[X] Expand Official Backchannels

Seems like the best option to me since it reduces the strain on InOps by allowing people to go through legitimate channels, meaning that they have more time to focus on the actual NOD infiltrators and other malicious actors. Granted, this might just bite us in the ass. As the saying goes, "give them an inch and they'll take a mile". So we have to make it very clear in the following turns (if this does win) that in no uncertain terms that this is only being entertained due to the extraordinary circumstances with current NOD actions against GDI
 
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This section gives me the feeling the military should be swep

Well, wire-guided antitank missiles could very easily be something Nod built. But yeah, Military's surely a contender for review soon; we need stuff done there but not that badly
Both GDI and Nod's milspec ATGMs in TW3 are fire and forget munitions; these being wire guided are not, indicating they were homebrewed. Which means that InOps is doing a good enough job of locking down the Blue Zones that Nod kill teams are having trouble bringing weapons across the borders or stealing them from Home Guard units, which is a remarkable feat in its own right.

Also means there's a Nod munitions maker in this Blue Zone making wire guided missiles, which is less good.
But that's InOps problem.
The Navy
The Military Confidence has been Low because we didn't build the Carrier Yards.
To address this, we need to finish the Carrier Yards and the Frigate Yards before the end of this Plan. And there might still be a year delay before those projects improve their Military Confidence.
All 30x Merchant conversions come online in 2061.
The first frigates should be operating by Q3 2061, and we should have 12x CVLs by the end of 2062.
The Navy's state cant be assessed until Q4 2061 at the earliest, which is the end of this FYP.

Military (+26) 8/8 Dice + 3 Free Dice 195 R
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (3 Dice, 60 R) (28% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (1 Dice, 20 R) (1/3 median)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (3 Dice, 60 R) (14% chance)
Drop Dublin and shift its dice to finishing the frigate shipyard.
We need 4 dice on Seattle; 3 months makes a significant difference for frigate rollout, and we do not get any credit for partly finished projects.

And in my opinion, we're better served postponing Hallucinogens(not a plan goal) and putting that dice either into finishing OSRCT 3(plan goal) or starting the first new ZA factory.

Zone Armored guards at the research facilities they are skulking around will screw over the Remembrancers much harder than hallucinogen countermeasures. Because they dont seem to use gas iirc, just telepathy and technopathy.
Also helps with increasing Steel Talon Confidence levels by equipping their infantry, and releasing ZOCOM from babysitting duties.
 
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[] Draft Plan: Pirates Of The Orbits
Infrastructure 6/6 Dice 100 R
-[] Yellow Zone Fortress Towns (Phase 6): 220/300 (2 Die, 40 R) (100% chance)
-[] Blue Zone Apartment Complexes (Phase 3): 28/160 (3 dice, 30R) (99% chance, 65% chance Phase 4)
-[] Suborbital Shuttle Service (Phase 1): 92/200 (1 Die, 30 R) (42% chance)

Heavy Industry 5/5 Dice + 1 Free Die 160 R
-[] Continuous Cycle Fusion Plant (Phase 8): 67/300 (4 Dice, 80 R) (96% chance)
-[] Isolinear Chip Foundry Anadyr: 85/320 (2 Dice, 100 R) (8% chance)

Light and Chemical Industry 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2): 276/300 (1 Die, 15R) (100% chance)
-[] Civilian Drone Factories: 104/380 (4 Dice, 40 R) (73% chance)

Agriculture 4/4 Dice + 2 Free Die 70 R
-[] Blue Zone Aquaponics Bays (Phase 4): 30/280 (2 Dice, 20 R) (100% chance, 18% chance Phase 5)
-[] Freeze Dried Food Plants: 151/200 (1 Die, 20 R) (91% chance)
-[] Strategic Food Stockpile Construction (Phase 2): 38/150 (3 Dice, 30R) (99% chance, 18% chance Phase 3)

Tiberium 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1): 0/600 (8 dice, 240 R) (95% chance)

Orbital 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5): 102/1535 (3 Dice, 60 R) (3/18 median)
-[] Lunar Rare Metals Mines (Phase 1): 0/150 (2 Dice, 40 R) (96% chance, 12% chance Phase 2)
-[] Lunar Regolith Harvesting (Phase 2): 276/320 (1 Die, 20 R) (100% chance)

Services 5/5 Dice 55 R
-[] Hallucinogen Development: 0/60 (1 Die, 15 R) (88% chance)
-[] Security Electro Laser Deployment: ??? (4 Dice, ??(40) R) (??% chance)

Military 8/8 Dice + 3 Free Dice 200 R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3): 5/295 (4 Dice, 80R) (81% chance)
-[] Skywatch Telescope System: 64/95 (1 Die, 10R) (100% chance)
-[] Railgun Munition Development: 38/60 (1 Die, 10 R) (100% chance)
-[] Escort Carrier Shipyard (Nagoya): 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle): 0/300 (4 Dice, 80 R) (64% chance)

Bureaucracy 4/4 Dice + Erewhon
-[] Conduct Economic Census DC 100/150/200/250: DC 250 (4 Dice + E) (96% chance)

1020/1020
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 16 Current + 16 Fusion - 2 Anadyr - 1 Fertilizer - 1 Freeze Dried - 2 Civilian Drones - 5 Nagoya - 6 Seattle = 15
Projected Income Q2 2061: 1020 + 90 * 95% + 5 * 96% + 5 * 12% + 15 * 100% = 1125.9 RpT on Average

Infrastructure is based around the idea of locking down the current round of Fortresses, continuing the construction of new housing as with the refugee wave being the size it is, we need more housing ASAP. Two things will destroy our political standing quicker then anything else and that is people in tents and people with no food. Lets not lose sight of the former with the stress of the latter. Shuttles are to help the Logistics situation with BZ 18. I am willing to shift dice around from Shuttles and Apartments if CRP is in Infrastructure, as even though I think we should shoot for getting our Food Reserve goal without it for strategic reasons, that is not a gamble I'm willing to make given Agriculture's general position.

Heavy Industry is based on getting two dice on Anadyr to give it a chance to complete and letting us trickle dice in for the rest of the plan. The rest is going into Fusion (along with a free die) as that is still needed, if not as urgently as is was.

LCI was allocated primarily to save R, if CRP shows up here I will transfer dice from Civilian Drones to it as they are far more important to our Plan Goals then Civilian Drones. The die on Fertilizer should stay, as it is needed for a variety of projects.

Agriculture puts a die on the cursed Freeze Dried Food Plants to hopefully finally finish that project. Two dice go on Aquaponics to keep our Food situation steady with the current influx. (Estimates I calculated up thread give ~5 Food Required by refugees each turn with the current influx). The last die along with 2 free dice go on Food Storage Construction to guarantee a phase finishes and start making good on that plan goal.

Tiberium puts all dice and a free die on tentacles to get the sweet sweet income that will help get pinholes and other projects funded over the last turns of the plan.

Orbital splits dice, putting the minimum required to finish the mines and the rest on Enterprise.

Services, like LCI is primarily being selected for R saving. Though if a Gatcha shows up I would leave dice fallow to go for it.

Military gets three free dice and focuses on the two big projects we have left there which are OSRCT and the shipyards.

Bureaucracy focuses on getting the Census done, with Erewhon's help. The percentage chance might drop depending on the result of the current vote. We do take Eliminate Outside Influence, we will have a 93% chance instead of a 96% chance for the maximum DC, the next highest DC is 99% chance in both cases.
 
So, Nod has off-bramd Buzzers now. Unfortunate, but not unexpected. The upside is that they are exclusive to Reynaldo (and the Inner Circle)for now, so we have time to work on counter-meassures before they enter widespread service. Hopefully Reynaldo is basically acting as a beta-tester and explicitly banned from distributing them further. While it won't help the civvies, Zone Armor has become even more important for our infantry. As for weapons, you generally want AoE for Buzzer swarms, so flamers, grenades, sonic projectors etc. seems like the way to go. Though maybe our new electrolasers might have some use as well?

And don't think I missed the mention of the Order in the section about the portal tech. I am relieved that they haven't really managed anything significant since their debut, but our luck can't last forever. Hopefully, theirs run out first.

Also, voting:

[X] Eliminate Outside Influence

Legalizing insider trading and backroom deals seems like a bad idea, even if it does meen we can monitor it better. This goes double when we're up against someone like the Brotherhood. They've proven time and time again that they can get at virtually anything we try to hide, but there is no reason to make their job any easier. The -5 to rolls suck, but I'd rather eat it now, and later if we have to do this again in the future.
 
Alright I guess at this point a new preliminary plan(s) is in order:

Resources:‌ ‌1020 ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+30 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread
21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (96 Points of Abatement) @Ithillid? why do we have 96 instead of 98 Points of Abatement here when we had 94 and got +4?
53.73 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36 (32 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +34 (-22 from demand spike) (+3 from Private Industry)
Labor: +38
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1900/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

[ ] Plan Running on Glass v1.2 Carrier:
-[ ] Infrastructure 6/6 Dice 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[ ] Heavy Industry 5/5 Dice + 3 Free Dice 205 Resources:
--[ ] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 1 Die = 15 resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/310 20 Resources per Die, 2 Die = 40 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice + 3 Free Dice 95 Resources:
--[ ] Agriculture Mechanization Projects (Phase 1) 0/150 15 Resources per Die, 5 Die = 75
--[ ] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die
-[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
-[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
-[ ] Military 8/8 Dice 130 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Escort Carrier Shipyards (High Priority) Dublin 0/240 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
-[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250

95+205+55+95+150+140+150+130 = 1020/1020

[ ] Plan Running on Glass v1.2 Intercept:
-[ ] Infrastructure 6/6 Dice 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[ ] Heavy Industry 5/5 Dice + 3 Free Dice 205 Resources:
--[ ] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 1 Die = 15 resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/310 20 Resources per Die, 2 Die = 40 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice + 3 Free Dice 95 Resources:
--[ ] Agriculture Mechanization Projects (Phase 1) 0/150 15 Resources per Die, 5 Die = 75
--[ ] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die
-[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
-[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
-[ ] Military 8/8 Dice 130 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Die = 60 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
-[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250

95+205+55+95+150+140+150+130 = 1020/1020

So the only difference between the two plans is a swap between a Carrier Shipyard and a Phase 4 of the ASAT Defense System:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 3 Dice on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 1 to complete Phase 3 and a 61% chance and an Average DC of 46 to complete Phase 4 and be done with this plan goal.
- 1 Die on Suborbital Shuttle Service for a 40% chance and a DC of 61 to complete Phase 1 and get us to the cheaper Phases.
- 1 Die on Bureau of Arcologies so we are always building at least a small amount of High Quality Housing so that we don't have to do Housing actions every turn.

- 1 Die on Advanced Alloys Development for a 30% chance and a DC of 76 to complete and get us cheaper construction to deploy.
- 2 Die on Continuous Cycle Fusion Plants to build them up so the action can be completed next turn.
- 2 Die on Low Velocity Particle Applicator Development for a 90% chance and an Average DC of 24 to complete. I'm honestly not sure if this is a placeholder for Industrial Lasers Deployment or if I want to do this before that action for a bonus in gain from both of them in our plan goal.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. And this is why I'm so divided on whether LVPA is a placeholder or not: because if it is I can slow roll Industrial Lasers and get another Die here on Anadyr to get it done with this plan.
- 1 Die on Division of Alternative Energy so we have enough Energy in case everything that can completes this turn and so we build some amount of Energy each turn.

- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Drone Factories for a 73% chance and an Average DC of 42 to complete and get us that little bit more of Health.

- 5 Dice on Agriculture Mechanization Projects for a 100% chance and an Average DC of 3 to complete Phase 1 and a 43% chance and an Average DC of 53 to complete the entire Action set and get it out of the way.
- 1 Die on Freeze Dried Food Plants if we can take that action next turn. 91% chance and a DC of 10 to complete if nothing has changed.
- 1 Die on Extra Large Food Stockpiles to get that done and start building towards the stockpile goal properly.

- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 21 to complete Stage 2. Need to get this rolling for the Underground Remediation.
- 1 Die on Intensification of Green Zone Harvesting for a 100% chance and a DC of 1 to complete Stage 7 and a 33% chance and a DC of 68 to complete Stage 8 if we also complete Phase 6 of Yellow Zone Fortress Towns.
- 3 Dice on Red Zone Border Offensives currently for a 96% chance and an Average DC of 23 to complete Stage 1 and get us Energy and Super Glaciers. Probably will still be good enough to get Stage 1 done even with adjustments from lightning collectors.

- 2 Die on Lunar Rare Metals Harvesting for a 89% chance and an Average DC of 24 to complete Phase 1.
- 1 Die on Lunar Regolith Harvesting for a 90% chance and a DC of 11 to complete Phase 2.
- 3 Dice and an Erewhon Die on Lunar Heavy Metals Mines for a 22% chance and an Average DC of 62 to complete and be done with until the next Phase of Enterprise is done and as such have better foundations for both colonization and actions until the end of this plan.

- 2 Die on Professional Sports Programs for a 2% chance and an Average DC of 91 to complete this turn. We need the PS people and with the war winding down we have the option to spend some Health for 10 PS.
- 2 Die on Hardlight Interface Deployment as a placeholder for that action.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.

- 3 Dice on either Escort Carrier Shipyards Dublin for a 54% chance and an Average DC of 49 to complete in Carrier plan or ASAT Defense System Phase 4 for a 93% chance and an Average DC of 36 to complete and get our plan goal done in Intercept plan. We'll see where we go from there either into Phase 5 or into Orbital Defense Laser Satellite Deployment and Tactical Ion Cannon Network (Phase 1) down the line in the next plan probably to better defend against NOD superweapons.
- 2 Die on the last Phase of URLS Deployment for a 23% chance and an Average DC of 67 to complete with this plan.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 1 Die on Mastadon deployment because we need more Free Dice in Agriculture. :( Nero's still a cool dude though.

- 5 Dice on Conduct Economic Census for a 98%/96% chance and an Average DC of 23/28 to get past the highest DC of 250.
 
Indeed. My running theory is that we need to do phases of Red Zone Border Offensives to make that Green/Red join "sticky."

More Fortress Towns and GZ Intensification, I think. The reason the YZ ended up there is because there is no civilian presence at all there that anchors GDI's authority.

The Navy
The Military Confidence has been Low because we didn't build the Carrier Yards.
To address this, we need to finish the Carrier Yards and the Frigate Yards before the end of this Plan. And there might still be a year delay before those projects improve their Military Confidence.
It would be good to aim higher, but I can't see anything more than Infernium Laser Refits being possible this Plan.
This will be something we need to watch carefully next Plan, as we really need their Confidence levels to be at High.

Actually, the Navy has low confidence because they're not sure they can do more than offer an even fight between Nod and GDI. This is not just because of carriers, this is because GDI has not funded key weapon systems and expansions while demanding greater efforts from the navy to meet growing demands for naval force usage. One of the biggest things GDI has been demanding the navy to do has historically been convoy escort, and right now the navy is not confident they can do convoy escort and deliver a battle line where needed.

Building up GDI's escort forces, those being the escort carriers and the frigates, will help a lot with this, freeing up heavy strike elements without leaving convoys terribly exposed to Nod strikes.

Another way would, theoretically, be to build up the naval landing capabilities by constructing monitors and landing ships and taking and knocking out Nod naval basing capabilities with amphibious assaults and shelling, but Nod has gotten rather nervous and pushing for more territory is not a good idea right now. It would in theory prevent Nod from effectively contesting the seas though.
 
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[ ] Plan Running on Glass v1.2 Carrier:
-[ ] Infrastructure 6/6 Dice 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.

-[ ] Heavy Industry 5/5 Dice + 3 Free Dice 205 Resources:
--[ ] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 1 Die = 15 resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/310 20 Resources per Die, 2 Die = 40 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
I like the two dice on Anadyr, but I think you need some more dice on energy production (I think you have the possibility of more than 16 power consumption in the Carrier version of your plan). I don't think Alternative Energy is the way to get that Energy as it is less efficient on a per die basis then Fusion. Also, similar thought process to Infrustrucure with the Bureau of Arcologies, a good pick at the beginning of the new Plan, not now.

-[ ] Agriculture 4/4 Dice + 3 Free Dice 95 Resources:
--[ ] Agriculture Mechanization Projects (Phase 1) 0/150 15 Resources per Die, 5 Die = 75
--[ ] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die

...

-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources

If I were you, I'd swap one of the Free dice in Agriculture for the Erewhon Die in Orbital and use Erewhon for Extra Large Food Stockpiles since it is an auto complete project, and as such doesn't need a die bonus, whereas the projects in Orbital do need that bonus. Further, We really need to put dice into Enterprise in Orbital. There just isn't time left to go for a Lunar mine beyond the minimum required for the Plan Goals.

-[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
I respect going for Pinholes.

-[ ] Military 8/8 Dice 130 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Escort Carrier Shipyards (High Priority) Dublin 0/240 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
/
-[ ] Military 8/8 Dice 130 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Die = 60 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
And I can respect focusing on the Plan Goals in Military above all else, even if I think a die on Skywatch would be a very good thing. Still I don't think 3 dice on ASAT is necessary, even if it would be the most R efficient option long term, we are currently in a dice crunch, and need a lot of dice for a lot of things, and as such I'd prefer if you switched ASAT out for OSRCT or just pulled a die from ASAT to put on OSRCT/Escort.
 
We don't chose who the Zone Armor goes to. And the next round does not go to the Steel Talons.
The first round of suits go to spearhead units. The top 1-5-10% of an army of around 20 millionish.

We know that ZA armor goes to spearhead units, and to free up ZOCOM forces from standing guard at HV targets.
Like research sites. Steel Talons area of responsibility explicitly includes at least some of the research institutes that the Remembrancers are menacing.

Furthermore, Steel Talons are a small force.
IIRC their combat arm is maybe half the size of ZOCOM's, and the zeds only have two corps. Furthermore they have a lot of vehicles, even by GDI standards. We could equip their infantry as part of outfitting the spearhead forces and noon would even notice.
 
I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.

I like the two dice on Anadyr, but I think you need some more dice on energy production (I think you have the possibility of more than 16 power consumption in the Carrier version of your plan). I don't think Alternative Energy is the way to get that Energy as it is less efficient on a per die basis then Fusion. Also, similar thought process to Infrustrucure with the Bureau of Arcologies, a good pick at the beginning of the new Plan, not now.

And I vehemently disagree with that. Not just in the opportunity cost kind of way where we lose Energy and good Housing the later we do them, but also by opening both the Arcology Bureau and the Division of Alternative Energy before the next reallocation we may get the option of having them both taken off of our hands and expanded massively during reallocation which would be better than waiting for the next plan to start.

I'm willing to eat the opportunity cost of not having Dice if it gets us constant income of good Housing and Energy.

If I were you, I'd swap one of the Free dice in Agriculture for the Erewhon Die in Orbital and use Erewhon for Extra Large Food Stockpiles since it is an auto complete project, and as such doesn't need a die bonus, whereas the projects in Orbital do need that bonus. Further, We really need to put dice into Enterprise in Orbital. There just isn't time left to go for a Lunar mine beyond the minimum required for the Plan Goals.

Erewhon needs to roll dice and do things in order to be able to grow so an auto-complete is the worst way we could be using Erewhon longterm.

Also the whole OSRCT for the Intercept plan instead of ASAT? I'll think about it. Priorities are still shifting around for the next turn.
 
This is more like "You needed to stock x amount of cereal by y date in case we run out of pancakes for a major influx of people because someone ruined the mix! It's still well before y date and no one has ruined the mix and the major influx of people is already going down to normal and we've yet to get anywhere close to needing the cereal, but how dare you not have stocked more cereal!" while the pancakes are not in any danger of running out and it's still well before the deadline with plenty of capability to deal with the cereal issue without endangering the pancake mix supply.
My boss tells me on Octember 1 that I need to have a pile of 20 widgets by Octember 29. Why I need that pile is his job to figure out.

Now, it's Octember 22. I've put two widgets on the pile. My most conspicuous options for making more widgets in a hurry are one that literally looks like ass and one that is literally on fire and exploding.

Even if I assure him that I can get eighteen more widgets within a week easily and that none of these setbacks are truly relevant...

...My boss is not unreasonable for busting my chops a little over failure to adhere to a reasonable timeline, failure to pace myself, prioritizing literally anything and everything else over getting this specific job done, failure to perform the task in a reasonably timely manner, and so on.

And I for one would feel like a whiny self-righteous fool for complaining if he did.

Sometimes, unelected bureaucrats who at least seem, from a naive perspective, to not be doing their jobs very thoroughly get some snippy questions from politicians. This is not necessarily a bad thing in the grand scheme of things.

I do kinda want to see an anti-missile variant. Delete the cheek railguns (or at least one set), add lots of Predator AMS points everywhere on the forward arc. Nod forces launch a bunch of ATGMs/RPGs, Vegas laser light show ensues.
Problem: Infernium ain't cheap. You don't want dramatically more anti-missile lasers than the system needs in a normal, representative combat environment.

Plus, of course, laser point defense tends to be more reliable than laser area defense; it is inherently difficult for a vehicle to cover friendlies half a kilometer away against missile fire. Distributing the laser defenses among many vehicles is almost certainly a better idea than centralizing them on a single platform.

In the next year, our definition of need is very much "Complete Plan Goals." Full Stop. Anything above that is bonus. Skywatch and frigate yards aren't plan goals, but since Skywatch keeps an eye for extraterrestrial threats and there's a definite concern about that now, and frigate yards improve our convoy protection and general naval capacity, they're practically plan goals. And all of those can be met without touching free dice. Meanwhile, we have Agriculture and Orbital with little to no slack in dice in the event of bad rolls.
Orbital is covered by the law of averages; we'd need some truly bullshit-tier bad luck to need that many Free dice. Agriculture is still pretty well covered too. I don't know how comfy you are with probability theory, but I'm not saying this for no reason, I want to be clear. Can explain more later.

As to the military, the problem is that "don't get blown up by nukes because Gideon decides his life would be a lot better if BZ-2 were a burning radioactive wasteland" is also arguably a need, as is "get the Zone Armor train rolling so Ground Forces doesn't wangle an absurdly crushing Plan target for us for next Plan that in turn forces us into an awkward position." Especially that first one.

If you're defining frigate yards as a need and SADN as not a need, then there's something fucky in the way you assess what is and is not a 'need.' Things that haven't happened yet can still be necessary, that is to say, important enough to merit doing even if they are inconvenient and even if it means compromising other objectives.
 
[] Plan: Q1 2061

Infrastructure 6/6 70R

-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 3 dice 30R 65%
-[] Caloric Reclamation Processor Deploy 2 dice 20R
Heavy Industry 6/5 180R
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
Light & Chemical Industry 5/5 55R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agriculture 7(6+Erewhon)/4 70R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 4 dice 40R 97% (30% Phase 6)
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 dice 10R 28%
-[] Extra Large Food Stockpiles 1 Erewhon dice auto
Tiberium 7/7 135R
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 90%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
Orbital 7/6 160R
-[] GDSS Enterprise (Phase 5) 102/1535 4 dice 80R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5/5 145R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
Military 10/8 205R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Skywatch Telescope System: 64/95 1 dice, 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
Bureaucracy 5/4
-[] Conduct Economic Census DC 100/150/200/250, DC 250 5 dice 99%

7/7 free dice
1/1 Erewhon dice

1020/1020R
 
I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.
It's possible to spin the sub-departments, such as Bureau of Arcologies, off to be directly funded by parliament, rather than by ourselves, during reallocation.

The longer a sub-department has been in existence before reallocation, the more likely spinning it off is to show up as an option. At the very least, I think we are going to want to have all of the available ones up and running by 2061 Q4 so that they will have been in existence for an entire plan by the time that the 2065/66 reallocation rolls around.
 
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[X] Expand Official Backchannels

Eliminate Outside Influence explicitly doesn't solve the problem. It just kicks the can down the road, requiring us to do more and more frequent Bureaucracy security reviews than we've previously done. Official Backchannels will have us send vetted information to the parts of GDI that can securely handle said information, and while that might invite more influence, that's very similar to the influence we'd have actively sought out from actions like [ ] Make Political Promises and [ ] Interdepartmental Favors.

The less official means we force GDI itself to use to assess the Treasury Department, the more likely NOD will be to sneak their way in, too. If we don't tear this weed out by its roots, we'll waste our time cutting its stems while the roots spread yet more weeds.
-[] Security Electro Laser Deployment: ??? (4 Dice, ??(40) R) (??% chance)
Going by the update, we don't need to do a project to deploy the Security Electro Lasers:
From a production standpoint, nearly all of the elements can be assembled with components off the shelf, with only some small modifications being needed for the transformers. In light of this, the project is going to be handed off almost entirely to the security services, rather than being a problem for the Treasury to solve, especially with reallocation occuring in a year
Erewhon needs to roll dice and do things in order to be able to grow so an auto-complete is the worst way we could be using Erewhon longterm
Erewhon only grows if it rolls a natural 100. (And a natural 1 would hurt it.) There's no progress meter being filled in by having Erewhon do projects.

That said, it's possible Erewhon will still roll a d100 for itself even when working on projects that normally wouldn't have a die roll.
 
[] Expand Official Backchannels

Seems like the best option to me since it reduces the strain on InOps by allowing people to go through legitimate channels, meaning that they have more time to focus on the actual NOD infiltrators and other malicious actors. Granted, this might just bite us in the ass. As the saying goes, "give them an inch and they'll take a mile". So we have to make it very clear in the following turns (if this does win) that in no uncertain terms that this is only being entertained due to the extraordinary circumstances with current NOD actions against GDI

[] Eliminate Outside Influence

Legalizing insider trading and backroom deals seems like a bad idea, even if it does meen we can monitor it better. This goes double when we're up against someone like the Brotherhood. They've proven time and time again that they can get at virtually anything we try to hide, but there is no reason to make their job any easier. The -5 to rolls suck, but I'd rather eat it now, and later if we have to do this again in the future.

@Ithillid
It seems like two very different perceptions of these options are active in the thread at this time.
If it wasn't supposed to be this ambiguous, could you clarify them a bit?
 
The stored food target is at this point the single highest-priority Plan goal we have on the radar that is in real danger of not completing due to lack of focused effort.
Its not in danger, orbital is tighter- we need 5 phases of strategic food stockpile which is about 10-11 dice and another die for the large stockpile. With a few free dice we can be in a good spot to have it finished by Q3 where orbital is tight into Q4 without quite a bit of free die pumped into it. Yes we had a misstep but a panicked overcorrection serves no one.

I think this should focus our effort on a shorter project list. ELFS is a big enough step in its own right that taking it along with granary construction seems iffy, especially when our +Food surplus could contract quickly. ELFS puts us so much farther towards the target that any reasonable amount of political pressure should be manageable just from that effect alone, after all.
+15 or +21 food in vs -16 or -20 food out, which will be reduced by freeze dried plants so more likely we pull ahead and we have a positive surplus of food (+22) right now. So concern about sending too much food into the reserve is misplaced. We are adding food production and we have the surplus even if dice are unbalanced in what they favor. Plus the extra large stockpile shows a serious support for reserve food to calm political headwinds. But still want to start on the strat stockpiles so we can stick to 1 free die in agri a quarter and have the flex to address issues elsewhere.

I would very strongly recommend focusing dice onto OSRCT more heavily. Not that ASAT doesn't matter, but more OSRCT dice won't go to waste, and it is by far the larger of the two projects, and thus the one we most pressingly need to get cleared out of the way in a hurry.
ASAT is a plan goal as well, though OSRCT gets more die. This way we can drop a die a turn on ASAT after this to finish it without overkill. OSRCT should get another 3-4 dice next turn depending on rolls with a chance to finish it Q2 and at worst drop 1 die on it Q3. By getting more goals out of the way up front the more we can free up free dice for use elsewhere (orbital seems the most likely to make sure enterprise finishes though 1 or 2 in agri for a few quarters should put us ahead there- which depends on how much more efficient freeze dried makes us and how kind or unkind the dice are)
 
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[X] Expand Official Backchannels

Seems like the best option to me since it reduces the strain on InOps by allowing people to go through legitimate channels, meaning that they have more time to focus on the actual NOD infiltrators and other malicious actors. Granted, this might just bite us in the ass. As the saying goes, "give them an inch and they'll take a mile". So we have to make it very clear in the following turns (if this does win) that in no uncertain terms that this is only being entertained due to the extraordinary circumstances with current NOD actions against GDI

Hilarious, you presume these are legitimate channels.

If they were legitimate channels they wouldn't be backchannels in the first place.
 
I mean, that's the whole point, right? The backchannels are currently illegitimate. Right now, it involves people inserting their agents into the bureaucracy, or otherwise attempt to bribe, threaten, cajole, or manipulate the members of our organization. Regulating the backchannels just turns them into regular channels, and removes the incentive for the groups that we are communicating with to act in that manner.

Organizing the backchannels isn't rewarding those people. Its destroying the entire industry for sleezy corporatists, rumor mongers, and other assorted scumbags. Instead, we'll hire people who have as part of their explicit duties to share pertinent information with whitelisted individuals and organizations. Some of those organizations we dearly want to be communicating better with (such as other parts of the government, or community activist groups). Others are ones that we'll basically be bribing them with information that we are willing to let go of (such as arcology development plans to the developmentalists), so that they stop trying to subvert our organization and possibly weakening it for more malicious actors.

It's kind of like a dam spillway. By providing a path of least resistance (that we heavily monitor and control) for some information, we make it much easier to keep the rest of the information secure.

I do think that there are good arguments that the organization of the backchannels into regular channels will start out imperfect, but that's true of just about any program that we want to inact. If we are worried that some groups that we think that should have access to the information aren't getting it, we can later agitate to build ontop of the program to include outright outreach to more marginal communities.
 
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