Right so my feelings are, general spoiling attack while getting a lot of dev projects done that will benefits designs we roll out while also rolling out wingman drones and escort carriers. Also 1 stage of ablat consumables and 1 more stage of OSRCT to keep on slowly building that up. That and 1 more apollo factory to avoid too much energy expenditure so we can instead try and get Nuuk phase 2 out. I imagine Q2 will have more free dice in HI to roll out power and cap goods. Meanwhile reyjavik (q1 and q2 to get phase 4), enterprise 4 (q1 and q2) will also provide some cap good and enterprise phase 4 will increase the amount of manufacturing for OSRCT done in orbit reducing the amount of ground to orbit supplies
At this point, we can drop down to 1-2 free dice on Military, and push them into HI for more Energy/CapGoods. Because we really want to punch HI.
Im hopeful that we will be able to keep Erewhon alive long enough that a permeant increase in stability can be reached. Though at the same time I am not certain how much influence we will have on that, both due to limited options and limited resources with the coming increase in hostilities.
If we go all-in on Boston phase 5, we could probably 3-turn it.
 
All our industry and machinery is in coastal cities...guess what happens when we go to Karachi, most of the GDI navy does the landing operations there...and is kinda not present for the upcoming global Nod offensive that includes Naval assets with hypersonic cruise missiles that hit targets 500 miles away. Ooops.

We do not have enough ships!
we don't have enough ships to stop that kind of shit anyways so uh, Karachi or not, this is kind of a moot point if their boomers are halfway competent?
 
What would be the best projects to prepare for a general offensive, someone who has thought about this enlighten me pls? Do we double down on consumables and asset deployment or use this turn to do some upgrades and developments to quickly deploy them over the next few turns turn?
Wingman drones are a must to keep our air force from attriting out. Rolling out new weapons tech as well so that we can get new ships and vehicles rolled out. I think 1 or 2 consumables this turn and 1 apollo factory. I am going aggressive on dev projects for Q1 and Q2 do rollouts

At this point, we can drop down to 1-2 free dice on Military, and push them into HI for more Energy/CapGoods. Because we really want to punch HI.
I feel like that is Q2, Q1 I want to be aggressive on clearing out dev projects so that any designs we do are making best use of the tech we have as well as get projects like wingman drone and escort carrier rolling, I still have 2 free dice on HI to punch Nuuk phase 2 out and will likely shift to 5 or so free dice on HI in Q2.
 
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Finally however are the strict limitations on what can actually be supported. Cats, for example, require taurine, an amino acid, much like all other animals. However, they cannot synthesize it for themselves, and cannot store much in their bodies. This means that they need to get it from the meat that they consume. It is one of the reasons cats are obligate carnivores, needing to consume meat effectively every day. With GDI not able to feed its entire population meat every day, that is a very tall order. Even though rapidly organized petitions offered to give up meat entirely for the cats, it has been a very difficult decision to make for the bureaucrats. And this is one of the very few options where there is a decent solution, especially as taurine supplements and taurine enrichment are options that can be put into the field quickly and cheaply. Many others are far more intractable.
I'm hearing Ranching Domes again.

What would be the best projects to prepare for a general offensive, someone who has thought about this enlighten me pls? Do we double down on consumables and asset deployment or use this turn to do some upgrades and developments to quickly deploy them over the next few turns turn?
Mix of both, I think--but particularly we want to develop Escort Carriers this quarter.

Also the Air Force is asking for 'bolt on upgrades'--that's the Wingman, the TALS, and Plasma Warheads.
 
we don't have enough ships to stop that kind of shit anyways so uh, Karachi or not, this is kind of a moot point if their boomers are halfway competent?
The difference is if we send them to the Indian Ocean enmass we could lose hundreds of income points. If we go with the global offensive, we may lose a few dozen.
 
What would be the best projects to prepare for a general offensive, someone who has thought about this enlighten me pls? Do we double down on consumables and asset deployment or use this turn to do some upgrades and developments to quickly deploy them over the next few turns turn?

Navy. As much navy as we can get, as fast as possible. it protects our industry, it protects our logistics, it will be needed to ensure later on we're able to do Karachi for a knockout blow, assuming we don't start with it.

All/most of the ground forces are saying they want to smash up India, but Navy who's opinion matters the most with karachi specifically are saying they would prefer another strategy. Though Navy are willing to do Karachi if we need, that then basically means we really really need more ships.

Beyond that, more cap goods open up a tonne of options whatever we decide to do with them.

As pointed out however, drones for airforce allows us more airpower and conserves our pilots, which should be a major concern in gaining and maintaining aerial superiority.

The ground force are mostly okay for consumables, but everyone from general ground forces to zocom, to airforce to space force are pleading for more zone armour. I think we can survive without missiles/shells for a turn.

Beyond that I'm waiting to see what options we get for next turn.
 
It looks like we need to prioritize Navy first, then Steel Talons to fill our commitments to them, then bolt on upgrades for the rest. We can leave ground forces for last for the moment, it seems
 
Here's my preliminary plan

[] Plan Start Playing Hell March
-[]Infrastructure 5/6 90R
-[] Blue Zone Arcologies (Stage 4) 2 dice 30R 0%
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
-[] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 90%
(Progress 46/250: 20 resources per die) (+4 Housing) (Supports Yellow Zone Intensification)
-[]Heavy Industry 5/5 180R
-[] Continuous Cycle Fusion Plants (Phase 5) 4 dice 80R 72%
(Progress 1/300: 20 resources per Die) (+16 Energy)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 4 free dice 100R 100%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[]Light and Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 5 dice 100R 0%
(Progress 20/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
-[]Agriculture 4/4 50R
-[] Wadmalaw Kudzu Plantations (Phase 2) 3 dice 30R 13%
(Progress 0/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
-[] Freeze Dried Food Plants 1 die 20R 0%
(Progress 0/200: 20 resources per die) (+4 Food, increases efficiency of stockpile actions, -1 Energy)
-[]Tiberium 7/7 140R
-[] Yellow Zone Tiberium Harvesting (Phase 6) 7 dice 140R 99%
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[]Orbital 6/6 160R
-[] GDSS Enterprise (Phase 4) 6 dice + 2 free dice 160R 1%
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
-[]Services 2/5 15R
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] Security Reviews 1 die
-[]Military 8/8 180R
-[] Advanced Laser System Development 1 die 30R 87%
(Progress 0/60: 30 resources per die)
-[] Prototype Plasma Weapons Development 1 Administrative Assistance die 25R 91%
(Progress 35/60: 25 resources per die)
-[] Wingman Drone Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Tactical Airborne Laser Development 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[] Apollo Fighter Factories
--[] Rotterdam 1 dice 15R 62%
(Progress 0/80: 15 resources per die) (-4 Energy)
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 1 die 20R 88%
(Progress 136/195: 20 resources per die) (High Priority)
-[] Escort Carrier Development 1 die 15R 100%
(Progress 0/40: 15 resources per die) (High Priority)
-[] Shark Class Frigate Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Tactical Plasma Weapon Development 1 die 30R 100%
(Progress 0/40: 30 resources per die)
-[]Bureaucracy 4/4
-[] Administrative Assistance (Military) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Security Reviews (Bureaucracy) 2 dice 90%
(DC 50 + 1 operations die)
-[] Security Reviews (Services) 1 Services die + 1 free die 90%
(DC 50 + 1 operations die)
-[]Free Dice 7/7
-[] 4 in Heavy Industry
-[] 2 in Orbital
-[] 1 in Bureaucracy
-[]Resources Income 915/925 Reserve 0/5

Not sure what to do with that spare 10 resources so I'll leave them for now until we know what the turns options are.

Infrastructure
Since I'm committing to doing Karachi in 2061 I think it's a good idea to complete our last BZ arcology commitment finished by then so I'm putting dice towards starting on that along with the next phase of fortress towns.
Heavy Industry:
We really need both power and cap goods so I'm committing 4 free dice for the next couple of turns so we can put 4-5 dice each on fusion plants and Nuuk which should get phases of them done quick.
Light and Chemical Industry
All in on Reykjavik this turn in order to get it as close to finishing this phase as possible and then on following turns split the LCI dice between Reykjavik and Bergen superconductor foundry since the results of the last round of fusion plants have hinted that better fusion requires superconductors.
Agriculture
Wadmalaw is cheap and a plan commitment so I'm mostly focusing on that while starting on the freeze drying plant because increasing our food reserves is a plan goal so being more effective at that is a must if we don't want to spend to much of our food stock on filling the reserves
Tiberium
Steel Vanguard that is all
Orbital
The results for OSECT and the last phase of Luna heavy metal mines show that as it is Enterprise just isn't good enough to do everything we need plus finishing it for our plan commitments is going to take a lot of work and we only have about half the plan left so I'm putting all the orbital dice into Enterprise.
Services
I'm not sure if we're going to get new options here next turn so I'm putting a die here towards hallucinogen development since the results of prosthetics deployment mentioned experimenting with pseudohallucinations then doing the hallucinogen development may help with that and may put a die in prosthetics deployment or something else depending on what's available.
Military
Since I'm sick and tired of the argument over whether to do carriers or frigates I'm going to do both with wingman drones due to the fact that the drones are going to be a big part of the air forces arsenal so making sure our carriers can fit them properly is a necessity.
Most of the dice here are going on developments but two are going on an Apollo factory and the OSECT because both are needed and have a fairly alright chance of finishing on one die.
The plan for the next turn is to develop the mastodon and maybe railgun munitions and hallucinogen countermeasures while focusing mainly on rolling out wingman drones, ships and OSECT.
Bureaucracy
One die in security reviews now has a 90% chance of success so we can do two reviews and put an admin die somewhere with little worry so I'm going to review the bureaucracy department because it's been 11 turns since it got one and services because it puts a die to work and because of the GDIonline segment from Q3 2059.


Anyone have any input or spot any errors?
 
The AI team was not infiltrated. A public forum was infiltrated by Nod using either a fake or hacked account.
Yes but this short segment after that particular forum section revealed that the guy who infiltrated the forum with the Attercop account purposefully unmasked himself as a distraction to cover for other people.

"You owe me one for this, guys. I had to out myself to those fucks at GDIOnline so they wouldn't screw with our guys on the staff."

"Trust me, InOps wouldn't know a brother or a sister if they shot 'em in the face."

Whether thats staff on just the online forums is worrying enough (and would also be covered by Services i think) but considering he showed up in the Erewhon thread to derail things there's a non-zero chance of there being infiltration in our AI team.

Which considering how much damage CABAL did is understandable of course but does make me wonder why vetting the people working on the AI wasn't a priority, as both sabotage against the AI we create (sending them berserk/rampant as a distraction for example) and the risk of them sending the data to NOD so they can start making their own should be very large concerns.
 
what

I alone do not understand why take admindice, at the expense of freedice?
I may not have thought this part through completely I'll go over it again and check.

EDIT: Blargh I was definitely not thinking it through here's the updated plan
[] Plan Start Playing Hell March
-[]Infrastructure 5/6 90R
-[] Blue Zone Arcologies (Stage 4) 2 dice 30R 0%
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
-[] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 90%
(Progress 46/250: 20 resources per die) (+4 Housing) (Supports Yellow Zone Intensification)
-[]Heavy Industry 5/5 180R
-[] Continuous Cycle Fusion Plants (Phase 5) 4 dice 80R 72%
(Progress 1/300: 20 resources per Die) (+16 Energy)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 4 free dice 100R 100%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[]Light and Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 5 dice 100R 0%
(Progress 20/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
-[]Agriculture 4/4 50R
-[] Wadmalaw Kudzu Plantations (Phase 2) 3 dice 30R 13%
(Progress 0/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
-[] Freeze Dried Food Plants 1 die 20R 0%
(Progress 0/200: 20 resources per die) (+4 Food, increases efficiency of stockpile actions, -1 Energy)
-[]Tiberium 7/7 140R
-[] Yellow Zone Tiberium Harvesting (Phase 6) 7 dice 140R 99%
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[]Orbital 6/6 160R
-[] GDSS Enterprise (Phase 4) 6 dice + 2 free dice 160R 1%
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
-[]Services 2/5 15R
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] Security Reviews 1 die
-[]Military 8/8 180R
-[] Advanced Laser System Development 1 die 30R 87%
(Progress 0/60: 30 resources per die)
-[] Prototype Plasma Weapons Development 1 die 25R 100%
(Progress 35/60: 25 resources per die)
-[] Wingman Drone Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Tactical Airborne Laser Development 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[] Apollo Fighter Factories
--[] Rotterdam 1 dice 15R 62%
(Progress 0/80: 15 resources per die) (-4 Energy)
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 1 die 20R 88%
(Progress 136/195: 20 resources per die) (High Priority)
-[] Escort Carrier Development 1 die 15R 100%
(Progress 0/40: 15 resources per die) (High Priority)
-[] Shark Class Frigate Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[] Tactical Plasma Weapon Development 1 free die 30R 100%
(Progress 0/40: 30 resources per die)
-[]Bureaucracy 4/4
-[] Security Reviews (Bureaucracy) 3 dice 100%
(DC 50 + 1 operations die)
-[] Security Reviews (Services) 1 Services die + 1 die 90%
(DC 50 + 1 operations die)
-[]Free Dice 7/7
-[] 4 in Heavy Industry
-[] 2 in Orbital
-[] 1 in Military
-[]Resources Income 915/925 Reserve 0/5
 
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Yes but this short segment after that particular forum section revealed that the guy who infiltrated the forum with the Attercop account purposefully unmasked himself as a distraction to cover for other people.



Whether thats staff on just the online forums is worrying enough (and would also be covered by Services i think) but considering he showed up in the Erewhon thread to derail things there's a non-zero chance of there being infiltration in our AI team.

Which considering how much damage CABAL did is understandable of course but does make me wonder why vetting the people working on the AI wasn't a priority, as both sabotage against the AI we create (sending them berserk/rampant as a distraction for example) and the risk of them sending the data to NOD so they can start making their own should be very large concerns.
I can guarantee you that after so long dealing with Nod INOPS will of swept the services department with particular care around our AI team who would of been extensively vetted before getting anywhere near GDIs AI project. More likely the Nod infiltrators were involved in the killing of the Welfare Secretary and were they trying to destabilise Erewohn we'd of seen that bearing fruit by now, Nod would've tried killing it off or making it rapidly degrade to halt further research in this area from us.

As you've also mentioned CABAL you are aware that Nod needs no help from us creating an AI. Hell, if you want a highly stable and competant Nod strategic AI just take a look at LEGION. Kanes personal AI problem solver when it's not being sabotaged out of a misplaced sense of loyalty.
 
I may not have thought this part through completely I'll go over it again and check.

EDIT: Blargh I was definitely not thinking it through here's the updated plan
[] Plan Start Playing Hell March
For the extra 10 R remaining, you could spend it in services on Professional Sports Programs, since that costs only 10 R per die, and it looks like Services has spare dice
Alternatively, spend it on apartments in infrastructure
 
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For the extra 10 R remaining, you could spend it in services on Professional Sports Programs, since that costs only 10 R per die, and it looks like Services has spare dice
I may do that but I'll more likely put it a different services project depending on what comes up or I could put a die on BZ apartment complexes or not spend it so we have 15 resources in reserve for the following turn.
 
[] Eastern Paris, 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 8/7 155R
-[] 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%
-[] Visceroid Research Programs 0/120 1 dice 15R 41%
-[]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
-[] 4 in Heavy Industry
-[] 1 in Tiberium
-[] 1 in Military
-[] 1 in Bureaucracy

-[] Resources 925/925
 
It looks like we need to prioritize Navy first, then Steel Talons to fill our commitments to them, then bolt on upgrades for the rest. We can leave ground forces for last for the moment, it seems
Ground forces are already in a good spot and we can't really boost them other than consumables unless we go for next generation vehicles for them (Mammoth IV, Paladin, etc) because our current vehicles (Mammoth III, Predator, etc) simply don't have the capacity to bolt on more upgrades. So they should be good for a while.
 
I agree that we should invest in the navy, but we should also keep in mind that shipyards are usually expensive and take a while to start churning out ships so we should be ready to accept that we won't be able to just shock a navy into existence. Taking 2 turns to do a shipyard is okay so long as we're consistent about it.
 
Looking over it, ground forces are as confident as they can be, and it sounds like the time to build stockpiles has run out, but since we're probably not going to Karachi I think it would be a good idea to squeeze in the GD-3 rifle. It should be able to deploy quickly, and it sounds like a decent anti-monster option until we can get zone armor rolled out.

[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
 
Part of this is due to delays in development. While there are plans for new type fusion reactors that are substantially more efficient and effective than the existing model, they rely heavily on massive supplies of superconductors in order to function. Others can theoretically exist, but require technologies that either do not exist, or simply can't be produced in nearly large enough quantities. With designs going back to the drawing board, the current plants will be efficient enough for now.
Ahem.

I TOLD YOU ALL SO.

Thanks for your time.
 
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