We cant afford to fail fences this turn, we are getting the tib mutation so we need to make sure we get mitigation rolling out as quick as we can. And with the limited options our military can support there is nowehere to move the tib dice to this turn. Plus we should be using all 5 tib dice next turn on Chicago and rz containment or yz harvesting next turn thanks to continued Mil dice. And I am at full dice employed, plus 15 R is not enough to go to a 3rd scrin dice so at that point the extra 12% completion chance is worth the investment.
If you want to activate a third scrin die, you could cut the one die on Tidal Power and switch the die on Game Development over. That plus cutting the extra Fencing die gets you to the 30 resources needed.
 
So, serious question, is a 2 hour moratorium too short for planning? If people want, I can push it out to 3 or 4 hours starting next turn.
Four hours is better, yeah. As Void says, it gives us more time to process options. It also means that there's less early mover advantage to just showing up in the 30-60 minutes immediately after you post an update, and more chance for people joining in a little later to make themselves heard.

oof, poor steel talons, no military confidence. I like playing as them, plus walkers are actually useful on terrain where tanks cant maneuver since they fill similar roles. We should probably look into that at some point
Oh yeah. I mean, we've given them nothing, they expect nothing. After all, practically GDI's entire military used to look more like the Steel Talons, but they got downsized for cost-cutting reasons and the walkers were replaced with tanks and so on... And we've basically been sending them the same message they were getting before the war.

It's just that, well... resources are scarce and funneling them to the bigger branches of the military that are less specialized does kind of make sense. Because it's not as if the Steel Talons are doing all the ground fighting, or even most of it.

Guys can we Please do Blue Zone HI sectors? We really REALLY need the cap good infusion sooner rather than latter.
They're a big Energy hog. If we really want to fix the capital goods problem we want Phase 4 of North Boston, which yes would take multiple turns of concentrated effort but really helps.

As it stands we've got a ton of practically mandatory stuff that isn't using capital goods, so the lack is... less of a problem.

If you want to activate a third scrin die, you could cut the one die on Tidal Power and switch the die on Game Development over. That plus cutting the extra Fencing die gets you to the 30 resources needed.
Yeah, but at that point you're deactivating two dice, accepting a significantly greater chance of not completing Fencing and delaying a +4 Energy project and a Consumer Goods project, all to get that one extra die. It's a big sacrifice, the kind of thing that hurts.
 
If you want to activate a third scrin die, you could cut the one die on Tidal Power and switch the die on Game Development over. That plus cutting the extra Fencing die gets you to the 30 resources needed.
Leaving infra dice idle seems a bad idea when we have so much in terms of energy needs not to mention logistics. We really need to be pushing hard on getting everything working as NOD is not stopping and tiberium is not stopping.
 
Hmm... the main way for my plan to use all the Infra Dice without sacrificing anything I consider important would be delaying BZ Arcologies. Turn those 2 Arcology Dice into 3 Tidal Power Dice.

But I don't like the narrative on completely discontinuing a project we've been working on for the past half year for a whole three months.

...Though, I could instead trade one Fiber-Optic die for 2 Tidal Plant dice. On the other hand, I think we really want those Logistics ASAP for Chicago, but that could be alleviated by simply rushing for it and Railroads next turn.

EDIT: Yeah, I've swapped a Fiber-Optic for 2 Tidal Plant dice, so all Infrastructure Dice are being used. Still has one die on Fiber-Optics, and if it doesn't get much done, we can put multiple dice on it next turn to make sure it's complete in time for elections.
 
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The difference between fencing this turn or (in the unlikely event it fails) next turn is only one instance of 0.06%. We want the 6 mitigation going forward, but a single turn's delay there isn't as significant as, say, getting multiple pieces of Scrin technology activated a turn earlier.

@Chimeraguard You don't need to activate literally every die, especially since some projects are much more expensive than others. We can do Tidal Power next turn fairly easily.
 
Yes, but it's also true that we desperately need power, since my current plan will have us at literally 0 Energy if everything completes.

Putting some Dice on Tidal Plants should help us have another avenue of building up towards a surplus again, so I think the change is actually worth it. Especially since it's still progressing Fiber-Optics, and we've still got a turn or two before completion of Fiber-Optics is actually needed. And if it's behind, we can still rush Fiber-Optics next turn.
 
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EDIT: Yeah, I've swapped a Fiber-Optic for 2 Tidal Plant dice, so all Infrastructure Dice are being used. Still has one die on Fiber-Optics, and if it doesn't get much done, we can put multiple dice on it next turn to make sure it's complete in time for elections.
Yeah, I'm really not happy gambling on needing to rush-complete Fiber-Optics just before the election. :(
 
Yeah, I'm really not happy gambling on needing to rush-complete Fiber-Optics just before the election. :(
We still have a full two turns even after this one. I'm not happy about it either, but it's either 2 Fiber-Optics, or using all 5 Infra Dice. The other places I could feasibly take the Resources from for an extra die are the places I least want to take Resources from.
 
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Yes, but it's also true that we desperately need power, since my current plan will have us at literally 0 Energy if everything completes.

Putting some Dice on Tidal Plants should help us have another avenue of building up towards a surplus again, so I think the change is actually worth it. Especially since it's still progressing Fiber-Optics, and we've still got a turn or two before completion of Fiber-Optics is actually needed. And if it's behind, we can still rush Fiber-Optics next turn.

Yes, as long as we have Fiber-Optics come election time then that's objective complete. Having it earlier for the logistics would be nice but we don't currently know the costs of Chicago so if it comes to it we can complete it next turn along with a phase 2/3 Chicago action.

The power though we are using everywhere and hitting it up is a good idea, especially considering it can let us grab other things in that all important HI section.
 
[X] Plan Power, Military and Consumer Goods
[X] Rebuilding The Machine part 1

I think power is the most limiting factor in the future plans. Of the leading ones, I like this one the best for Tidal, BZ power, YZ power, and fusion prototypes.
 
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[X] Plan Power, Military and Consumer Goods

Honestly, I really do like Green is Not Tiberium and Yellow Skies. But our biggest constant delay for major projects has basically always been Power. So I'm voting for this because it gives us the best chance of actually getting closer to the point we're less concerned by Power.
 
[X] Plan Power, Military and Consumer Goods
[X] Plan Yellow Skies
 
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Plan Yellow Skies is only using two less dice than Plan Power in investing in building more Energy. But more importantly given how Tiberium is likely going to mutate soon, it's building the Union Class Construction Yard which we're going to need for space mining and just more space actions in general. We need to eventually to go into space hard so we can evacuate the planet, and the sooner we do so the better off we'll be. (And the more bargaining power we'll have over Kane when he decides to try and get us to build the TCN. The less we need the TCN due to evacuating people up into space, the more we'll be able to negotiate for.)

Edit: Cuz it's been brought up a few times, after we build the Union Class Construction Yard the fusion dice discount will eventually become permanent. So after some number of turns all space projects, including the ones in military, will permanently have the 1/3rd discount. (That's aside how we need a fusion rocket for space mining cuz our fusion plane really isn't suited for that.)
 
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