Of note it need 1 tib dice each time we take it, the rest can be infra dice. And it increases our processing capacity which we need (the other way to do so is tiberium dice only)
Sure, it Could use only 1 Tiberium dice each time, but reality says otherwise with how often more than one Tiberium dice has been used Per Turn for such planned city projects. That and it's still Each Time. Which means if people choose to invest only 1-2 infrastructure dice while spending strictly 1 Tiberium dice per turn, the overall number of turns to complete it, and thus the amount of Tiberium dices will be used for it, will still be a significant number. So yes, it IS a critical issue.It's not even close to "just a political statement". It gets us more mitigation using Infrastructure dice, it gives us an opportunity to peel off support from the NOD hardliners, it increases Tib Processing Capacity, as well as giving us Political Support and smacking Initiative First in the nose. Yes, it requires 1 die per turn to be a Tiberium die, but that's not a critical issue.
In terms of Tiberium processing, there are FAR better alternative for the same dice and resource spent, such as the Tiberium processing plant. The amount benefits overall in all categories combined that the Mecca/Jeddah planned cities give is so little that I see little argument for any other reason than trying to keep Nod away from it, which is already done even with the current progress rate, so I'm not concerned nor convinced more needs to be done for it.
...they don't represent the wider Nod faction though, just the ones involved with Mecca, that demand is functionally impossible.We should tell her loudly the terms: GDI will only start to consider negotiations with Nod about stopping the use Ion Cannons and Kinetic Impactors only if Nod stops using (not stops building, just stopping to use) any Nuclear (Nod tactical nukes), Biological, Chemical and Von Neumann (Tiberium) weapons of mass destruction (aka bombs aka massive explosive/fallout devices).
Yes. We know how much Nod loves Tiberium. Furthermore, we cannot stop them using it. It means they can build and use Tiberium-based tech for power generation, armor, cybernetic enhancement, as an additive to flamethrowers, or rifles that shoot Tib-bullets at the enemy. All as is before. The difference is that they can use Tiberium for anything but mass death devices (LT-bombs, World Altering Missile, TW2 Chemical missiles, Cluster warhead hyper-chemical explosives, Tiberium Field catalyst explosion device). They can build themselves an arsenal of those if they want. FINE! *grumbles* But if they do not use any of those (including Nod tactical nukes), we are willing to consider starting initial negotiations.
HAH! I believe that when I see it! As far as I know, it has been and always will be something like 2 tib dice and 1 infra dice on average pretty much every turn, with sometimes an equal amount of tib dice spent, and other times no infra dice spent at all, all the while wasting the potential of the tib dice for what it was meant to do vs this waste of effort.Mecca/Jeddah is a way to buy abatement with Infrastructure dice. Your argument doesn't make any sense to me, we can't afford 1 Tib die to unlock the Infra pool and get like 300+ progress towards processing/income/abatement but we CAN afford 1 Tib die to only get the ~85 on a Tiberium sector project? The numbers aren't adding up, one Tib die as the admission price for tagging in like 4 Infra dice is a very efficient use of Tib dice. If we were going to spend 5 Tib dice on Mecca that would be a problem but we're not, we're going to spend 1 Tib die and 4 Infra dice, letting us use another sector's pool to get all sorts of nice Tiberium-related benefits. It's a very good trade.
Thank you for informing us that you do not trust us to vote the way we have informed you we intend to vote. I will keep that in mind.HAH! I believe that when I see it! As far as I know, it has been and always will be something like 2 tib dice and 1 infra dice on average pretty much every turn, with sometimes an equal amount of tib dice spent, and other times no infra dice spent at all, all the while wasting the potential of the tib dice for what it was meant to do vs this waste of effort.
As for the idea of buying abatement with infra dice, it makes no sense to me since the Cost in terms of resources to get the abatement is what's my problem to begin with. If people were truly willing to spent that much more infr dice in the proportions you described, then I myself might've believed it. But after this many turns seeing how people choose to allocate tib dice for planned cities? I have zero trust in any sort of gains in terms of cost efficiency for how much abatement is gained by the way the tib and infra dice is spent, not when the infra dice seems to have plenty of projects of it's own that people will want to spend infra dice on per turn, and when the abatement options from the tib options are much better in comparison.
So overall, until I see a trend of people actually putting up plans to maximize the cost of tib dice spent with more infra dice spent over the planned cities, and people voting for them, I won't believe it's in any way a more efficient way to spend tib dices in actual practice over the potential theoretical gains. Thus this is essentially just pushing a political agenda at the cost of the Treasury's other commitments and future plans.