[X]Plan 'Scrape the bottom of the barrel for Resources for Portals And Boats.'
-[X] Infrastructure 6/6 dice, 90R
-[X] Blue Zone Apartment Complexes (Phase 2+3) 28/320 3 dice 30R 33%
-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
-[X] Heavy Industry 5/5 dice+1 free die, 100R
-[X] Advanced Alloys Development 2 dice 30R 94%
-[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 2 dice 40R 74%
-[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
-[X] Low Velocity Particle Applicator Development (New) 0/120 1 die 20R 30%
-[X] LCI 5/5 dice 70R
-[X] Bergen Superconductor Foundry (Phase 1) 71/95 1 die 30R 100%
-[X] Civilian Drone Factories 0/380 4 dice 40R 13%
-[X] Agriculture 4/4 dice+1 free die, 55R
-[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 42%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
-[X] Caloric Reclamation Processor Development 0/40 1 die 5R 100%
-[X] Tiberium: 7/7 dice 110R
-[X] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
-[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 3 dice 45R 72%
-[X] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%,
-[X] Ion Storm Collector Panel Development (New) 0/80 1 die 15R 80%
-[X] Orbital: 6/6 dice, 120R
-[X] GDSS Enterprise (Phase 5) 102/1535 2 dice 40R 0%
-[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 die 40R 67%
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
-[X] Services 5/5+3 free dice, 300R
-[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[X] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Hardlight Interface Development 0/40 1 die 15R 100%
-[X] Pinhole Portal Early Primitive Prototype Construction 2 dice 200R 51%
-[X] Military 8/8+1 free dice, 140R
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[X] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[X] Skywatch Telescope System 1 die 10R 47%
-[X] Bureaucracy 4+1 free dice
-[X] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 3 dice 87%
-[X] Security Reviews: DC50 1 die+1 Erewhon die+1 free die locked.
 
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[X] Plan Carriers and Power
[X] Plan to keep the pressure on NOD
[X] Plan: Optimization is endless.
[X] Plan: Sentinel
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In

@Vehrec I might be miscounting, but on your 'Scrape the bottom of the barrel for Resources for Portals' plan, you list 8/8+2 Free, but it seems like you only use 9 dice total. Same is true of 'Portals and Boats'.

--

Ion Storm Collectors. We're beginning to develop what we need to have airborne container ships travel across red zones to get to other Blue Zones... Mwahahaha.
 
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Why are we doing Railgun Harvesters. Didn't we come to the conclusion that they weren't really doing anything to deter attacks so they were basically just overpriced harvesters?
 
Why are we doing Railgun Harvesters. Didn't we come to the conclusion that they weren't really doing anything to deter attacks so they were basically just overpriced harvesters?

They do not do much while there is an active war going on - if something breaks through to them they are overwhelmed too fast. In a more normal détente situation the war is winding down to they should be a lot more viable.
 
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Why are we doing Railgun Harvesters. Didn't we come to the conclusion that they weren't really doing anything to deter attacks so they were basically just overpriced harvesters?

They weren't helping much during big offensives surrounded by a constant churn of heavy mechanized and armored units, but that phase of the war is winding down now. Europe and Australia are going to be nasty insurgencies which the railgun harvesters are perfect for, we've seen they work much better fighting off bikes and infantry in Green Zones than they do dueling Scorpions near the front lines.
 
There's also this section from last turn's update:
In Australia, the end of open fighting has not meant the end of resistance, with camps being raided for everything from food and medical supplies to weapons and tiberium. While the number of railgun harvesters is somewhat limited, there are enough to fend off a significant number of these attacks, especially as many of these are by marauding light infantry forces with limited ammunition and no supply line.
 
[X] Plan Secure the Gains + Fortresses
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
[X]Plan Shining Knight-Ghost 1.5
 
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[X]Plan: Must Construct Additional [Harvesters]
Infra (5 dice) 75R
-[X] Tokyo Harbor Reconstruction (New)(Progress 0/360: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter) 5D

HI (5 dice, 1ED) 120R
-[X] Continuous Cycle Fusion Plants (Phase 6) (Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor) 2D
-[X] Isolinear Chip Foundry Anadyr (New) (Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 1D
-[X] Crystal Beam Industrial Laser Development (Tech)(Progress 0/80: 10 resources per die) 1D
-[X] Low Velocity Particle Applicator Development (New) (Tech)(Progress 0/120: 20 resources per die) 1ED
-[X] Security Review 1D

LCL (5 dice) 150R
-[X] Bergen Superconductor Foundry (Phase 1+2+3) (Progress 71/665: 30 resources per die) (+3 Capital Goods, +7 Energy, -1 Logistics) 5D

Agri (4 dice) 45R
-[X] Freeze Dried Food Plants (Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy) 1D
-[X] Blue Zone Aquaponics Bays (Phase 4) (Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor) 2D
-[X] Caloric Reclamation Processor Development (New) (Tech)(Progress 0/40: 5 resources per die) 1D

Tib (7 dice) 210R
-[X] Harvesting Tendril Deployment (Phase 1) (New)(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU) 7D

Orb (6 dice) 120R
-[X] GDSS Enterprise (Phase 5) (Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support) 6D

Ser (2 dice) 80R
-[X] Automatic Medical Assistants (Updated) (Progress 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy) 2D
-[X] Hallucinogen Development (Tech) (Progress 0/60: 15 resources per die) 1D
-[X] Hardlight Interface Development (Tech) (Progress 0/40: 15 resources per die) 1D
-[X] Less Lethal Security Electrolaser Development (New) (Platform) (Progress 0/50: 10 resources per die) 1D

Mil (8 dice, 7FD) 185R
-[X] Ablat Plating Deployment (Stage 5) (Progress 54/200: 10 resources per die) (Very High Priority) 2D
-[X] Universal Rocket Launch System Deployment (Phase 3) (Progress 0/200: 15 resources per die) (-2 Energy) 2D
-[X] Melbourne (Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods) 2D
-[X] Nagoya CVL (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 2D
-[X] Mastodon Heavy Assault Walker Development (Progress 0/30 : 10 resources per die) 1FD
-[X] Railgun Munitions Development (Progress 0/60: 10 resources per die) (High Priority) 1FD
-[X] GD-3 Rifle Development (Platform) (Progress 0/30: 10 resources per die) 1FD
-[X] Skywatch Telescope System (Progress 0/95: 10 resources per die) (High Priority) 1FD
-[X] Ferro Aluminum Armor Refits(Progress 0/350: 5 resources per die) 3FD

Bureaucracy (4 dice)
-[X] Security Review - Bureaucracy
-[X] Security Review - Heavy Industry

75 + 120 + 150 + 45 + 210 + 120 + 80 + 185
985/985
-3 Cap Goods
+8 Logistics
+1 Labor
-2 Energy
+5 Health
+2 Consumer Goods
+11 Food

Please god someone help me, my head hurts, I had to revise this 17 times to fit all my big ticket items in XD
 
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[X] Plan Carriers and Power
[X] Plan to keep the pressure on NOD
[X] Plan: Optimization is endless.
[X] Plan Secure the Gains

@Vehrec I might be miscounting, but on your 'Scrape the bottom of the barrel for Resources for Portals' plan, you list 8/8+2 Free, but it seems like you only use 9 dice total. Same is true of 'Portals and Boats'.

--

Ion Storm Collectors. We're beginning to develop what we need to have airborne container ships travel across red zones to get to other Blue Zones... Mwahahaha.
thanks for pointing that out, I've corrected it and taken the free dice and our boopy beepy kid down to do a security review because I had no R left.
 
[X]Plan 'Scrape the bottom of the barrel for Resources for Portals And Boats.'
[X] Plan Carriers and Power
[X] Plan to keep the pressure on NOD
[X] Plan: Optimization is endless.
[X] Plan Secure the Gains
 
On the Skywatch telescopes... could it be due to recent discussion of tiberium laced meteorites in increasing quantities landing back in 2030-2031 and had been going for some time prior to then? It could be that there's new concern about the Scrin sending new waves of tiberium laced meteorites/asteroids from further out in the system (where probes have been disappearing, I think?) that might be arriving in the near future.

...

Which, I admit, now makes me want to get that up and going sooner rather than later.
 
On the Skywatch telescopes... could it be due to recent discussion of tiberium laced meteorites in increasing quantities landing back in 2030-2031 and had been going for some time prior to then? It could be that there's new concern about the Scrin sending new waves of tiberium laced meteorites/asteroids from further out in the system (where probes have been disappearing, I think?) that might be arriving in the near future.

...

Which, I admit, now makes me want to get that up and going sooner rather than later.
I'd love to do it but we have several major Military projects to do over and above the required ones. SADN, laser refits for the Navy so their point defenses are up to standard, hopefully at least one Zone Armor factory if we can squeeze it in... It's a lot. Space Force has two major projects that actually need a lot of attention coming up, but after that we should seriously consider Skywatch.

With that said, tiberium meteors aren't really a problem for us now, or rather, we've got so fucking much tiberium all over the fucking planet that who even cares if they drop some more lol.

Why are we doing Railgun Harvesters. Didn't we come to the conclusion that they weren't really doing anything to deter attacks so they were basically just overpriced harvesters?
Basically, when Nod's doing their regular shit where third-tier warlords are constantly doing raids with attack buggies and whatnot to prove how big their balls are in hopes of being promoted to second-tier warlord, railgun harvesters are effective, because they can fight on equal terms with a lot of what Nod is actually throwing at them.

When the first-tier warlords decide to get out there and throw hands and they bring the good stuff, they look at those attack buggy raids and go "that's so basic it's sad" and their minimum force for even a raid escalates into something like Scorpion tanks or four-meter walking gun mecha. Then railgun harvesters are not so effective, because the railgun and applique armor doesn't put them on the same level as a main battle tank. A guy like Krukov or Stahl isn't going to be deterred by the fact that our harvesters have rail-machine-guns on them.

We've had the bad luck to be deploying the railgun harvesters into the first kind of situation, but sooner or later the warlords are going to get tired of us kicking their asses and we flip back to the second.

Also, having plenty of railgun harvesters may make it easier to do Yellow Zone operations in general, but that's a suspicion of mine.

Also, it's cheap.

...

Now I'm gonna have a look at our options and try to hammer my draft plan into a proper plan.
 
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Oh dear. All sorts of new shiny things to go for.

Well, my only contribution is that I think we should knock our one more phase of rails since that will lock in access to the Australian red zone and ensure military supply lines. And a phase of fortress towns to lock in our two turns of offensive progress.

Other than that keep our eyes on plan goals. Only do the new stuff if it looks like it could help us reach them, otherwise it can wait until our goals in a area are met.

Oh, and we definitely need security reviews before we start up the new high tier science stuff.
 
On the Skywatch telescopes... could it be due to recent discussion of tiberium laced meteorites in increasing quantities landing back in 2030-2031 and had been going for some time prior to then? It could be that there's new concern about the Scrin sending new waves of tiberium laced meteorites/asteroids from further out in the system (where probes have been disappearing, I think?) that might be arriving in the near future.

It's because some kind of mystery phenomenon is eating space probes out in the dark. SCEDquest is only semi-canon and also I can't find a full update threadmarked with this info, but I doubt it's coincidence that this happens and then the next turn Space Force suddenly decides they want Skywatch bumped up the priority queue.
You lost five of Pathfinders reuseable probes. One moment they were flying into position to scan, then a flash if interference, then they were gone.
 
[] Plan Secure the Gains
Good on Security reviews, but not convinced by further YZ harvesting without a proper push for more Fortress Towns. Not keen for Portaltech yet.

This variation just crosses the line as passible to me:
[X] Plan Secure the Gains + Fortresses

[] Plan: Optimization is endless.
I don't think we need more Rail at the moment, and overkill on the Firehawk Wingmen Drones when we need to get the Navy strong again is odd.

[X] Plan Carriers and Power
Really puzzled by Rails when you don't have any YZ Harvesting there. Good on Navy spending.

[X] Plan to keep the pressure on NOD
Not sure how this 'keeps pressure on NOD' when it doesn't do anything about Fortress Towns. Good security reviews, but sub-par Naval spending.

[X] Plan Winding Down The Disparities
Good Fortress Towns spending. Not convinced we need to rush out more Rail. Rebuilding Tokyo might be important though... Interdepartmental Favors seems awkward at this stage.

[]Plan 'Scrape the bottom of the barrel for Resources for Portals And Boats.'
2 dice on portals. lolno.

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
Reasonable military spending, and also has security reviews and Tokyo spending.


Felt a little bit concerned about how much damage Bintang was able to do, so I'm throwing extra rebuilding towards Tokyo. We don't really want to see further issues on that side of the world.
Also added the Skywatch Telescope, since it keeps sitting there ominously.
Overall, this plan is about security. Physical, food and covert.

[X] Plan: Sentinel
-[X] Infra: 6/6 dice 105R
--[X] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
--[X] Tokyo Harbor Reconstruction 0/360 +60/turn 3 dice 45R 28%
-[X] HI: 7/5 dice 170R
--[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 3 dice 60R 99%
--[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
--[X] Isolinear Chip Foundry Anadyr 0/320 2 dice 100R 2/5 median
--[X] Security Review 1 die
-[X] LCI: 5/5 dice 105R
--[X] Chemical Fertilizer Plants (Phase 2) 94/300 3 dice 45R 74%
--[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 2 dice 60R 13%
-[X] Agri: 4/4 dice 50R
--[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 86%
--[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
-[X] Tib: 7/7+Erewhon dice 125R
--[X] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
--[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
--[X] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
--[X] Railgun Harvester Factory (Porto) 44/70 Erewhon die 10R 90%
--[X] Ion Storm Collector Panel Development 0/80 1 die 15R 80%
-[X] Orb: 8/6 dice 140R
--[X] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%
--[X] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 32%
--[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
--[X] Security Review 1 die
-[X] Serv: 5/5 dice 90R
--[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] Hardlight Interface Development 1 die 15R 100%
-[X] Mil: 11/8 dice 190R
--[X] Firehawk Wingmen Drones 0/450 3 dice 60R 57%
--[X] Skywatch Telescope System 0/95 1 die 10R 47%
--[X] Railgun Munitions Development 0/60 1 die 10R 87%
--[X] Escort Carrier Shipyards (Nagoya) 0/240 3 dice 60R 54%
--[X] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
--[X] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[X] Burrrr: 4/4 dice 0R
--[X] Security Reviews (Heavy Industry): DC50 1 die 90%
--[X] Security Reviews (Orbital): DC50 1 die 90%
--[X] Security Reviews (Services): DC50 1+1 die 90%

7/7 Free Dice
1/1 Erewhon Dice
975/985 Resources
 
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[ ] Rail Network Construction Campaigns (Phase 5) (Updated)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts.

This makes me want to do one more phase. Nothing after that, but securing a Red zone route and locking down military supplies seems worth it to me.
 
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