and lastly Orca Refit so our airforce can be called into the Red Zones by the Forgotten against NOD more successfully
Oh damn, we really shouldn't have forgotten (lol) about the air support that was promised to the Forgotten, more specifically for which part of the Airforce that would be most used for that effort, and thus which one would need to be upgraded ASAP. Otherwise they'd be at even more risk while doing those long-range missions that are probably far away from the usual GDI operations and patrols.

If only you posted that earlier... Oh well, I'll still vote for it anyways if that's of any consolation. But really though, it's a good point you've brought to attention for the next turn at the very least.

[X] Plan Stabilizer, Mecca and Pathfinder
[X] Plan Governor Spam + Pathfinder + Mecca Dice
[X]Plan In the Eye of the Maelstrom v3.3:
 
*delurks*
Gentle reminder
1) It takes a lead time of 12-18 months for a shipyard to put its first cruisers into service.
2) Nod is actively operating a first generation of multimission submarines right now and probably building a second and third generation to attack GDI cargo shipping and warships
3)We spent nothing on Shipyards last turn, in order to roll out Stabilizers and finish Phase 1 URLS
4)The Navy is explicitly complaining about being behind its rollout schedule, with its Confidence being set at Low, behind every other GDI military branch besides the Steel Talons
  • Navy
The Navy currently is behind where it wants to be on rolling out the Cruisers, and future shipbuilding plans rest heavily on other branches of the government. If the priority will be territorial conquest and offensive operations, the Navy sees a pressing need for expansion of modern point defense across the legacy fleet, and the construction of dedicated support craft for naval invasions. However, if the priority is instead a return to a general defensive strategy, the completion of currently planned cruiser yards is seen as generally sufficient, and the next likely step is a dedicated escort frigate to provide coverage and expand naval operations in the world's littorals.
Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ ‌Low‌ ‌
ZOCOM:‌ ‌Decent ‌

In spite of all that? All the implicit and explicit warnings?
A lot of us are still making and voting for plans that slow walk Cruiser Shipyards in favor of stuff like URLS despite having been explicitly told *by the QM* that there are enough rockets and missiles in production to meet current needs.

It doesnt matter how many missiles and tanks and shells you build for the Army if the Nod navy sinks the convoys carrying them from the BZ where it was produced to the battlefront where its needed. If you cant get construction equipment to Mecca because it got sunk. Or if the Treasury loses Tib and Cap goods shipments because they got hijacked by Nod submarines.

The Global Defense Initiative is a collection of geographically dispersed coastal BZs held together by ocean shipping routes.
Economic production and military logistics is dependent on the Navy protecting ocean shipping lanes.
Thats why the Cruisers are Very High Priority. For everyone. The convoys MUST get through.

And the Navy cant do that without ships. And ships take TIME to build; shipyards take time to spool up.

I do not believe it is defensible to spend less than 4 dice on Governor Shipyards this turn.
Not after stopping spending on them last turn in order to finish URLS Phase 1.
My two cents.

/relurking

VOTE
[X] Plan Governor Spam + Orbital Cleanup
 
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[X] Plan Governor Spam + Pathfinder + Mecca Dice
[X] Plan Governor Spam + Orbital Cleanup
 
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.
I'm not sure know what you're trying to say here, except that you may have misread the amount of dice I'm using. My plan still spends 1 die on Arcologies, the same as we've done in previous turns. It also spends five dice on Mecca, specifically 1 Tiberium die and 4 Infrastructure dice. The plan you're currently voting for (and that mine is a variation of) only spends 4 dice on Mecca: 1 Tib and 3 Infra.
3)We spent nothing on Shipyards last turn, in order to roll out Stabilizers and finish Phase 1 URLS
We spent 1 die on a shipyard last turn. We never stopped our investment into the shipyards. /pedantic
 
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This page's vote tally:
Adhoc vote count started by Dmol8 on Sep 22, 2021 at 8:45 AM, finished with 144 posts and 62 votes.

  • [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 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 + 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 In the Eye of the Maelstrom v3.3
    -[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
    -[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
    -[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
    -[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
    -[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
    -[X] GDIS Pathfinder 158/300 30 Resources per Die, 2 Die = 60 Resources
    -[X] Security Reviews Orbital 1 Die
    -[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
    -[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
    -[X] Security Reviews Orbital 2 Die
    -[X] Prepare for Retirement
    [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


Edit: So Plan Governor Spam + Orbital Cleanup overtook Plan Stabilizer, Mecca and Pathfinder and there has been some reshuffling in the low vote plans with my own Plan In the Eye of the Maelstrom v3.3: having 5 votes already. Some people must have edited votes for it after I posted it.
 
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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.
My big concern is that we need better artillery, not just more shells for existing artillery. Part of the reason we need so damn many shells is because our artillery guns are inaccurate weapons we hastily pressed into service because any cannon was better than none and we were phasing out conventional-propellant artillery anyway in favor of railguns for a lot of applications. But because our cannons are inaccurate, we end up taking longer and using more ammo to blast any given target, so we burn through ammo faster, so we need more.

The longer we keep manufacturing the old cannons and the bigger the system we build to feed shells into it, the worse this problem gets. Because the existing shell factories would have to be refit to accommodate the needs of new guns.

If we just want to make the military consumable situation better, I suggest we manufacture ablatives, because the military unambiguously needs all it can get. I also suggest we do the Tube Artillery Development project. It won't eliminate our existing guns, and it will probably make the artillery a lot more effective per unit of shell production.

Then we mash the Shell Plants button, presumably alongside making new artillery factories.

I know people are dreading doing development of new stuff, but this is a case where we're locked into a seriously inefficient weapon design due to having (justifiably and with reason) rushed development/deployment of an improvised weapon in the first place. We really should have our second-generation tube artillery ready to go for Tib War Four.

Don't get me wrong, we need more shells, but if we keep this up forever we're just kicking our own asses by not taking the time to do things right while it's still semi-peacetime.

The important part here is that tube artillery will require dev+deploy.
Yeah, I figured. But we're in a situation where we really do need to improve the artillery's effectiveness. The heavy guided missiles made more available by URLS help with that (as the Discord quotes point out), because they supplant some of the roles where artillery is used to engage from long range when a guided weapon would be a better choice.

But just making more shells and shipping them out isn't enough to solve the problem. Among other things, it's a heavy logistics burden- shipping out shells to units engaged in frontline combat tends to be the biggest chunk of logistics requirements, in terms of how many tons of what the unit will need. So anything that lets artillery get the job done by expending less ammunition, or lighter ammunition, has major payoffs.

Oh damn, we really shouldn't have forgotten (lol) about the air support that was promised to the Forgotten, more specifically for which part of the Airforce that would be most used for that effort, and thus which one would need to be upgraded ASAP.
Reread the Quarter Two results.

Just having the URLS missiles available to hang off their pylons has improved Orca air support performance considerably, and being able to arm our Firehawks and Apollos with higher-performance air-to-air missiles has helped reduce Nod's air threat. Deploying the upgraded Orca version soon will help more, but it's not a "you must do this to avoid fucking over the Forgotten" task to the same extent.

I do not believe it is defensible to spend less than 4 dice on Governor Shipyards this turn.
Not after stopping spending on them last turn in order to finish URLS Phase 1.
I could maybe justify three (say, two on Hampton Roads and one on the last one), but I really, really think we need to get this project put to bed.

Two reasons.

1) We're gonna be busy with ASAT next quarter. Nobody wants our existing moderately secure ASAT system to be all we have defending the Stabilizer against Nod. Unlike Q2 and Q3, we are fairly likely to have at least a couple of fusion dice left over in Q4, so we're more likely to see ASAT expansion next quarter... which competes with everything else we do in Military. As such, we won't want to have to do a big cruiser

2) We don't want to still be doing this in 2058. It's going to be painful having a quasi-mandatory 20 R/die project to take care of early in the next Four Year Plan, when it'll be competing for resources with other cost-intensive things we want to do. Things like further sensor rollouts before Nod learns we've cracked their stealth and compensates, or developing plasma weapons, or of course all the other Resource-heavy things we could want.

I'm not sure know what you're trying to say here, except that you may have misread the amount of dice I'm using. My plan still spends 1 die on Arcologies, the same as we've done in previous turns. It also spends five dice on Mecca, specifically 1 Tiberium die and 4 Infrastructure dice. The plan you're currently voting for (and that mine is a variation of) only spends 4 dice on Mecca: 1 Tib and 3 Infra.
I may have gotten a bit frazzled- long day yesterday- but what I'm trying to say is that I don't actually consider it an improvement to spend one die on arcologies and five dice on Mecca instead of spending two-and-four. I think that given the political pressures we're under, two-and-four is closer to the allocation balance that we need.

Furthermore, if this trend continues through Q4 (and I doubt we'll suddenly be shorting Mecca in Q4 anyway), we still throw eight dice at a project that only has about 740 Progress left to full completion. 6 Infra + 2 Tiberium gives us something like 660 Progress, which yes doesn't finish Mecca Phase 4 unless we're very lucky, but at that point it's just a matter of 'tapping' it over the finish line with, say, 1 Tiberium + 1 Infrastructure in 2058Q1. Theoretically suboptimal, yeah yeah, but it's not going to impact the Tiberium Stabilizer rollout (since we spend a Tib die in Q4 either way), and it's not enough to seriously impact our overall attempts to fulfill the plan.

And I really don't want to walk into the planning negotiations for the Third Four Year Plan with half the legislature glaring at us because there are like umpty million Blue Zone residents who live in grim gray commieblocks constructed as refugee housing, all of whom want homes in an arcology or an actual house, only we refuse to build houses and we've been building arcologies at the slowest rate possible that is consistent with not completely abandoning the project for... like, a year.

That's the kind of combo that undermines your negotiating position, y'know? Among other things we're going to be under a lot of pressure to get at least one round of arcologies, probably more, done by the 2059Q4 elections, simply because otherwise all those voters are gonna take the lack of good housing as evidence that either:

1) Free Market Party was right all along, OR

2) If not, they should pressure their Market Socialist representatives to pull control of the housing situation away from Treasury and force us to fund co-ops that will build actual houses in the expanding Blue Zones- remember, as far as many voters know GDI is currently winning against tiberium, OR

3) Worst yet, they may conclude Initiative First was right all along and that Treasury is constantly wasting GDI's budget on passion projects in the Yellow Zones that have minimal direct benefits for Blue Zone residents.
 
I may have gotten a bit frazzled- long day yesterday- but what I'm trying to say is that I don't actually consider it an improvement to spend one die on arcologies and five dice on Mecca instead of spending two-and-four. I think that given the political pressures we're under, two-and-four is closer to the allocation balance that we need.
I think you're seriously overestimating whatever penalties we might face from not investing "enough" into arcologies. Most likely, next year it'll be a plan goal from the FMP, and all the dice we've put into it will simply make it easier to complete. I don't think we're going to get any cookie points for an unfinished project that only a small portion of the congress cares about, regardless of how much partial progress we've put into it.
 
It's also, if I'm counting right, at most two rounds of arcologies to fit everyone currently in low quality housing into them? Which is a couple rounds of infra unless we get terrible rolls.

It can't be that big a deal.
 
I think you're seriously overestimating whatever penalties we might face from not investing "enough" into arcologies. Most likely, next year it'll be a plan goal from the FMP, and all the dice we've put into it will simply make it easier to complete.

I don't think we're going to get any cookie points for an unfinished project that only a small portion of the congress cares about, regardless of how much partial progress we've put into it.
I don't think "only a small portion of the congress" cares. We've been getting pressure from Developmentalist politicians too, remember.

Also, think about the underlying political reality. People who vote for the FMP list aren't the only ones who want to live in arcologies. They probably aren't even the main group that want that.

The biggest constituency for demanding that we build more arcologies is "everyone who now lives in a commieblock," which is a pretty wide cross-section of our society.

Shit, there are probably Starbound voters who want us building more arcologies... because while they are totally SPACESHIP about our SPACESHIP and love SPACESHIP to pieces, if they can't live in a moon base just yet, they don't want to have to live in a commieblock.

There's a reason that it's one of the few civilian projects that gets labeled "High Priority."

...

Now, as to whether us being at, say, 400/600 on a phase of Arcologies as opposed to 300/600 is going to make any difference in our negotiating position or not... I suppose I really can't be sure.

But I'm pretty sure we're going to run into an 'unexpected' (and by that I mean COMPLETELY EXPECTED) problem with a lot of legislators wanting to demand that we build arcologies. I think we're in collective denial about how much frustrated desire there among the public and the legislature to see us working on that.
 
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