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.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.
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.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.
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 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.
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.
What for?I didn't. I spent that dice before I ever put free dice in there. I want Orbital Nuclear Caches and have for two IRL years.
Basically what @doruma1920 said. We have them and I'd like it if Nod couldn't keep stealing them, as well.
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.GDI has it as part of its founding documents to not use Nukes.