Interesting thought, the Impulse cargo ships use a hybrid fusion drive, but from the description it is just a fusion drive enhanced with repulsor plates. So if we are to build them the fusion shipyard will likely be used to make them, rather than a new type of shipyard. The technology in the platform seems to be evolutionary (and innovative) of the existing technology rather than disruptive.
 
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Interesting thought, the Impulse cargo ships use a hybrid fusion drive, but from the description it is just a fusion drive enhanced with repulsor plates. So if we are to build them the fusion shipyard will likely be used to make them, rather than a new type of shipyard. The technology in the platform seems to be evolutionary (and innovative) of the existing technology rather than disruptive.
I said something to that effect on Discord, as my initial inclination was to rush rebuilding the fusion yards, but Ithillid basically said it wasn't really necessary. There's actually pretty little commonality between our fusion craft of today and the impulse craft of tomorrow.
 
Urgh this just had to be a work day didn't it.

[X] Plan Late to the Party
-[X]Infrastructure 5/5 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 0/1 165R
--[X] Karachi Planned City (Phase 4) 178/390 3 dice + 3 Tib dice 120R 100%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
--[X] Nuclear Infrastructure Rebuilding 0/200 2 dice 30R 17%
-[X]Heavy Industry 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 125R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 5) 147/270 2 dice 40R 99%
--[X] Aberdeen Isolinear Fabricator (Phase 2) 103/180 2 dice 60R 100%
--[X] Microfusion Cell Laboratories 80/150 1 die 25R 96%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 95R
--[X] Bergen Superconductor Foundry (Phase 5) 644/1140 2 dice 60R 0%
--[X] Factory Automation Programs 229/280 1 die 15R 99%
--[X] Civilian Exosuits 0/85 1 die 20R 69%
-[X]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 90R
--[X] Spider Cotton Plantations (Phase 4) 2/175 3 dice 45R 100%
--[X] Laboratory Meat Deployment (Phase 2) 0/170 3 dice 45R 99%
-[X]Tiberium 7/7 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 0/1 105R
--[X] 3 dice for Karachi
--[X] Red Zone Containment Lines (Stage 6) 54/180 3 dice 75R 100%
--[X] Hewlett-Gardener Mothballing (Phase 1) 0/50 1 die 10R 100%
--[X] Enhanced Harvest Tiberium Spikes (Phase 2) 161/180 1 die 20R 100%
-[X]Orbital 9/9 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 1/1 330R
--[X] Impulse Drive Cargo Ship Development 1 die + 1 admin die 40R 99%
--[X] GDSS Columbia Bays
---[X] Assembler Bay 161/240 1 die 20R 89%
--[X] GDSS Shala Bays
---[X] Experimental Crops Bay (Stage 1) 0/255 3 dice 60R 98%
--[X] Lunar Homesteading (Phase 4) 42/220 2 dice + Erewhon 90R 99%
--[X] Aldrin Planned City (Phase 2) 268/465 4 dice 120R 100%
-[X]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[X] Regional Hospital Expansions (Phase 2) 2 dice + 1 admin die 75R 93%
--[X] Wet AI Development 0/240 1 die 30R 0%
--[X] Projected Hardlight Development 0/60 1 die 15R 100%
-[X]Military 6/6 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/1 160R
--[X] Ground Forces Zone Armor (Set 2) (Phase 2) 236/285 5 dice 100R 100%
---[X] Phase 3 236/570 98%
--[X] Governor-A Deployment (Refits) 156/350 2 dice 40R 31%
--[X] Unmanned Support Ground Vehicle Deployment 1 die 20R 0%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[X] Administrative Assistance (Impulse Drive Cargo Ship Development) 2 dice
--[X] Administrative Assistance (Regional Hospital Expansions) 2 dice
-[X]Free Dice 6/6
--[X] 1 in Infrastructure
--[X] 1 in Tiberium
--[X] 2 in Orbital
--[X] 2 in Military
-[X]Resources Income 1190/1450 Reserve 0/375 Bank 100
 
My main point of disagreement with Rocky Road to Aldrin is that it does not give us a pathway to constructing any more Red Zone inhibitors (which requires at least the RZ-1S MARV hub), and with only three turns remaining in the Plan and game, we'll be relying fairly heavily on luck if we want to create any more such inhibitors.

The Attempting to Fill Big Craters plans, and other plans that include a MARV hub, make allowances for this. They also, in principle, position us to pivot further towards "Military dice for peace" in the rest of 2065 if we so wish, because MARV hubs are at this point effectively an investment in fighting tiberium, not in fighting Nod.

I also have a second-order disagreement in that I think five dice on fusion reactors is more surge effort than we really need, and that we can maintain a healthy buffer at just two or at most three fusion power dice per turn, but ultimately this isn't a big deal because I figure it'll average out over the rest of the year.
 
[X] Plan Tech dev and Plan goals

I appreciate the vote for my plan but you're not voting for it atm. It needs to be [] Plan Tech dev and Plan goals 1205R
I put the rescource cost on the wrong line and didn't notice until someone else had already voted for it so now that bit is a part of the plan name and needs to be included. Otherwise the tally will count your vote as voting for a different plan.
 
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No worries about not getting to me sooner.

I don't think it makes a difference when we finish Aberdeen and Nuuk phase 4 so long as they are done before the plan ends. Its probably to late to get anything from them within in the next 4 turns and we don't urgently need cap goods so I'd rather keep plugging awaway at both of them instead of prioritising 1.
Personally, I'd rather we actually finish Aberdeen so we can use the Capital Goods from it to do good things, and unlock projects gated behind having isolinear chip output.

There may be projects gated behind Nuuk Phase 4, but given that Nuuk Phase 4 is the much larger project, I don't think it's realistic for us to expect to have time to finish those projects.

we have no idea what our underground mitigation is right now. More inhibitors won't help finding that out but digging down to we can get a better look at the underground tib might.
Red Zone inhibitors are something we can very strongly predict will reduce underground tiberium spread. Because inhibitors, with sufficient power, seem to work on any large interconnected mass of tiberium... and Red Zones tend to be, in effect, giant interconnected masses of tiberium. It is almost inevitable that setting up working tiberium inhibitors that restrain a whole Red Zone will reduce the total mass of additional tiberium that is created within that Red Zone, and therefore the amount that can be pushed underground.

We also have reason to think that expansions of the inhibitor network will favorably influence Kane, because it points us in the general direction of what we need to build his TCN design. This may give us a little more leverage than we'd otherwise have when it comes time to do the big "TCN negotiations" that seem as though they will effectively capstone the quest.

Though I really wish we'd get to at least see the first year of TCN construction and so on, because it'd represent such a huge change of pace and we'd get to see all our favorite characters adapt to the changing post-TCN political environment.
 
Red Zone inhibitors are something we can very strongly predict will reduce underground tiberium spread. Because inhibitors, with sufficient power, seem to work on any large interconnected mass of tiberium... and Red Zones tend to be, in effect, giant interconnected masses of tiberium.

I know that and I'm not denying that they're useful but we have no idea how useful they or anything else is at dealing with undergroud tib. Personally I'd rather priotise the project that explicitly mentions dealing with the undergroud tib and might get us more info on what's going on down there. I think the chance to get more information is more important than more inhibitors at the moment since that will let future GDI decide whether they need to invest in tiberium spikes, inhibitors or vein mining whilst they are building the TCN.
 
My main point of disagreement with Rocky Road to Aldrin is that it does not give us a pathway to constructing any more Red Zone inhibitors (which requires at least the RZ-1S MARV hub), and with only three turns remaining in the Plan and game, we'll be relying fairly heavily on luck if we want to create any more such inhibitors.

The Attempting to Fill Big Craters plans, and other plans that include a MARV hub, make allowances for this. They also, in principle, position us to pivot further towards "Military dice for peace" in the rest of 2065 if we so wish, because MARV hubs are at this point effectively an investment in fighting tiberium, not in fighting Nod.

I also have a second-order disagreement in that I think five dice on fusion reactors is more surge effort than we really need, and that we can maintain a healthy buffer at just two or at most three fusion power dice per turn, but ultimately this isn't a big deal because I figure it'll average out over the rest of the year.

Point of contention: We don't need luck. We just need to be willing to spend dice. I'm doing my level best to wind down GFZA this turn so we can put the lion's share into MARVs as we please.

If we finish out 2+3 this quarter (or even just 2 and almost smash 3) then I'm fully willing to put up to four mil dice into MARVs next turn. Ultimately, we can get our abatement numbers without MARVs, and while I also want inhibs in the RZ, that's not a plan goal.

Basically:
Step 1: Crush GFZAs like we should have way, way earlier (but couldn't because there's always a fire somewhere in Mil and we decided to make a billion promises)
Step 2: Put enough dice into RZ-1 hub to 1-turn it. It doesn't actually take that many.
Step 3: Build every single RZ-1 inhib in Q3.
Step 4: Etc.

Additionally: there are only 4 dice on fusion reactors.
 
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GDI has it as part of its founding documents to not use Nukes.
The ONCs aren't there to let us use them on Earth. They're there to let us use them in the event of Visitors, and to allow our Space Force the ability to use them in their warships during the timeskip.
 
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