I'm not going to say there's no chance we'll get bogged down- but our ground forces are super competent 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.
To be fair, that mass deep strike did involve a desperate "do this or the world dies" effort on GDI's part where probably just about every scrap of transportation infrastructure and other capacity in the entire world was being repurposed. And the strain is probably a nontrivial part of why GDI's economy was such an utter wreck in the aftermath of the war.

And then there was the part where Nod was basically letting GDI do this because it was no part of Kane's plan for the Scrin to succeed in completing any of the other Threshold Towers besides the one he wanted to hijack for himself and needed to concentrate all his best forces on the breakin attempt itself.

So while I agree that we haven't seen GDI go maximum-effort on an offensive in the game so far, there are reasons they don't go that maximum-effort on a regular basis.
 
Mind you regarding escort carriers and wingman drones is the issue of a lot of us want them to simply be escort carriers but doing wingman drones at the same time turns them more into miniature strike carriers. Drones will either reduce the amount of patrolling a escort carrier can do or we have to enlarge the carrier with resultant issues. wingmand dromes enhance the strike abilities not the patrol ones. Which is the whole point of escort carriers.

The thing is that the 24/12 loadout is based on the need to be able to have three airframes, at different points, in the air all 24 hours in the day. Wingman drones help a lot with strike operations, because they nearly double the firepower of any given pilot. They are not nearly so useful for patrol operations, and that is the kind of thing that the escort carriers are designed around.
 
I mean, it's not like the escort carriers are going to be forced to have wingman drones when their mission profiles don't call for them. They'll probably switch them out based on their expected needs.

Patrol = heavy on piloted aircraft
Heavy-Nod presence = more wingman drones
 
Things like, y'know, "having robust Capital Goods production."
You should reread what I wrote because I addressed cap goods production.

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.
Setting up a strong sucker punch is not spending ineffciently, since it sounds like we are getting the jump on NOD. It means we have a better chance at landing telling blows to NODs industry- which means the war will take less time and they will do less damage to our own infrastructure. In addition cap goods and energy are not end goals, they are useful in so far as what they provide (though having a surplus is useful since that avoids any interruption of all the production we do).
 
The thing is they'll take longer to build, be more expensive and the Navy doesn't want a carrier with improved striking power- they want a lot of relatively small hulls that can cover a ton of area. Wingman drones on escort carriers are objectively unnecessary feature creep. It doesn't help them patrol better, it makes them more expensive, harder to build- all to do a job the escort carriers exist to allow other hulls to do.
 
I will say that having the Apollo factories to ensure our aerial dominance during this isn't a bad idea. It helps us suppress NOD even further.

In regards to the Wingman vs Escort, is is a guarantee that every Escort will have a wingman now?
 
Whatever "punch" we will be throwing at NOD won't be benefitting from next quarters production. The fight is starting next quarter. Not at the end when all our projects finish and the factories come online, not when all of our projects roll out of the labs. It is starting soon and the plans we make will be for continuing the war, not enhancing whatever we do to start it. We're starting with what we've got now.
 
We are going to be building wingman drones, and we are going to be building naval hulls in the near future. Both are incredibly important for our long-term prognosis in this war. One for our airforce, and the other for our navy. We don't need, nor do I think we intend, to wait on escort carrier development just because wingman drones are not completed yet. Developments that finish on the same turn incorporate each other's tech (if compatible), as seen by our missile development programs.

The bigger question is which hill do we want to develop:
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to anti-submarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.

Overall, I don't think we are that interested in the Monitors at this time. Between Escort Carriers and Frigates, I think that I slightly prefer frigates due to being able to roll out more hulls, that each hull is put into the field faster, and that they fill a greater gap in our current doctrine than the escort carriers do. If escort carriers were capable of carrying more than just light bombers, I think that I'd prefer them instead.
 
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Preliminary Four Year Plan Required Dice as of the start of Q1 2060.
Infrastructure Projects
Infrastructure still requires the completion of one more phase of Arcologies and four phases of Karachi.

Required Projects:
-Complete at least one more phase of Blue Zone Arcologies: 1/650 Progress ~8 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods towards goal

-Complete at least four phases of Karachi Planned City: 0/975 Progress ~11 dice median (Can use Tib dice)
--Requires 10 Labor
--Provides 12 Logistics

Semi Required Projects:
-None

Infrastructure Total = 19 dice
48 Infrastructure dice for the rest of the Plan, 29 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry does not have anything that is explicitly required by the Plan, however, the most progress efficient way to provide sufficient Capital Goods for the Plan Goal is via the Nuuk Heavy Robotics Foundry. It is possible to achieve the Capital Goods Plan Goal with a combination of other less Energy expensive options, though it likely that some of Nuuk will be needed regardless. Nuuk will require a significant expenditure of Energy, additionally the Military factories in the Plan will require a phase of Fusion Plants all on their own

Required Projects:
-None

Semi Required Projects:
-Nuuk Heavy Robotics Foundry Phase 1-4 0/2400 Progress, ~30 dice median
--Requires 7 Labor
--Requires 20 Energy
--Provides 52 Capital Goods

-Continuous Cycle Fusion Plant Phase 5+6: 1/600 Progress, ~8 dice median
--Provides 32 Energy
--Text states the second generation design will be out in 1-2 years.

Total Heavy Industry = 38 dice
40 Heavy Industry dice for the rest of the Plan, 2 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the deployment of Wadmalaw Kudzu, the completion of Perennials Phase 3, and the increase of Food Reserve by 18 points.

Required Projects:
-Complete one more phase of Wadmalaw Kudzu Plantations: 0/300 Progress ~4 dice
--Provides 4 Consumer Goods

-Food: 18 additional points in reserve:
--Strategic Food Stockpile Construction Phase 2-6: 38/925 Progress ~12 dice median
---Requires 20 Food
---Provides 10 Food in reserve
---Note: Assumes Phase 4 is repeatable at 200 Progress
--Extra Large Food Stockpiles: 1 die 100%
---Requires 16 Food
---Provides 8 Food in reserve

Semi Required Projects:
-Freeze Dried Food Plants: 0/200 ~3 dice median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
--Note: Currently we have 14 Food and will be getting 4 more from Perennials minimum before the end of the plan. This means we will have 18 Food min by the end of the plan. If we committed to producing an additional 18 Food we would not require Freeze Dried Food Plants. However, if we completed Freeze Dried Food Plants we would receive an additional 5 Food, and only require a total of 27 Food, ie requiring an additional 4 Food to break even.

Because we require at least 4 Food for the Plan to not run a deficit even if we complete Freeze Dried Food Plants, there are three options only one of which must be completed if Freeze Dried Food Plants is completed, otherwise all must be completed along with two extra sets of either Vertical Farming Projects or Yellow Zone Aquaponics and Water Purification:
-LCI Chemical Fertilizer Plants: 94/300 ~3 dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
--Note: This uses LCI dice

-Yellow Zone Aquaponics Phase 5 and Water Purification Phase 2: 22/200 ~2 dice median, 12/160 ~2 dice median
--Requires 1 Energy
--Net Requires 0 Water
--Provides 4 Consumer Goods
--Provides 4 Food
--Note: Currently we have 6 Water and require 8 for Yellow Zone Aquaponics Phase 5, thus necessitating Water production

-Vertical Farming Projects Stage 2: 64/240 ~2 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods
--Provides 4 Food

Note: This analysis will continue with the understanding that Freeze Dried Food Plants and Vertical Farming Projects Stage 2 will be completed for minimal dice usage as this requires 5 dice, not completing Freeze Dried Food Plants would require 13-14 dice.

Agricultural Total = 22
32 Agricultural Dice for the rest of the Plan, 10 dice available, no free dice required.
Tiberium Projects
It is required that Tiberium dice be expended for the Income and Abatement goals. Tiberium is also the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the later is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-Income and Abatement: we would want some combination of various Tiberium Harvesting/Containment projects as they give both, we will meet those two goals as even if we pursue either the more Income or the more Abatement focused options exclusively. With 85 additional RpT (155 target minus that gained from Lunar Mines) and 17 Mitigation required, either path would cost ~17 dice median to complete both targets, less if we followed a more balanced strategy. No matter which path is pursued, it will likely require the expenditure of some combination of Capital Goods, Logistics, and Energy.

Semi Required Projects:
-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 19
56 Tiberium Dice for the rest of the Plan, 37 dice available, no free dice required.
Orbital Projects
Orbital requires completion of Enterprise and 6 lunar mines.

-Complete GDSS Enterprise: 0/2300 Progress ~28 dice median
--Provides 2300 Progress to Station Goal
--Provides 4 Capital Goods
--Provides 4 Consumer Goods

-Stations: 1910 Points
--Enterprise provides 2300, no further station investment is required

-Complete at least five more phases of Space Mines:
--2 Rare Metals Mines and 3 Lunar Regolith Harvesting: 0/325 Progress ~4 dice median, 50/1020 Progress ~13 dice
---Requires 2 Rare Metal Nodes
---Provides +10 RpT and +6 Light Metals (45 RpT with Processing)
--2 Rare Metals Mines and 3 Heavy Metals Mines: 0/325 Progress ~4 dice median, 145/1125 Progress ~13 dice
---Requires 2 Rare Metal Nodes
---Provides +10 RpT and +6 Heavy Metals (60 RpT with Processing)
---Thanks to lucky rolls both methods are roughly the same cost (Regolith is 10 Progress Cheeper). This analysis will be using the Heavy Metals Mine Strategy for planning.

Semi Required Projects:
-None

Orbital Total = 45
48 Orbital Dice for the rest of the Plan, 3 available, no free dice required.
Military Projects
Military requires multiple single die projects to complete along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-Prototype Plasma Weapons Development: 35/60 Progress 1 die 100%
-Develop Tactical Ion Cannons: ??? Not Yet Available (I think this requires Tactical or Prototype Plasma Weapon Development from the flavor text, probably 1 die)
-General Military Total = 4 dice

Space Force
-Complete OSRCT Phase 2-4: 136/885 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Complete one more phase of URLS production: 0/200 Progress ~3 dice median
--Requires 2 Energy
-Complete one more phase of Shell Plants: 7/150 Progress ~2 dice median
--Requires 1 Energy
-Railgun Munitions Development: 0/60 Progress 1 die 87%
-Complete one more phase of Ablative Armor: 54/200 Progress ~2 dice median
-Ground Forces Total = 8 dice

Steel Talons
-Develop Mastodon: 0/30 Development 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost ~3 dice median)
--Going by Havoc Deployment will require 4 Energy
-Deploy Havoc Seol 92/110 1 die 100% (Will Auto Deploy by Q1 2060)
--Requires 2 Energy
-Tactical Plasma Weapon Development 0/40 1 die 100%
-Steel Talons Total = 5 dice

Semi Required Projects:
-None

Military Total = 26 dice
64 Military dice for the rest of the Plan, 38 dice available, no free dice required.
Economic Targets/Factors
-Energy: 17 current, 4 in reserve
--2 used by Blue Zone Arcologies
--2 used by Vertical Farming Projects
--1 used by Freeze Dried Food Plants
--4 used by Tiberium Processing Plants
--20 used by Nuuk heavy Robotics Foundry for Capital Goods Goal
--2 used by ULRS
--1 used by Shell Plants
--4 used by Mastodon Deployment
--2 used by Havoc Deployment
--32 provided by Continuous Cycle Fusion Plants see Heavy industry Considerations
--Net 11
--Note that only one set of Fusion would be required if 5 Energy could be generated elsewhere

-Logistics:‌ 25
--12 provided by Karachi
--3 used by Tiberium Processing Plants
--Net 34
--Note this is enough for 6 Glacier Mines aka +240 RpT min

-Food:‌ 14, 10 in reserve, 18 additional reserve required
--See Agricultural Projects

-Health: 12, 1 consumed by emergency refugee healthcare
--Not effected by Plan

-Capital Goods: Current 3, must produce 39 for plan (3 in Reserve)
--4 provided by Enterprise
--52 provided by Nuuk Heavy Robotics Foundry Phase 1-4, see Heavy Industry Projects
--Net 59

-Consumer Goods: 43 current, must produce 84 (13) for plan
--Blue Zone Arcologies provides 4
--Wadmalaw Kudzu Plantations provides 4
--Perennials will provide 8
--Vertical Farming Projects (or either of the alternatives) provides 4
--Enterprise provides 4
--Net 60 (-11) remaining
--Additional Consumer Goods investment is not required

-Labor: 39, +4 per turn
--10 used by Karachi
--7 used by Nuuk Heavy Robotics Foundry
--Unknown when Labor gains from prosthetics will expire (Currently +4 per turn)
--Net 26+

-Income: 155 Points
--Lunar Mines provides 10 RpT min, 70 RpT with Enterprise processing
--Tiberium
--Net 85 RpT required

-Abatement: 17 Points
--Tiberium

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 48 Total, 19 Required, 29 Available
Heavy Industry: 40 Total, 38 Required, 2 Available
Light and Chemical Industry: 40 Total, 0 Required, 40 Available
Agriculture: 32 Total, 22 Required, 10 Available
Tiberium: 56 Total, 19 Required, 37 Available
Orbital: 48 Total, 45 Required, 3 Available
Services: 40 Total, 0 Required, 40 Available
Military: 64 Total, 26 Required, 38 Available
Free: 56 Total, 0 Required, 56 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Any questions/comments are welcome.
 
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.

Right so cap goods and energy are intermediate goods in our chain- they are used to produce an end product and services be it civilian or military. To that end asides from having a comfortable surplus the choice of when to rollout energy vs cap goods from HI is dependent on what we want to use them for.

Currently
Energy
Apollo Factories
URLS
Shell Plants
Havoc Scout Mech
Nuuk Phases 2+

Energy and Capgoods
Adv Eva
Ground Armor Factories

Future:
Energy
Mastodon Mech
Railgun Munitions Deployment (possible energy requirement if shell factory type followup is required)

Both
Escort Carrier
Shark Frigate (possibly energy only, cruisers were cap goods and energy but hydrofoils were energy only)
Vehicles (possible that some are energy only)

To that end one can see we need energy and cap goods, the issue is however we do not necessarily need increases at the same time. Looking at the cap good expenditures- for ground armor factories we want Reyjavik 4 to finish first, which means Q3 at the earliest so the cap goods and energy for those can be gathered in Q2. In the meantime I do not expect to try to roll out more than one escort carrier shipyard a turn so even doing escort dev Q1. And between doing Nuuk 2 (and with enough to basically force a rollover), finishing Reyjavik 4 and enterprise 4 in Q2 that is enough of a cushion with our current production to carry the escort carrier cost. In addition we likely want to push Nuuk 3 out in Q3 which means we need the energy for that between Q1 and Q2 since that likely takes all of our HI dice for the turn, hence biasing some early fusion production in Q1 and a 2nd stage Q2 to ensure that energy needs are there.

Timeline:
Current: +17 Energy +3 Cap Good
Q1- Fusion Phase 5 +16 energy, Havoc Mech -2, Apollox3 -12 Net +2 energy Overall +19 Energy +3 Cap Good
Q2-Fusion Phase 6 +16 Energy Nuuk Phase 2 +4 Cap Goods -4 Energy, Reyjavik 4 +4 Cap goods +2 Energy, Enterprise 4 +2 Cap Goods, One Escort Carrier Shipyard -2 Cap goods -4 Energy (estimate more than governor to account for building instead of converting), start Adv EVA (Mil) -6 Cap goods -3 Energy Net Turn +7 Energy +2 Cap Goods Overall +26 Energy +4 Cap Goods
Q3- Nuuk Phase 3 +16 Capgood -8 Energy, Bergen 1 +1 Energy, One Escort Carrier Shipyard 2 -2 Cap Goods -4 Energy, One Ground Zone Armor -4 Energy -1 Cap Good, One Shark/Vehicle Factory -1 Cap Good -4 Energy, start Adv EVA (HI) -6 Cap good -3 Energy Net -22 Energy +6 Cap Goods Overall +4 Energy +9 Cap goods

That has some estimate built in for costs of projects we have not unlocked which can shift things but it is looking at when we can expect to need cap goods vs energy and Q2 we need little in the way of cap goods but need a good amount of energy.



Now unless the mil wants us to do a hub drop (I include Karachi in this because Karachi is still a hub, just a big named one as far as the strategy goes), I am fully favoring a heavy dev turn to give our people time to incorporate the new weapons and equipment tech into new designs for us to roll factories out for because unless we get a short war we will need to roll out better equipment so getting the ball rolling on designs now instead of waiting on figuring out the new tech will speed up that process.
 
In regards to the Wingman vs Escort, is is a guarantee that every Escort will have a wingman now?
If both projects complete on the same turn (and they're practically guaranteed to unless we get a Nat1) then the carriers will be designed with them in mind.

It is not the case, as some people are making out, that we have to do one or the other. Both can complete and get us carriers regardless.
 
Overall, I don't think we are that interested in the Monitors at this time. Between Escort Carriers and Frigates, I think that I slightly prefer frigates due to being able to roll out more hulls, each hull is a faster deployment, and that it fills a greater gap in our current doctrine than the escort carriers do. If escort carriers were capable of carrying more than just light bombers, I think that I'd prefer them instead,
One of the major reasons for Escort Carriers is that they will free up the fleet carriers that are currently stuck on convoy/patrol duty, giving us more of a striking force, which is something the frigates would not do.
 
We are going to be building wingman drones, and we are going to be building naval hulls in the near future. Both are incredibly important for our long-term prognosis in this war. One for our airforce, and the other for our navy. We don't need, nor do I think we intend, to wait on escort carrier development just because wingman drones are not completed yet. Developments that finish on the same turn incorporate each other's tech (if compatible), as seen by our missile development programs.
Dev projects that finish the same turn will be applied together, yes. We asked and had this answered when we were trying to figure out the timing on the Orca Dev project.

Overall, I don't think we are that interested in the Monitors at this time. Between Escort Carriers and Frigates, I think that I slightly prefer frigates due to being able to roll out more hulls, that each hull is put into the field faster, and that they fill a greater gap in our current doctrine than the escort carriers do. If escort carriers were capable of carrying more than just light bombers, I think that I'd prefer them instead.
Escort Carriers are both anti sub but also support ground strikes and provide air coverage at sea. Shark frigates are more anti-sub. We want both but given the longer time for escort carriers to rollout I think we want the escort carrier 1st so we can get to work on deploying 1 or 2 shipyards sooner. The question is what techs do we want to have done with dev to incorporate into both. For escort carrier- wingman drones and any weapons that go on the drones are big ones to me. Less sure on what dev projects will help the Sharks.
 
Only problem is that carriers will take at least 9 months to build and another 9 to fit out and workup, that's the original rate for the Governors. The first ones likely won't be ready until after the dogpile is over and perhaps even wont be ready for Karachi. These are basically being built ahead for next plan even if that rate is sped up somewhat you're still looking at maybe around 6 months to build then another 6 to fit and workup, again going off of the Governors.

If your concern is hulls you want frigates which will be faster to build and workup. If your concern is carriers then the number of total hulls at sea isn't your breakpoint.

As for military spending this turn, clear a lot of the development docket now then we have quite some time to build up shipyards, deploy drones and work everything else into circulation. Provided we make this fight quick and decisive our shells and ablat should be enough to hold for the moment.
 
Preliminary Four Year Plan Required Dice as of the start of Q1 2060.
Thanks for the analysis. I think that we are going to go with a mix of light and heavy metals though. Each level of enterprise gives us the ability to process X more of each, right? I'm not sure that there is a good reason to focus exclusively on one or the other.
 
If your concern is hulls you want frigates which will be faster to build and workup. If your concern is carriers then the number of total hulls at sea isn't your breakpoint.
For me it's more about which ship classes get freed up from convoy duty.

Right now the fleet carriers are spread around pursuing odd jobs that need a carrier--any carrier--and the fleet carriers are all we've got to do them. CVEs (or CVLs) free up the fleet carriers to form the core of larger task forces for offensive operations.

The Sharks mostly just free up Governors, which in turn have already freed up our battleships for offensive operations. They're a nice to have, but not vital like the CVEs.
 
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Thanks for the analysis. I think that we are going to go with a mix of light and heavy metals though. Each level of enterprise gives us the ability to process X more of each, right? I'm not sure that there is a good reason to focus exclusively on one or the other.

The assumption is that Enterprise will give enough Processing for either method alone. It doesn't make sense that Phase 4 and 5 each give the same amount of Processing that Phase 3 did. Especially since Phase 4 is twice as expensive as Phase 3, and Phase 5 is twice as expensive as Phase 4. It would make more sense if Phase 4 gave enough Processing for two mines of each type, and Phase 5 gave enough for 4 of each type. Which coincidentally gives us a total Processing for 6 additional mines of each type, which is exactly how many more Heavy Metal Mines there are.

Since we have to finish Enterprise anyway, and since it would only cost 10 more progress, it makes sense to me that we should go for the Heavy Metal Mines for the extra income.
 
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The thing is they'll take longer to build, be more expensive and the Navy doesn't want a carrier with improved striking power- they want a lot of relatively small hulls that can cover a ton of area. Wingman drones on escort carriers are objectively unnecessary feature creep. It doesn't help them patrol better, it makes them more expensive, harder to build- all to do a job the escort carriers exist to allow other hulls to do.
It has been established that we get roughly the same number of hulls either way, so that's not a problem. The problem is that we spend more on the actual carrier yards themselves... which is arguably a good investment. Because the wingman drones are going to be useful to the escort carriers. Among other things:

1) It can assist in anti-submarine warfare because the ability to carry more sonobuoys and torpedoes increases the probability of any given patrol aircraft (and its buddy drone) successfully finding and sinking a sub.

2) It definitely assists when the escort carrier detects a Nod raiding group at range and decides to go chainsaw them with an Orca airstrike, because the drones can carry a large and disproportionate load of munitions to thicken the strike package.

3) On the predictable occasions when escort carriers are pressed into service to hit a high-priority target or fight a battle against unexpectedly heavy Nod naval assets, the drones will, again, thicken strike packages.

I say this as the first person to advance many of the arguments you are now advancing. I think it's worth it, not least to keep the Navy from retroactively wanting to squeeze drones onto a carrier that isn't designed to service them.

Setting up a strong sucker punch is not spending ineffciently, since it sounds like we are getting the jump on NOD. It means we have a better chance at landing telling blows to NODs industry- which means the war will take less time and they will do less damage to our own infrastructure. In addition cap goods and energy are not end goals, they are useful in so far as what they provide (though having a surplus is useful since that avoids any interruption of all the production we do).
That's exactly what I want- a surplus. That's why I want to be a bit more moderate in potential Energy consumption (so we retain a reasonable buffer of Energy in Q1) while also throwing enough dice to have a good chance of completing Nuuk Phase 2 in Q1.

Your plan ends up distorted by how many Apollo factories you're trying to rush into production in a hurry, is what I'm saying. Such that to have Energy surplus you have to crash-invest in fusion reactors again, and thus have to short Nuuk's construction and not have much Capital Goods left.

I will say that having the Apollo factories to ensure our aerial dominance during this isn't a bad idea. It helps us suppress NOD even further.
Yes, but just because it "isn't a bad idea" doesn't mean we should do it. There are costs to trying to build three Apollo factories at once, and it's debatable whether we need that much crash-acceleration of Apollo production that fast. We need them, and my plan works on two factories! But we don't necessarily need all three right now at the cost of burning -12 Energy on them.

In regards to the Wingman vs Escort, is is a guarantee that every Escort will have a wingman now?
If we develop the escort carriers after or in the same turn as we develop the wingman drones, the escort carriers will be upsized and modified to accommodate wingman drones along with their normal contingent of Super Orcas.

We are going to be building wingman drones, and we are going to be building naval hulls in the near future. Both are incredibly important for our long-term prognosis in this war. One for our airforce, and the other for our navy. We don't need, nor do I think we intend, to wait on escort carrier development just because wingman drones are not completed yet. Developments that finish on the same turn incorporate each other's tech (if compatible), as seen by our missile development programs.

The bigger question is which hill do we want to develop:
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.

[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to anti-submarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.

[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.

Overall, I don't think we are that interested in the Monitors at this time. Between Escort Carriers and Frigates, I think that I slightly prefer frigates due to being able to roll out more hulls, that each hull is put into the field faster, and that they fill a greater gap in our current doctrine than the escort carriers do. If escort carriers were capable of carrying more than just light bombers, I think that I'd prefer them instead.
The Navy has repeatedly told us that the escort carriers fill a major hole in our current doctrine.

Namely, the hole where "we don't have any ships capable of doing naval aviation besides the big fleet carriers, so the fleet carriers have to be pulled off of important offensive and sea-superiority duties to do things like guard convoys."

That's a big hole, or rather a case where the fleet carriers are being improperly used to fill Hole A, with the result that they are leaving Hole B, the hole they were designed to fill, uncovered.

The Sharks would also fill a hole... but the hole in general is "anti-submarine warfare," and building a wave of escort carriers already helps with that at least somewhat. Whereas the Sharks cannot take the place of fleet carriers in convoy escort duties, because they are pure surface combatants with an ASW focus.

So the escort carriers fill one hole completely, and also partly fill the hole the Sharks focus on. While the Sharks fill one hole, but do not at all fill the hole the escort carriers are focused on.

To that end one can see we need energy and cap goods, the issue is however we do not necessarily need increases at the same time. Looking at the cap good expenditures- for ground armor factories we want Reyjavik 4 to finish first, which means Q3 at the earliest so the cap goods and energy for those can be gathered in Q2. In the meantime I do not expect to try to roll out more than one escort carrier shipyard a turn so even doing escort dev Q1. And between doing Nuuk 2 (and with enough to basically force a rollover), finishing Reyjavik 4 and enterprise 4 in Q2 that is enough of a cushion with our current production to carry the escort carrier cost. In addition we likely want to push Nuuk 3 out in Q3 which means we need the energy for that between Q1 and Q2 since that likely takes all of our HI dice for the turn, hence biasing some early fusion production in Q1 and a 2nd stage Q2 to ensure that energy needs are there.
The main factor I feel that you are neglecting is the impending war.

We are likely to take damage from strategic strikes during the war, which means maluses to Energy supplies and Capital Goods supplies. I want those holes filled in as soon as possible, because when we go into negatives in either area, it means we cannot run the economy at full efficiency.

Now, there's a bit of a conflict here, because getting any kind of +Capital Goods quickly is a hard project right now, and getting +Energy is tough too, especially if we don't try the controversial move of finishing the tiberium power plants.

My own view is that we should try to avoid building all three Apollo factories precisely to limit the Energy costs and let us keep up a respectable buffer without rushing quite so hard to build more power plants. And, again, be a bit intentional and thoughtful about budgeting our Energy needs for future Plan turns as well, precisely because we need the Nuuk buildup badly and should be pushing it aggressively. Slow-walking it at three dice per turn or so means we don't finish Phase 4 until very close to the end of the Plan, and I'm not a fan of that.

So to you, you have this timeline, but I think your timeline is too aggressive about building up (and spending) Energy, and not aggressive enough about Capital Goods. I say this because I am more worried about damage to our Capital Goods supply than to our Energy supply, because the former seems to be less distributed than the latter.

Escort Carriers are both anti sub but also support ground strikes and provide air coverage at sea. Shark frigates are more anti-sub. We want both but given the longer time for escort carriers to rollout I think we want the escort carrier 1st so we can get to work on deploying 1 or 2 shipyards sooner. The question is what techs do we want to have done with dev to incorporate into both. For escort carrier- wingman drones and any weapons that go on the drones are big ones to me. Less sure on what dev projects will help the Sharks.
Honestly, the drones should be fine with just missiles. Also, if the military is worried about the drones being unreliable, the idea that each individual drone carries a fixed amount of ammo and can't just shoot 300 times will probably be reassuring, so we're more likely to see the tactical lasers mounted on the piloted aircraft.

Only problem is that carriers will take at least 9 months to build and another 9 to fit out and workup, that's the original rate for the Governors. The first ones likely won't be ready until after the dogpile is over and perhaps even wont be ready for Karachi. These are basically being built ahead for next plan even if that rate is sped up somewhat you're still looking at maybe around 6 months to build then another 6 to fit and workup, again going off of the Governors.

If your concern is hulls you want frigates which will be faster to build and workup. If your concern is carriers then the number of total hulls at sea isn't your breakpoint.
No matter how many frigates we build, it won't take the fleet carriers off escort duty so they can operate in the Indian Ocean as an offensive force.

If we work quickly to develop escort carriers, by next year there might be a few that are complete enough to perform duties and free up fleet carriers in the Indian Ocean in 2061Q1 or at least 'Q2.

Thanks for the analysis. I think that we are going to go with a mix of light and heavy metals though. Each level of enterprise gives us the ability to process X more of each, right? I'm not sure that there is a good reason to focus exclusively on one or the other.
The advantage of monofocusing on one type is that you get the benefit of rollover dice, and with the dice budget so tight, we need all the help we can get.

At the same time, you're not wrong.
 
I will say this much, it is a good thing y'all folks stopped to finally do ICS and have it be operational this quarter. Any later with the Nat 100 foreknowledge, the Navy would have been a lot more adamant on turtling up and/or entirely object to the Karachi plan.

Any later without that foreknowledge... well, even without any intervention on Bintang's part, the Initiative starts at a disadvantage for the first phase... maybe even the following ones.
 
Any later without that foreknowledge... well, even without any intervention on Bintang's part, the Initiative starts at a disadvantage for the first phase... maybe even the following ones.
Man, the salt in nega-NODquest must be immense. Not only did their preparation just miss their window, but then they rolled a NAT 1, and now their next turn will start with GDI getting the Initiative (;)) on them.

So, I'm guessing that the intel leak came from Bintang? If so, hopefully we can deliver enough damage to her forces that we can force her to pull a Gideon and abandon swathes of YZ-5 to our control.
 
[] Karachi, Nuuk and Science
-[]Infrastructure 6/6 120R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 6 Infra dice 120R 95%
-[]Heavy Industry 7/5 140R
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
-[]Light and Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
-[]Agriculture 4/4 40R
-[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 4 dice 40R 61%
-[]Tiberium 11/7 205R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 7 Tib dice 140R 95%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 dice 20R 61%
-[] Railgun Harvester Factories (Dandong) 0/70 1 dice 10R 85%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 dice 20R 56%
-[] Visceroid Research Programs 0/120 1 dice 15R 40%
-[]Orbital 6/6 90R
-[] Orbital Cleanup (Stage 8+9+10) 13/255 3 dice 30R 52%
-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 3 dice 60R 94%
-[]Services 5/5 85R
-[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 dice 20R 100%
-[] Human Genetic Engineering Programs 0/120 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Security Review 1 dice
-[]Military 8/8 145R
-[] Advanced Laser System Development 0/60 1 die 30R 87%
-[] Prototype Plasma Weapons Development 35/60 1 dice 25R 100%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 2 dice 40R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Escort Carrier Development 0/40 1 dice 15R 100%
-[]Bureaucracy 5/4
-[] Security Reviews (Services) 2 diсe 100%
-[] Security Reviews (Bureaucracy) 2 dice 100%
-[] Security Review 1 dice

-[]Free Dice 7/7
-[]Resources 915/915
 
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[] Karachi, Nuuk and Science
-[]Infrastructure 6/6 120R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 6 Infra dice 120R 95%
-[]Heavy Industry 7/5 140R
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%

-[]Tiberium 11/7 205R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 7 Tib dice 140R 95%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 dice 20R 61%
-[] Railgun Harvester Factories (Dandong) 0/70 1 dice 10R 85%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 dice 20R 56%
-[] Visceroid Research Programs 0/120 1 dice 15R 40%
Problem: This plan forces us to really spam fusion power dice next turn, because we're going to be very hard up for Energy if we do any of the highly-desired Apollo factories.

Problem: the refinery refits, railgun harvester factory, and visceroid research aren't urgent enough to merit spending Free dice on. The tiberium power plants arguably are urgent enough, not least because your plan budgets nothing for fusion power so we need the tiberium power to keep our Energy reserves up in Q2.

-[]Orbital 6/6 90R
-[] Orbital Cleanup (Stage 8+9+10) 13/255 3 dice 30R 52%
-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 3 dice 60R 94%
-[]Services 5/5 85R
-[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 dice 20R 100%
-[] Human Genetic Engineering Programs 0/120 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Security Review 1 dice
It is probably a bad idea to invest more dice than absolutely required to reach Orbital Cleanup Stage 9 or more than one die at a time on Human Genetic Engineering. No reason to spend more dice and Resources on those projects than the minimum needed to reach key benchmark stages at the moment.

-[]Military 8/8 145R
-[] Advanced Laser System Development 0/60 1 die 30R 87%
-[] Prototype Plasma Weapons Development 35/60 1 dice 25R 100%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 2 dice 40R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Escort Carrier Development 0/40 1 dice 15R 100%
Problems: no wingman drone development, which is highly desired. As a result, the escort carriers you develop won't have capacity for the drones. Also, no work on finishing the Savannah MARV fleet, which means you're leaving +15 RpT and +3 YZ mitigation on the table for yet another turn. Also, no work on Apollo factories, which means the Air Force goes into the coming war without the capacity to replace Apollo losses or rapidly roll out more Apollo squadrons to intercept Nod aircraft. Which means more Firehawks doing interception duties, which means more Firehawks getting into fights with Barghests and getting torn up. I'm not a three-Apollo-factory man myself, but I do think we should do at least two this turn.

I think you would do better to take some of the Free dice off Tiberium and put them here so you can accomplish more (and in some cases different) things.
 
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@Simon_Jester Can I persuade you to consider the merits of combined arms when it comes to our naval build strategy? We need escort carriers to free up our fleet carriers for offensive operations, but we will also cruisers to provide the fleet carriers themselves with an escort. To free up the cruisers, we need frigates to take their place.

So, 1 CVE shipyard + 1 frigate shipyard is probably more efficient then 2 CVE shipyards, because it will create a combined arms force that is more then the sum of it's parts.

(I'd also like to get a single yard each for the offensive navy ships, but only after we have the first yards for the escorts and we might not be able to afford it even then.)
 
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