We need to fund the Steel Talons for better techlology development... eventually. Perhaps as soon as next turn, if we roll well on military projects. But now is not the time to do so given we're behind on ammo supply of all things, never mind high-tech finicky walkers.
If we can get all 4 mil projects done? Yeah I can see doing ablative and myomer works next turn to let energy be used in other categories. Tenative myomer could be our new project for next turn if we do need 1 or 2 dice to finish off current projects from this turn. So 3 on super MARV, 1-2 to finish projects, 3-4 for use on new (so 2 on myomer, 1 on ablative and 1 on point defense if we have a free dice)
 
It also means we get 4 mitigation out of the RZ- as much as we can expect for doing YZ harvesting (fencing needs 5 dice for similar completion %). The extra dice activation just makes it that much better.
[crotchety-old-people-voice]That's what I've been telling y'all all this time![/crotchety-old-people-voice]

Normally I would agree, but the Steel Talons hide good stuff behind doing their stupid mech projects.
There are some areas where mechs are more useful than more conventional vehicles, such as terrain that tracks and wheels have difficulties with in general, and the Wolverine would likely do much better fighting within cities or similar conditions than an APC.
But I agree that it's very much a niche-thing.
 
I'm hoping to get an apollo or zone suit factory done each turn until their all finished.
 
Wait, hold on the shell plants are 4 power, the Apollo factories are 8, and each shipyard is six-this is a 24 power into the military over the next two turns plan, which leaves just 2 power for our civilian enterprises.
Next Turn
[ ] SMARV 3 dice
[ ] Apollo Fighter Factories
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1 dice
-[ ] Valparaiso (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1 dice
[ ] Hydrofoil Shipyards
-[ ] Copenhagen (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor) 2 dice
[ ] Ablat Plating Development 1 dice

14E for Military 12E for Civilan
 
Whelp here's the plan now with completion probability percentages.

[] plan slight military focus
Infrastructure
-[ ] Rail Link Reconstruction (Phase 2) 3 dice 45R 80%
(Progress 40/200: 15 Resources per die) (++ Logistics)
-[ ] Fiber-Optic Expansion 1 die 20R 0% (Completion here is planed to be done in later turns)
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
Heavy Industry
-[ ] Blue Zone Power Production Campaigns (Phase 2) 5 dice 50R 71%
(Progress 193/500: 10 Resources per die) (- Labor, +++++ Energy)
-[ ] Fusion Power Prototype 1 free die 20R 0% (Completion here is planed to be done in later turns)
(Progress 0/200: 20 Resources per Die) (+ Energy)
Light and Chemical Industry
-[ ] Yellow Zone Light Industrial Sectors 2 dice 20R 0% (Completion here is planed to be done in later turns)
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
Agriculture
-[ ] Perennial Aquaponics Bays 2 dice 20R 8%
(Progress 0/200: 10 resources per die) (+++ food)
-[ ] Organic textiles farms 1 die 10R 88%
(Progress 80/100: 10 resources per die) (++ consumer goods, - Labor)
Tiberium
-[ ]Blue Zone Perimeter Fencing (Phase 2) 4 dice 60R 33%
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
-[ ] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
Orbital
-[ ] GDSS Enterprise (Phase 3) 2 Fusion Dice 40R 0% (Completion here is planed to be done in later turns)
(Progress 68/390: 30 resources per die) (5 PS for completion)
Services
-[ ] NOD Research Initiatives 1 die 30R 23%
(Progress 0/120 : 30 resources per die)
-[ ] Childcare and Preschool programs 2 dice 10R 25%
(Progress 0/200: 5 Resources per die) (--- Labor)
-[ ] Expand Local Public Media Operations 1 die 10R 13% (Note: Completion here requires an omake bonus)
(Progress 0/130: 10 resources per die) (Developmentalists)
Military
-[ ] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[ ] Reclaimator Hub Red Zone 6 North 1 die 20R 23%
(Progress 0/105)
-[ ] Apollo Fighter Factories
--[ ] Valparaiso 1 die 15R 58%
(Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Remote Weapons System Development Predator 1 die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[ ] Ablat Plating Development 1 die 10R 58%
(Progress 0/70: 10 resources per die)
-[ ] Shell Plants (Phase 2) 1 die + 4 free dice 50R 81%
(Progress 31/300: 10 Resources per die) (--- power)
Bureaucracy
-[ ] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 3 dice
(DC 60 + 1 operations die)


455/455 Resources used
 
Too much energy usage with the civilian projects that need energy, we should be doing dev projects as well to buy us some time to get additional power up and running as well as knock the useful dev and refits out.
The dev projects are a given and as I said I hope to get them done one per turn which should give us some time to get more power as long as we don't panic build both shipyards because of the pirates.

Copenhagen should be enough for a couple of turns while we build up power again.
 
[X] Plan Powering Up!
Infrastructure (3/5 dice used, 60R)
-[X] Fiber Optic Expansion (3 dice, 60R, 24% chance to complete)
Heavy Industry (5/5+1 free dice used, 60R)
-[X] Blue Zone Power Production Campaigns (6 dice, 60R, 92% chance to complete)
Light and Chemical Industry (3/3+1 free dice used, 45R)
-[X] Personal Pharmaceutical Plants, (3 dice, 45R, 60% chance to complete)
-[X] Security Reviews (1 dice)
Agriculture (3/3 dice, 30R)
-[X] Organic textiles farms (1 dice, 10R, 88% chance to complete)
-[X] State Operated Breweries (2 dice, 20R, 64% chance to complete)
Tiberium (5/5 dice used, 95R)
-[X] Blue Zone Perimeter Fencing (2 dice, 30R, no chance to complete)
-[X] Intensification of Yellow Zone Harvesting (1 dice, 15R, 100% chance to complete with overflow)
-[X] Red Zone Containment Lines (2 dice, 50R, 100% chance to complete with overflow)
Orbital (2/3 dice used, 20R)
-[X] Orbital Cleanup (2 dice, 20R, 88% chance to complete)
Services (4/4 dice used, 40R)
-[X] Fashion Development Houses (3 dice, 30R, 48% chance to complete)
-[X] Expand Local Public Media Operations (1 dice, 10R, no chance to complete)
Military (5/5 dice +3 free dice used, 105R)
-[X] Reclamator Hub (RZ-7 North), (2 dice, 40R, 79% chance to complete)
-[X] Shell Plants (5 dice, 50R, 81% chance to complete)
-[X] Apollo Fighter Factories (Toronto) (1 dice, 15R, 58% chance to complete)
Bureaucracy (2/3 dice used)
-[X] Security Reviews LCI (2 dice used)

165R on Consumer Goods
Total 455R used

Essentially, this is a plan that tries to be very economical with energy, because there are A LOT of military and consumer (and capital) projects that eat energy. There are only 2 military projects that eat energy in this plan for a total of -8 energy, if they both complete. Why I feel its important to save energy this turn, is because we simply do not know how much energy BZ Energy Production adds (unless QM has stated it elsewhere, I haven't seen it). The indicators arent fully accurate, the Boston Chip Plant (Phase 4), actually adds 16 capital goods. QM stated somewhere, sorry no source for now, if anyone could help me find it that would be great. But I am very sure I saw it, because the QM said that War Factory Refits and Boston Phase 4 would cancel each other out in terms of capital goods, so I remember that very distinctly).

So that means, we dont actually know how much energy BZ Energy Production gives us. It shows +++++ Energy, but Boston shows +++++ Capital and its 16 Capital goods. So it's hard to plan forward accurately in terms of what combination of military and consumer is actually really good. One rough indicator of how much energy comes from BZ Energy is that it is 500 progress, and Boston is 1200 progress, so I am guessing that it will give around 10-12? energy. But it isn't a certainty, Boston is also more expensive, so I would expect more out of it.

I would say that this would be -the- defining point of the plan, and is the main reason why the LCI and Agriculture sections are taking all the options with zero Energy requirements. I am trying to avoid pre-overcommitting to too many things that eat energy, without knowing how much there is to spend.

Oh and the plan also does a really big push on consumer goods with 165R spent on them, so there's that.
 
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Alright here's my plan, it's not super different from what's been proposed already but I think there's some important differences. Military is focused solely on the shell plants just to absolute ENSURE that we get the next phase regardless of how shitty our luck is. Overkill won't be wasted because Stage 3 is going to be necessary both as a political promise and just because we keep rocketing consumption through the roof, and while every other branch of the military is in a crisis the shell shortages is absolute drop-everything Priority Zero level. The bloody nose we got in Italy was majorly facilitated by the artillery running out of ammo in like 20 minutes, and they're supposed to be carrying an ammo load that lasts hours. The shell shortage is well past a little pirate crisis and into "our spearhead units in frontline areas are carrying 20% of what they should" levels of military-ruining apocalyptic crisis. Apollo factories and Rapier shipyards and myomers to follow next turn, this turn I think we need the shells fixed and everything else can wait 3 months.

On the civilian side, doing arcologies instead of fiber optics, not sure why everybody seems to be in love with fiber optics it's the same amount of consumer goods as arcologies but the arcologies are an explicit Plan target and get us housing to start emptying out the commieblocks/house refugees in. Just because the camps are closed doesn't mean the housing situation isn't still pretty bad, a lot of the BZ residents are living crammed into emergency commieblocks.

Also I think this is the only plan I've seen proposed with all the orbital dice active. It's really not that hard to get them all going and we should really start prospecting for resources now because the probe missions take months (or years) to do their jobs, and then we need to take more months/years to set up actual mining on site, and then again it takes months/years for the raw resources to arrive back in Earth orbit. There's a very long lead time on space is my point, so even though the Enterprise Stage 3 to use all those space resources won't be done for a while we need to start the mining process now if we want to have the raw materials ready to go when Enterprise is upgraded a year or two from now.

I have the security review on Tiberium currently just to do another sweep and make sure they don't turn over any more cyborgs (or more likely nasty surprises left by the ones we caught), was planning to do an LCI review next turn, but I'm not at all married to that if people want that die/review switched to LCI then let me know and I can make the switch.

[X] Plan Probe Away
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
Heavy Industry (5 dice + 1 Free)
-[X] Blue Zone Power Production Campaigns (Phase 2), 5 dice (50 Resources)
-[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
Light and Chemical Industry (3 dice)
-[X] Personal Electric Appliances Factories , 3 dice (30 Resources)
Agriculture (3 dice)
-[X] Vertical Farming Projects, 2 dice (30 Resources)
-[X] Organic Textiles Farms , 1 die (10 Resources)
Tiberium (5 dice + 1 Free)
-[X] Blue Zone Perimeter Fencing (Phase 2), 3 dice (45 Resources)
-[X] Intensification of Yellow Zone Harvesting (Phase 4), 1 die (15 Resources)
-[X] Red Zone Containment Lines (Phase 2), 1 die (25 Resources)
-[X] Security Review (Tiberium)
Orbital (3 dice) (2 Fusion Dice)
-[X] Orbital Cleanup (Phase 1), 2 fusion dice (20 Resources)
-[X] Near Body Survey Probes, 1 die (15 Resources)
Services (4 dice)
-[X] NOD Research Initiatives, 2 dice (60 Resources)
-[X] Expand Local Public Media Operations, 2 dice (20 Resources)
Military (5 dice + 3 Free)
-[X] Reclamator Hub (Red-6 North), 2 dice (40 Resources)
-[X] Shell Plants (Phase 2), 6 dice (60 Resources)
Bureaucracy (3 dice)
-[X] Security Review (Tiberium), 3 dice
Total cost: 455 Resources, 0 reserved
 
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Voting is now open

[X] plan slight military focus
Infrastructure
-[X] Rail Link Reconstruction (Phase 2) 3 dice 45R 80%
(Progress 40/200: 15 Resources per die) (++ Logistics)
-[X] Fiber-Optic Expansion 1 die 20R 0%
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
Heavy Industry
-[X] Blue Zone Power Production Campaigns (Phase 2) 5 dice 50R 71%
(Progress 193/500: 10 Resources per die) (- Labor, +++++ Energy)
-[X] Fusion Power Prototype 1 free die 20R 0%
(Progress 0/200: 20 Resources per Die) (+ Energy)
Light and Chemical Industry
-[X] Yellow Zone Light Industrial Sectors 2 dice 20R 0%
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
Agriculture
-[X] Perennial Aquaponics Bays 2 dice 20R 8%
(Progress 0/200: 10 resources per die) (+++ food)
-[X] Organic textiles farms 1 die 10R 88%
(Progress 80/120: 10 resources per die) (++ + consumer goods, - Labor)
Tiberium
-[X] Blue Zone Perimeter Fencing (Phase 2) 4 dice 60R 33%
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
-[X] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
Orbital
-[X] GDSS Enterprise (Phase 3) 2 Fusion Dice 40R 0%
(Progress 68/390: 30 resources per die) (5 PS for completion)
Services
-[X] NOD Research Initiatives 1 die 30R 23%
(Progress 0/120 : 30 resources per die)
-[X] Childcare and Preschool programs 2 dice 10R 25%
(Progress 0/200: 5 Resources per die) (--- Labor)
-[X] Expand Local Public Media Operations 1 die 10R 13% (Note: Completion here requires an omake bonus)
(Progress 0/130: 10 resources per die) (Developmentalists)
Military
-[X] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[X] Reclaimator Hub Red Zone 6 North 1 die 20R 23%
(Progress 0/105)
-[X] Apollo Fighter Factories
--[X] Valparaiso 1 die 15R 58%
(Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[X] Remote Weapons System Development Predator 1 die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[X] Ablat Plating Development 1 die 10R 58%
(Progress 0/70: 10 resources per die)
-[X] Shell Plants (Phase 2) 1 die + 4 free dice 50R 81%
(Progress 31/300: 10 Resources per die) (--- power)
Bureaucracy
-[X] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 3 dice
(DC 60 + 1 operations die)


455/455 Resources used

[X] Plan Probe Away
 
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On the civilian side, doing arcologies instead of fiber optics, not sure why everybody seems to be in love with fiber optics it's the same amount of consumer goods as arcologies but the arcologies are an explicit Plan target and get us housing to start emptying out the commieblocks/house refugees in. Just because the camps are closed doesn't mean the housing situation isn't still pretty bad, a lot of the BZ residents are living crammed into emergency commieblocks.
Arcologies cost energy while fiber optics also gives logistics which we are down to +1 so it lets us stretch our energy a little further. I also feel we can wait on housing until Q2/Q3 when we do more big energy projects
 
[x] Plan CAMMP
Infrastructure 3/5
-[x] Fiber-Optic Expansion 3 dice 60R 16%
Heavy Industry 5/5+1
-[x] Blue Zone Power Production Campaigns (Phase 1) 6 dice 60R 92%
Light and Chemical Industry 3/3
-[x] Yellow Zone Light Industrial Sectors 3 dice 30R 0%
Agriculture 3/3
-[x] Organic textiles farms 1 die 10R 88%
-[x] Agricultural Processing Plants (Phase 1) 2 dice 20R 8%
Tiberium 5/5
-[x] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
-[x] Red Zone Containment Lines (Phase 2) 4 dice 100R 1 Phase 100% 2 Phases 92%
Orbital 2/3
- [x] Orbital Cleanup (Phase 1) 2 F-dice 20R 88%
Services 4/4
-[x] Fashion development houses 3 dice 30R 67%
-[x] Childcare and Preschool programs 1 die 5R 0%
Military 5/5+4
-[x] Reclamator Hubs RZ 7 South 2 dice 40R 79%
-[x] Hydrofoil Shipyards (Copenhagen) 2 dice 20R 82%
-[x] Shell Plants (Phase 2) 5 dice 50R 81%
Bureaucracy 0/3

Total: 455/455

[X] Plan Mil, YZ and Research
 
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Arcologies cost energy while fiber optics also gives logistics which we are down to +1 so it lets us stretch our energy a little further. I also feel we can wait on housing until Q2/Q3 when we do more big energy projects

They're both big enough projects that completion is a couple turns in the future, by the time either is completed we should have the Copenhagen yard up to start dealing with the pirates and another phase or two of BZ energy generation going plus the rolling stock factories. Between the two I still think arcologies are the better project to start now, especially since it's 450 points so if we want them done in time to matter for the election we gotta get cracking now.
 
[X] Plan Mil, YZ and Research
Infra 3/5 60R +12
-[X] Fiber-Optic Expansion 0/240 3 dice 60 R 24%
HI 5/5 +1 dice 60R +15 (-2 for 2 years due to graduates)
-[X] Blue Zone Power Production Campaigns (Phase 2) 193/500 6 dice 60 R 92%
LC 3/3 20R +12
-[X] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R 0%
-[X] Security Review 1 dice
Agri 3/3 30R +12
-[X] Organic textiles farms 80/120 1 dice 10 R 88%
-[X] Yellow Zone Purification Facilities 0/320 2 dice 20 R 0%
Tiberium 5/5 115R +30 (-2 for 2 years due to graduates)
-[X] Red Zone Containment Lines (Phase 2) 104/180 4 dice 100R 100% (92% Phase 3, 4% Phase 4)
-[X] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 dice 15 R 100%
Orbital 1/3 10R +12
-[X] Orbital Cleanup (Phase 1) 0/90 1 fusion dice 10 R 38%
Services 3/4 45R +27
-[X] NOD Research Institutions 0/120 1 dice 30 R 23%
-[X] Childcare and Preschool programs 0/230 3 dice 15 R 82%
Military 5/5 + 4 dice 115R +12
-[X] Reclamator Hubs RZ 7 South 0/105 2 dice 40 R 79%
-[X] Apollo Fighter Factories ( Valparaiso ) 0/70 1 dice 15 R 58%
-[X] Shell Plants (Phase 2) 31/300 5 dice 50 R 81%
-[X] Hydrofoil Shipyards (Copenhagen) 0/100 1 dice 10 R 28%
Bureau 0/3 +12
-[X] Security Review (LC) 3 dice +1 LC 100%
Free 5/5

455/455

Okay current thoughts- Spreading the dice around on mil to try and finish shell plants and 2 more factories along with reclamators hubs. With the energy use going 6 dice on BZ power to get that up to specs. Otherwise finishing 1 consumer good project and starting 3 more, 2 of which have a chance to finish though I don't have the resources to bump the chance to finish them higher. Childcare is there because I had 5R left over at the end. NOD research is worth throwing one dice at, also all of our services progression needed dropped thanks to that nat 100 so that helps. YZ Purification is going to help with the next level of YZ food production which should improve the YZ view of us.

Of note this is a major investment into mil this turn to get the factories we need to give us enough coverage to start swapping between factories and dev projects each turn. In addition more effort to shore up support in YZ (mitigation, starting the YZ light industrial sector and starting the YZ water facilities shows our continued support of the YZ)
 
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They're both big enough projects that completion is a couple turns in the future, by the time either is completed we should have the Copenhagen yard up to start dealing with the pirates and another phase or two of BZ energy generation going plus the rolling stock factories. Between the two I still think arcologies are the better project to start now, especially since it's 450 points so if we want them done in time to matter for the election we gotta get cracking now.
At 240 points though we can get the logistics coverage we need for Chicago stage 2 and 3(in combo with rolling stocks and probably rail networks). We also want to do more than just BZ power projects each turn so the +16 this turn will be -6 shipyard, -4 shell 2, -4 apollo for a +2 net, then take off rolling stock, yz and bz light industrial and we have no room for arcologies burning power.
 
At 240 points though we can get the logistics coverage we need for Chicago stage 2 and 3(in combo with rolling stocks and probably rail networks). We also want to do more than just BZ power projects each turn so the +16 this turn will be -6 shipyard, -4 shell 2, -4 apollo for a +2 net, then take off rolling stock, yz and bz light industrial and we have no room for arcologies burning power.

The light industrial sectors aren't going to finish before we do another phase of BZ power either, I think you're budgeting a little too far ahead and it's overly constraining. Arcologies are a pretty small power drain in the grand scheme of things and also not something we're going to pay next turn or even the turn after, I don't think concerns about the power crunch apply to them it should be past with two full phases of BZ generation done by the time the arcologies are coming online.
 
The light industrial sectors aren't going to finish before we do another phase of BZ power either, I think you're budgeting a little too far ahead and it's overly constraining. Arcologies are a pretty small power drain in the grand scheme of things and also not something we're going to pay next turn or even the turn after, I don't think concerns about the power crunch apply to them it should be past with two full phases of BZ generation done by the time the arcologies are coming online.
I was planning on the rolling stock, YZ power, micro gen and fusion, YZ power plus orbital comms should expand the YZ voting base when combined with us having the YZ into actually housing. Going arcologies means you are pushing another BZ phase next turn and we need rolling stock up to cover cap goods of YZ light industrial. I would also drop the fencing until next turn when we can put 5 dice on it and instead get a 2nd containment phase up and running, we get 4 mitigation and enough income to be near full or at full dice usage. Basically 4 in RZ containment and then 5 in fencing next turn is 4 mit this turn and 4 mit next turn instead of 2 mit this turn and 4 mit next turn from finishing fencing (plus the 1 mit from intensification this turn). Also would really like at least 1 dice on shipyards or apollo factories to see if we cant solidfy one of those areas.

Also for power I want BZ light industrial soon as well and that is another power drain (as is parts of of agri and infra)- plus fiber optics can be up much sooner than arcologies for getting a bit more consumer goods out there
 
The arcologies aren't going to make us do another phase of BZ power next turn they're a grand total of 2 points of drain, you can blame the military for that. I want the YZ grid etc. as well but the military is demanding hella factories and our hand is kind of forced, I don't think it's fair to blame a single -- from arcologies for that.
 
Just noticed we lost access to the Harbinger Gunship this turn. Was the concept scrapped? I thought a future version of the AC-130 would have been good to use against NOD's hordes of lightly armored troops and vehicles.
 
The arcologies aren't going to make us do another phase of BZ power next turn they're a grand total of 2 points of drain, you can blame the military for that. I want the YZ grid etc. as well but the military is demanding hella factories and our hand is kind of forced, I don't think it's fair to blame a single -- from arcologies for that.
No but it stretches us further, and combined with the -4 from appliance (vs the -2 out of blue or yellow light industrial zones) it does force BZ power more often. Not to mention as a phase project we could drop 5 dice Q2 a point where we should be able to do the next phase of BZ power which is a lot more than 2 dice now. Fiber with 3 we have a shot to finish on the other hand and get consumer goods now.

Its not a single project that knocks us into the negative or forces BZ power only but they add up and with our cap good projects taking energy, some of our agri, our consumer goods (outside a few) and mil factories plus chicago planned city there is a lot of energy demands in the future. And fiber optics this turn lets us attempt for Chicago phase 2 next turn and Chicago is good for increasing our max income cap and abatement.
 
Just noticed we lost access to the Harbinger Gunship this turn. Was the concept scrapped? I thought a future version of the AC-130 would have been good to use against NOD's hordes of lightly armored troops and vehicles.
Situation changed. Right now, you cannot guarantee air superiority, and the AC-130 type craft does not work outside of environments where the biggest thing they are likely to get shot at with is maybe a 20mm cannon.
 
I'm still not sold on the power concerns but if you want the logistics for Chicago I suppose that makes a bit more sense to me. I don't think we should be gunning for Chicago next turn either though, the military is deeply unsure of their ability to support any operations into the Yellow Zones and a big juicy target like Chicago sounds like it could be the bridge too far without a bunch more military production and some time to bulk out the OOB first. That's the same reason I'm doing the BZ fencing rather than YZ harvesting, bulking up the BZ perimeter doesn't require overextending into new positions just building up ones that already exist. Besides, we know that the BZ perimeter projects have synergistic effects, we should really get the remaining two phases of BZ fencing out of the way to get all the synergy bonuses and see if there's anything cool hiding behind the full set or a capstone reward or something.
 
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