[X] Sarang Mikoyan
[X] Seo Thoki

I have 1 dice on 5a marv since that has a high chance of finishing with that, I am also putting 2 dice on 7N Marv because that lets us put 1 or 2 the following turn to finish, get 3 rz mit, protect Chicago Planned city and the northern routes to our glacier mining operations in NA, gain 25 income. My point is that there have been people arguing for a delay on 7N Marvs and I am pointing out that we are being told that the 7N Marv will help secure our operations in the area including Glacier which provides a lot of income. All this on top of providing income and mit.
The problem here is that Nod is specifically circling our Colombian hub like sharks circling a bunch of shipwreck victims, whereas the Chicago area is under considerably less direct threat.

Chicago is a literal gigantic fortress full of troops and guns and GDI armored regiments and what have you. The MARV fleet being completed will certainly thicken the defenses further, but the planned city is not under imminent military threat of being overrun. Nor is it a 'soft' target to Nod harassment fire, because the occupants mostly live in fortified bunkers defended by heavy entrenchments and great big stompy armies.

By contrast, the Colombian hub is isolated and surrounded on all sides by Nod territory. It is far less heavily defended by conventional GDI forces. Constant aggressive patrols by the conventional garrison are required just to keep Nod out of artillery/rocket range of the favelas that have sprung up around the hub, and those favelas are very much soft targets.

...

The MARV fleet is the only thing that can protect the hub site in YZ-5a, whereas the Chicago site can defend itself quite well. And one die on the YZ-5a fleet only yields something like a 70% chance of completion. Given the narrative text I read a few hours ago, it is very likely that a failure on that die roll will result in a ferocious Nod attack on the hub that our forces may or may not be able to repel... And Nod success there would be a disaster on several levels.

The yellow zone are still a part of the Earth, and trying to save it by prioritizing defeating Nod is a fool's fallacy. No matter how much military action there is against Nod, the Tiberium itself will outgrow the current methods of control anyways if nothing is done to further the development of better ways of combat Tiberium instead.

It's why the Real answer to saving humanity starts with saving the planet from Tiberium itself, which would cut off resources to fund Nod if they no longer have enough areas to even mine the Tiberium from by reclaiming enough of the world.
Have you learned nothing from the past few years? Nod's military power can prevent us from working to fight tiberium across much of the Yellow Zones, and unless they are defeated in battle and driven off the tiberium-menaced land, our own ability to continue abatement constantly slams into the limits of their efforts to stop us. We cannot defeat them by depriving them of access to tiberium, because we cannot reach all the world's tiberium, because Nod is protecting the tiberium.

In effect, Nod is saying

" @marids , if you want to stop tiberium, you'll have to do it over my dead body."

The correct response is

*Bang* "Okay."

But that requires heavy military expenses.

Which is not to say that we should pick the 'military candidate!' But don't forget the lesson that military weakness translates directly into inability to mitigate tiberium. Because Nod actively hates our efforts to mitigate tiberium, wants them to fail, and has millions of fanatically loyal soldiers willing to make them fail.

Anastas Mikoyan's great-granddaughter could get as lucky as the family patriarch but honestly it feels like we're flying a little too close to the sun with a name that powerful lol. Maybe grandpa Anastas will grant us some of his luck but maybe he's dodged so many raindrops by stealing all the luck from the other planquests and won't take kindly to competition.

Wait shit I think I figured out where all our Tib roll luck went....
Maybe Sarang will develop a novel form of tiberium mitigation based on ice cream? :p

I should note that from a generational perspective, Anastas' children were born in the 1920s, whereas Sarang was probably born between 1995 and 2020 given that she's under consideration for a senior ministerial position some time in the late 2050s or early 2060s. It'd be a bit of a stretch for her to be only a great-granddaughter. ;)

Do you want to know where our Tib roll luck actually ended up?
As confirmed on Discord: since the last Military Security Review, Nod hasn't gotten a single infiltration roll "over 25 in the entire two year stretch".
Well, I'd rather have had the luck balanced more evenly, but that's... not a result I can really complain about, as such. :p

Lol!Nod's failed attempts to infiltrate us are certainly good news.

Eh, in universe a number of the Red Zones can probably be laid at the feet of big corporations wanting to make profit off of Tiberium before the full extent of the danger became apparent as Tiberium began to mutate to break containment efforts.

I mean. Why else would there be a red zone in the middle of North America?
Perhaps because Nod took pains to spread tiberium out in the relatively sparsely populated areas of the Great Plains, on such a large scale and in so many little spots that it couldn't be eradicated in time to matter? Nod has actively spread tiberium in the past, after all.

Alternatively, [ blame tiberium mutant tumbleweeds.[/url]

Ablat is firmly in the induced demand category. There is more that the military will want Ablat for than you can ever plausibly produce.
Indeed, I imagine that the military's demand for ablatives is 'capped' only by their desire to not get shot full of lasers.

And when you're fighting ten million fanatics with laser guns, your desire to not get shot full of lasers is well nigh infinite.

So it's like artillery shell plants or myomer in that there's seemingly never enough and enlarging the supply will just increase the demand.
Yes, and no.

Building more shell plants and myomer doesn't directly increase the demand, it just means more of the people who want it will even bother to ask. You could in principle meet the demand (more likely to happen for shells, where we've met demand we just don't have stockpiles for prolonged intensive use). But it's hard to meet the demand.

It's sort of like how we had to manufacture 75 Consumer Goods to fill a -20 Consumer Goods shortfall. :p

Careful or the military is getting us roped into plating over the exterior of the arcologies with meter thick ablat plates to resist Nod laser artillery.
I strongly suspect that at some point it's more economical to just use a shitload of concrete.
 
[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 0/60: 30 resources per die)

Just a little spoiler for next turn.
 
The problem here is that Nod is specifically circling our Colombian hub like sharks circling a bunch of shipwreck victims, whereas the Chicago area is under considerably less direct threat.
High chance of finishing:
Reclamator Fleet YZ-5a (Super MARV) 156/210 1 die 20 R 77%

And you think we are not getting probing attacks on our NA operations? It is not just Chicago area that the RZ-7N protects but also our NA Glacier mining efforts.
 
Tell me what assumptions you want to make based on the game mechanics and I can tell you.
Assumption: Dice rolls are as unfavorable as our Tib rolls have been.

Answer: We're effed. :p
The only problem with the 'miners' part is that if GDI is visibly gaining strength and using the area around Mecca as a resource area, that gives outside Nod factions (or Kane personally) more incentive to press for Nod to violate the truce.

One of the big conventions surrounding flags of truce and neutral territories during wartime is that you have to take considerable precautions that neither side just gets to use these special symbols or neutral ground in ways that profit them too much. It makes the other side too likely to violate the treaty.
Yes.

I mean, your point is correct and I should have considered it, but I didn't bother thinking that far when I said 'miners' - I was leaning on the idea of a 'deal with nearby NoD' to gain the GDI a material advantage.

That was a bad plan. We should try to get a 100% mitigation focus option (or just enough resource extraction to make this project resource neutral (maintaince, logistics, troops and material aid to the area)).

Also it'll make us look really good to all the pilgrims, being so careful to not provoke conflict in the area.

[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

Something like that, but maybe with less/no income and more mitigation.

But I am pleased with myself for the obvious "Make some of the Forgotten/Neutrals be in charge". The point is to protect the area from tib (and be seen to be doing that). I have the impression that the first instinct of many in the millitary would be to try and claim the area rather than just... be there without starting a fight.

There is the bit where local NoD might be interested in 'helping' but... I'm against that for ideas I can't fully articulate. Mainly stuff to do with pissing off some of the people in the GDI who hate NoD - we can accept defectors, but the situation is not bad enough to allow for allying with one's foes.

And then idk. Depending on how those new magic space drives work out we can take it with us to space, I suppose. (Thought the magic space drives would need to be very magic for that).

---

Unrelated: It pleases me that we might have an oppertunity to get Seo some training with the political working group. He can observe a bit while they work on those reforms!
 
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High chance of finishing:
Reclamator Fleet YZ-5a (Super MARV) 156/210 1 die 20 R 77%

And you think we are not getting probing attacks on our NA operations? It is not just Chicago area that the RZ-7N protects but also our NA Glacier mining efforts.
That's... really not an acceptable chance for something that would be a major propaganda victory for Nod (GDI can't help you, only we can!), the military would be understandably mad at us for half-assing a project and leaving a bunch of their soldiers to die, and would be a big political problem.

While Nod will be poking at the 7N hub they haven't been repeatedly described as preparing for a major assault there, unlike Y5a.
 
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My vote is two dice into that super marv. Nod are being screwy so I want to make doubly sure it gets done. a 23% chance of it not being done this turn is more than just a delay of one turn, in game that's three more months for nod to screw with a base that's struggling anyway and has a large number of people relying on GDI for protection from Nod and Tiberium.

Yes the odds are that one dice will do it, but it's a problem in that particular area that's been going on for a while.

Nod's trying to interfere with it. That's reason enough for me to double down on it to make sure it goes through. Removing problem elements is a bonus.
 
So, it seems like someone around here was asking for a B5 grognard concerning a possible crossover.

So let's talk B5. Feel free to consider or ignore my perspective, I'm just putting it here for the sake of offering an overview of the advantages and problems in using B5 as a setting for a crossover.

The thing with B5 is that it predates the wikis and all that. So if you are using them as your primary source of information, well you are going to end up with nothing much of substance.

The other reason there isn't a bunch of B5 material floating around the wikis is that a bunch of it is copyrighted and used in an expanded and indexed thing: the B5 rpg. Everything in the rpg books is considered canon if you're wondering. Comparatively, Mass Effect has less background material and more plotholes in need to be filled, though you'll need to gain access to the books and spend some time working on them.

The advantage with a B5 option is twofold, IMHO:

The first is that there isn't that much work needed to patch C&C in it. Earthforce and the GDI are basically the same type of organization with similar goals and there are a lot of conspiracies and insurrections in-setting where NOD can be easily shoved in. For example, NOD could be easily included in the constant troubles surrounding Mars and insurrections in other colonies could be easily improvised if the confrontation between GDI and NOD is to be a running theme of the quest. To do all that, the only things that would really be needed regarding material would be the Sourcebook, Earth Alliance Factbook and the Galactic Guide for an early extraterrestrial and extrasolar expansion (maybe Ships of the Galaxy if one wants more tech stuff) and then the rest of the books could be used to expand on the universe. Even Kane would fit easily in the B5 setting: after all, immortals manipulating entire populations is a theme of the setting. Kane could be easily passed as a Shadow agent causing chaos and war or, if one feels inspired, a naturally occurring human immortal trying his best to uplift humanity ASAP in preparation of the Vorlon-Shadow War. Or maybe another First One that ended up stuck in a human meatsuit? Either way, there wouldn't be much work needed to fit GDI in the B5 setting and it wouldn't change its nature as the Global Defense Initiative.

The second is that GDI would keep its autonomy and that B5 offers more opportunities. Since Mass Effect seems like the favored option, let's use it as an example. In ME, once the GDI makes contact with the rest of the galaxy, the road is basically set: the GDI will join the Council and things will end up relatively stable until the spacesquids arrive. Some small border conflicts may occur, but nothing truly shattering is likely to happen. In B5, the arrival of humanity on the galactic scene coincides with the collapse of the Centauri, the hyperpower of the time, which offers a lot more leeway and options in how the GDI will expand. Will they become the new big kids? Will they isolate themselves of all the crazy aliens fighting over borders? Will they try and create the ISA early as a means to protect themselves? etc. There are a few events that are likely set in stone, like the Dilgar War, but otherwise, B5 offers a good sandbox for an enterprising QM.


Now onto the things that I would consider neither advantages or problems:

First is that Earth tech as it is and how it could develop isn't really special in setting. Fusion is widespread. Lasers too. Sonics are also a thing, though GDI pushed it to the next level. Moreover, there are different grades of the techs and it probably would not be that much of a problem to integrate the tech trees or finding equivalents. The RPG books offer a lot of numbers and stats for the techs to help in setting up comparisons between alien and Earth techs. Problem is that there would be a need to crunch a lot of numbers.

Second is that, though the RPG books detail a lot of the universe, there remains a lot left up to a QM's discretion. Not that much of a problem when you're running a RPG involving a bold band of space adventurers, but with this kind of quest that takes a more strategic perspective to things, there will need a lot of work to adapt it. On one hand, you have the books to rely on, on the other hand, there will need some work to adapt the system, on the third tentacle, the setting, while well-defined, leaves a lot up to the QM which means you can add things easily.

Third is that physics in B5 are different from standard ones. ME, for example, remains still roughly within the bounds of science with the exception of eezo. B5 differs from those rules: hyperspace, time travel, telepathy, soultech, different dimensions... B5 has a lot of techs and rules of physics that can throw someone off and would force a QM to adapt their quest to them if they want to remain canon-compliant. For example, one of the rules of the B5 universe that I have found isn't intuitive, is never literally stated but is always implied and is one of the hardest to hammer into a SF fan is the following: DRONES SUCK IN B5. Any automated weapon system in B5 performs a lot, and I really mean A LOT, worse than one that is directly piloted: Shadow fighters, things that should tear apart Young Races equivalents, in drone configuration get shot down by primitive Starfuries and other shabby Young Races fighters. The Battlecrabs NEED pilots to perform at all. The fact that telepathy was a game changer in the Shadow War that preceded the events of B5 and remained a strategic asset in the Last Shadow War is evidence of the need for pilots in advanced weapon platforms, since the Shadows aren't idiots and would have plugged that weakness a millenium or 2 ago with a First One superior drone system if they had the choice, especially since they are the chaos and adaptation faction of the setting. All those different rules of physics and techs offer a lot of things to play around with, but come with the caveat that they need to be implemented and will change a lot of things in the setting crossed over with B5.


Now onto the problems inherent with B5:

First is that there is a lot of reading needed to fully set up the background. All the setting is well described in the books, but one has to read them. To repeat myself and emphasize this: THERE IS A LOT OF READING NEEDED.

Second, The setting will need a lot more background work. Contrary to ME where factions and actors on the political and strategic scene are relatively few and well defined, B5 has dozens of different actors and threats, internal and external to the EA, that all have the means to create changes, difficulties and challenges on the galactic scale. And that's not even counting the Vorlons and Shadows fucking shit up for everyone behind the scenes. That means that there will be A LOT of rolls made between turns and is likely to result in slowing the quest and making it a lot more complex to account for all those actors. The freeform setting of B5 offers a lot opportunities and freedom, but is likely to become a slog long term if one remains set on a strategic scale. If one can't dedicate a lot of time to the background, I wouldn't advise using B5 as a strategic-scale setting. It's likely a patch to the quest system will be needed or, maybe, it will be necessary to completely change the focus of the quest after some time from managing the whole GDI Treasury to managing a more limited GDI asset like a colony or be responsible for the Babylon station project which resulted in the titular Babylon 5 station in order to not crumble under the overwhelming mass of background rolls and background building up.

Third, though it's a minor one, is that, though Earthforce and B5 aren't incompatible with GDI and C&C, it will be needed to adapt the events, conspiracies and First Ones manipulations in the C&C background. It shouldn't require a lot of work, but it's still work that needs to be done: When are the Vorlons going to activate the human telepath genes? Is it related to the NOD Divination? The Vorlons cut Earth from the rest of the galaxy using Hyperspace storms, so how did the Scrins invade? Where do the Scrin fall in the Vorlon-Shadow cold war? How will Earth discover hyperspace? Will the Centauri find Earth like in OTL? Or will Earth find a dormant gate? etc. The biggest of them is, of course, the Vorlon Circle that will need to be railroaded in order to prevent a time paradox and is one of the obligatory events a C&C/B5 crossover will have to go through.


Hope this proved informative.
 
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[X] Seo Thoki

Mainly because of his willingness to try new things to help with Tiberium, and ability to learn new skills on the job.
 
[X] Seo Thoki

[X] Sarang Mikoyan

Science paves the way to the future, and our future is in space. Honestly all the candidates are fine but these two are my favorite.
 
So, overall, B5 has been running into three overlapping problems in my research.
1. Finding materials. The series is older than I am, so a lot of the pieces are long out of print and actually getting copies of a lot of the material is difficult. I have a fair bit of it now, but a lot is either damaged or low quality unfortunately.
2. I honestly don't like the series that much. It is a good series, but I just find some of the character archetypes annoying.
3. A lot of the material holes are problematic for the kind of game this is. Okay, Centauri Fleet. What is their ORBAT circa 2100. How many shipyards, how many slips per shipyard. Repeat that for every faction in the galaxy.
 
[X] Julian Taylor

Closest to staying the course in my mind, nice middle of the road option.

[X] Sarang Mikoyan

My main vote, because I don't think we'll get lucky enough to pull off the long term tiberium abatement growth we need. Heck, I don't know if we'll be able to maintain stability given our spread dice luck
 
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