Uhhh. Hi?

First. I'm not trolling. But. Little context, as I've said before. Here in the UK, private water, electricity, gas, and rails is you know, the norm. And for the record, in my opinion privatising rail was a mistake, at least in large part due to how it was handled, but that's neither here nor there. I mention it to make the point that I'm not a free market purist who believes in privatising everything and that the invisible hand shall sort all out. Unrestrained capitalism, leads, in most examples we've seen through history, to powerful monopolies. Which, with a lack of competition then often leads to drops in quality, spikes in prices and so on. Capitalism can be bad.

But let's address these concerns in particular shall we? Water. Here's the thing. People want to keep water solely under government control? Fine. But build water. yellow zone water purification has been sitting there with absolutely 0 interest. We don't *need* it right now because there's enough to cover water needs and the small amount of yellow zone food production. But, i'd like to secure more water in the yellow zones and if it's not something the treasury considers essential, then I'd be fine with opening a well regulated market for private companies to purify and sell water, keeping to all health and quality checks the government requires.
You will note that virtually every one of the popular vote plans invests 2-3 dice in Yellow Zone Water Purification this turn. So this is not a good knock-down argument against central economic planning in the Yellow Zones.

Among other things, Yellow Zone agriculture is inherently going to be unprofitable compared to Blue Zone agriculture; private corporations probably wouldn't bother. If our economy were mostly private and decentralized, the odds are that conditions in the GDI-held parts of the Yellow Zones would be significantly worse, because the only really profitable enterprises that could sustain themselves there would be sweatshops using manual labor and minimal tooling- an option we had once upon a time but ignored.

Electricity. We're having issues creating enough power. Again, if they can create power plants according to regulations and safely, such as solar, wind or hydroelectric power, if corporate entities want to create more power and sell it. (again, with the governments own power plants generating electricity in competition, providing a soft cap for prices, not to mention we can legislate hard limits to prevent predatory pricing as well)
The operative problem with this idea is that solar, wind, and hydroelectric power are all vulnerable to tiberium contamination except in carefully cultivated Blue Zone regions.

Note how relatively dice-intensive (though resource-cheap) the Yellow Zone power grid options were before we started getting fusion reactors- this is because it's just so damn exhausting to build and maintain solar panels and wind turbines in an area where wind-blown tiberium dust gets on your panels or rotors and starts eating them.

The bulk of GDI's energy infrastructure continues to be built around fission and fusion power plants. Wind and solar aren't economically competitive, and private corporations reliant on them would be outcompeted by GDI's state-owned facilities running fission or now fusion.

And yes, state-owned.

Fission power in private enterprise hands raises concerns about Nod infiltrating the supply chain and either sabotaging the plants to cause radiation contamination of scarce and very precious Blue Zone land, or just embezzling nuclear fuel rods to make into more nuclear weapons. It's untenable for many of the same security reasons you've discussed.

Developing fusion power was a prodigiously expensive heavy industrial project that has taken several years and I forget how many dice we've spent on it, nor can I easily look it up because we don't threadmark winning plans around here, so finding them is a toughie. In short, fusion research has eaten up a double digit percentage of GDI's national annual gross domestic product (which is in turn probably a majority of the planetary gross domestic product). Converting it into real life money it would probably have taken a multi-trillion dollar project to get this far (on the cusp of starting to build truly economical fusion reactors). No private corporation could do that in a reasonable amount of time, unless it were so large that it would be functionally impossible to regulate, something capable of singlehandedly wrapping GDI's internal politics around its finger in its own right.

Beyond that, there's stuff like personal car factory's which haven't been touched all game. And we know there's a grey market for car parts. But if players don't want to spend the time and dice to create automobile factory's then we open up that industry to the private market for them to make cars. Once again regulated.

Lastly. Military industrial complex. Setting aside that the GM has noped it. It's not that outlandish an idea. Multiple major nations have a military industrial complex. Selling guns, tanks, planes, ships. We've got loads of areas we need to invest in. My argument is why not let them spend the time and money on developing weapons and building the factories, and if needed, we buy what we want. Apart from that... Selling to warlords.

Not as bad as it sounds actually. Again, multiple nations sell weapons, or provide aid to military allies. And we'd be selling to either non-aligned warlords, the independents. Or Nod warlords we can work with. Similar to the qatarists, or those in the middle east. Something else to take into account is nod hardliners will likely attack those who align themselves with us. So, we need to either protect, or arm our allies. It's also treating those not a part of GDI as peers, and showcasing benefits of working with us. They want to buy weapons, they can. What are they going to be buying them with? Well. Probably tiberium they've mined. We'd be subsuming their own harvesting and abatement by stepping into the role of taking the tiberium and manufacturing it into stuff the minor warlords want, that currently Nod is occupying. not to mention. GDi has a long history of working with and Arming 'Friendly' nod warlords like Hassan and Marcion. Warlords who can either be convinced to leave GDI alone, or who can be coerced into working with us.
You are grossly over-optimistic. Nod regularly steals GDI military equipment whenever it can and would happily continue to do so, plenty of "neutral" warlords would eagerly serve as points to launder weapons exports from GDI to Nod, and importantly GDI operates on a continuous war footing.

Guess what sector of industry tends to get, if not outright nationalized, so heavily controlled by the state during wartime that it might as well be nationalized in practice? Even in liberal capitalist democracies like the UK and US?

Yeah, war production. Because it's an area where you can't afford to cut corners or take years to discover that someone marketed a product that doesn't work, not during a major land war.

Honestly, consumer goods is the best case for non-government-run enterprises in Quest!GDI's present. Because it's the area where we're least likely to trip over major security concerns brought about by Nod, tiberium, or both... and such security concerns are an area where you Do Not Fuck Around.

This is a big shift. Hope we see the days green zone becomes a blue one.
It's already happening at the margins. What do you think it means when the Blue Zones expand? It means that in certain territories we control, at or near the perimeter of our existing Blue Zones, our tiberium abatement efforts have been successful enough that we can proclaim certain areas "blue." Of course, in reality the distinction between the most tiberium-ariffic parts of a Blue Zone and the cleanest parts of the adjoining Yellow Zone are a difference of degree and not a difference in kind, but whatever threshold we have that causes us to declare land Blue/Yellow is being crossed.

And the areas in which it is being crossed are all GDI-controlled former Yellow Zones, that is to say, Blue Zones.

Also I know it's not universal coverage but we can always shell such locations with artillery if they become a nut to hard to crack.
Given that ion disruptors seem to be an expensive and rare item,* they are probably difficult to set up, and wasteful to set up in artillery range of the enemy.

However, it bears considering that there isn't really anything stopping us from just building a thermonuclear bomb; it's not GDI's normal style but we surely have the blueprints and I'm pretty sure we have the warheads given that at least one Nod mission involves stealing them from us as I recall. So a place that cannot be ionized probably just gets nuked by an air-dropped or space-dropped munition.
______________________

*(Nod cannot just build and deploy them at will as base structures at will in the actual Third Tiberium War)
 
However, it bears considering that there isn't really anything stopping us from just building a thermonuclear bomb; it's not GDI's normal style but we surely have the blueprints and I'm pretty sure we have the warheads given that at least one Nod mission involves stealing them from us as I recall. So a place that cannot be ionized probably just gets nuked by an air-dropped or space-dropped munition.
I truly hope we never have to drop The Bomb in a Tib rich area. I can't think of a better man-made method to spread Tib particles over a wide area and into the upper atmosphere.
 
This pretty much. And it will be folded into and a fairly minor part of getting the guns into production. Because the guns are the actual hard part.
...Because we're having to actually make the rifles...2x9 meter steel forgings....I should've considered that...

Fission power in private enterprise hands raises concerns about Nod infiltrating the supply chain and either sabotaging the plants to cause radiation contamination of scarce and very precious Blue Zone land, or just embezzling nuclear fuel rods to make into more nuclear weapons. It's untenable for many of the same security reasons you've discussed.
Not if you do it right.

Molten Salt Reactor -> helium bubbling-> electrolysis processing -> Molten Salt Reactor. No fuel leaves the reactor to be reprocessed, it all happens on-plant.

Of course, doing it right requires considerable development work and thus government funding...
 
"How was it that GDI reached the point that Chicago is the fortress it has become in the first place? Why do we not have Shadow teams scattered about its landscape already? You speak of the power of GDI's MARV fleets; at least Stahl's troops put active pressure on the Hub in their territory. I expect my Commanders to act Gideon."

Yeah, I'm disappointed too, one of the reasons I'm not really following this anymore. I get that this is a GDI quest and the SV questbase is allergic to suffering any kind of real setback or failure, but if this is seriously just going to continue with Nod being reduced to only being able to score the occasional and questionable/pyrrhic victory I'm checking out.
 
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Yeah, I'm disappointed too, one of the reasons I'm not really following this anymore. I get that this is a GDI quest and the SV questbase is allergic to suffering any kind of real setback or failure, but if this is seriously just going to continue with Nod being reduced to only being able to score the occasional and questionable/pyrrhic victory I'm checking out.
Gideon's whole thing is that he's a persuasive and political master, but an incompetent outside of that.

Also, we're still in the phase where NOD regional warlords don't do widespread cooperation and coordination, just favor trading. Meanwhile we've spent most of this plan shoving every spare Free Dice into the Military. This has been a global power shoving a lot of its strength against a regional one.

If you want to see NOD in full form, wait for the 4th Tiberium War (or Ascension Conflict) to kick off. That's when NOD standardizes, unites, and unleashes its power in conflicts that make the World Wars look like a sandbox fight.
 
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if this is seriously just going to continue with Nod being reduced to only being able to score the occasional and questionable/pyrrhic victory I'm checking out.
We haven't seen Kane yet. Once Kane strikes, expect us to start loosing ground.
Also, we've been very active in cutting off any attempts by NOD right now to counter us.
 
[X] Plan Sorry Carter /w Wartime Factory Refits
[X] Plan Rockets, Rails, Regolith
[X]Plan Draft URLS Must Complete
[X] Plan Do The Missile Dance
[X] Plan Sorry Carter
 
Very, very heated over the subject. But to try and make a very long story short, Grants are important for revitalizing the civilian economy and filling in the cracks that our bureaucracy can't quite focus on. They also have a very long leadup time, but at the end they end up turning a profit for us instead of being a net drain.

This has been said since the very start of the quest, I'll be honestly surprised if it actually generates sufficient interest now when it has otherwise been ignored or disparaged so often beforehand.

[X] Plan Sorry Carter

Still, I'll vote for the plan that has it and see how it goes.
 
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If you're genuinly curious, I think asking nicely might get you someone willing to point you to the litrature that explains their reasoning, but your post reads more to me as aggravated confused rather than curious confused, and I am 100% not up for that.
Sorry. I just blew my top. This is the reason why I do not visit the Discord, you cannot very well either keep calm or calm down in it. At least for me it was a problem. Please, I would love some links or sources for that, if you could provide some. Thank you.
 
Non-Treasury parties consuming indicators is not a new or surprising mechanic. Maybe it's so old and established that some people forgot about it? But when society started coming back online, other parts of the government started consuming labor and electricity and logistics etc. When we did the Services and Arts grants, they started consuming indicators. LI grants consuming some logistics and labor and power would not be unpredictable or unkowable or a gotcha or whatever else, this has been an established game mechanic for years. It's just an inherent consequence of having parts of society that aren't the Treasury yet still capable of making an economic impact. The military hiring people and taking some logistics wasn't really a problem, the restaurants and strip clubs and law offices hiring people and taking some logistics wasn't really a problem, if a few Roomba manufacturing cooperatives want to hire some people and take up some logistics it won't really be a problem.
 
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I don't want to get into an ideological debate either, especially as my first post here (Hi, I just finished reading the updates) but I do want to point out that there's a difference between private property and personal property that you're kind of eliding over in "owning things that are actually yours", Absoloot.
 
Sorry. I just blew my top. This is the reason why I do not visit the Discord, you cannot very well either keep calm or calm down in it. At least for me it was a problem. Please, I would love some links or sources for that, if you could provide some. Thank you.
I am 100% not up for that amount of work. Partially because the internet where I am is dial-up speed

At a thought, I suggest you google "the hell of capatilism is the firm" - I recall a paragraph that expands on that about market competition. Coops are no protection from this.

Then, um something along the lines of "how the accumlation of capital that allows for further accumulation of capital will create a new aristoricy"
----
Again, if there were some sort of version of the grants that let us have measures that somehow hard capped how much capital/power a coop had rather than there being the potential for "unlimited" growth I'd be in favor of LI grants.

Or a series of factories, a number of which can be reconfigured (cap good cost) to produce a certain types of good when enough demand (people voting for those goods) was met.

Basically... some form of direct democracy for the specific construction of desired goods.

But we don't. We have the option to give seed funds to new firms so that they may engage in market competition.

Yayyy /s
 
I truly hope we never have to drop The Bomb in a Tib rich area. I can't think of a better man-made method to spread Tib particles over a wide area and into the upper atmosphere.
Ehh, that's a fair point now that I think about it. Although any kind of really big strike has that problem in one form or another; an impactor capable of penetrating subterranean targets that would laugh off an ion cannon shot or two is going to raise a lot of debris and particulates in its own right, and that was one of the roles people were discussing impactors for.

Not if you do it right.

Molten Salt Reactor -> helium bubbling-> electrolysis processing -> Molten Salt Reactor. No fuel leaves the reactor to be reprocessed, it all happens on-plant.

Of course, doing it right requires considerable development work and thus government funding...
There's also the question of efficiency in general.

What it comes down to is that going out of our way to invent a more complex and theoretical reactor design just so we have a kind of reactor that's resistant (not immune) to the risk of nuclear fuel being embezzled by Nod seems not worth it. We literally just got done inventing the fusion reactor for that purpose... but again, no private corporation could have gotten this far on fusion unless it were so large that it'd be a major political actor within GDI in its own right, something too big to regulate effectively.

Yeah, I'm disappointed too, one of the reasons I'm not really following this anymore. I get that this is a GDI quest and the SV questbase is allergic to suffering any kind of real setback or failure, but if this is seriously just going to continue with Nod being reduced to only being able to score the occasional and questionable/pyrrhic victory I'm checking out.
You've gotta remember that from an outside view, the timeline of the Tiberium Wars setting looks a lot like "there's a big-ass war while Kane unleashes his master plan, then GDI barely scrapes out a victory (because if Kane actually wins the plot's over in most cases), then Kane fucks off to do whatever for a while, commune with the Tacitus or polish his shiny head or something, while GDI styles all over the Nod warlord factions and gets complacent, then Kane unleashes his next master plan and it's time for the next game."

We're on the down-time phase here.
 
I don't want to get into an ideological debate either, especially as my first post here (Hi, I just finished reading the updates) but I do want to point out that there's a difference between private property and personal property that you're kind of eliding over in "owning things that are actually yours", Absoloot.
Thats true. Maybe I just lack imagination and you can rectify freedom with completely central economic control. I'll have to think on it some more.

You can buy objects yeah, but I feel like other than a small second hand market you can't engage in trade or barter at all in system like that. Obviously owning property in general is out, but with our situation thats not happening no matter what anyway.
 
Adhoc vote count started by armentho on Aug 29, 2021 at 6:04 AM, finished with 360 posts and 71 votes.

  • [X] Plan Sorry Carter
    -[X] Rail Link Reconstruction (Phase 3), 3 dice (45 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Superconductor Foundries, 1 die (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 1 die (20 Resources)
    -[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
    -[X] Yellow Zone Purification Facilities (Phase 1), 3 dice (30 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 5), 2 dice (40 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Tiberium Stabilizer Development, 1 die (30 Resources)
    -[X] Lunar Regolith Harvesting (Phase 1), 3 dice (3 Fusion) (60 Resources)
    -[X] Mental Healthcare Training Programs, 1 die (10 Resources)
    -[X] Long Range Sensor System Deployment (phase 1), 1 die (25 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
    -[X] Remote Weapons System Deployment Predator, 1 dice (10 Resources)
    -[X] Universal Rocket Launch System Deployment (Phase 1), 5 dice (75 Resources)
    -[X] Governor Class Cruiser Shipyard(Dakar), 3 dice (60 Resources)
    -[X] Security Review (Bureaucracy), 3 dice
    [X] Plan Military and All Dice
    -[X] Tidal Power Plants (Phase 3) 154/300 1 die 10 R
    -[X] Blue Zone Arcologies (Stage 2) 35/600 1 die 15 R 0%
    -[X] Rail Link Reconstruction (Phase 3) 143/300 3 dice 45R 86%
    -[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    -[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 dice 60 R 0%
    -[X] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
    -[X] Superconductor Foundries 171/200 1 die 30R 100%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    -[X] Yellow Zone Purification Facilities (Phase 1) 0/160 1 die 10R 0%
    -[X] Spider Cotton Development 0/40 1 die 20R 91%
    -[X] Wadmalaw Kudzu 0/40 1 die 20R 91%
    -[X] Security Review 1 die
    -[X] Mecca/Jeddah Planned City (Phase 3) 55/640 2 dice 40R 0%
    -[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 1 die 20R 27%
    -[X] Tiberium Stabilizer Development 0/50 1 die 30R 100%
    -[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R 14%
    -[X] Mental Healthcare Training Programs 91/200 1 die 10R 37%
    -[X] Domestic Animal Programs 0/200 2 dice 20R 30%
    -[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    -[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    -[X] Remote Weapons System Deployment Predator 151/350 2 20R 11%
    -[X] Shell Plants (Phase 4) 3/300 3 dice 30R 5%
    -[X] Governor Class Cruiser Shipyards (Hampton Roads) 0/185 3 dice 60R 70%
    -[X] Security Reviews(Tiberium) DC55 2 dice +1 tib 99%
    -[X] Security Reviews(Services) DC55 2 dice + 1 service 99%
    [X] Plan Sorry Carter without grants
    -[X] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
    -[X] Rail Link Reconstruction (Phase 3), 2 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Superconductor Foundries, 1 die (30 Resources)
    -[X] Blue Zone Light Industrial Sectors (Phase 1) 2 die (20 resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 1 die (20 Resources)
    -[X] Yellow Zone Purification Facilities (Phase 1), 3 dice (30 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 5), 2 dice (40 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Tiberium Stabilizer Development, 1 die (30 Resources)
    -[X] Lunar Regolith Harvesting (Phase 1), 3 dice (3 Fusion) (60 Resources)
    -[X] Mental Healthcare Training Programs, 1 die (10 Resources)
    -[X] Long Range Sensor System Deployment (phase 1), 1 die (25 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
    -[X] Remote Weapons System Deployment Predator, 1 dice (10 Resources)
    -[X] Universal Rocket Launch System Deployment (Phase 1), 5 dice (75 Resources)
    -[X] Governor Class Cruiser Shipyard(Dakar), 3 dice (60 Resources)
    -[X] Security Review (Bureaucracy), 3 dice
    [X] Plan Finishing Rollouts with URLS and Spider Cotton
    -[X] Infrastructure 5/5 65R
    --[X] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 51%
    --[X] Rail Link Reconstruction (Phase 3) 143/300 3 dice 45R 86%
    -[X]Heavy Industry 5/5 80R
    --[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    --[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 die 60R
    -[X] Light & Chemical Industry 3/4 65R
    --[X] Superconductor Foundries 171/200 1 die 30R 100%
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    --[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
    -[X]Agriculture 3/3 40R
    --[X] Yellow Zone Purification Facilities (Phase 1) 2 dice 20R 37%
    --[X] Spider Cotton Development 0/40 1 die 20R 91%
    -[X] Tiberium 5/5 110R
    --[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
    --[X] Mecca/Jeddah Planned City (Phase 3) 55/640 2 dice 40R
    --[X] Tiberium Stabilizer Development 0/50 1 die 30R 100%
    [X] Plan Military and All Dice with Bureaucracy Review Instead Of Services
    -[X] Tidal Power Plants (Phase 3) 154/300 1 die 10 R
    -[X] Blue Zone Arcologies (Stage 2) 35/600 2 die 30 R 0%
    -[X] Rail Link Reconstruction (Phase 3) 143/300 2 dice 30R 40%
    -[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    -[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 dice 60 R 0%
    -[X] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
    -[X] Superconductor Foundries 171/200 1 die 30R 100%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    -[X] Yellow Zone Purification Facilities (Phase 1) 0/160 1 die 10R 0%
    -[X] Spider Cotton Development 0/40 1 die 20R 91%
    -[X] Wadmalaw Kudzu 0/40 1 die 20R 91%
    -[X] Security Review 1 die
    -[X] Mecca/Jeddah Planned City (Phase 3) 55/640 2 dice 40R 0%
    -[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 1 die 20R 27%
    -[X] Tiberium Stabilizer Development 0/50 1 die + 1 Tib Die 30R 100%
    -[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R 14%
    -[X] Mental Healthcare Training Programs 91/200 1 die 10R 37%
    -[X] Domestic Animal Programs 0/200 2 dice 20R 30%
    -[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    -[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    -[X] Remote Weapons System Deployment Predator 151/350 2 20R 11%
    -[X] Shell Plants (Phase 4) 3/300 3 dice 30R 5%
    -[X] Governor Class Cruiser Shipyards (Hampton Roads) 0/185 3 dice 60R 70%
    -[X] Security Reviews(Services) DC55 2 dice + 1 service 99%
    -[X] Security Review (Bureaucracy) 3 die
    [X] Plan Do The Missile Dance
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
    -[X] Rail Link Reconstruction (Phase 3) 3 dice 45R 86%
    -[X] Mecca/Jeddah Planned City (Phase 3) 2 Tiberium dice + 1 die 60R 0%
    -[X] Synchronized Cycle Fusion Plants 1 die 20R 100%
    -[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
    -[X] Superconductor Foundries 1 die 30R 100%
    -[X] Johannesburg Myomer Macrospinner (phase 3) 1 die 20R 96%
    -[X] Light Industrial Enterprise Grants 1 die 15R auto
    -[X] Yellow Zone Purification Facilities (Phase 1) 3 dice 30R 84%
    -[X] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 93%
    -[X] Tiberium Stabilizer Development 1 die 30R 100%
    -[X] Lunar Regolith Harvesting (Phase 1) 3 fusion die 60R 14%
    -[X] Mental Healthcare Training Programs 2 die 20R 95%
    -[X] Long Range Sensor System Deployment (phase 1) 1 die 25R 100%
    -[X] Reclamator Fleet RZ-7 North
    --[X] Super MARVs 1 die 20R 88%
    -[X] Remote Weapons System Deployment Predator 2 dice 20R 11%
    -[X] Universal Rocket Launch System Deployment (Phase 1) 1 die + 4 free dice 75R 74%
    -[X] Shell Plants (Phase 4) 1 free die 10R 0%
    -[X] Governor Class Cruiser Shipyards
    --[X] Hampton Roads 1 free die 20R 0%
    -[X] Security Reviews (Bureaucracy) 3 dice 99%
    [X] Plan Sorry Carter /w Wartime Factory Refits
    -[X] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
    -[X] Rail Link Reconstruction (Phase 3), 2 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Superconductor Foundries, 1 die (30 Resources)
    -[X] Johannesburg Myomer Macrospinner (phase 3), 1 die (20 Resources)
    -[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
    -[X] Yellow Zone Purification Facilities (Phase 1), 3 dice (30 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 5), 2 dice (40 Resources)
    -[X] Mecca/Jeddah Planned City (Phase 3), 2 dice (40 Resources)
    -[X] Tiberium Stabilizer Development, 1 die (30 Resources)
    -[X] Lunar Regolith Harvesting (Phase 1), 3 dice (3 Fusion) (60 Resources)
    -[X] Mental Healthcare Training Programs, 1 die (10 Resources)
    -[X] Long Range Sensor System Deployment (phase 1), 1 die (25 Resources)
    -[X] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
    -[X] Remote Weapons System Deployment Predator, 1 dice (10 Resources)
    -[X] Universal Rocket Launch System Deployment (Phase 1), 5 dice (75 Resources)
    -[X] Governor Class Cruiser Shipyard(Dakar), 2 dice (40 Resources)
    -[X] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 71%
    -[X] Security Review (Bureaucracy), 3 dice
    [X]Plan Draft URLS Must Complete
    -[X]Infrastructure 4/5 60R
    --[X] Rail Link Reconstruction (Phase 3) 143/300 2 dice 30R 40%
    --[X] Blue Zone Arcologies (Stage 2) 35/600 2 dice 30R
    -[X]Heavy Industry 5/5 80R
    --[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    --[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 dice 60R
    -[X]Light & Chemical Industry 2/4 50R
    --[X] Superconductor Foundries 171/200 1 die 30R 100%
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    -[X]Agriculture 3/3 30R
    --[X] Yellow Zone Purification Facilities (Phase 1) 0/160 3 dice 30R 84%
    -[X]Tiberium 5/5 100R
    --[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
    --[X] Mecca/Jeddah Planned City (Phase 3) 55/640 3 dice 60R
    -[X]Orbital Industry 3/3 60R
    --[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
    -[X]Services 3/4 30R
    --[X] Mental Healthcare Training Programs 91/200 1 die 10R 37%
    --[X] Expand Medical Schools 0/300 2 dice 20R
    -[X]Military 5/5 + 6 205R
    --[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    --[X] Remote Weapons System Deployment Predator 151/350 1 dice 10R
    --[X] Universal Rocket Launch System Deployment (Phase 1) 0/300 6 dice 90R 93%
    --[X] Governor Class Cruiser Shipyards
    ---[X]Hampton Roads 0/185 2 dice 40R 19%
    -[X]Bureaucracy 3/3
    --[X] Security Reviews: DC55 2 dice 99%
    ---[X]Bureaucracy 1 die
    [X] Plan Rockets, Rails, Regolith
    -[X] Infrastructure (5/5 dice, 80R)
    --[X] Rail Link Reconstruction (Phase 3), [3 dice, 45R, 86%]
    --[X] Blue Zone Arcologies (Stage 2), [1 dice, 15R, 0%]
    --[X] Mecca/Jeddah Planned City (Phase 2), [1 dice, 20R, 0%]
    -[X] Heavy Industry (5/5 dice 80R)
    --[X] Synchronized Cycle Fusion Plants, [1 dice, 20R, 100%]
    --[X] North Boston Chip Fabrication (Phase 4), [4 dice, 60R, 0%]
    -[X] Light and Chemical Industry (2/4 dice, 50R)
    --[X] Superconductor Foundries, [1 dice, 30R, 100%]
    --[X] Johannesburg Myomer Macrospinner (Phase 3), [1 dice, 20R, 96%]
    -[X] Agriculture (3/3 dice 30R)
    --[X] Yellow Zone Purification Facilities (Phase 1), [3 dice, 30R, 84%]
    -[X] Tiberium (5/5 dice, 110R)
    --[X] Yellow Zone Tiberium Harvesting (Phase 5), [2 dice, 40R, 93%]
    --[X] Tiberium Stabilizer Development, [1 dice, 30R, 100%]
    -[X] Orbital (3/3 +2 free dice, 100R)
    --[X] Lunar Regolith Harvesting (Phase 1), [5 dice, 100R, 88%]
    -[X] Services (2/4 dice 20R)
    --[X] Mental Healthcare Training Programs, [2 dice, 20R, 95%]
    -[X] Military (5/5 + 4 free dice, 140R)
    --[X] Reclamator Fleet RZ-7 North (Super MARVs), [1 dice, 20R, 88%]
    --[X] Long Range Sensor System Deployment, [1 dice, 25R, 100%]
    --[X] Remote Weapons System Deployment Predator, [1 dice, 10R, 1/2.5 median chance]
    --[X] Universal Rocket Launch System Deployment (Phase 1), [6 dice, 90R, 93%]
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews (Bureaucracy)
    [X] Plan Rockets, Rails, Regolith + Talons
    -[X] Infrastructure (5/5 dice, 80R)
    --[X] Rail Link Reconstruction (Phase 3), [3 dice, 45R, 86%]
    --[X] Blue Zone Arcologies (Stage 2), [1 dice, 15R, 0%]
    --[X] Mecca/Jeddah Planned City (Phase 2), [1 dice, 20R, 0%]
    -[X] Heavy Industry (5/5 dice 80R)
    --[X] Synchronized Cycle Fusion Plants, [1 dice, 20R, 100%]
    --[X] North Boston Chip Fabrication (Phase 4), [4 dice, 60R, 0%]
    -[X] Light and Chemical Industry (2/4 dice, 50R)
    --[X] Superconductor Foundries, [1 dice, 30R, 100%]
    --[X] Johannesburg Myomer Macrospinner (Phase 3), [1 dice, 20R, 96%]
    -[X] Agriculture (3/3 dice 30R)
    --[X] Yellow Zone Purification Facilities (Phase 1), [3 dice, 30R, 84%]
    -[X] Tiberium (5/5 dice, 110R)
    --[X] Yellow Zone Tiberium Harvesting (Phase 5), [2 dice, 40R, 93%]
    --[X] Tiberium Stabilizer Development, [1 dice, 30R, 100%]
    -[X] Orbital (3/3 +2 free dice, 100R)
    --[X] Lunar Regolith Harvesting (Phase 1), [5 dice, 100R, 88%]
    -[X] Services (2/4 dice 20R)
    --[X] Mental Healthcare Training Programs, [2 dice, 20R, 95%]
    -[X] Military (5/5 + 4 free dice, 140R)
    --[X] Reclamator Fleet RZ-7 North (Super MARVs), [1 dice, 20R, 88%]
    --[X] Long Range Sensor System Deployment, [1 dice, 25R, 100%]
    --[X] Remote Weapons System Deployment Predator, [1 dice, 10R, 1/2.5 median chance]
    --[X] Universal Rocket Launch System Deployment (Phase 1), [6 dice, 90R, 93%]
    --[X] Havoc Scout Mech Development, [1 dice, 10R, 100%]
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews (Bureaucracy)
    [X] Plan Finishing Rollouts with RWSD
    -[X] Infrastructure 5/5 75R
    --[X] Rail Link Reconstruction (Phase 3) 143/300 3 dice 45R 86%
    --[X] Blue Zone Arcologies (Stage 2) 35/600 2 dice 30R
    -[X]Heavy Industry 5/5 80R
    --[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    --[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 die 60R
    -[X] Light & Chemical Industry 3/4 65R
    --[X] Superconductor Foundries 171/200 1 die 30R 100%
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    --[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
    -[X]Agriculture 30R
    --[X] Yellow Zone Purification Facilities (Phase 1) 3 dice 30R 84%
    -[X] Tiberium 5/5 110R
    --[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
    --[X] Mecca/Jeddah Planned City (Phase 3) 55/640 2 dice 40R
    --[X] Tiberium Stabilizer Development 0/50 1 die 30R 100%
    -[X] Orbital 3/3 60R
    --[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
    -[X] Services 2/4 20R
    --[X] Mental Healthcare Training Programs 91/200 2 dice 20R 95%
    --[X] Domestic Animal Programs 0/200 2 dice 20R 30%
    -[X] Military 5/5+5 155R
    --[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    --[X] Remote Weapons System Deployment Predator 151/350 3 dice 30R 60%
    --[X] Governor Class Cruiser Shipyards 0/185 3 dice 60R 70%
    --[X] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 42%
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews Bureaucracy DC55 2 dice
    [X] Plan Finishing Rollouts with URLS
    -[X] Infrastructure 5/5 75R
    --[X] Rail Link Reconstruction (Phase 3) 143/300 3 dice 45R 86%
    --[X] Blue Zone Arcologies (Stage 2) 35/600 2 dice 30R
    -[X]Heavy Industry 5/5 80R
    --[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
    --[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 die 60R
    -[X] Light & Chemical Industry 3/4 65R
    --[X] Superconductor Foundries 171/200 1 die 30R 100%
    --[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
    --[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
    -[X]Agriculture 30R
    --[X] Yellow Zone Purification Facilities (Phase 1) 3 dice 30R 84%
    -[X] Tiberium 5/5 110R
    --[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
    --[X] Mecca/Jeddah Planned City (Phase 3) 55/640 2 dice 40R
    --[X] Tiberium Stabilizer Development 0/50 1 die 30R 100%
    [X]Orbital 3/3 60R
    --[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
    -[X] Services 2/4 20R
    --[X] Mental Healthcare Training Programs 91/200 2 dice 20R 95%
    -[X]Military 5/5+6 170R
    --[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    --[X] Remote Weapons System Deployment Predator 151/350 1 dice 10R
    --[X] Universal Rocket Launch System Deployment (Phase 1) 0/300 5 dice 75R 74%
    --[X] Governor Class Cruiser Shipyards 0/185 3 dice 60R 70%
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews Bureaucracy DC55 2 dice
    -[X] Plan Power Overwhelming
    -[X] Rail Link Reconstruction (Phase 3) 2 dice 30R 40%
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
    -[X] Mecca/Jeddah Planned City (Phase 3) 4 dice (2 Tib, 2 Infra) 80R 0%
    -[X] Synchronized Cycle Fusion Plants 1 die 20R 100%
    -[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
    -[X] Johannesburg Myomer Macrospinner (Phase 3) 3 dice 60R 100%
    -[X] Superconductor Foundries 1 die 30R 100%
    -[X] Yellow Zone Purification Facilities 3 dice 30R 84%
    -[X] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 93%
    -[X] Tiberium Processing Plants (Phase 1) 1 die 30R 0%
    -[X] Lunar Regolith Harvesting (Phase 1) 1 die 20R (Fusion) 0%
    -[X] Expand Orbital Communications Network (Phase 3) 2 dice 20R (Fusion) 93%
    -[X] Mental Healthcare Training Programs 2 dice 20R 95%
    -[X] Expand Medical Schools 2 dice 20R 0%
    -[X] Remote Weapons System Development Predator 1 die 10R 0%
    -[X] Super MARV Reclaimator Fleet 1 die 20 R 88%
    -[X] Long Range Sensor System Deployment (phase 1) 1 die 25R 100%
    -[X] Ablat Plating Deployment (Stage 4) 3 dice 30R 87%
    -[X] Shell Plants (Phase 4) 5 dice 50R 76%
    -[X] Security Review Bureaucracy 1 die
    -[X] Security Review Bureaucracy 2 dice 99%
    [X] Plan Orcas and Predators
    [X]Orbital 3/3 60R
    --[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
    -[X] Services 2/4 20R
    --[X] Mental Healthcare Training Programs 91/200 2 dice 20R 95%
    -[X]Military 5/5+6 170R
    --[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
    --[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
    --[X] Remote Weapons System Deployment Predator 151/350 1 dice 10R
    --[X] Universal Rocket Launch System Deployment (Phase 1) 0/300 5 dice 75R 74%
    --[X] Governor Class Cruiser Shipyards (Hampton Roads) 0/185 3 dice 60R 70%
    -[X] Bureaucracy 3/3 dice
    --[X] Security Reviews Bureaucracy DC55 2+1 dice


dread it,run from it

the free market still arrives

 
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