The major chance here is a full 5 dice on Mecca. We don't have any need to accelerate the Arcologies, but Mecca is a time-limited opportunity and an expensive megaproject all in one. If we invest a full 5 dice this and next turn, we'll have a decent 36.7% chance to complete it next turn, and we won't need many dice to finish it the turn after if it doesn't. Cut that by 1 Infra die, and the chance falls to 13.4%; cut it by 2 Infra dice over the next two turns and it goes all the way down to 2.2%. I don't see the point in adding in an extra die on Arcologies (when we'd still need 5 more after that) over pushing Mecca towards completion.
See, personally I think that the near-total cessation of effort on Blue Zone Arcologies is going to hurt us politically, just in a narrative way that isn't immediately obvious to Granger. We've been given something like half a dozen narrative hints that the housing issue is important to a lot of GDI citizens, and the turn results warned us that we're to the point where media and possibly even protestors are yelling at our work crews for being slow-asses. Even if it won't complete the project later this year, a die or two per turn will do a lot to at least make it look like we're Doing The Thing, especially since we'll be in no position to surge arcology dice in early 2058 either.

Mecca's important but it's not the only thing that's important, and quite frankly I think five dice per turn that are likely to add ~360 progress per turn, blowing us through Phase 3 and getting us most of the way to Phase 4 by the end of the year, is respectable.

Cuts a die from Expand Medical Schools. We need more Medical, yes, but 1 die is enough for a 53% completion chance, while 2 dice is at 99%. We only really need 1 die, the extra second die is 53% likely to be wasted. Also, 1 die here plus the 3 dice on Pharmaceutical Synthesis Centers means we'll have about a 64% chance for one of the two +Health projects to complete, and if they don't we have enough slack in Medical to cover things for another turn.
I don't mind Expand Medical Schools being slow-walked as long as we keep activating all our Services dice. With the bonuses there so high, I've always hated to leave those fallow.

By the way, we currently don't have whatever Health points it'll cost to implement advanced prosthesis.
Personally I like the idea of developing it even if we're not immediately mass-producing it, as long as we have a realistic path to widespread deployment soon. It's not like a weapon where you can at least argue that the prototype weapon is useless if it doesn't go into mass production fighting the enemy. People's quality of life gets better, y'know?

1. I was considering putting the dice on ether the BZ arcologies or the rail network but tidal was cheaper and should be quick to finish since it's already half way there.

2. I needed to cut costs somewhere and medical schools still have a better then even chance of finishing on one die so that got cut.

3. I would like them done too but we have so many things to do like more shells, missiles and ablat plates so I put a die towards it rather then none.
1) I understand, but we don't pressingly need the Energy and it's not a project we're under any political pressure to complete, when the arcologies and Mecca are.

2) I can sympathize.

3) It's question of prioritization. The cruiser yards are a huge project that we've often slow-walked. I'm tired of waiting and spinning it out.
 
URLS Phase 2 because ground and air need more missiles and it would be nice to build up a stockpile so roll that out, while also working on the dev required and continue work on the cruiser. Also Q1 and Q2 (and maybe Q3) of next year we are going to be asking our air and ground forces to help sustain further extraction efforts in the RZ glaciers and general harvesting to rebuild income. As such rolling out another air and ground deployment will help safeguard those missions.
I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.

What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
 
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I feel it's worth pointing out: Air and ground don't actually need more missiles. The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.

What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
Fully agreed. Because unlike Missiles, more shell production is something that soft-unlocks options for expansions such as more Fortress Towns, which are beginning to become more relevant than ever due to the extending supply lines by the expansions into Yellow Zone and preparations for the next impending war. That and the previous battle for Chicago also noted a lack of shells after only a few hours of firing.
 
I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.

What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
And of course, there's always Ablat, which literally everyone wants more of.
 
So, broadly, the situation with consumables at the moment.

Missiles: Could use more, but right now things are generally better than they have ever been.
Ablat: Decent, but tends to get consumed rapidly, and everyone wants more.
Shells: Supplies are limited at best and generally Ground Forces wants significantly more.
 
Going to post a few snippets from Discord on shells vs. rockets/missiles.

Puterace — 09/01/2021
If you need 5 units of firepower, will 5 from all shells be equivalent to 4 from shells and 1 from rockets?
ithillid — 09/01/2021
In terms of supplying the fortress towns, yes.
....
ithillid — 09/01/2021
Partially it is because once you have those T20Es out there to be slung, GDI will be using those to service that tank out at 15k meters that the artillery is having trouble with.
So rockets will help supply fortress towns in that it relieves a bit of their weapons shortage. Also helps a bit with long-range precision fire that artillery has trouble with by using guided rocket munitions. But the mention there was specifically for fortress towns.

Puterace — 09/01/2021
Artillery for massed formations, rocket artillery for a more personalized touch.

ithillid — 09/01/2021
In some cases.
[1:40 PM]
Generally rocket artillery is a mix of shock artillery and precision artillery, depending on the guidance package.
ithillid — 09/01/2021
While tube artillery does a little bit of everything.
Some info on rocket artillery vs. tube artillery.

Mike1998 — 09/01/2021
I'm talking Katyusha-style or Grad style rocket batteries.
cryptoam — 09/01/2021
URLS for us also includes missiles btw
Mike1998 — 09/01/2021
Oh, I thought we were talking about MRLs.
ithillid — 09/01/2021
You don't have those yet.
Vehrec09/01/2021[/H2]
get stage 2 or 3 of the URLS complete, then we'll see about the new hover-chasis for them
ithillid — 09/01/2021
Pretty much.
[1:57 PM]
Service current missile needs before building something entirely dependent on missiles.

So taking this snippet with the previous snippets, I've got an opinion on what's going on. (Let me know if you think this is wrong and why.)
Current rockets are sufficient for defensive purposes (fortress towns) and air combat. But without a dedicated rocket unit (like the Sandstorm HMLRS we got this turn) rockets aren't a major part of the offensive arsenal. With shells, we currently have existing units that use shells for offensives on top of fortress towns also using them.

Whether or not supplying more rockets will end up allowing fortress towns to use more rockets and free up shells for the rest of the ground forces is unknown at this time. But probably not.

Puterace — Today at 1:15 AM
Hey Ithilid: would there be any chance that tube artillery development will need a tube artillery deployment? A followup question is why does phase 4 of shell plants require 0/300 instead of the 0/150 of the all the other phases before and after it? (Is it because of the accuracy issue?)
....
ithillid — Today at 7:03 AM
So, it will be a deployment project or a couple of factories to produce new tubes. As for Phase 4, there were two phases of /300 that I put in because you decided that you wanted to build artillery intensive systems, and not build ammunition plants to support them.

The important part here is that tube artillery will require dev+deploy.
 
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I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.

What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
Interesting since the expanded use of tanks firing missiles and our air force flying more engagements I would have seen an uptick in missile use so stocking up for high intensity combat when we can made sense, more so since at 2 dice ablat might complete (42%) but shells will not (3 dice gives a 3% chance but really we need 5 for the current stage). And I doubt we have the dice free next turn to follow up on shell plants even though I really want that phase 4 but I do have that tentative for next year as we can hopefully swing some free dice into mil again. I am going to try and get all the stuff we have researched deployed (outside of Ground Armor since that might be a bit too much on cap goods and labor right now)
 
Shell plants is going to be needed more than rockets. We shouldn't avoid putting dice towards it just because it'll take a while to finish.

Doing Rocket Plants now is just throwing away good Power to minimal gain. We have Word of GM in thread now that of the three consumables, Missiles is in the best shape. It's shells and ablative that sorely need attention, even if their chance of completion pleting this turn is much smaller.
 
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[X] Plan Less a Pathfinder but More Red Zone Containment
-[X] Infrastructure 5/5 dice 95R
--[X] Blue Zone Arcologies (Stage 2) 138/600 1 die (15R) (High Priority)
--[X] Mecca/Jeddah Planned City (Phase 3) 538/640 4 dice (80R)
-[X] Heavy Industry 5/5 dice 80R
--[X] Continuous Cycle Fusion Plants 0/350 1 die 20R (High Priority)
--[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice (60R)
-[X] Light and Chemical Industry 4/4 dice 60R
--[X] Chemical Fertilizer Plants 184/200 1 die (15R)
--[X] Pharmaceutical Synthesis Centers 0/250 3 die (45R) (High Priority)
-[X] Agriculture 3/3 dice 60R
--[X] Agricultural Support 0/150 2 dice (20R)
--[X] Spider Cotton Development 22/40 1 die (20R)
-[X] Tiberium 5/5 dice +6 Free dice 225R
--[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
--[X] Mecca/Jeddah Planned City (Phase 3) 538/640 1 die (20R)
--[X] Tiberium Stabilizer Deployment 674/2000 9 dice (9 Fusion) (180R) (Very High Priority)
-[X] Orbital 3/3 dice (1 Fusion) 40R
--[X] GDIS Pathfinder 158/300 1 dice (30R)
--[X] Orbital Cleanup (Stage 5) 42/90 1 die (Fusion)(10R)
--[X] Security Review 1 die
-[X] Services 4/4 dice 35R
--[X] Expand Medical Schools 207/300 2 dice (20R)
--[X] Professional Sports Programs 0/250 1 die (10R)
--[X] Indoor Park Programs 106/150 1 die (5R)
-[X] Military 5/5 dice 80R
--[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die (10R)
--[X] Ablat Plating Deployment (Phase 4) 45/200 2 dice (20R) (Very High Priority)
--[X] Governor Class Cruiser Shipyards
--- [X] Hampton Roads 45/185 2 die (40R) (Very High Priority)
-[X] Bureaucracy 3/3 dice
--[X] Security Review Orbital DC55 2 dice
--[X] Prepare for Retirement 1 die

Total Cost= 640 Resources (20 reserve for next turn)
6/6 Free dice, 10/10 Fusion

Mine's pretty much the same as everyone else's, but I slow the Pathfinder a bit to try and snipe that last Red Zone Containment stage. Success gets us 5 RZ Abatement and more importantly, at least 10 Resources! This plus the remainder and the 20 from Orbital Cleanup will let us plow all our Orbital dice into finishing the Pathfinder, or get in heavy on more Regolith Harvesting, or even get ambitious and take a swing at Stage 1 of Columbia & Shala. I think we could free up at least one or two Free dice and a Fusion die from Stabilizers to finally have all the stations existing at once.

Leaving URLS hanging so close to done really disturbs my zen, even though I know the military is decent with the current levels. But needs must, and all, so going with the more desired Ablat Plating. This also keeps support spread throughout the services instead of having an only-Navy quarter.

I'm also fine with the following-
[X] Plan Stabilizer, Mecca and Pathfinder
[X] Plan Balanced Logistics and Research
 
[X] Plan Stabilizer, Mecca and Pathfinder
I would have liked to do only one dice on Universal Rocket Launch System Deployment and the second on war factories refit but not going to create a new variant and split the vote.
 
So the plans are already roaring into action. Fine. Vote Tally for my own use if nothing else before I decide whether to post my own plan or vote for someone else's:
Adhoc vote count started by Dmol8 on Sep 22, 2021 at 5:05 AM, finished with 127 posts and 48 votes.

  • [X] Plan Stabilizer, Mecca and Pathfinder
    -[X] Blue Zone Arcologies (Stage 2) 138/600 1 die 15R 0%
    -[X] Mecca/Jeddah Planned City (Phase 3) 523/640 4 dice 80R (see tib)
    -[X] Continuous Cycle Fusion Plants 0/350 1 die 20R 0%
    -[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 84%
    -[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
    -[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
    -[X] Agricultural Support 0/150 2 dice 20 R
    -[X] Spider Cotton Development 22/40 1 die 20R 100%
    -[X] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 4 Infra 20R 100%
    -[X] Tiberium Stabilizers 674/2000 10 dice (10 fusion) 200R 0%
    -[X] Security Review 1 Orb die
    -[X] GDIS Pathfinder 158/300 2 dice 60R 54%
    -[X] Expand Medical Schools 207/300 1 die 10R 53%
    -[X] Domestic Animal Programs 0/200 1 die 10 R 0%
    -[X] Indoor park programs 106/150 1 die 5R 100%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 2 dice 30R 88%
    -[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
    -[X] Governor Class Cruiser Shipyards (Hampton Roads) 45/185 2 dice 40R 56%
    -[X] Security Reviews(Orbital) DC55 2 dice+1 orbital 99%
    -[X] Prepare for Retirement 1 die
    [X] Plan Governor Spam + Orbital Cleanup
    -[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Security Review, 1 die
    -[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
    -[X] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
    -[X] Forgotten Agricultural Support, 2 dice (20 Resources)
    -[X] Spider Cotton Development, 1 die (20 Resources)
    -[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] GDIS Pathfinder, 1 die (30 Resources)
    -[X] Orbital Cleanup(Stage 5), 2 dice (30 Resources)
    -[X] Advanced Prosthetics Development, 1 die (15 Resources)
    -[X] Expand Medical Schools, 2 dice (20 Resources)
    -[X] Indoor Park Programs, 1 die (5 Resources)
    -[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)
    -[X] Security Reviews (HI), 2 dice
    -[X] Prepare for Retirement 1 die
    [X] Plan Governor Spam + Pathfinder + Mecca Dice
    -[X] Blue Zone Arcologies (Stage 2), 1 die 15R (1/7 median)
    -[X] Mecca/Jeddah Planned City (Phase 3), 1 Tib + 4 Infra dice 100R 100% (If repeated next turn, 37% Phase 4)
    -[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 87%
    -[X] Chemical Fertilizer Plants (Phase 1), 1 die 15R 100%
    -[X] Pharmaceutical Synthesis Centers, 3 dice 45R 23%
    -[X] Forgotten Agricultural Support, 2 dice 20R 47%
    -[X] Spider Cotton Development 1 die 20R 100%
    -[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) 200R (10/16 median)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die
    -[X] GDIS Pathfinder 2 dice 60R 54%
    -[X] Security Review, 1 die
    -[X] Expand Medical Schools 1 die 10R 53%
    -[X] Domestic Animal Programs, 2 dice 20R 30%
    -[X] Indoor park programs 1 die 5R 100%
    -[X] Zone Emergency Medical Evacuation Vehicle Development 1 die 10R 91%
    -[X] Governor Class Cruiser Shipyards (Hampton Roads), 2 dice 40R 56%
    -[X] Governor Class Cruiser Shipyards (Rosyth), 2 dice 40R 19%
    -[X] Security Reviews (Orbital), 2 dice 99%
    -[X] Prepare for Retirement 1 die
    [X] Plan Governor Spam + Pathfinder
    -[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
    -[X] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
    -[X] Forgotten Agricultural Support, 2 dice (20 Resources)
    -[X] Spider Cotton Development, 1 die (20 Resources)
    -[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] GDIS Pathfinder, 2 dice (60 Resources)
    -[X] Security Review, 1 die
    -[X] Advanced Prosthetics Development, 1 die (15 Resources)
    -[X] Expand Medical Schools, 2 dice (20 Resources)
    -[X] Indoor Park Programs, 1 die (5 Resources)
    -[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)
    -[X] Security Reviews (Orbital), 2 dice
    -[X] Prepare for Retirement 1 die
    [X] Plan Toss A Plasma Weapon To Your Steel Talons
    -[X] Tidal Power Plants (Phase 3) 2 dice 20R 51%
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
    -[X] Mecca/Jeddah Planned City (Phase 3) 1 Tiberium die + 2 dice 60R %
    -[X] Continuous Cycle Fusion Plants 1 die 20R 0%
    -[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 87%
    -[X] Chemical Fertilizer Plants 1 die 15R 100%
    -[X] Pharmaceutical Synthesis Centers 2 dice 30R 0%
    -[X] Reykjavik Myomer Macrospinner (phase 1) 1 die 20R 51%
    -[X] Agricultural Support 1 die 10R 0%
    -[X] Spider Cotton Development 1 die 20R 100%
    -[X] Tiberium Stabilizers 4 fusion dice + 6 free fusion die 200R 0%
    -[X] GDIS Pathfinder 2 dice 60R 54%
    -[X] Advanced Prosthetics Development 1 die 15R 100%
    -[X] Expand Medical Schools 1 die 10R 53%
    -[X] Indoor park programs 1 die 5R 100%
    -[X] Zone Emergency Medical Evacuation Vehicle Development 1 die 10R 91%
    -[X] Universal Rocket Launch System Deployment (Phase 2) 2 dice 30R 88%
    -[X] Governor Class Cruiser Shipyards
    --[X] Hampton Roads 1 free die 20R 0%
    -[X] Tactical Plasma Weapon Development 1 die 30R 91%
    -[X] Security Reviews (Orbital) 1 Orbital die + 2 dice 99%
    -[X] Prepare for Retirement 1 die
    [X]Plan Balanced Logistics and Research
    -[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%
    -[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 87%
    -[X] Security Review, 1 die
    -[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
    -[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
    -[X] Forgotten Agricultural Support 0/150 2 dice 20R 47%
    -[X] Spider Cotton Development 22/40 1 die 20R 100%
    -[X] Mecca/Jedda Planned City (Phase 3) 1 die
    -[X] Tiberium Stabilizers 674/2000 9 dice 180R
    -[X] GDIS Pathfinder 158/300 2 dice 60R 54%
    -[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R 83%
    -[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%
    -[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
    -[X] Security Reviews: DC55 2 dice 99%
    -[X] Prepare for Retirement 1 die
    [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, +++ Consumer Goods, -- Energy) (High Priority) 1 dice, 15 R
    --[X] Yellow Zone Fortress Towns (Phase 3) (Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification) 2 Dice, 40 R
    --[X] Rail Network Construction Campaigns (Phase 1)(Progress 83/250: 15 Resources per die) (+++ Logistics) 1 Dice, 15 R
    --[X] Mecca/Jeddah Planned City (Phase 3) (Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity) 2 infra dice, 1 tiberium dice, 60 R
    -[X]Heavy Industry (5 dice) 85 R
    --[X] North Boston Chip Fabricator (Phase 4) (Progress 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy) 3 dice, 45 R
    --[X] Continuous Cycle Fusion Plants (Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority) 2 dice, 40 R
    -[X]Light and Chemical Industry (4 dice) 60 R
    --[X] Chemical Fertilizer Plants (Phase 1) (Progress 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy) 1 dice, 15 R
    --[X] Pharmaceutical Synthesis Centers (Progress 0/250: 15 resources per die) (+++ Health, -- Energy) 3 dice, 45 R
    -[X]Agriculture (3 dice) 30 R
    --[X] Agricultural Support (Progress 0/150: 10 resources per die) 2 dice, 20 R
    --[X] Perennial Aquaponics Bays (Stage 2) (Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support) 1 dice, 10 R
    -[X] Tiberium (5 dice) 50 R
    --[X] Tiberium Prospecting Expeditions (Repeating Stage) (Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources]) 2 Dice, 10 R
    --[X] Tiberium Stabilizers (Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion) 2 Fusion dice, 40 R
    -[X]Orbital (3 dice) + 1 free dice, 30 R
    --[X] Orbital Cleanup (Stage 5) (Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) 1 Fusion Dice, 10 R
    --[X] Expand Orbital Communications Network (Phase 3) (Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion) 2 Fusion dice, 20 R
    --[X] Security Review 1 die
    -[X]Services (4 dice) 45 R
    --[X] Scrin Research Institutions (Progress 0/350: 30 resources per die) 1 Dice, 30 R
    --[X] Expand Medical Schools (Progress 207/300: 10 resources per die) (-- Labor, +++ Health) 2 Dice, 10 R
    --[X] Indoor park programs (Progress 107/150: 5 resources per die) (5 Political Support) 1 Dice, 5 R
    -[X]Military (5 dice) + 2 free dice 110 R
    --[X] Wartime Factory Refits (Phase 1) (Progress 0/60: 20 Resources per die) (-- Capital Goods) 1 Dice, 20 R
    --[X] Zone Emergency Medical Evacuation Vehicle Development (Progress 0/40: 10 resources per die) (Must be completed before End of Plan) 1 Dice, 10 R
    --[X] Ablat Plating Deployment (Stage 4) (Progress 45/200: 10 resources per die) (Very High Priority) 1 Dice, 10 R
    --[X] Shell Plants (Phase 4) (Progress 3/300: 10 Resources per die) (-- Energy) (High Priority) 1 Dice, 10 R
    --[X] Ground Forces Zone Armor (Set 1) New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods) 1 Dice, 20 R
    --[X] Governor Class Cruiser Shipyards Hampton Roads(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Dice, 40 R
    -[X]Bureaucracy (3 dice) + 1 free dice
    --[X] Security Reviews, 2 dice
    --[X] Prepare for Retirement 1 Dice
    [X] Plan Governor Spam + Pathfinder + Scrin Research
    -[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
    -[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
    -[X] Pharmaceutical Synthesis Centers, 2 dice (30 Resources)
    -[X] Forgotten Agricultural Support, 2 dice (20 Resources)
    -[X] Spider Cotton Development, 1 die (20 Resources)
    -[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
    -[X] GDIS Pathfinder, 2 dice (60 Resources)
    -[X] Security Review, 1 die
    -[X] Scrin Research Institutions, 1 die (30 Resources)
    -[X] Expand Medical Schools, 2 dice (20 Resources)
    -[X] Indoor Park Programs, 1 die (5 Resources)
    -[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)
    -[X] Security Reviews (Orbital), 2 dice
    -[X] Prepare for Retirement 1 die
    [X] Plan Balanced Arcologies and Research
    -[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%
    -[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 87%
    -[X] Security Review, 1 die
    -[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
    -[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
    -[X] Forgotten Agricultural Support 0/150 2 dice 20R 47%
    -[X] Spider Cotton Development 22/40 1 die 20R 100%
    -[X] Mecca/Jedda Planned City (Phase 3) 1 die
    -[X] Tiberium Stabilizers 674/2000 9 dice 180R
    -[X] GDIS Pathfinder 158/300 2 dice 60R 54%
    -[X] Orbital Cleanup (Stage 5) 42/90 1 die 10R 83%
    -[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%
    -[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
    -[X] Security Reviews: DC55 2 dice 99%
    -[X] Prepare for Retirement 1 die
    [X] Plan Less a Pathfinder but More Red Zone Containment
    -[X] Infrastructure 5/5 dice 95R
    --[X] Blue Zone Arcologies (Stage 2) 138/600 1 die (15R) (High Priority)
    --[X] Mecca/Jeddah Planned City (Phase 3) 538/640 4 dice (80R)
    -[X] Heavy Industry 5/5 dice 80R
    --[X] Continuous Cycle Fusion Plants 0/350 1 die 20R (High Priority)
    --[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice (60R)
    -[X] Light and Chemical Industry 4/4 dice 60R
    --[X] Chemical Fertilizer Plants 184/200 1 die (15R)
    --[X] Pharmaceutical Synthesis Centers 0/250 3 die (45R) (High Priority)
    -[X] Agriculture 3/3 dice 60R
    --[X] Agricultural Support 0/150 2 dice (20R)
    --[X] Spider Cotton Development 22/40 1 die (20R)
    -[X] Tiberium 5/5 dice +6 Free dice 225R
    --[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
    --[X] Mecca/Jeddah Planned City (Phase 3) 538/640 1 die (20R)
    --[X] Tiberium Stabilizer Deployment 674/2000 9 dice (9 Fusion) (180R) (Very High Priority)
    -[X] Orbital 3/3 dice (1 Fusion) 40R
    --[X] GDIS Pathfinder 158/300 1 dice (30R)
    --[X] Orbital Cleanup (Stage 5) 42/90 1 die (Fusion)(10R)
    --[X] Security Review 1 die
    -[X] Services 4/4 dice 35R
    --[X] Expand Medical Schools 207/300 2 dice (20R)
    --[X] Professional Sports Programs 0/250 1 die (10R)
    --[X] Indoor Park Programs 106/150 1 die (5R)
    -[X] Military 5/5 dice 80R
    --[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die (10R)
    --[X] Ablat Plating Deployment (Phase 4) 45/200 2 dice (20R) (Very High Priority)
    --[X] Governor Class Cruiser Shipyards
    --- [X] Hampton Roads 45/185 2 die (40R) (Very High Priority)
    -[X] Bureaucracy 3/3 dice
    --[X] Security Review Orbital DC55 2 dice
    --[X] Prepare for Retirement 1 die


Alright it seems everyone is doing stuff I already want and no one is doing some specific stuff I want so my plan here:

[X]Plan In the Eye of the Maelstrom v3.3:
Infrastructure 5/5 Dice 95 Resources:
-[X]Blue Zone Arcologies (Stage 2) 138/600 15 Resources per Die, 1 Die = 15 Resources
-[X]Mecca/Jeddah Planned City (Phase 3) 538/640 20 Resources per Die, 4 Die = 80 Resources
Heavy Industry 5/5 Dice 80 Resources:
-[X] North Boston Chip Fabricator (Phase 4) 970/1200 15 Resources per Die, 4 Dice = 60 Resources
-[X] Continuous Cycle Fusion Plants 0/350 20 Resources per Die, 1 Die = 20 Resources
Light and Chemical Industry 4/4 Dice 60 Resources:
-[X] Pharmaceutical Synthesis Centers 0/250 15 Resources per Die, 3 Dice = 45 Resources
-[X] Chemical Fertilizer Plants 184/200 15 Resources per Die, 1 Die = 15 Resources
Agriculture 3/3 Dice 40 Resources:
-[X] Agricultural Support 0/150 10 Resources per Die, 2 Die = 20 Resources
-[X] Spider Cotton Development 22/40 20 Resources per Die, 1 Die = 20 Resources
Tiberium 5/5 Dice + 6 Free Dice 220 Resources:
-[X] Mecca/Jeddah Planned City (Phase 3) 538/640 20 Resources per Die, 1 Die = 20 Resources
-[X] Tiberium Stabilizers 674/2000 30 Resources per Die 20 Resources per Fusion Die, 10 Fusion Dice = 200
Orbital 3/3 Dice 60 Resources:
-[X] GDIS Pathfinder 158/300 30 Resources per Die, 2 Die = 60 Resources
-[X] Security Reviews Orbital 1 Die
Services 4/4 Dice 40 Resources:
-[X] Advanced Prosthetics Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[X] Expand Medical Schools 207/300 10 Resources per Die, 2 Die = 20 Resources
-[X] Indoor park programs 106/150 5 Resources per Die, 1 Die = 5 Resources
Military 5/5 Dice 65 Resources:
-[X] Orca Refit Deployment 0/200 15 Resources per Die, 3 Dice = 45 Resources
-[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 10 Resources per Die, 1 Die = 10 Resources
-[X] Havoc Scout Mech Development 0/30 10 Resources per Die, 1 Die = 10 Resources
Bureaucracy 3/3 Dice:
-[X] Security Reviews Orbital 2 Die
-[X] Prepare for Retirement

95+80+60+40+220+60+40+65 = 660/660

So my plan does Mecca with 4+1 Dice and 1 Die on Blue Zone Arcologies, then finishes North Boston and moves onto Continuous Cycle Fusion Plants, then the same as every leading plan finishes Chemical Fertilizer Plants and does Pharmaceutical Synthesis Centers, Agricultural Support, Spider Cotton, Mecca activation Die and ten Dice on the Tiberium Stabilizer, then Orbital Reviews alongside GDIS Pathfinder, then Advanced Prosthetics Development alongside finishing both Expanding Medical Schools and Indoor park programs and lastly Orca Refit so our airforce can be called into the Red Zones by the Forgotten against NOD more successfully while developing ZEMEVD for evacs and Havoc for the Space Mechs. Also Retirement preparation.
 
Actually, I do not believe so. I think there were three separate concrete specific scenarios for what Kane is. There is lore master for Tib!verse present in-thread.
Hey @M-Tails-P, want to enlight us mortals about the info what Kane actually is, please?
If we're going by in-game info only, it's pretty much confirmed that Kane is an alien who's been stranded on Earth, and he just might be the Biblical Cain.
*For some reason, he's in the Scrin database, though the Supervisor mentioned that his genetic variation is unknown to them.
*Also in TW, as Kane was evacuating from Temple Prime, he started ranting about how it's time to leave behind "the insufferable race of animals who themselves man" and to "escape this god-forsaken rock". From the description of that cutscene, even the Nod Commander has zero idea what's he going on about, so he's most likely not putting on a show in front of his followers - he's just so mad at Kilian's apparent betrayal that he dropped the facade momentarily.
*In Renegade, we find an ancient stone tablet in the Temple of Nod depicting Cain's killing of Abel. A similar tablet can be seen in the ending of TD. We also see what appears to be Abel's tomb in the game. The belief that Kane is Cain is also mentioned in the TW-era Kane Dossier.
*In the Nod ending of TS, he disappears as the World Altering Missile is launched. Even though the ending itself is non-canon, this is probably the most concrete proof that Kane's not from this world.
 
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