The hope here is that we're investing in something that's likely to bear fruit 15-20 years from now or some such, when we operate under different constraints and in a different context. But that tech won't get developed if we don't push it; the sheer scale and costs involved make it obvious that this won't happen without major Treasury funding to the tone of a "moonshot," "at least a few percent of GDP" expenditure of civilizational effort.

We still shouldn't push it now. If it'll pay off in 15-20 years, then it can wait another 3-4 while we work on other things. If those other things pay off, we might even end up getting the portals faster. Personally, I want to get our capital goods and energy problems dealt with so we can hammer out the EVA's and then maybe reorganize our bureaucracy or something.
 
I mean I'm not trying to sound like a dick but if people invest into portals why would we do any defensive focuses going forward or invest into navy or anything else like that which is mainly slow or static in nature, because it has to be assumed that as soon as we get portals NOD does too. To do any defensive options taken, all the work on strategic area defenses, walls, military bastions, orbital nuclear caches, land based nuclear caches, satellite weapons, etc would become useless as NOD would be able to take them out in wave one without even having to put forward effort of using stealth strike teams or large scale offensives. It'd just become a game of build portal facility, send bombs through to destroy cities and infrastructure or maybe strike teams through to find intel on enemy portal facility, bomb portal facility, have portal facility bombed, repeat
Why didn't the Visitors do that back during the Third Tiberium War, then? Why did they have to send Drone Platforms to build bases instead of simply teleporting buildings (or units, for that matter) to the desired destination? Why did they even need to approach the Earth normally through space instead of teleporting directly down to the surface? All available evidence indicates that even for the Visitors, who are vastly and incomprehensibly more advanced in the field of portals than GDI or Nod, doing this sort of strategic-scale one-sided teleportation is not trivial, and the specific application you are describing is a capability that has literally never been demonstrated by *anyone* that we know of in-setting. I see no reason to believe that GDI or Nod could suddenly achieve what the Visitors could not in an infinitesimal fraction of the time that the Visitors have been working with portals.
 
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[X] Plan Thinking With Portals
[X] Plan Attempting to Science the Apertures
One major thing that makes me want to destroy all traces of the portals and not invest a single turn in them is that they threaten our greatest advantage over NOD and if we restore one and the knowledge of how to do it or god forbid the knowledge of how to do portals with human tech leaks, and it would eventually, we lose all orbital and defensive depth we have acquired due to the fact that NOD can not just bomb any of our facilities, space stations or other critical nodes but NOD would most importantly be able to escape the earth and become a truly untraceable or containable threat.

They could set up bases on any planet in the system or even hollow out asteroids in the belt and start launching them at us, god forbid if they pull a Marco Inaros and start attaching stealth coatings and shielding to asteroids and micro meteorites.

The portals might help us streamline logistics in setting up off world or high orbit production but the risks of it falling into enemy hands far out weigh the benefits i feel.

I mean I'm not trying to sound like a dick but if people invest into portals why would we do any defensive focuses going forward or invest into navy or anything else like that which is mainly slow or static in nature, because it has to be assumed that as soon as we get portals NOD does too. To do any defensive options taken, all the work on strategic area defenses, walls, military bastions, orbital nuclear caches, land based nuclear caches, satellite weapons, etc would become useless as NOD would be able to take them out in wave one without even having to put forward effort of using stealth strike teams or large scale offensives. It'd just become a game of build portal facility, send bombs through to destroy cities and infrastructure or maybe strike teams through to find intel on enemy portal facility, bomb portal facility, have portal facility bombed, repeat
Tl;dr; not how portals work, not something Nod can do either. Even our current state-of-the-art portals are shitty as fuck, energy hogs, require substantial portions of GDIs entire GDP, which is far bigger than Nods, and are tied to specific locations, not a free-positioning one-end-only deal. By the time Portals are actually advanced and Nod could have possibly both stolen them and acquired the necessary resources, this conflict is almost certain to be over.
 
[X] Plan Thinking With Portals

Now this is the kind of mad science that GDI pays the Treasury for (What do you mean the treasury isn't supposed to be a mad science think tank!?).

But in all seriousness, I think this is the sort of big ticket game changer that's going to really firm up confidence in what GDI as a government is doing about the looming end of the world when the times come. People are scared now that the public is aware the end of the world is coming, and that's not going to go away on its own over time just because the clock is quietly ticking down- not when GDI is publicly treating the threat of Tiberium at least on par with the threat of NOD. It may take years and years to reach a point where GDI can fully exploit the portal tech in a public way, but that just means as the outlook gets darker we can start delivering on a revolutionary solution.

Edit: The only real conceivable way NOD could even get access to portal tech is the Threshold, and at best that means its a closely held technology being worked on by Kane's chosen few... and that Kane is almost certainly going to be shocked when he realizes GDI is basically trying to increment itself towards an actual moon based portal network.
 
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But in all seriousness, I think this is the sort of big ticket game changer that's going to really firm up confidence in what GDI as a government is doing about the looming end of the world when the times come. People are scared now that the public is aware the end of the world is coming, and that's not going to go away on its own over time just because the clock is quietly ticking down- not when GDI is publicly treating the threat of Tiberium at least on par with the threat of NOD. It may take years and years to reach a point where GDI can fully exploit the portal tech in a public way, but that just means as the outlook gets darker we can start delivering on a revolutionary solution.
I don't know why you think that, this is a blacksite project far as I remember. Nobody that doesn't need to know this is being worked on should know it's being worked on. The public will know about it when GDI as an institution can do something with it.
 
I don't know why you think that, this is a blacksite project far as I remember. Nobody that doesn't need to know this is being worked on should know it's being worked on. The public will know about it when GDI as an institution can do something with it.
What part about 'years and years to reach a point where we can exploit this technology in a public way' was unclear? That's my entire point, the public is going to rapidly learn about it the moment we can do something meaningful with it because hiding logistical infrastructure is much easier said than done.

To be able to present a new and radical solution down the road was the core point. We're not exactly going to be able to hide a space station that doesn't receive shipments from the ground but still winds up offloading cargo to translunar cargo ships which is probably going to be what the next phase after this one entails.
 
Keep in mind that we're effectively paying ~2 extra dice by not doing alloys this turn.

I really think we can afford to do 1 die Portals this turn, and 3 dice next turn, instead of 4 this turn. Even at 4, it only has a ~50% CoS.
 
One major thing that makes me want to destroy all traces of the portals and not invest a single turn in them is that they threaten our greatest advantage over NOD and if we restore one and the knowledge of how to do it or god forbid the knowledge of how to do portals with human tech leaks, and it would eventually, we lose all orbital and defensive depth we have acquired due to the fact that NOD can not just bomb any of our facilities, space stations or other critical nodes but NOD would most importantly be able to escape the earth and become a truly untraceable or containable threat.

They could set up bases on any planet in the system or even hollow out asteroids in the belt and start launching them at us, god forbid if they pull a Marco Inaros and start attaching stealth coatings and shielding to asteroids and micro meteorites.

The portals might help us streamline logistics in setting up off world or high orbit production but the risks of it falling into enemy hands far out weigh the benefits i feel.

I mean I'm not trying to sound like a dick but if people invest into portals why would we do any defensive focuses going forward or invest into navy or anything else like that which is mainly slow or static in nature, because it has to be assumed that as soon as we get portals NOD does too. To do any defensive options taken, all the work on strategic area defenses, walls, military bastions, orbital nuclear caches, land based nuclear caches, satellite weapons, etc would become useless as NOD would be able to take them out in wave one without even having to put forward effort of using stealth strike teams or large scale offensives. It'd just become a game of build portal facility, send bombs through to destroy cities and infrastructure or maybe strike teams through to find intel on enemy portal facility, bomb portal facility, have portal facility bombed, repeat
This is baseless hysteria.

Nod aren't wizards - for them to know we have working portal tech requires that the project not be a blacksite with no outward communications and a staff that never leaves. There needs to be a plausible line of information; if there isn't a way for information to pass out, Nod can only plausibly know that GDI is working on something top secret, but not what it is. Nod tried to infiltrate and find out what we were doing, and we slammed the proverbial cookie jar shut on their fingers.
 
So, out of our six free dice this turn, it looks like:
-1 Orbital
-3 Agri
-1 Tib
-1 Services

I'm not sure how I feel about free dice in Agriculture when it has ~40 available dice through the rest of the plan (10 turns), while HI and Orbital have about 0.
 
To be able to present a new and radical solution down the road was the core point. We're not exactly going to be able to hide a space station that doesn't receive shipments from the ground but still winds up offloading cargo to translunar cargo ships which is probably going to be what the next phase after this one entails.
Because you also said "people are scared now". The entire point of doing something that shows we're working on solutions is that we can show them.

That said, I seem to have misread your original post. And while I agree with the logic kinda, I still don't think it's worth 400R, kicking most of the other service projects out the window for a turn, and delaying Alloys another turn. One turn does not make a significant difference for Portals in the long run. The way dice are allocated here does seems to hurt some of our plan goals.
 
Because you also said "people are scared now". The entire point of doing something that shows we're working on solutions is that we can show them.

That said, I seem to have misread your original post. And while I agree with the logic kinda, I still don't think it's worth 400R, kicking most of the other service projects out the window for a turn, and delaying Alloys another turn. One turn does not make a significant difference for Portals in the long run. The way dice are allocated here does seems to hurt some of our plan goals.
And I said they're only going to get more scared as things inexorably deteriorate. And I don't think there's a conventional solution around we could throw ourselves hard enough to reassure the populace that 'no, don't panic the world may explode but we'll get everyone out safe and sound'.

I'm not committing to portals just because I think it will be a useful PR tool in a decade. I'm committing to portals because its fundamentally revolutionary in every capacity. Economically, militarily, logistically, and in terms of human survival. The full scope of its possible uses and the costs to get it into that use is an enormous question mark we need to answer as soon as possible. The sooner we dispel more of the ignorance of what getting this technology into use is going to take and going to do, the sooner we can make informed decisions based off more than either hyping it to the heavens, or just retching at the price.
 
I think that three phases of SADN are enough for now and it is time to develop the next wave of vehicles. We already build the first wave of zone armor and the second one is a High Priority as well.
I think the current situation for zone armor in APC's is that the squad is spread over two APC's and they need a bit more time then the unarmored troops to get in and out due the greater bulk of their armor.
The Governor refit might not be done in time for the landing but as a refit vs a new design it will be there soon after to help with our expanded supply lines.
The hope is that at least some of these have phases that are can be done by the refit department we promised to start and the Nova hawk is another good candidate for that.
Predictive Modeling Management will move our dice closer to average with 2D50 the odds of a result near 50 are doubled while the odds of a nat 1 are greatly reduced(and it has been confirmed that dice are rolled in pairs and both of a single pair need to roll a 1 for it to be a NAT 1)

[X] Plan NovaHawks, Governors, Portals and APC's
-[X] Infrastructure 5/5 dice 65R
--[X] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%
--[X] Postwar Housing Refits (Phase 1+2+3) 114/485 4 dice 40R 22%
-[X] Heavy Industry 5/5 dice 110R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 2+3) 263/595 3 dice 60R 11% (100% Phase 2)
--[X] Second Generation Repulsorplate Factories 0/560 2 dice 50R (2/6.5 median)
-[X] Light and Chemical Industry 4/4 dice 75R
--[X] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
--[X] Adaptive Clothing Development 0/60 1 die 15R 90%
-[X] Agriculture 6/6 +3 free dice 45R
--[X] Reforestation Campaign Preparations (Phase 1) 252/815 9 dice 45R 97% (9/17 Phase 2)
-[X] Tiberium 7/7 +1 free dice 215R
--[X] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[X] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
--[X] Enhanced Harvest Tiberium Spikes 0/180 1 die 20R (1/2 median)
--[X] Forgotten Experimentation 0/260 2 dice 60R 10%
--[X] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
--[X] Tiberium Field Refinery Development (New) 0/80 1 die 25R 80%
-[X] Orbital 7/7 +1 free +1 Erewhon dice 190R
--[X] GDSS Columbia (Phase 5) 643/1030 3 dice +1 Erewhon die 80R 19%
--[X] GDSS Shala (Phase 4) 486/520 4 dice 80R 100% (4/11.5 Phase 5)
--[X] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
-[X] Services 4/4 +1 free dice 415R
--[X] University Program Updates 137/250 1 die 15R 38%
--[X] Primitive Prototype Portal Construction (New) 0/400 4 dice 400R 48%
-[X] Military 7/7 dice 120R
--[X] NovaHawk Development 0/40 1 die 15R 100%
--[X] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
--[X] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%
--[X] Governor A Development 0/40 1 die 15R 100%
--[X] Shark Class Frigate Shipyards (Seattle) 0/240 1 die 20R (1/3 median)
--[X] Modular Rapid Assembly Prototype Factory 0/280 1 die 20R (1/3.5 median)
-[X] Bureaucracy 4/4 dice +10 R
--[X] Make Political Promises 1 die auto
---[X] Developmentalist: Complete both Library Enhancement Programs
---[X] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064)
--[X] Trade Programs 2 dice auto
----[X] Sell Consumer Goods x2 +10 RpT
--[X] Predictive Modeling Management 1 die auto
-[X] Total: 1235R/1240R, -15 PS
 
Projected Fusion Power Plant Decommissioning
-3 Energy Q3 2063
-8 Energy Q1 2064
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068
The one I put in bold seems to be a typo and should say Q4 2066 instead of Q4 2067. Especially since Q4 2067 shows up later on.
 
2063 Q3 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure has the Planned City Project of Karachi and the Post War Housing Refits.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1610 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

-Post War Housing Refits Phase 1-3: 114/485 Progress ~5 dice median

Semi Required Projects:
-None

Infrastructure Total = 14 dice
50 Infrastructure dice for the rest of the Plan, 36 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. The completion of the fifth phase of the Alloy Foundries is likely needed to net reduce the die cost across the board. We are going to need a several phases of 2CCF plants to support CCF replacement.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/1925 Progress ~22 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-U-Series Alloy Foundries Phase 5: 136/460 Progress ~4 dice median
--Requires 4 Energy
--Requires 1 STU

-Second Generation Continuous Cycle Fusion Plants Phase 2-7: 263/1830 Progress ~20 dice median
--Requires 6 Labor
--Provides 114 Energy
--Note: Total CCF Energy to be replaced is 155 Energy. We only need 27 Energy ready this plan for the shut down on Q3 2063, Q1 2064, and including the shut down in the first quarter of the next plan on Q1 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan with the knowledge that we don't strictly need more then 27 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 46 dice
50 Heavy Industry dice for the rest of the Plan, 4 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry requires the completion of Reykjavik. Bergen is not explicitly required, however it may be necessary to complete the 4th phase to increase our ability to produce the 2CCF for non-plan projects, including offsetting the CCF plants coming offline.

Required Projects:
-Reykjavik Myomer Macrospinner Phase 5: 883/1100 Progress ~3 dice median
--Provides 4 Energy
--Provides 8 Capital Goods

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 235/640 Progress ~5 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 8 dice
40 Light and Chemical Industry dice for the rest of the Plan, 32 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the completion of one Phase of Dairy Ranches, the Reforestation Projects, and the production of 3 Agriculture Consumer Goods.

Required Projects:
-Reforestation Preparation Campaign Phase 1-2: 252/1625 Progress ~17 dice median

Semi Required Projects:
-Agricultural Consumer Goods: Must produce 3
--6 Provided by Shala
--Total Produced: 6

Agricultural Total = 17 dice
60 Agricultural Dice for the rest of the Plan, 43 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, along with two BZ Inhibitors, an additional 25 RZ Mitigation, 550 Income and 470 Processing. Also the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: ~9 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Tiberium Inhibitor Deployment BZ x2: BZ-4 52/85 Progress ~1 die median, x2 BZ-9 59/85 Progress ~2 dice median
--Requires 6 Energy
--Provides 4 YZ Mitigation

-Red Zone Border Offensives Phase 5: 158/210 Progress ~1 die median
--Provides 2 Energy
--Provides 3 RZ Mitigation
--Provides ~25 RpT

-Improved Hewlett Gardener Process Refits: 65/1380 Progress ~15 dice median

-IHG Tiberium Processing Plants Stage 1-2: 0/320 Progress, ~4 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing

-Coordinated Harvesting Phase 1-3: 82/570 Progress, ~5 dice median
--Provides 6 RZ Mitigation

Semi Required Projects:
-Tiberium Vein Mines Phase 9-12: 22/680 Progress ~7 dice median
--Requires 8 Capital Goods
--Provides ~120 RpT
--Provides 4 YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 28/400 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/550 Progress ~6 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

-Red Zone Harvesting Stage 12: 29/125 Progress ~1 die median
--Provides 1 Energy
--Provides 1 RZ Mitigation
--Provides ~17.5 RpT

Tiberium Total = 55 dice
70 Tiberium Dice for the rest of the Plan, 15 dice available, no free dice required.
Orbital Projects
Orbital currently requires the movement of 17,150 people to Space.

Required Projects:
-GDSS Columbia: 643/1030 Progress ~4 dice median
--Provides 2000 Space Population

-GDSS Shala: 486/1525 Progress ~12 dice median
--Provides 700 Space Population
--Provides 12 Food
--Provides 6 Consumer Goods

-Space Population Commitment of 17150
--14450 Space Population Commitment Remains post Shala and Columbia.
---Based on the average Bay efficiency of 350 Progress needed per 1000 Space Pop yields (Reference) a conservative estimate of 5057.5 progress required. This implies 57 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing due to the Housing Bays, the Alloy Foundries, and has the potential to decrease further due to the development and implementation of specific Techs.

Orbital Total = 73 dice
70 Orbital Dice for the rest of the Plan, 0 available, 3 free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/275 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

-Note: For heavy industry, military and tiberium there is the possibility that the AEVA will improve it enough to be worth it. Tiberium should save ~3 dice over the Plan and the one in Military should save about 1-2 (despite having a larger dice count 32 of the dice in military aren't being rolled and are there for the departments), the Heavy Industry AEVA also will save 1 dice, if we include Alloy Foundries.

Services Total = 2 dice
40 Services Dice for the rest of the Plan, 38 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 10 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Strategic Area Defense Networks Phase 4: 125/365 Progress ~3 dice
--Requires 2 Energy
--Requires 1 STU

-Reclamator Hub Red Zone x2: 0/540 Progress ~7 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 20 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 56/230 Progress ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
-Air Force Total = 2 dice

Space Force
-Transorbital Fighter Development: 0/60 Progress ~1 die
-Space Force Total = 1 die

Ground Forces
-Ground Forces Zone Armor x4: 11/1300 Progress ~16 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 8 Labor

-Next Generation Armored Support Vehicles: 0/80 Progress ~ 1 die

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-Ground Forces Total = 10 dice

Navy
-Governor A Development: 0/40 Progress ~1 die median

-Governor A Deployment: 0/400? Progress ~5 dice median
--Requires 6 Energy?
--Requires 4 Capital Goods?
-Navy Total = 6 dice

Steel Talons
-Unmanned Support Ground Vehicle: 0/80 Progress ~1 die median

-At least 10 Steel Talon dice
-Steel Talons Total = 10 die

Military Total = 57 dice
70 Military dice for the rest of the Plan, 13 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 20 current, 5 in reserve
--27 Required by CCF Replacement (3 Q3 2063, 8 Q1 2064, 16 Q1 2065)
--8 Required by North Boston Chip Fabricator
--4 Required by U-Series Alloy Foundries
--6 Required by BZ Inhibitors
--8 Required by IHG Processing Plants
--1 Required by Hospitals
--2 Required by SADN
--3 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--6? Required by Governor A Deployment
--114 Provided by ICCF
--40 Provided by DEA
--4 Provided by Reykjavik
--8 Provided by Bergen
--2 Provided by Border Offensives
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ Harvesting
--2 Provided by RZ MARVs
--Net: 117 Energy

-Logistics:‌ 21
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 27 Logistics

-Food:‌ 24
--12 Provided by GDSS Shala
--1 Provided by Perennials Q4 2063
--Net: 37 Food

-Capital Goods: 17
--10 Required by Civilian Market
--8 Required by Vein Mines
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--4? Required by Governor A Deployment
--20 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--8 Provided by Rekjavik
--Net: 49 Capital Goods

-Consumer Goods: 226 current, Must produce 33
--30 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--6 Provided by GDSS Shala
--Total Produced: 52
--Net: 279

-STU: 7
--1 Required by Alloy Foundries
--1 Required by SADN
--3 Produced by IHG Refits
--4 Produced by new income
--Net: 12

-Labor: 29, +1 per turn
--10 Provided by Growth
--2 Required by North Boston Chip Fabricator
--6 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--Net: 9
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~30 Labor, as such even with no additional growth beyond this turn, we will meet Labor requirements.

-Tiberium Processing: Must produce 470
--900 Provided by IHG Tiberium Processing Plants
--Total Produced: 900

-Income RpT: Must produce 550
--150 Provided by Private Industry (current 15 RpT/T tax growth)
--25 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--120 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 557.5

-RZ Mitigation: Must produce 25
--3 Provided by Border Offensives
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--1 Provided by RZ Harvesting
--6 Provided by Coordinated Abatement
--6 Provided by RZ MARVs
--Total Produced 29

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 50 Total, 14 Required, 36 Available
Heavy Industry: 50 Total, 46 Required, 4 Available
Light and Chemical Industry: 40 Total, 8 Required, 32 Available
Agriculture: 60 Total, 17 Required, 43 Available
Tiberium: 70 Total, 55 Required, 15 Available
Orbital: 70 Total, 73 Required, 0 Available, 3 Free Die Required
Services: 40 Total, 2 Required, 38 Available
Military: 70 Total, 57 Required, 13 Available
Free: 60 Total, 3 Required, 57 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-Updated STU and Progress costs for SADN
-Updated 2CCF estimate for CCF Energy projections
-Updated GFZA Progress, Energy and Capital Goods Cost
-Updated project costs to reflect Alloys 4 cost reduction

Any questions/comments are welcome
 
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[X]Plan Space mines
-[X]Infrastructure 5 dice 95R
--[X] Postwar Housing Refits (Phase 1) 114/165 1 die 10R 92%
--[X] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%
--[X] Yellow Zone Fortress Towns (Phase 7) 93/260 3 dice 60R 95%
-[X]Heavy Industry 5 dice +1 AA dice 160R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 2 + 3) 263/595 3 dice 60R 11%
--[X] U Series Alloy Foundries (Phase 5) 136/485 2 dice 80R
--[X] Nuuk Heavy Robotics Foundry (Phase 4) 143/990 1 AA dice 20R
-[X]Light and Chemical Industry 4 dice + Erewhon 90R
--[X] Adaptive Clothing Development (New) 0/60 1 die +Erewhon 30R 90%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 3 dice 60R 76%
-[X]Agriculture 6 dice 85R
--[X] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%
--[X] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%
--[X] Vertical Farming Projects (Stage 5) 78/220 2 dice 30R 77%
--[X] Reforestation Campaign Preparations (Phase 1) 252/815 1 Dice 5R
-[X]Tiberium 7 dice 135R
--[X] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[X] Forgotten Experimentation 0/260 1 Dice 30R
--[X] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
--[X] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[X] Tiberium Field Refinery Development (Tech) (New) 0/80 1 die 25R 80%
--[X]2 Tiberium dice allocated to Marvs
-[X]Orbital 7 dice + 6 free dice 290R
--[X] GDSS Columbia (Phase 5) 643/1030 3 dice 60R 2%
--[X] Spaceport Bay 0/315 3 dice 60R 28%
--[X] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
--[X] GDSS Shala (Phase 4+5) 486/1525 4 Free Dice, 80R
--[X] Lunar Mining Projects (New) 0/210 2 dice 40R 28%
-[X]Services 4 dice 80R
--[X] Regional Hospital Expansions (Phase 2) 85/275 2 dice 50R 47%
--[X] University Program Updates 137/250 1 die 15R 38%
--[X] Library Enhancement Programs 0/180 1 Dice 15R
-[X]Military 7 Dice +2 Tiberium 175R
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
--[X] Reclamator Hub RZ1 South (Benghazi) 0/270 2 Mil 2 Tib dice 80R 93%
--[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
--[X] Infantry Recon Support Drone Deployment 0/170 1 Dice 10 R
--[X] Ground Forces Zone Armor (Set 2) (Phase 1) 0/340 1 Dice 20R
-[] Island Class Assault Ship Deployment 0/145 1 die 25R 2%
-[X]Bureaucracy 4 dice 80R
--[X] Administrative Assistance 2 die auto (Nuuk) 20R
--[X] Transfer Funding to InOps 1 die auto 60R
--[X] Trade Programs 1 die auto
-[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
Total cost 1080R

First and foremost. Every free dice into space. Columbia gets 3 dice, the minimum for a tiny chance at completing, it's not likely but there it is. The spaceport Bay which we're gonna need in future, also gets a chance at completing and is at least started. Better life support is an easy Gimme. Shala gets four dice to keep that trundling along, phase 4 is guaranteed notably. Then, for space mining because we need more R for a bunch of projects in the pipeline, we spend the last couple of dice on moon mining.

Infrastructure. Nothing fancy. Completes the phase of housing refits and the phase of shuttles. Sets up fortress towns because Krukov has been making noise, and to set up more green/yellow zone harvesting ops.

Heavy Industry. Max dice on Energy. 2 Dice on the alloys, since they're so popular. Toss in an AA dice onto Nuuk because I wanted to use all four bureaucracy dice so, I delayed releasing more cap goods a turn and instead put an AA dice on a project that creates cap goods. It's not likely to finish, but progress is progress.

Light industry is even easier. 1 Dice plus Erewhon on giving Adaptive clothing a slightly better chance of completing and as something fun for our lovely little artist. The remaining 3 dice on myonmers.

Agri, Dairy Ranches aren't in a rush, so one dice on that. Then a spread of dice into food projects, some on mechanisation, because of labour, some on vertical farms to roll them out to our former greenzone cities to help them be more self sufficient. 1 Dice on reforestation to keep that moving.

Tiberium. Yellow zone abatement isn't the issue. So, only complete one of the BZ inhibs (caravanserai) 1 dice onto forgotten to slowly look into them gently. 1 dice to carefully continue co-ordinating abatement with nod. 1 Dice onto GDI's own Red zone border offensives. And, I want Redzone 1 inhibitor. So attempting to roll out RZ1 South marv hub, and toss the last dice onto the refining refits to see if we can either get that marv producing STU's, or at least further Marvs going forwards will have that. Either way, the important part about that Marv hub is unlocking the red zone inhib ASAP along with its strategic position and more red zone abatement.

Services, again. Nothing fancy. Try to finish off the hospital expansions and the university program with minimal dice, begin the library enhancement project for an easy project helping quality of life.

Military. Trans-orbital fighter is my must have. 1 dice on that. Then the red zone 1 marv hub. After that, drones, drones, and zone armour to keep our squishy humans alive.

Bureacracy, round off with an AA dice, I've got plenty of cash so more funding to InOps, and because we've got more consumer goods than we know what to do with, let's sell some to the brotherhood.

edit: Changed one military dice from the scout drones to island class as per request from Khop and to give the navy some love.
 
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[X] Plan Thinking With Portals
[X] Plan Sensible Medians and Extra Space+Portal dev.
[X] Plan Clearing Goals and Prepping MAR
Vs

Tldr on not liking other plans: too much red zone, too much scattering of HI dice, logi > arcologies.

Also the lack of enhanced spikes in plans makes me sad
 
Also the lack of enhanced spikes in plans makes me sad

Just can't justify it currently sorry. There's been a lot of worry of "What if tib grows faster!" So it gets put on the back burner, until I can spare more tib dice.

I'd love to have it. But IMO we need more red zone abatement first. Instead for our 'mad science' I'm checking out the forgotten, both to see if they have any more interesting stuff regarding tiberium, and to see if we can create more infusions/treatments for those exposed to tib. Potentially even with Forgotten mutation instead of death for our GDI soldiers exposed to tiberium.

Roll out a few more inhibs IMO. And I'd love to go for the enhanced tib spikes.
 
[X] Plan Attempting to Science the Apertures
[X] Plan Sensible Medians and Extra Space+Portal dev.
[X] Plan Think of the Meat.

These seem alright.

I am very concerned a plan without alloys is currently winning. And I get wanting portals. I don't get trying to compete them in one turn.
 
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