Hub) 39/125 1 die 20R 56%, 2 dice 40R 98%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 75%, 2 dice 40R 100%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 29%, 3 dice 60R 85%, 4 dice 80R 99%
--Alt: 2 Mil 1 Tib dice 60R 90%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 1 die 15R 100%

Air Force
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%, 2 dice 40R 100%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2+3) 136/490 3 dice 60R 3%, 4 dice 80R 42%, 5 dice 100R 85%, 6 dice 120R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2+3+4) 136/885 7 dice 140R 2%, 8 dice 160R 16%, 9 dice 180R 50%, 10 dice 200R 81%, 11 dice 220R 96%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 47%, 2 dice 20R 96%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%, 3 dice 30R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%, 3 dice 30R 98%
-[] Ablat Plating Deployment (Stage 5+6) 54/400 3 dice 30R 2%, 4 dice 40R 34%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
Last Security Review
Infrastructure 1 turn ago 2059 Q4
Tiberium 1 turn ago 2059 Q4
Military 3 turns ago 2059 Q1
Agriculture 4 turns ago 2058 Q4
Light/Chem 5 turns ago 2058 Q3
Services 6 turns ago 2058 Q2
Orbital 8 turns ago 2057 Q4
Heavy Ind 9 turns ago 2057 Q3
Bureaucracy 11 turns ago 2057 Q1
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
This is the kind of thing that leads to them crumbling and then them getting lambasted for not doing a better job.

We really don't want them to crumble. They do and NOD gets to crack open a nice, shiny tech piñata. If for nothing else then to protect us from NOD getting the tech we should spend some of our massive military investment their way.
I'm not saying we should completely ignore them.

I'm saying that we shouldn't treat "Mastodon does not get developed within specifically the next six months" either as proof that we ARE ignoring them, or as proof that a disaster will result from our having "ignored" them.

If we make cuts to service next turn we can fit in admin assistance and we are limited in the number of dice we can put into mil so shifting off to bureau will help get another project out
I think we need to shift a bit back from the mindset of needing to maximize the number of military projects we do at all costs. Building up and protecting the civilian economy matters too, and one part of that is not letting Nod infiltrate and sabotage the civilian economy.

The military's confidence levels are not a fluke; we're in a good position. Nod may pull out a superweapon and fuck over the Air Force here or there on the tactical/operational level, and the Navy is too overstretched to provide good support for amphibious offensives, but overall, worldwide, we're doing good.

The continued strain to pour 13-14-15 dice into the Military category every turn may well cause us more trouble in the long run. The entire point of recruiting General Jackson and doing the war factory refits is that we now have enough Military dice that we can sustain a major military buildup, a "trying to take over the world" buildup, on baseline dice alone. We no longer live in the regime from the early quest where our military was outgunned or neglected as a whole.

Whereas we do still live in the regime where shortages of Energy and Capital Goods are constantly acting like a choke chain on our economy. We need to pace ourselves and not shovel everything into the war effort right away. We've been shoveling nearly everything we could shovel into the war effort for years, after all. On which note...

HI 5/5+2 free 140R +28
-[] Continuous Cycle Fusion Plant (Phase 4) 76/300 4 dice 80R 72%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%

Agri 4/4 40R +23
-[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 3 dice 30R 13%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 27%
...I don't like how the "Proto Plan" forces us to spend extra-many dice on fusion plants in a hurry because trying to build three Apollo factories at once eats up almost all the surplus from the current round of plants. The Air Force needs more Apollos, but we are not being defeated in the air. Nod will take time to gradually distribute Barghest-B fighters to its many warlords, production will take time, and we already have plenty of Apollos in the air as it is. The factory expansions are necessary, but they are not an immediate crash program to prevent disaster, and should be balanced against the Energy needs of the rest of the Plan.

I am likewise not happy with the 'need' to stay away from Freeze Dried Food Plants, an option that will really help us reach our stored food target and that will take some time to reach full effect even after it's completed because it will have to make more freeze-dried food to occupy the stockpiles over time and replace other, less shelf-stable food.

Military 8/8+5 free+1 admin 245R +25
-[] Advanced Laser System Development 0/60 1 die 30R 86%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 91%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories 0/80 1 die 15R 61% x3 (3 dice 45R)
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%
I think there is significant misallocation here. Administrative Assistance isn't inherently a bad idea, but Bureaucracy is overdue for its own review- there's a reason I was willing to spend a Free die on Bureaucracy to let that and the Services review happen, something I rarely do. Administrative Assistance is something you do when Bureaucracy dice are of so little use in their own category that it's worth converting them into another category's dice even at a two-to-less-than-one ratio. That isn't the case right now.

I think the GD-3 program is a mistake right now. The rifle is, and @Ithillid has explicitly told us this, not a major upgrade for purposes of our infantry trying to fight hardened opponents like cyborgs, biomonsters, and cyborg biomonsters. Furthermore, we will have to manufacture millions of them given that we're planning to issue one to (at least!) every rear area soldier GDI has. Now, rifles are simple to manufacture, effectively a "light industry" product... So expect a deployment program with a high dice cost and low Resource cost, which is exactly the kind of thing we do NOT need and will be tempted to leave sitting around in the corner, much like Ferro-Aluminum Armor. It is a waste of dice to do this project right now. If it led to a laser rifle or dramatically deadlier anti-biomonster rifle I'd be for it, but it doesn't.

I think the Shark-class development program is a mistake right now. Realistically, we can only allocate so many dice to Navy shipyard construction in the near future, and I don't think diversion of effort from the escort carrier program is worth it even from the Navy's perspective. Yes, the Sharks would enable anti-submarine warfare options, but so would the escort carriers, and the escort carriers are much more urgently needed because at first, every one we build immediately frees up a fleet carrier for full scale battle. Battles such as the ones we anticipate fighting in the Indian Ocean either now (too soon to have escort carriers, alas) or next year (we might have some by then). The first wave of escort carriers we build effectively increases our Navy's striking arm of offensive fleet carriers at a 1:1 ratio, and I want the benefit of that as soon as possible.

Is this true?

I've been going under the assumption that if they are developed the same turn, they don't include the other projects.

If they do include other stuff developed the same turn then we should absolutely do escort carriers now.
Good synergistic pairings include Advanced Lasers/Airborne Lasers and Wingman Drones/Escort Carriers. However, while we desire both pairings, I don't think it's realistic to include both in the coming 2060Q1 Plan, because at that point we're running so many military dice on developments that it becomes hard to do other things, especially when you factor in quasi-mandatory "finish what you started" and "too good to leave behind" options like Hallucinogen Countermeasures and finishing the Savannah MARV fleet.

Beyond @Simon_Jester's suggestions, I also swapped Hallucinogen Development for Domestic Animals, and used the extra 5R to promote a Shell Plant die to Escort Carrier Development.
Didn't we already do Domestic Animals this turn?

Unless some new cheap Services projects appear, we may just have to drop the whole idea. Or we could do Sports, but the -1 Health associated with that is a bit unattractive on the eve of war.
 
Good synergistic pairings include Advanced Lasers/Airborne Lasers and Wingman Drones/Escort Carriers. However, while we desire both pairings, I don't think it's realistic to include both in the coming 2060Q1 Plan, because at that point we're running so many military dice on developments that it becomes hard to do other things, especially when you factor in quasi-mandatory "finish what you started" and "too good to leave behind" options like Hallucinogen Countermeasures and finishing the Savannah MARV fleet.
I pretty much agree. There are a bunch of 1 die development options we have been wanting for a while.

We will obviously have to wait and see what our options are going to be but wingmen and escort carriers seem like a no brainer. Lasers would be very nice as well, but as you said, quite a lot of things to get done.

I'm just delighted we can do things on the same turn and that they can take other stuff on the same turn into account. That's so much better than how I thought it worked.
 
Didn't we already do Domestic Animals this turn?

Unless some new cheap Services projects appear, we may just have to drop the whole idea. Or we could do Sports, but the -1 Health associated with that is a bit unattractive on the eve of war.
Er...yes, yes we did. I was working off the main Probability Array.

I could...drop Domestic Animals and promote the last shell plant die into Airborne Lasers? Dunno.

EDIT:Alternatively, I could demote a Freeze-Dried Food Plant die back to Kudzu and reinstate Hallucinogen Development, with 5R left over.

EDIT:Alternatively alternatively I could remember that the winning plan last quarter didn't finish Savannah. Back to the drawing board.
 
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Been skimming over the thread, and I get the impression that there are 3 rollouts that people want to do. In order of decreased importance and thus order of completion:
  1. Improved Apollo: Due to proliferation of NOD aircraft designs. Calls for various technology development projects, and possibly more Apollo factories
    • Advanced Laser System, Prototype Plasma Weapons Development, Wingman Drone Development, Tactical Airborne Laser Development
    • Probably 4 dice, 90 R for developments. Three possible plants, each at 80 progress and -4 energy
  2. Mastodon Development and Rollout
    • Apart from projects already covered by the Apollo Developments; Tactical Plasma Weapon Development and Mastodon Heavy Assault Walker Development at 2 dice and 40 R total
    • Not sure how much dice or resources for deployment, Titan required 175 progress with 10 R per dice and -2 energy.
  3. Navy Escort Carrier
    • Related technology development is already covered by Apollo developments. However, will probably require several shipyards that cost energy and Cap Goods, so it will probably wait until we build up more, maybe next 4 year plan.
Is this correct?
 
The continued strain to pour 13-14-15 dice into the Military category every turn may well cause us more trouble in the long run. The entire point of recruiting General Jackson and doing the war factory refits is that we now have enough Military dice that we can sustain a major military buildup, a "trying to take over the world" buildup, on baseline dice alone. We no longer live in the regime from the early quest where our military was outgunned or neglected as a whole.
We are going into a war- and I don't intend to just win, I intend for us to crush NOD and come out stronger on the other side. After the last war our everything was in the dumps, after this time I want our everything to be strong. So a heavy industrial and military focus (though fortunately some of the industrial will trickle in consumer goods).

...I don't like how the "Proto Plan" forces us to spend extra-many dice on fusion plants in a hurry because trying to build three Apollo factories at once eats up almost all the surplus from the current round of plants. The Air Force needs more Apollos, but we are not being defeated in the air. Nod will take time to gradually distribute Barghest-B fighters to its many warlords, production will take time, and we already have plenty of Apollos in the air as it is. The factory expansions are necessary, but they are not an immediate crash program to prevent disaster, and should be balanced against the Energy needs of the rest of the Plan.

I am likewise not happy with the 'need' to stay away from Freeze Dried Food Plants, an option that will really help us reach our stored food target and that will take some time to reach full effect even after it's completed because it will have to make more freeze-dried food to occupy the stockpiles over time and replace other, less shelf-stable food.
Proto plan is more proof of concept that we can fit admin assistance in, though I do lean towards bureau review (which my actual proto plan that has a bunch of placeholders has). As for free dice on fusion-I started with the 2-3 split from my proto plan and started feeding more dice into HI and I felt that rolling out another stage of energy would have a bigger immediate impact while also giving us air superiority with 3 more apollo factories, combined with aurora factories and that really opens up deep strikes against NOD industry, logistics and supply which is going to be key to winning a good victory and shorten the war length. As it is we need Nuuk 3 or 4 and several phases of fusion for the upcoming projects, which is going to require free dice investment, if I slide towards fusion early to make the transition more gentle and ensure we keep a large enough reserve of energy production that NOD cant inconvenience us then that is how I am leaning right now. But make no mistake I am well aware of how many dice we need to feed into HI to bring out cap goods and energy both- just pushing another energy phase in Q1 is going to better situate us for Q2 than pushing more cap goods.

As is Nuuk 2, Reyjavik 4 and Enterprise 4 should all come online Q2 providing 10 cap good and 2 energy to spend in Q3, plus the 16 energy rollover from fusion plants Q1 means we are looking at 10 cap goods and 18 energy to spend with all 3 apollo factories already built. Likely work on an escort carrier shipyard or two in Q3 to use some of that cap good and energy, also rollout an Adv EVA to either Mil or HI to increase progress there (I think mil with the 8 native dice will be a bigger benefit, and also cutting the times we need a 2nd or 3rd dice on non rollover projects so pick up some free dice savings that can be pushed into HI for cap goods and energy), though whichever we dont do first we should do 2nd (orbital is my current tentative 3rd given how little flex we have so that would claw some flex back and really increased orbital progression will be handy).

Freeze dried is low priority as a 20R per dice since we want the resources poured into industry and military to reduce the length of the war and reduce the damage NOD can do to us. In addition for agri Kudzu phase 3 with the +1 to all dice is going to be very useful to pull out- both short and long term. Those bonuses add up over time into saving dice which means we get more done.
 
I pretty much agree. There are a bunch of 1 die development options we have been wanting for a while.

We will obviously have to wait and see what our options are going to be but wingmen and escort carriers seem like a no brainer. Lasers would be very nice as well, but as you said, quite a lot of things to get done.
The trick is that Wingmen/Escort Carriers chains into rapid improvement in Air Force capacity (after a large quasi-mandatory rollout) and significant gradual improvement in Navy capacity (after quasi-mandatory rapid shipyard construction).

While Advanced Lasers/Airborne Lasers chains into several separate rollout/development projects (to integrate the lasers into various other fields where we now use crystal beam lasers), and probably slower improvement in Air Force capacity, but also improvement in everything's capacity because the advanced lasers kick in across the board.

It's... complicated.

Been skimming over the thread, and I get the impression that there are 3 rollouts that people want to do. In order of decreased importance and thus order of completion:
  1. Improved Apollo: Due to proliferation of NOD aircraft designs. Calls for various technology development projects, and possibly more Apollo factories
    • Advanced Laser System, Prototype Plasma Weapons Development, Wingman Drone Development, Tactical Airborne Laser Development
    • Probably 4 dice, 90 R for developments. Three possible plants, each at 80 progress and -4 energy
  2. Mastodon Development and Rollout
    • Apart from projects already covered by the Apollo Developments; Tactical Plasma Weapon Development and Mastodon Heavy Assault Walker Development at 2 dice and 40 R total
    • Not sure how much dice or resources for deployment, Titan required 175 progress with 10 R per dice and -2 energy.
  3. Navy Escort Carrier
    • Related technology development is already covered by Apollo developments. However, will probably require several shipyards that cost energy and Cap Goods, so it will probably wait until we build up more, maybe next 4 year plan.
Is this correct?
I think that's based on what people are talking about, not so much what we need.

There's a lot of demand for both expanded Apollo production and better tech for the Air Force, because the Barghest-B has us scared. However, quite frankly I think we need to treat that as a problem to be addressed gradually. Like, "take one step towards resolving this per turn," not "freak the fuck out and take five steps all at once." There's too much else going on for us to thrive on a diet of panic-surges towards whichever project is going badly at the moment.

The Mastodon has some very dedicated fans, but it is not a quasi-mandatory action for us at the moment. The Steel Talons have a good selection of reasonably modern (post-TWIII) little stompy robots and medium stompy robots. The Mastodon is the corresponding big stompy robot, and it's good and all, but it's not essential and it doesn't directly counter some immediate overwhelming threat the way that upgrading the Air Force to counter the Barghest-B could be argued to do.

The escort carriers, meanwhile, are something the Navy has been telling us we need for literally a decade and we've just never touched the project. The result of this is that the navy constantly has to deploy their relatively few giant fleet carriers (designed for offensive warfare and major fleet battles) on duty that an escort carrier could easily fill. This keeps the navy's carriers tied up and busy, greatly reducing their effectiveness and ability to go on the offensive to any good effect.

If I were to prioritize these projects in order of importance, it'd be:

-Escort carriers
-Air Force upgrades
-Mastodon.

Mastodon is a plan requirement. Even with the new war upcoming military requirements are unlikely to change. Also, Mastodon is part of the deal that we made with our advisor who gives 2 military dice. Putting it off until the last quarter of the plan is not going to be received well by said advisor.
We have eight quarters between then and now. There is plenty of time. Also, we're putting off plenty of other Plan commitments that aren't getting done this quarter, in many cases because of seemingly more important projects that aren't a Plan requirement (e.g. Apollo factories).

We are going into a war- and I don't intend to just win, I intend for us to crush NOD and come out stronger on the other side. After the last war our everything was in the dumps, after this time I want our everything to be strong. So a heavy industrial and military focus (though fortunately some of the industrial will trickle in consumer goods).
Given the 100-plus dice we've poured into the military over the past few years, having ten versus thirteen dice on the military this turn isn't going to make the decisive difference. To prepare for war, start well in advance, and we did. There are some gaps in our preparations, there are some areas where our preparations are imperfect or the enemy might have a better weapon than we expected. But that will literally always be the case no matter how hard we try, because the enemy gets a vote too.

My main point is that while I agree with the Heavy Industry/Military focus, I think you're tipping too far in the direction of Military, which results in both certain Military projects being done that are not useful enough to justify spending Free dice on right now, and also in the Heavy Industry category being artificially tilted towards Energy production because you're trying to surge three Apollo factories at once when the Air Force didn't really demand that level of immediate response.

It's one thing to exceed expectations because you want to do well. It's another thing to throw extra dice around because "I intend for us to crush Nod" and then spend them inefficiently, when we do need other things if we want to be prepared for the war.

Things like, y'know, "having robust Capital Goods production."

This war shouldn't be nearly as damaging as Tib War Three because we're not waiting for Nod to totally sucker-punch us and we hopefully won't be invaded by aliens in the middle of it. But It's still going to cause facilities damage to civilian infrastructure, and the ability to bounce back from that will depend heavily on what capabilities we have up and running to patch the holes. The ICS puts us in a good position Logistics-wise to supply a global war, but keeping up the manufacturing we need will require us to deliberately run surpluses of Energy and Capital Goods.

I can respect the desire to maintain large Energy reserves, but the shape of your plan to do that is in large part forced on us by the Apollo factories. The practical effect is that you're delaying Nuuk Phase 2 to get more and quicker Apollo factory rollout, and I don't think that's a good choice right now going into this war. By contrast, my plan is fairly likely to give us Nuuk Phase 2 no matter what we do in Q2, or with only 1-2 additional dice at most. Personally, I think that's worth stepping back to only try two Apollo factories instead of three.

Freeze dried is low priority as a 20R per dice since we want the resources poured into industry and military to reduce the length of the war and reduce the damage NOD can do to us.

In addition for agri Kudzu phase 3 with the +1 to all dice is going to be very useful to pull out- both short and long term. Those bonuses add up over time into saving dice which means we get more done.
The freeze-drying option shouldn't be a low priority, because we do still have Plan commitments and making our food storage actually efficient now while there's still time to meet those commitments is important. If we can't spare 10 R from another category to do it, we have a problem.
 
I strongly suspect that it wouldn't be the case - one of the payment I'd take if I was Indian Warlord would be experienced soldiers and instructors, especially from Stahl (considering amount of supplies India have been shipping to him, there is no way he is paying for it conventionally). Also, most of NOD industry are likely to be in the southern part, meaning we will have to slog through well-trained, well-supplied if inexperienced troops until we have a chance of hitting something valuable.

The potential length of India campaign is actually what made me to reconsider my support for Karachi offense - if it drag on long enough, we may end up with galvanized India with only superficial if painful damage at the same time as rest of warlord recover from initial smack-down.
I feel like this ignores that it actually takes a lot of time and resources to make things like the cyborg pilots that go into things like Redeemers, Avatars, and Barghests- those are the sort of things Id see the Indians having lying around. And unless the demographics have very radically changed a substantial amount of their population and industry is going to be in the north. A quick glance at a population density map shows most of the people in the Bengal Delta, the shadow of the Himalayas, and the southwest coast. The former is just flat out gone, but given the lack of fright it the border with our Himalayan Blue Zone is probably the sort habitable belt of India.

I'm not going to say there's no chance we'll get bogged down- but our ground forces are super confident for a reason, and last time GDI really got things rolling with their deep strikes- they hit something like 19 super fortified Scrin positions in deep Red Zones inside something like a month. I think it's fair to say we really haven't seen GDI put it's back into any military operation since this quest began.
 
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