Philly 4 and 5 are going to be such boons for our progress (also how many station phases did OTL GDI do?)

It's if we want to do much of anything else, or don't feel like we can afford to spend Orbital dice on stations in the first turn or two of the plan, that things get dicey.
I have stations as tentative Q3, Q1 and Q2 we can do comm sats or orbital cleaning since that is 10R per dice vs 20R per dice and we need the funds to get income up so we can dump free dice into projects like philly and mil
 
If all we did was build Enterprise and Philadelphia, yeah more or less.

It's if we want to do much of anything else, or don't feel like we can afford to spend Orbital dice on stations in the first turn or two of the plan, that things get dicey.
TBF, Philadelphia's dice bonuses help a lot, in both Orbital and freeing up dice from elsewhere. And we'll need Enterprise for all the space mining we're going to be doing.
 
These two arguments are to some extent acting at cross purposes to each other. When Nod eventually attacks, it is very likely that we will lose ground, or at a bare minimum that Nod will launch infiltrations and long range attacks armed with weapons of terror, tiberium weapons, and so on. Our "Green Zone" buffer territories will not be fully and truly safe; it is in the nature of a buffer to absorb attacks that would otherwise hit whatever is behind it.

If anything, we are likely to see an increase in internal migration of refugees from the Green Zones to the Blue Zones.

If Nod experiences any meaningful success on the battlefield, civilian Green Zone populations will tend to be (PARTLY) pushed back into the Blue Zones, where we will have to find places to house them in a hurry during a shooting war. If we're relying heavily on Yellow Zone arcologies to house refugees, many of those refugees will wind up back on the road again in short order.

So you can advocate relying heavily on Yellow Zone arcologies to house the current refugee waves. Or you can expect Nod to hit us hard and push against our territory hard enough to be a serious problem. Advocating the one while expecting the other leads to a contradiction that can only be resolved by trying to keep most of the civilians in the Blue Zones, away from Nod.

Fortress Towns are miserable housing and only get filled after all other housing has been, so getting refugees to settle there requires us to maintain deliberate housing scarcity in the Blue Zones (which angers Blue Zone residents), or to discriminate by refusing to settle Yellow Zone refugees in the existing Blue Zone housing (which involves giving Hideo Ozawa and Initiative First something other than a good swift kick in the pants). Neither is a good option in the long run.

Furthermore, Fortress Towns are not efficient for housing. Two phases of Blue Zone arcologies cost 1200 Progress at 15 R/die; the next four phases of Fortress Towns will cost a total of 1150 Progress at 20 R/die. And this despite the arcologies being much nicer to live in, more secure, and a source of valuable Consumer Goods.

The fortress towns are desirable to have, but it is not desirable that they be heavily populated with refugees.

The arcology commitment only requires us to spend roughly half the Plan's Infrastructure dice. Now, that's a lot, don't get me wrong- but it still leaves quite a bit of wiggle room, even enough for a megaproject in Infrastructure IF we're prepared to commit to making adjustments elsewhere in the Plan to reduce strain on Infrastructure dice.

...

Bear in mind that when we were discussing this before the Reallocation post was put out, nearly everyone was discussing this in terms of building 4-6 phases of arcologies. Because we legitimately need that much housing, and there has been no clear sign that we'll get that much housing of acceptable quality without building that many phases.
1) Yes its true they'll try.
But infiltrations and long range attacks, while painful, are not the same thing as punching into the Green Zone with armored columns of Scorpions and Avatars and physically taking towns and Arcologies away.

Furthermore, Fortress Towns are logistical nodes that support the military's efforts to push the line of confrontation farther away from longheld GDI territory by securing supply lines. That makes existing YZ accommodations more secure against Nod incursions, while also enabling the military to pressure the Brotherhood sufficiently to materially impact their ability to accumulate the forces for a sustained or successful ground offensive.

We dont rely on Fortress Towns for Housing; thats what YZ Arcologies and BZ Arcologies are for. But their contribution is welcome.

2) We remain at war. Nod and GDI are both still engaged in major military operations against each other.
Significant portions of our Harvesters engage in routine resourcing operations under the threat of military attack. One of our BZs remains under significant threat of being cut off and besieged. Again.

And Tiberium is mutating.

GDI built up its pre-TibWar3 quality of life during almost two decades of reduced Brotherhood activity and a peace dividend when they allegedly shut down 60% of their military bases worldwide by 2043. We dont have that luxury, and we're simultaneously attempting to reach out to and care for more people.

Under the circumstances, I am comfortable with a buffer of medium quality YZ Housing if its cheaper to procure, especially if we can support that with surpluses of Food, Water and Consumer Goods.


3)A significant chunk of GDI income comes from Yellow Zone resource operations. I think either Derpmind or someone else estimated it at around 30%. If we're in a situation where Nod is materially displacing us from significant parts of Green Zone territory and triggering refugee waves into the BZs, we are going to be worrying about more than Housing.

4)The point I am trying to make, is that yes, we might need, or want to build, 4-6 BZ Arcologies.
But making hard political promises to do so restricts our flexibility unnecessarily less than a year after we just demonstrated that the ability to perform radical retooling of our economic plans at a moments notice is essential.

Especially since Seo is still learning on the job, and the QM is retooling parts of the system with a new Treasury Sec.

We're the Treasury. We're the accountants and planners of a planned economy. Its our job to be conservative about what we promise, because the rest of the government and economy relies on our projections and promises to set their own baseline expectations. We should not be making hard commitments we might be forced to abandon.

I mean, I think Karachi Planned City is important enough that we should make a good faith effort to finish it this coming plan.
For both narrative and mechanical reasons, economic, political and military.

But you dont see me advocating we make a political commitment to do so, because I DON'T think we should lock ourselves down to promising an additional 2300 points of Tiberium/Industrial investment.
Not under these conditions.

Approval voting Derpmind's new plan; it addresses most of my concerns.

VOTE
[X] Plan Another Supermajority
[X] Plan Big Enough Supermajority
[X] Plan Trimmed Arcologies
 
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[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die)

Probably something you should have had a while ago honestly.
 
10R? Oh that is a year 1 project

Also:
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die) (High Priority)

So we do this Q1, harverster railgun dev Q2 alongside other 10R mil projects. And those MARV fleets just get that much tougher and annoying to deal with and better at keeping ground
 
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Philly 4 and 5 are going to be such boons for our progress (also how many station phases did OTL GDI do?)
I can (almost) answer that, Void Stalker. Notice the two quotes below.

For the record, the second quote should be around Q2 2056, or at least it is the next post coming up in search when looking for Ithillid posts about space.

Just to contextualize this, the Philadelphia that we see in Tiberium Sun was the 400 project. They were well on their way to the 800 upgrade in Wars. 1600 is an even bigger station, one that we have not yet seen. Think something that can actually act as an administrative center for a government reaching across the solar system if not beyond.

You started the plan somewhat behind because you had two phases of Enterprise and that is it. Now you are somewhat well ahead of the original GDI in the same timeframe.

Edit: At this point, it is safe to say that cannon GDI is well behind you in all areas. Some they are pretty close, like military spending, but even there, you can keep up a drumbeat that they just can not match in terms of constant, chronic investment.
 
Oh yeah doing stuff like more stages of Philly just boosts us past OTL with the extra prog per die and extra free dice and then extra die to each category. That is a massive boost vs OTL.
 
I can never quite get over the fact that Original Timeline acronym looks entirely like a man standing on their hands and knees and hanging their head down. OTL.

That said I also find it oddly appropriate when the quests are doing better than OTL because it shows OTL acknowledging its inferiority.

That aside.

@Ithillid can you please clarify about Philly - do the bonuses from the next two stages stack? I don't recall it clarified and so I want to know if it's +7 final bonus or just +4.
 
Can we try to remember to do the naval PD refits before we're forced to like we were with the Predator? New shinies are great and all but some boring things are necessary.
 
[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die)

Probably something you should have had a while ago honestly.
"Initial reports are that the main effect is that all our harvester drivers now drive around making deep-voiced "VROOOM" and rumbling noises and talking about how they are MARVs now."
 
Just as long as they get put in a plan I'm good. There's plenty of 10R projects to go around at the moment.
Currently thoughts are:
Q1
1 die Medvac A
1 die Railgun Munitions Dev
1-2 dice PD Refit
Q2
1 die Medvac B
1 die Medvac A (if not done)
1 die Rosyth Shipyard
1 (2 if Medvac A is done) PD Refit
Q3
1 die Railgun Harvester Dev
0-2 die Medvac (if unfinished throw 1 die at each unfinished)
X dice PD (try and finish)

"Initial reports are that the main effect is that all our harvester drivers now drive around making deep-voiced "VROOOM" and rumbling noises and talking about how they are MARVs now."
I wonder if we can fit shimmer shields on MARVs and what noise those will make? And what else we can fit on a marv- oh wonder if sonic artillery would work for the super MARV
 
"Initial reports are that the main effect is that all our harvester drivers now drive around making deep-voiced "VROOOM" and rumbling noises and talking about how they are MARVs now."
"So help me god if I hear one more harvest crew saying that as they drive through the valley of the shadow of death, they shall fear no evil, I am going to cry."
 
Heard nothing yet from neganodquest, must be crying somewhere about how they are losing the teck edge or something.

Getting those low to mid level tecks would be a nice start.
You think space lasers and extra ion canons might be good idea soon?
 
"So help me god if I hear one more harvest crew saying that as they drive through the valley of the shadow of death, they shall fear no evil, I am going to cry."

For the Lord is my Shepard, His rod and His staff, they comfort me.

Heard nothing yet from neganodquest, must be crying somewhere about how they are losing the teck edge or something.

Getting those low to mid level tecks would be a nice start.
You think space lasers and extra ion canons might be good idea soon?

Funny negaverse thought. Nod want to attack us and disrupt our Plan. But if they outright escalate to the level of it being called a war then we're free and clear of our Plan obligations due to extenuating circumstances.

So Nod want to cause problems without causing such big problems that we mobilise back onto a war footing.
 
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[X] Plan Trimmed Arcologies

Far more sensible. There is no point overpromising.
BZ Arcologies are the best source of high quality housing for now. But that might change. And we can still build them without being locked into an arbitrary promise.
 
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