@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.)
Counterpoint: the escort carriers are going to take longer to build, so when if we do decide to go for a mixed force, it's still prudent to go for the flattops first.
 
Counterpoint: the escort carriers are going to take longer to build, so when if we do decide to go for a mixed force, it's still prudent to go for the flattops first.
I'm not sure that is a counter point actually. It seems very unlikely that we will have the resources to build multiple shipyards each turn, so we will probably alternate by building one CVE yard followed by a frigate yard the next turn.

That would result in the first carrier yard being built before the first frigate yard anyway.

I would not recommend building every single CVE yard before building a frigate yard, because unescorted carriers are very vulnerable.
 
@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.
See, under certain circumstances I would think you were right. I don't think these are those circumstances. We've seen Governors operate independently (in fact, we've seen it repeatedly), which means there already are some Governor-class cruisers available (currently fighting as surface action groups) that could be integrated into offensive carrier battlegroups centered around the fleet carriers we're hoping to free up. There are also the existing battleships, which may not be ideally suited to fill the role of the Governor-class as a carrier escort, but are at least free to do the job as best they can.

Furthermore, assuming the Navy is not foolish, some of the Governors are already escorting fleet carriers as those carriers perform duties such as "guard convoys" and "sail around in circles in the middle of the ocean because someone thinks they heard a submarine" Those Governors would only need to remain with the fleet carriers and, behold, the fleet carriers would still be escorted.

The Navy knows the merits of combined arms, and they're not stupid. I trust them when they say that what they need next are escort carriers, then other stuff. I would much rather just build, oh, at least half the desired escort carrier shipyard list, and then see if the Navy themselves changes their tune and starts wanting frigates.

(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.)
A single construction yard can only produce and sustain a trickle of ships. I don't think that's what the Navy needs.

Let's not overthink this. The Navy knows how to tell us what they think they need, and admirals who actually fight out there on the oceans of the tiberium Earth against Nod forces have a better idea of what those needs are than we do when sitting in our armchairs in a world where tiberium is foreign to us.

If they want a 25-50-25 mix of three different ship classes all coming off the production lines at once, they know perfectly well how to ask for that.
 
SCEDQuest vote over. Time to roll.

[X]Plan Monitoring and Moar People
-[X]Tanegashima Space Center (Stage 4) 2 dice 40C 92%
-[X]New Johnson Training Center (Stage 5) 7 dice 175C 38%
-[X]Gagarin Station (Stage 4) 1 station Part 5C 10 LP
Development (6 Dice) +20 24C 30 E-IP
-[X]Mark II Fusion Engine 75/300 (5C/Die+8E-IP/Die) 2 dice 10C 16 E-IP 1.4%
-[X]He3-extraction Experiments 22/100 (2C/Die+1E-IP/Die) 1 die 2C 1 E-IP 43%
-[X]Tiberium Heist: Extractor Probe 65/100 (2C/Die+3E-IP/Die) 1 die 2C 3 E-IP 86%
-[X]Tiberium Heist: Tartarus 98/200 (5C/Die+5E-IP/Die) 2 dice 10C 10 E-IP 81.7%
Space Command Mission Planning (4 Dice) +5
-[X]Asteroid Refining Test (Requires one Die) 1 die, auto
-[X]Craterscope 186/300 3 dice 84.8%
Missions
-[X]Pardus Mission-Luna 2C, 4 E-IP, 1 Astronaut team
-[X]Tiberium Monitoring Array (Venus) (6 Satellites) 24C 30E-IP 12 LC 12 Pathfinder Days
-[X]Rover Delivery-Mars (4 locations) 8C 16 E-IP 4 LC 13 Pathfinder days
-[X]Belt Probing 9 objects 16 + 45 Pathfinder days

278C
80 E-IP
26 LC
86 Pathfinder Days
BOTcommander threw 2 100-faced dice. Reason: Tanegashima Space Center Total: 130
98 98 32 32
BOTcommander threw 7 100-faced dice. Reason: New Johnson Training Center Total: 297
56 56 32 32 20 20 15 15 64 64 70 70 40 40
BOTcommander threw 2 100-faced dice. Reason: Mark II Fusion Engine Total: 73
32 32 41 41
BOTcommander threw 1 100-faced dice. Reason: He3-extraction Experiments Total: 2
2 2
BOTcommander threw 1 100-faced dice. Reason: Tiberium Heist: Extractor Total: 68
68 68
BOTcommander threw 2 100-faced dice. Reason: Tiberium Heist: Tartarus Total: 103
43 43 60 60
BOTcommander threw 3 100-faced dice. Reason: Craterscope Total: 53
42 42 6 6 5 5
BOTcommander threw 1 8-faced dice. Reason: Luna Prospecting Total: 1
1 1
BOTcommander threw 12 8-faced dice. Reason: Mars Prospecting Total: 40
1 1 1 1 8 8 8 8 1 1 3 3 3 3 3 3 1 1 8 8 1 1 2 2
BOTcommander threw 1 8-faced dice. Reason: Mars Prospecting Total: 4
4 4
BOTcommander threw 1 4-faced dice. Reason: Mars Resources II Total: 1
1 1
BOTcommander threw 2 4-faced dice. Reason: Mars Resources III Total: 7
4 4 3 3
BOTcommander threw 1 3-faced dice. Reason: Mars Resources IV Total: 3
3 3
BOTcommander threw 9 7-faced dice. Reason: Belt Prospecting Total: 40
7 7 7 7 2 2 2 2 5 5 3 3 7 7 2 2 5 5
BOTcommander threw 3 4-faced dice. Reason: Belt Resources II Total: 8
1 1 4 4 3 3
BOTcommander threw 1 4-faced dice. Reason: Belt Resources III Total: 1
1 1
BOTcommander threw 2 4-faced dice. Reason: Belt Resources V Total: 3
2 2 1 1
BOTcommander threw 3 3-faced dice. Reason: Belt Resources VII Total: 4
1 1 1 1 2 2
 
I believe that's the current speculation. I don't know if its been confirmed.
If she is the one who fucked up OPSEC, we need to advertise this fact to the Brotherhood after we curb stomp their offensive. Using large font and cursive in every online newspaper, magazine, talk show and evening news.

Bintang! The Hero of the Initiative!

If this gets her Ion Disruptor privileges taken away, the better. (because I doubt she has the engineering resources to build many of the suspected STU containing parts ID's have in them)
 
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SCED Mathpost:
Tanegashima Space Center (Stage 4) 588/500
New Johnson Training Center (Stage 5) 319/400
Gagarin Station (Stage 4) 1/10
Mark II Fusion Engine 188/300
He3-extraction Experiments 44/100

Tiberium Heist: Extractor Probe 153/100
Tiberium Heist: Tartarus 241/200
Asteroid Refining Test Autopass

Craterscope 254/300

So, we have more IP, the refining test automatically succeeded, and the Tib Heist is ready for the next phase, but everything else hit roadblocks.
 
Eh the IP was what was really needed, although the Space Nerd Supply would have been nice to increase

Now we are probably going to need to spend a bunch of IP building Tartarus and the probe and stuff, but then once that's out of the way we should be able to focus on building the Craterscope

My question is do we want to keep slinging 1, maybe 2 dice into the Craterscope every turn or do we want to just rush it


EDIT: Also I just checked and we are about 1 more round of Asteroid Scanning away from finishing it, we should be at 71/80 so 9 more

This is both good because we will have scanned the entire asteroid belt and bad because we will start having to spend IP to use our pathfinder days again

I wonder if we should just try and slam through another phase of IP generation
 
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Eh the IP was what was really needed, although the Space Nerd Supply would have been nice to increase

Now we are probably going to need to spend a bunch of IP building Tartarus and the probe and stuff, but then once that's out of the way we should be able to focus on building the Craterscope

My question is do we want to keep slinging 1, maybe 2 dice into the Craterscope every turn or do we want to just rush it


EDIT: Also I just checked and we are about 1 more round of Asteroid Scanning away from finishing it, we should be at 71/80 so 9 more

This is both good because we will have scanned the entire asteroid belt and bad because we will start having to spend IP to use our pathfinder days again

I wonder if we should just try and slam through another phase of IP generation
Once the Craterscope planning is done, we will probably need to evaluate what we can do, if we need to spend more than 1 turn on the Tib Heist stuff. I'd kinda like to rush it once we have the heist done, but we'll see.

Also, we got some good rolls on both Mars and Belt prospecting, so here's hoping for more interesting things.
 
A few not-so-great rolls: He3-extraction Experiments rolled a 2 for the second time. Pardus didn't find anything; we only only one more chance to find more lunar mining locations. (At least on the surface.) And the Craterscope planning rolled badly again, but it's close enough we should be able to finish it next turn.

For next turn, probably most of our dice will go to the Heist. But I'm hopeful that we can partially build Stage 2 of the Lunar base since in two turns we'll have the crew to boot it up. And something else to keep in mind is we've only got 9 asteroids to scan left, so we need to start planning more scan missions to keep the Pathfinder busy.
 
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The Navy knows the merits of combined arms, and they're not stupid. I trust them when they say that what they need next are escort carriers, then other stuff. I would much rather just build, oh, at least half the desired escort carrier shipyard list, and then see if the Navy themselves changes their tune and starts wanting frigates.

If I remember correctly the navy is also still using the old Burke-class destroyers which by now would mostly fullfil the same role as our frigates will once we make them. Even if they are greatly outclassed by the cruisers they most likely still do enough work that we don't need to urgently switch them out for better ships. But I also wouldn't be surprised if the navy tells us once we have 2-3 CVE shipyards that they want to start phasing out the Burke's for the shark frigates. I wouldn't mind spending a dice on developing them so that we have a better picture of what our navy spending is going to look like in the next few years.
 
[] Karachi, Nuuk and Sky
-[]Infrastructure 6/6 120R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 6 Infra dice 120R 80%
-[]Heavy Industry 9/5 180R
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
-[] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 dice 40R 0%
-[]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 7/7 140R
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 6 Tib dice 120R 80%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 dice 20R 56%
-[]Orbital 6/6 100R
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 61%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/325 4 dice 80R 54%
-[]Services 4/5 60R
-[] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 dice 20R 100%
-[] Human Genetic Engineering Programs 0/120 1 dice 25R 28%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Security Review 1 dice
-[]Military 9/8 170R
-[] Advanced Laser System Development 0/60 1 dice 30R 87%
-[] Prototype Plasma Weapons Development 35/60 1 dice 25R 100%
-[] Wingman Drone Development 0/40 1 dice 15R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 diсe 20R 100%
-[] Apollo Fighter Factories (San Francisco) 0/80 1 dice 15R 62%
-[] Apollo Fighter Factories (Maputo) 0/80 1 dice 15R 62%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 dice 20R 88%
-[] 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 910/915
 
As a counterproposal, a general offensive plan which will strain the Navy less, and so allow for more defense against those cruise-missile subs which almost trashed our Manchester Chip Factory.
[] Plan Nuuk and the Future
Infrastructure 6 dice +34
-[] Yellow Zone Fortress Towns (Phase 4+5) 46/550 6 dice 120R 60%
Heavy Industry 5 dice +29 6 Free Dice
-[] Continuous Cycle Fusion Plants (Phase 5) 1/300 3 dice 60R 19%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
-[] Security Review
Light and Chemical Industry 5 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4 dice +24
-[] Vertical Farming Projects (Stage 2) 65/240 4 dice 60R 99%
Tiberium 7 dice +39
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 7 dice 140R 4%
Orbital Industry 6 dice +26
-[] GDSS Enterprise (Phase 4) 0/765 6 dice 120R
Services 5 dice +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
Military 8 dice +26 1 Free die
-[] Advanced Laser System Development 0/60 1 die 30R 87%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 62%
-[] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 62%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[] Escort Carrier Development 0/40 1 die 15R 100%
Bureaucracy 4 dice +24
-[] Security Reviews:Heavy Ind DC50 1 die 90%
-[] Security Reviews:Bureaucracy DC50 2 + 1 dice 100%

920/920R
 
If I remember correctly the navy is also still using the old Burke-class destroyers which by now would mostly fullfil the same role as our frigates will once we make them. Even if they are greatly outclassed by the cruisers they most likely still do enough work that we don't need to urgently switch them out for better ships. But I also wouldn't be surprised if the navy tells us once we have 2-3 CVE shipyards that they want to start phasing out the Burke's for the shark frigates. I wouldn't mind spending a dice on developing them so that we have a better picture of what our navy spending is going to look like in the next few years.
I'm not strictly against doing the development project, but I really don't want to have to constantly fight battles against people who think we should do a 50/50 split when the Navy is telling us "don't overthink it, it's not rocket science, just build us the escort carriers we've needed for the past ten years, Jesus, what's your problem!?"

So GDI is literally hitting Nod in the balls ?
Well, Krukov, anyway. The bombing attack only demolished one of his factories, though.
 
I'm not strictly against doing the development project, but I really don't want to have to constantly fight battles against people who think we should do a 50/50 split when the Navy is telling us "don't overthink it, it's not rocket science, just build us the escort carriers we've needed for the past ten years, Jesus, what's your problem!?"

Well, Krukov, anyway. The bombing attack only demolished one of his factories, though.
Navy: Gib bote.

And we got significant chunks of a couple factories that make Scorpions, as well as hitting Krukov below the belt.
 
The tank factory were a good get. The bearings were awesome but anything that'll prevent them from replacing losses? Will really help. I'd love to find those subpens.

Ball bearings of varying sizes are key components for a lot of stuff.

Destroying the Scorpion factories helps with limiting Krukov's ability to field tanks, but the ball bearings can help with limiting his ability to field anything at all, since for GDI? That is a CapGood factory that got blown up.
 
Visceroid Roundup (Mod)
Visceroid Roundup

The insane head of the treasury wants visceroids to study, and you are the poor saps tasked with collecting them.


A short and sweet mission in honor of the holidays. Thanks again to the discord for the feedback. I hope everyone has an awesome 2022.
25 - Structural Alloys
Rakuhn threw 1 100-faced dice. Reason: Tech Total: 20
20 20
 
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