[X} Plan Stabilizer, Mecca and Pathfinder
[X] Plan Governor Spam + Orbital Cleanup
[X] Plan Governor Spam + Pathfinder

Pretty much any plan with 10 dice on Stabilizer is good enough for me here, since most plans already cover the other essential things like the Forgotten Agricultural Support and the ZEMDV development.

Still, if I could have a preference then I'd say the choice to use more Infra dice on Mecca/Jeddah is more efficient, since that means it finishes faster and thus costs less Tiberium dice proportionally for the overall completion. But since so many Tiberium dice were wasted by using them sometimes exclusively on Mecca/Jeddah already in previous turns, I'm not sure if a bit of extra waste makes any real significant difference anymore to care about.
 
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Well, decided to just take @Chimeraguard's plan and tweak it a little. The only change is 1 less die on Pharma, and changing Prosthetics to Scrin. If we spread out the 30R of Scrin research 1 die this turn and 1 die next turn, that makes it easier, rather than trying to squeeze in like 2-3 30R research dice for NOD+Scrin research next turn. I consider Scrin research of very high importance because of the other abatement techs in it. Now that mutation has started, we really want to try to go for more abatement techs.

[X] Plan Governor Spam + Pathfinder + Scrin Research
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
Heavy Industry (5 dice)
-[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (3 dice)
-[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
-[X] Pharmaceutical Synthesis Centers, 2 dice (30 Resources)
Agriculture (3 dice)
-[X] Forgotten Agricultural Support, 2 dice (20 Resources)
-[X] Spider Cotton Development, 1 die (20 Resources)
Tiberium (5 dice +6 Free)
-[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDIS Pathfinder, 2 dice (60 Resources)
-[X] Security Review, 1 die
Services (4 dice)
-[X] Scrin Research Institutions, 1 die (30 Resources)
-[X] Expand Medical Schools, 2 dice (20 Resources)
-[X] Indoor Park Programs, 1 die (5 Resources)
Military (5 dice)
-[X] Zone Emergency Medical Evacuation Vehicle Development, 1 die (10 Resources)
-[X] Governor Class Cruiser Shipyards (Hampton Roads), 2 dice (40 Resources)
-[X] Governor Class Cruiser Shipyards (Rosyth), 2 dice (40 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (Orbital), 2 dice
-[X] Prepare for Retirement, 1 die
 
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Personally I would really like to see a plan that puts one die towards Scrin research

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Attempting to Fulfill the Plan: GDI Edition

[X]Plan dig in and fortify -[X]Infrastructure (5 infra dice) + 3 free dice, +1 tiberium dice. 150 R --[X] Tidal Power Plants (Phase 3) (progress 154/300: 10 resources per die) (+++ Energy) 2 dice, 20 R --[X] Blue Zone Arcologies (Stage 2) (Progress 138/600: 15 Resources per Die) (++++ Housing...
 
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Attempting to Fulfill the Plan: GDI Edition

[X]Plan dig in and fortify -[X]Infrastructure (5 infra dice) + 3 free dice, +1 tiberium dice. 150 R --[X] Tidal Power Plants (Phase 3) (progress 154/300: 10 resources per die) (+++ Energy) 2 dice, 20 R --[X] Blue Zone Arcologies (Stage 2) (Progress 138/600: 15 Resources per Die) (++++ Housing...
Briefly, without being exhaustive, my issues with this plan are
- Infra dice are too spread out
- Perennials instead of Spider Cotton when we need capgoods
- only 3 stabilizer dice
- Mil dice are too spread out + if you want to do 2 dice on fortress towns, I expect at least 3 shells dice to complement it
 
[X] Plan Governor Spam + Orbital Cleanup

Money pls, the orbital cleanup income is going to be very useful next turn when we want to do a bunch of expensive stuff on our way out.
 
[X] Plan Governor Spam + Orbital Cleanup

The prospect of just being done with the cruiser yards, or close to done, before the next Plan is very attractive. Especially because we're going to have a hard time supporting a lot of 20 R/die investments that should have been done in this Plan.

I wish we could spare more Resources on things like sensor rollout and plasma cannon research given the costs.
 
[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die

Want but also aware we have other priorities.

This military spending is just... bad. The BZ MARV Hub is completely unneeded

They also serve as land battleships. Getting a couple for key Blue Zones would not be the worst with war on the horizon.
 
Want but also aware we have other priorities.
Honestly I'd really like to at least try doing the Shimmer Shield and Plasma Cannon projects before developing, just to see if we could get them on the tank. Probably not, but we'd feel pretty stupid if we finalized the design and a year or two later it becomes obvious that we COULD have fought Tib War Four with shielded plasma-gun tanks but missed our chance.

They also serve as land battleships. Getting a couple for key Blue Zones would not be the worst with war on the horizon.
MARVs are disproportionately expensive for that purpose. It's not a good resource expenditure compared to just spending resources on normal military stuff. You have to think about opportunity costs when you place MARV hubs.
 
[X] Plan Stabilizer, Mecca and Pathfinder
[X] Plan Governor Spam + Pathfinder
[X] Plan Governor Spam + Pathfinder + Scrin Research
[X]Plan Balanced Logistics and Research
[X]Plan In the Eye of the Maelstrom v3.3:

I deem these plans to be adequate.
 
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Honestly I'd really like to at least try doing the Shimmer Shield and Plasma Cannon projects before developing, just to see if we could get them on the tank. Probably not, but we'd feel pretty stupid if we finalized the design and a year or two later it becomes obvious that we COULD have fought Tib War Four with shielded plasma-gun tanks but missed our chance.
Well if you want plasma cannons please consider my current plan as that has them in there.

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Attempting to Fulfill the Plan: GDI Edition

[X] Plan Toss A Plasma Weapon To Your Steel Talons Infrastructure 5/5 95R -[X] Tidal Power Plants (Phase 3) 2 dice 20R 51% (progress 154/300: 10 resources per die) (+++ Energy) -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0% (Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer...
 
For those who want a Scrin research die, and the possibility of doing 2 phases of Glacier Mining next plan.

[X] Plan Balanced Logistics and Research
Infrastructure 5 dice +15 5/5 105R
-[X] Blue Zone Arcologies (Stage 2) 138/600 1 die 15R
-[X] Rail Network Construction Campaigns (Phase 1) 83/250 2 dice 30R 32%
-[X] Mecca/Jeddah Planned City (Phase 3) 538/640 1 Tib die + 2 Infra dice, 60R 100%
Heavy Industry 5 dice +20 5/5 60R
-[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 87%
-[X] Security Review 1 die
Light and Chemical Industry 4 dice +15 4/4 60R
-[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
Agriculture 3 dice +15 3/3 40R
-[X] Forgotten Agricultural Support 0/150 2 dice 20R 47%
-[X] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5 dice +35 10/5 180R
-[X] Mecca/Jedda Planned City (Phase 3) 1 die
-[X] Tiberium Stabilizers 674/2000 9 dice 180R
Orbital Industry 3 dice +15 3/3 70R
-[X] GDIS Pathfinder 158/300 2 dice 60R 54%
-[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R 83%
Services 4 dice +30 5/4 65R
-[X] Scrin Research Institutions 0/350 1 die 30R
-[X] Expand Medical Schools 207/300 1 die 10R 53%
-[X] Domestic Animal Programs 0/200 2 dice 20R 30%
-[X] Indoor park programs 106/150 1 die 5R 100%
Military 5 dice +15 5/5 70R
-[X] Governor Class Cruiser Shipyards (Hampton Roads) 45/185 2 dice 40R 56%
-[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[X] Shell Plants (Phase 4) 3/300 2 dice 20R
Bureaucracy 3 dice +15 3/3
-[X] Security Reviews: DC55 2 dice 99%
-[X] Prepare for Retirement, 1 die

650/660R
10/10 Fusion dice
6/6 Free dice

Edit: or, for those who want arcologies over trains:

[X] Plan Balanced Arcologies and Research
Infrastructure 5 dice +15 5/5 105R
-[X] Blue Zone Arcologies (Stage 2) 138/600 3 dice 45R
-[X] Mecca/Jeddah Planned City (Phase 3) 538/640 1 Tib die + 2 Infra dice, 60R 100%
Heavy Industry 5 dice +20 5/5 60R
-[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 87%
-[X] Security Review 1 die
Light and Chemical Industry 4 dice +15 4/4 60R
-[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
Agriculture 3 dice +15 3/3 40R
-[X] Forgotten Agricultural Support 0/150 2 dice 20R 47%
-[X] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5 dice +35 10/5 180R
-[X] Mecca/Jedda Planned City (Phase 3) 1 die
-[X] Tiberium Stabilizers 674/2000 9 dice 180R
Orbital Industry 3 dice +15 3/3 70R
-[X] GDIS Pathfinder 158/300 2 dice 60R 54%
-[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R 83%
Services 4 dice +30 5/4 65R
-[X] Scrin Research Institutions 0/350 1 die 30R
-[X] Expand Medical Schools 207/300 1 die 10R 53%
-[X] Domestic Animal Programs 0/200 2 dice 20R 30%
-[X] Indoor park programs 106/150 1 die 5R 100%
Military 5 dice +15 5/5 70R
-[X] Governor Class Cruiser Shipyards (Hampton Roads) 45/185 2 dice 40R 56%
-[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[X] Shell Plants (Phase 4) 3/300 2 dice 20R
Bureaucracy 3 dice +15 3/3
-[X] Security Reviews: DC55 2 dice 99%
-[X] Prepare for Retirement, 1 die
 
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To an extent I agree. I'd only suggest really building 2 atm. One for our capital and one for the area around the Pentagon.
I don't think the Pentagon is a major military command and control node for us anymore, and our capital is heavily defended by other things, I suspect.

The problem is that we can't predict which targets Nod considers masterstroke-worthy. In Tib War Three they went after the ASAT network to permit attacks on our command and control, but this time they might open with, say, strikes on our key industrial facilities, the ones in big centralized plants, instead.
 
If we're worried about a war starting (and we should be, worst case maybe even within like 18 months) then using our very limited time to build a couple MARV fleets is pretty wasteful. If elaborate last ditch defense MARVs at the Pentagon are getting used then we've basically lost the war already. The fighting is going to start out on the Green-Yellow border and even if/when we're forced to give up ground our next lines should be in the outer Green Zone fortress towns and then the inner Green Zone fortress towns. If NOD makes it all the way to the Blue Zones, they've then got to go through a Blue Zone fortification line much thicker than the one they went through in TW3, and after slogging through layer after layer of Green Zone lines instead of getting to hit the Blue Zones fresh. And only after cracking that can NOD get large conventional armies to places like the Pentagon or Manchester. (They can of course get Shadow Teams into wherever they want if they want it bad enough, but a MARV fleet won't keep Shadow Teams off the Pentagon.)

Doing something to support any of the earlier defensive lines would be a better use of the resources. NOD can get stopped in the Green Zones, especially if we set up another round or two of fortress towns plus better logistical links with our Infra dice. But to do that we need to spend our Military dice on shells and ablative plating and sensors and all the other things needed to sustain a war out in the Green Zones rather than more guns in a few select Blue Zones.
 
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Well if you want plasma cannons please consider my current plan as that has them in there.

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Attempting to Fulfill the Plan: GDI Edition

[X] Plan Toss A Plasma Weapon To Your Steel Talons Infrastructure 5/5 95R -[X] Tidal Power Plants (Phase 3) 2 dice 20R 51% (progress 154/300: 10 resources per die) (+++ Energy) -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0% (Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer...
Things I don't like:

1) The scattershot use of Infrastructure dice and throwing one die at the macrospinner to (probably) little effect when we don't finish the Pharmaceuticals action this turn under your plan.

2) Failure to use all Service dice.

3) Only putting one die on cruiser yards. Personally I just want to get the cruisers done and stop dragging things out.
 
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