[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (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)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)

Hey @Ithillid why is Red Zone 6 still available for picking as a location for Reclamator Hubs when the informational post says both North and South Hubs in it are done and stocked with Super MARVs?
 
Looks like we lost the Personal Pharmaceuticals Plants, Furniture Factories, and Expansive Aquaponics Campaigns projects this turn. Guess they were either unneeded or the private market covered them.

Poor shrimp. Don't worry, I'm sure they'll end up on the dinner table at some point.
 
[ ] 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 434/180: 25 resources per die) (254/180, 74/180) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation) (High Priority)

This quarter has seen the return of GDI investment into the Red Zones. While not quite the absolute maximum effort possible, the surge of investment made waves around the world. Gideon ranted and raved from his Appalachian bunker complex, declaring that "The Infidels and the Heretics have continued to defile the purity of Tiberium. Fighting the future. Fighting the Vision! It is a futile exercise, but one that must be stamped out!" While Gideon tried, he has so far failed to actually inflict meaningful damage on any of the major positions inside his claimed territory.
so what happened here? I get the hilarous joke there, but was this use completing two steps and getting extra mitigation or resources?
or did we just go crazy on attacking tiberium?
 
Looks like we lost the Personal Pharmaceuticals Plants, Furniture Factories, and Expansive Aquaponics Campaigns projects this turn. Guess they were either unneeded or the private market covered them.

Poor shrimp. Don't worry, I'm sure they'll end up on the dinner table at some point.
BZ Light Industrial has ++ Health so personal pharma looks to have been rolled into that.
 
[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)

[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)
Well well well. It looks like the Tiberium Inhibitor just got it's own answer to the Power problem. Investing in both developments at 1 dice per each should be enough to unlock knowledge of just how useful and costly both will be.

Although the Liquid Tiberium Power Cell by itself could be much more useful than only powering the Inhibitors, if they could be produced and protected sufficiently. There's certainly no shortage of Tiberium at least for fuel.
 
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[ ] Plan Sister Cities and Air Power Alt Military
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
-[ ] Mecca/Jeddah Planned City (Phase 1), 2 dice (40 Resources)
Heavy Industry (5 dice)
-[ ] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
-[ ] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[ ] North Boston Chip Fabricator (Phase 4), 1 die (15 Resources)
Light and Chemical Industry (4 dice)
-[ ] Johannesburg Myomer Macrospinner (phase 3), 4 dice (80 Resources)
Agriculture (3 dice)
-[ ] Entari Deployment, 3 dice (60 Resources)
Tiberium (5 dice)
-[ ] Chicago Planned City (Phase 3), 2 dice (40 Resources)
-[ ] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
-[ ] Yellow Zone Tiberium Harvesting (Phase 4), 2 dice (40 Resources)
Orbital (3 dice +1 Free)
-[ ] Gravitic Drive Development, 1 die (30 Resources)
-[ ] GDSS Enterprise (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[ ] Fashion development houses, 2 dice (20 Resources)
Military (5 dice +5 Free)
-[ ] Reclamator Fleet RZ-7 North (Super MARVs), 2 dice (40 Resources)
-[ ] Stealth Disruptor System Development, 1 die (25 Resources)
-[ ] High Efficiency Heat System Development, 1 die (15 Resources)
-[ ] Orca Refit Package Development, 1 die (15 Resources)
-[ ] Quick Maneuver Air to Air Missile Development, 1 die (15 Resources)
-[ ] Universal Rocket Launch System Development, 1 die (15 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 1 die (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Vladivostok), 1 die (20 Resources)
-[ ] Laser Point Defense Systems Development, 1 die (15 Resources)
Bureaucracy (3 dice)
-[ ] Cooperative Focus, 3 dice


Resources Available: 665
Resources Used: 660
Resources Remaining: 5

Replaces Remote Weapons System Deployment Predator with High Efficiency Heat System Development and Governor Class Cruiser Shipyards (Vladivostok)
 
Replaces Remote Weapons System Deployment Predator with High Efficiency Heat System Development and Governor Class Cruiser Shipyards (Vladivostok)

I think this is a good edit, I know the ground forces really need that Predator RWS deployment one of these days but they want the laser PD too, and if we're going to do the laser PD trial and lock in the design we should really try to get the improved cooling systems integrated into it. Doing the cooling systems after the laser PD means the laser PD design gets locked in with the mediocre cooling that's its main rate of fire bottleneck, and can't use the improved cooling until the second generation. Our first gen laser PD being kinda mediocre isn't the end of the world, mediocre missile defense is better than no missile defense, but we have a research option to solve one of the biggest flaws pointed out in the laser's flavor text so why not just bite the bullet for a quarter and do it if we're going to start rolling out laser PD?
 
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Here's my first plan. Feel free to critique and dissect.

[]Plan Cleaning the Skies
Infrastructure
-[]Tidal Powers Plants (Phase 2) 3 dice 30 R
-[]Mecca/Jeddah Planned City (Phase 1) 1 die 20 R
-[]Chicago Planned City (Phase 3) 1 die 20 R
Heavy Industry
-[]North Boston Chip Fabricator (Phase 4) 2 dice 30 R
-[]Blue Zone Microgeneration Program (Phase 2) 1 die 5 R
-[]Synchronized Cycle Fusion Plants 3 dice 60 R
Light and Chemical Industry
-[]Johannesburg Myomer Macrospinner (Phase 3) 4 dice 80 R
Agriculture
-[]Vertical Farming Projects (Phase 2) 3 dice 45 R
Tiberium
-[]Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R
-[]Chicago Planned City (Phase 3) 1 die 20 R
-[]Yellow Zone Tiberium Harvesting (Phase 4) 3 dice 60 R
Orbital Industry
-[]GDSS Enterprise (Phase 3) 2 dice 40 R (Fusion)
-[]Orbital Cleanup (Phase 5) 1 die 10 R (Fusion)
Services
-[]Fashion development houses 2 dice 20 R
-[]Domestic Animal Programs 2 die 20 R
Military
-[]Super MARV Reclamator Fleet RZ-7 N 2 dice 40 R
-[]Orca Refit Package Development 1 die 15 R
-[]Laser Point Defense Systems Development 1 die 15 R
-[]Governer Class Cruiser Shipyards (Durban) 1 die 20 R
-[]Universal Rocket Launch System Development 1 die 15 R
-[]Quick Maneuver Air to Air Missile Development 1 die 15 R
-[]High Efficiency Heat System Development 1 die 15 R
-[]Tactical Airborne Laser Development 1 die 20 R
Bureaucracy
-[]Cooperative Focus 3 dice
Cost: 655
 
really feel like at a minimum we need to do glacier mining cause that will pay dividend with the potential 40-60 resource it can provide, give us a bunch for next turn and help complete the plan goal, actual it will straight up complete that part of the plan and go over it so more reason to do it
 
really feel like at a minimum we need to do glacier mining cause that will pay dividend with the potential 40-60 resource it can provide, give us a bunch for next turn and help complete the plan goal, actual it will straight up complete that part of the plan and go over it so more reason to do it
One major problem is we only have 45 processing capacity left. We either need to build processing centers or finish Chicago.
 
Glaciers should honestly be put off until this entire plan is over. The reason being that the time left for benefiting off from such a fast and cost-effective income increase method is getting shorter with every passing turn. Instead more focus should be put onto the [] Red Zone Containment Lines option to focus more on getting Abatement and a more reasonable and manageable amount of resource gain in the remaining time left.

For example, if the Glaciers were done in the first quarter/turn of the plan, it would bring a minimum of 40 resources over the rest of the 15 quarters/turns, equaling 40 x 15 = 600 Income gained over the lifespan of the plan. But if they were done in the next turn, then they would only bring 40 x 5 turns left = 200 Income. Then once the plan is over the redistribution would reduce the effective gain for the Treasury to spend to a mere fraction of what it was during the plan.

Of course, any and all actions that increases income would suffer from the same degradation in total potential resources gain over time, but this is particularly relevant now because this is near the end of the current plan, and the starting phase of a 4-year plan is when high-speed income gain is needed most in order to secure income ASAP and have more total resources to use for the rest of the plan's turns. The best choice for such a high-speed increase is obviously Glacier mines, which should thus be reserved for Seo to use to quickly jump-start his 4-year plan's income level. In fact, even taking more regular Red Zone mines would be a good way to prepare for having enough Glaciers for him to start mining with once Seo's time begins.

Why then should Abatement be focused on more? Because unlike the depreciating value of income for the Treasury to use over every 4 years from redistribution, the value of Abatement is constant from the time of any plan, and is only better gained ASAP to further reduce the losses from encroachment while potentially providing more buffer zone to prepare with before the next Tiberium Mutation hits. Thus Abatement from options such as the [] Yellow Zone Tiberium Harvesting and [] Red Zone Containment Lines should be taken instead, and is little wonder that they're also deemed rightly so to be (High Priority) to be completed. Well at least the YZ option currently is anyways, and the RZ option from the previous turn.

Overall, my point is that any Tiberium option OTHER than the Glaciers should be taken at and after this point in time for the current 4-year plan, both to make more efficiently use of what remaining time is left on the effective gain of resources from the options, and to ensure the next 4-year plan will have enough income to work with from the very start, similar to how the current 4-year plan began.
 
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Don't forgot about red zone harvesting to allowing us to get to the final untapped red zones and setting us up for next plan to get glaciers in Italy and africa
 
Final tweaks on Mecca First.

[X]Plan Clean it Up
-[X]Infrastructure 5/5 60R
--[X] Tidal Power Plants (Phase 2) 336/450 4 dice 40R 99%
--[X] Chicago Planned City (Phase 3) 225/360 1 I die 20 R 77%
-[X]Heavy Industry 5/5 100R
--[X] Synchronized Cycle Fusion Plants 150/350 2 dice 40R 16%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 90%
-[X]Light & Chemical Industry 4/4 80R
--[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80R 36%
-[X]Agriculture 3/3 30R
--[X] Yellow Zone Purification Facilities (Phase 1) 0/160 3 dice 30R 84%
-[X]Tiberium 5/5 + 2 140R
--[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 3 dice 60R 98%
--[X] Mecca/Jeddah Planned City (Phase 1) 0/160 3 Tib dice 60R 99%
--[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 20R 77%
-[X]Orbital Industry 3/3 50R
--[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R+ 83%
--[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
-[X]Services 0/4 0R
-[X]Military 5/5 + 4 175R
--[X] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 3 dice 60R 52%
--[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
--[X] Stealth Disruptor System Development 0/40 1 die 25R 91%
--[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
--[X] Governor Class Cruiser Shipyards
---[X]Durban 148/200 1 dice 20R 79%
---[X]Dakar 0/200 2 dice 40R 11%
-[X]Bureaucracy 3/3
--[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%

605/605R + 30R, 6/6 Free Dice, 3/6 Fusion Dice.

Doing something a little strange: I'm letting Gravy Drives go fallow to polish off the last Orbital Cleanup. This'll let us stretch our reserve a little longer while we spool up more income.

Military, I'm going Rockets, SDS, QMAAM. I thought about Wingman, but that's not marked High Priority and I think like other people said we'd like SDS for Orca Refits next turn.
 
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Don't forgot about red zone harvesting to allowing us to get to the final untapped red zones and setting us up for next plan to get glaciers in Italy and africa
Exactly. the Red Zone mines are still both very profitable at benefits to cost ratio and logical to choose as actions to do, both for a more manageable income increase and as a preparatory step for the next plan to jump-start Glaciers with.

That and if people are still spooked about military confidence levels, they could spend the rest of the 4-year plan's time to further build up the military force with more upgrade deployments and factories before doing more serious expansions at the next plan. Because the Military's value wouldn't be deprecating from plan to plan anytime either.
 
[X] Plan Mecca, Air, Enterprise and Mitigation
Infra 5/5 70R +15
-[X] Tidal Power Plants (Phase 2): 336/450 3 dice R 30 R 98%
-[X] Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R (see Tiberium for full details)
HI 5/5 100R +20
-[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60 R 70%
-[X] Nuuk Heavy Robotics Foundry (phase 1) 0/160 2 dice 40 R 47%
LCI 4/4 80R +15
-[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80 R 36%
Agri 3/3 30R +15
-[X] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R 39%
Tiberium 5/5 + 1 dice 130R +35
-[X] Chicago Planned City (Phase 3) 225/360 1 dice 20 R 16%
-[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 dice (+2 infra) 20 R 92%
-[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
-[X] Red Zone Containment Lines (Phase 5) 74/180 2 dice 50 R 98%
Orbital 3/3 +1 dice 90R +15 (6 Fusion dice)
-[X] Gravitic Drive Development: 20/60 1 die 30 R 91%
-[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60 R 57%
Services 0/4 0R +30
Military 5/5 +4 dice 160R +15
-[X] High Efficiency Heat System Development 0/40 1 die 15 R 91%
-[X] Reclamator Fleet RZ-7 North Super MARV 0/210 3 dice 60 R 52%
-[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15 R 91%
-[X] Wingman Drone Development 0/40 1 die 15 R 91%
-[X] Tactical Airborne Laser Development 0/40 1 die 20 R 91%
-[X] Governor Class Cruiser Shipyards (Durban): 148/200 1 die 20 R 79%
-[X] Laser Point Defense Systems Development 0/40 1 die 15 R 91%
Bureau 3/3 +15
-[X] Cooperative Focus 3 dice
Free 6/6

660/605+60

This plan is focused on finishing current military operations while pushing mitigation higher and setting us up for future turns. To that end I am grabbing all relevant dev projects that we would want for the Orca refit this turn and then doing the orca refit dev next turn, Q4 with Orca deployment done Q1. Major effort is being put into Mecca (3 dice total), Enterprise (3 dice as well). For mitigation- trying to finish YZ harvesting without too much overkill and also pushing another phase of RZ containment through and 3 dice on MARV to make that hopefully finish this turn and if not need 1 die next turn freeing up dice for military deployments.

Marcospinners provide a bit of cap goods and discounts to mechs (and later phases discount zone armor), Enterprise opens up improved space capabilities. Nuuk is starting work on our biggest and best source of cap goods.
 
[X] Plan Mecca, Air, Enterprise and Mitigation

It may not have inhibitors or Liquid Tiberium power cells, but it does include YZ mining, RZ containment lines, and finishing more MARV fleets for all the Abatement, so I'll take it.
 
[X] Plan Mecca, Air, Enterprise and Mitigation
Infra 5/5 70R +15
-[X] Tidal Power Plants (Phase 2): 336/450 3 dice R 30 R 98%
-[X] Mecca/Jeddah Planned City (Phase 1) 2 dice 40 R (see Tiberium for full details)
HI 5/5 100R +20
-[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60 R 70%
-[X] Nuuk Heavy Robotics Foundry (phase 1) 0/160 2 dice 40 R 47%
LCI 4/4 80R +15
-[X] Johannesburg Myomer Macrospinner (Phase 3) 61/360 4 dice 80 R 36%
Agri 3/3 30R +15
-[X] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R 39%
Tiberium 5/5 + 1 dice 130R +35
-[X] Chicago Planned City (Phase 3) 225/360 1 dice 20 R 16%

-[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 dice (+2 infra) 20 R 92%
-[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 2 dice 40R 65%
-[X] Red Zone Containment Lines (Phase 5) 74/180 2 dice 50 R 98%

Orbital 3/3 +1 dice 90R +15 (6 Fusion dice)
-[X] Gravitic Drive Development: 20/60 1 die 30 R 91%
-[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60 R 57%
Services 0/4 0R +30
Military 5/5 +4 dice 160R +15
-[X] High Efficiency Heat System Development 0/40 1 die 15 R 91%
-[X] Reclamator Fleet RZ-7 North Super MARV 0/210 3 dice 60 R 52%
-[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15 R 91%
-[X] Wingman Drone Development 0/40 1 die 15 R 91%
-[X] Tactical Airborne Laser Development 0/40 1 die 20 R 91%
-[X] Governor Class Cruiser Shipyards (Durban): 148/200 1 die 20 R 79%
-[X] Laser Point Defense Systems Development 0/40 1 die 15 R 91%
Bureau 3/3 +15
-[X] Cooperative Focus 3 dice
Free 6/6

660/605+60
...I go on about how you needed Chicago as a necessary hedge against completing YZ Harvesting, RZ Countainment and MARV at the same time and then you post a plan like this?
 
[X] Plan Sister Cities and Air Power Alt Military
[X] Plan Mecca, Air, Enterprise and Mitigation
[X] Plan Sister Cities and Air Power
[X]Plan Two Cities, Infra-heavy, with Pets.
 
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First time making a plan for this quest, let me know what I did wrong!

[X]Plan Cities with Clean Air
Infra 5/5 120R
-[X] Tidal Power Plants (Phase 2) 336/450 2 dice 20R 77%
-[X] Chicago Planned City (Phase 3) 225/360 1 Tib die 1 Infra die 40R 77%
-[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 Tib die 2 Infra dice 60R 92%
HI 5/5 100R
-[X] Synchronized Cycle Fusion Plants 150/350 3 dice 60R 70%
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 47%
LCI 3/4 90R
-[X] Superconductor Foundries 0/200 3 dice 90R 59%
Agriculture 1/3
-[X] Entari Deployment 0/200 1 dice 20R
Tiberium 5/5 70R
-2 for cities
-[X] Yellow Zone Tiberium Harvesting (Phase 4) 130/300 1 dice 20R
-[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 98%
Orbital 3/3 70R
-[X] Gravitic Drive Development 20/60 1 die 30R 91%
-[X] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%
Military 5/5+5 180R
-[X] Stealth Disruptor System Development 0/40 1 die 25R 91%
-[X] High Efficiency Heat System Development 0/40 1 die 15R 91%
-[X] Super MARV Reclaimator Fleet (RZ-7 North) 0/210 2 dice 40R 7%
-[X] Orca Refit Package Development 0/40 1 die 15R 91%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 91%
-[X] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%
-[X] Universal Rocket Launch System Development 0/40 1 die 15R 91%
-[X] Governor Class Cruiser Shipyards (Durban) 148/200 1 die 20R 79%
-[X] Laser Point Defense Systems Development 0/40 1 die 15R 91%
Bureaucracy 3/3
-[X] Cooperative Focus DC 80/100/120, DC 120 3 dice 97%

Cost:650
When crafting a plan, I skipped agri at first because I couldn't decided what project to chose, and by the end, all the resource were taken up. So I decided to remove my original 2 dice for Fashion development houses, since we already fulfilled the consumer goods requirement for this plan, so I could start to chip away at Entari.

[X]Plan Energy and Enterprise
[X] Plan Sister Cities and Air Power Alt Military
[X] Plan Red Zone Lines + Predators + Unions
 
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...I go on about how you needed Chicago as a necessary hedge against completing YZ Harvesting, RZ Countainment and MARV at the same time and then you post a plan like this?
Max income from all 3 is 50, or an overage of 5. With a 52% and 65% and also needing to roll max on the income dice to hit that overage it is low enough to be acceptable given that by shifting things around I could make sure containment finished. It still pushes Chicago closer to the point that we can finish it easily next turn. If I was doing glaciers and other income than Chicago would need to finish this turn. I am not so the need is not as great.
 
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