The capital goods timer is trending up, not down, it's hardly still an "OH MY GOD DROP EVERYTHING" emergency. With Boston finishing next turn it should be staved off even further, with plenty of time to get something like New Moscow online and keep the timer counting up instead of down. This is exactly the time to start diversifying not double down, the capital goods crunch is visibly trending better we're through the worst of it.

If Tib rolling 10/10 on mutation means it went as bad as possible instead of as good as possible, we probably have a brand new crisis that's gonna need like 10 Tib dice and take focus off capital goods anyways.
 
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The capital goods timer is trending up, not down, it's hardly still an "OH MY GOD DROP EVERYTHING" emergency. With Boston finishing next turn it should be staved off even further, with plenty of time to get something like New Moscow online and keep the timer counting up instead of down. This is exactly the time to start diversifying not double down, the capital goods crunch is visibly trending better we're through the worst of it.
The thing is doing capital good projects makes other things better- boston chips provides the chips our industry need as otherwise we have a lot of stuff sitting idle (new zone suits). New Moscow improves productivity as it reduces labor done by hand in factories. And we were told that clearing out cap goods from being negative will drop progression required for some projects as well as open new projects. So looking at 3 HI dice and some free dice next turn, though some free dice need to go to military but that tiberium mutation roll has me worried
 
energy did not decrease, the +++ is the change not total (same way labor has two -s for change but not the total) mainly because i dont know where in ++++ we are so we could still be ++++ or up to +++++

Ah, my mistake - when I saw the 'new' value I thought that it meant the new value, not the amount of change.

@Twiggierjet We should be able to complete Boston Phase 3 with 3 dice next turn - our dice bonus should go up from +6 to +8 so 3 dice should give a +24, taking the point total to 498 so only requiring 102 pts from 3 dice, giving us a very high chance of success. That would give us ++++for Capital Goods and +++ for Consumer Goods at a cost of 45 Resources.

Chemical Precursor Plants currently have 36/200, and Light & Chemical Industry should have +8 bonus per dice, so 3 dice gives a +24 bonus meaning we would have to get 140 pts from 3 dice costing 45 Resources to complete it, giving ++ for Capital goods.

Finally the New Moscow Robotics Works project would give ++ to Capital Goods (and it's one of the few projects that produces Capital Goods without costing extra Energy) but costing 200 pts means that we'd need to invest at least 3 dice, which would give a fairly marginal chance of success, or 4 dice which would give a really good chance of success.

So if we go for 3 dice in each of the above options we'd have a fairly good chance of gaining ++++ ++++ Capital Goods at the cost of 150 Resources - less than half our turn income.
 
@Ithillid The Yellow Zone Reconstruction option mentioned that if it was done before the blue zone rail links were completed that the Hawks would be upset with us. Now we've completed Rail Link Reconstruction but only Phase 1 of that project - would that be enough goodwill to keep the Hawks from chucking a shit fit if we chose Yellow Zone Reconstruction next turn? Also, will the completion of Phase 1 of Rail Link Reconstruction be enough to deal with the distribution troubles we've been having with food supply?
 
For next turn:

Infra 0/6 0R +8
HI 0/3 0R +8
LC 0/3 0R +8
Agri 0/3 0R +8
Tiberium 0/6 0R +28
Orbital 0/3 0R +8
Services 0/3 0R +23
Military 0/3 +0R +3
Bureau 0/3 0R +8
Free 0/5

0/350 R
65 PS

Poor orbital likely gets ignored again

Early thoughts (completion chance without omake)
Infra 2/6 30R +8
- Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R
HI 3/3 +3 free 105R +8
-North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 83%
-Saarland Heavy Industrial Plant 0/400 1 HI(free)+1 Tib dice 20 R 0%
-New Moscow Robotics Works 0/200 2 dice 40 R
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R
Agri 0/3 0R +8
Tiberium 6/6 100R +28
-Blue Zone Perimeter Redoubts (Phase 3) 138/200 2 dice 40 R 99%
-Red Zone Enclosure Campaigns 0/200 3 dice 60 R 75%
-1 dice to Saarland
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 1 Fusion die, 20R
Services 3/3 15R +23
-Craft Shops and Maker facilities 0/200 2 dice 10 R 11%
-Childcare and Preschool programs 0/250 1 dice 5 R 0%
Military 3/3 + 1 free 45R +3
-Zone Suit Factories(Newark) 0/75 2 dice 20 R 77%
-Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 82%
-Point Defense Battery Development 0/40 1 dice 10 R 64%
Bureau 0/3 0R +8
Free 5/5

345/350 R
65 PS

So the reason I split dice for low percent chance to finish is because I am trying not to overkill projects (because then we waste dice and are getting less done) unless they are needed (mil, boston chip, tib) or if they also overflow beause of multiple stages.

The splitting can be seen on agri where we have a chance to finish the projects with min dice and if we do that saves dice for other projects, if not they are in range to finish next turn at low cost. Gets some food going so that we can than do a decent sized stockpile without running out of food and hopefully diversifies our food a bit so people can get off fungus rations. Red zone enclosure for tib is 4 RZ mitigation and we need RZ mitigation plus helps close in on the 96 mitigation goal

Saarland is something we need to chipaway at since HI and Tib dice are going to be in demand for a while (and it increase the max GDI income by 200 which we need and better to get it close or finished this plan while we still have income). Robotics works gets 3 because i need a free dice for more mil progress also 62% before omakes is a good chance to finish.

Edit- dropped agri for 1 dice on enterprise and 3 on lithium plants as lithium plants are confirmed to drop cost of some of our mil projects by 5 r per dice and decrease progress needed for some of our mil projects. That will quickly add up to more than 30 resources over a few turns paying itself back and then some. A bit more logistics boost is also nice.
 
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can we get the chance to open up the brewery's again. but jokes aside what kind of stuff do the civilians have acces to at this point basic luxury wise?
 
I would prefer more focus on the service sector tbh. We probably unlocked universities etc from secondary schooling and we need to do technical schools. So I would prefer us using as many dice as possible on the sector to complete our education pipeline and end the education crisis before it becomes an serious problem and we start running out of experts.

The education options here are also very cheap, usually 5R per dice, so we can easily make a big difference by restarting our research sector as well through universities. 35 Resources here mean 7 dice if properly used.

Cap good crises is very manageable now, we can't let ourself monofocus on a single problem but instead try to deal with multiple of them.
 
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@Ithillid The Yellow Zone Reconstruction option mentioned that if it was done before the blue zone rail links were completed that the Hawks would be upset with us. Now we've completed Rail Link Reconstruction but only Phase 1 of that project - would that be enough goodwill to keep the Hawks from chucking a shit fit if we chose Yellow Zone Reconstruction next turn? Also, will the completion of Phase 1 of Rail Link Reconstruction be enough to deal with the distribution troubles we've been having with food supply?
It is enough goodwill. With the rail links reconstructed, the YZ transport links will be going towards those, rather than creating a more intra YZ connection network. It is something where you, and the political working group, can spin it as giving you rapid heavy deployment capability into the Yellow Zones as part of the project. And while Rail Link Reconstruction won't, Yellow zone Rebuilding will, or at least substantially decrease the distribution issues.
 
Nothing basically, no new computers, no meats, no fruits, no books, no tv programming. Like the blue zones are actually being fairly patient with the rebuilding program.
Tbf, many didn't even have houses, electricity, food and other basic shit couple of years ago. We are pretty much coming out of an apocalypse.
 
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Oh boy we did well this turn I hope next turn we can start building some serious orbital facilities and whatnot though. But we may not be able to since we need to get services and whatnot up for people which makes me sad but priorities I suppose.

And I wonder what those combat rolls are for.
 
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man i just want to get some free market shit going on

those one ''+'' per turn in consumer goods would lift a major worry from me,by allowing us to focus dicesin other issues and gain some support from the free market politciians
 
I'd like to start making use of our services die bonus next few turns.

We get a 21 point bonus for each services project we spend a die on in that turn and a lot of those projects are good for political support and the general sense of "back to normal"

If we spread our three services dice out on three projects every turn over the next few turn, we should be able to get them done with less cost overall the trying to rush them down one at a time would.
 
I honestly think we should really try and get a die into the Enterprise every turn until its' at least completed Phase 2, it opens up the Resource-Neutral version of Orbital Debris Clearing and probably a whole ton of stuff that makes space easier, and space is going to be very important.

Also, next turn we should really try and throw two Military dice at railguns.
 
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The railgun rollout project finished two turns ago? Unless you mean the Wolverine deployment to start manufacturing their rapid fire variants, which actually sounds like a pretty good idea the Wolverines have been sitting there untouched for years now.
 
The railgun rollout project finished two turns ago? Unless you mean the Wolverine deployment to start manufacturing their rapid fire variants, which actually sounds like a pretty good idea the Wolverines have been sitting there untouched for years now.
Aren't we at 51/150 on Railguns?

EDIT: Nevermind, just checked, we're good on Railguns, I'm misremembering things.
 
And I wonder what those combat rolls are for.
Kane and LEGION making their attempt to seize the Tacitus and other fights between GDI and Nod. It is also the last canon event that will not be butterflied away by our efforts. We will have to wait to see if the Tacitus was stolen from GDI or if Nod's attempt faceplanted against the side of the Rockies. The outcome will likely influence the direction of the next turn and the quest itself. If the Tacitus retained by GDI, GDI can continue to study it and gain more information on tiberium from it. In time, we could build the Tiberium Control Network without Kane's help. I guess that Nod might try again to regain the Tacitus at a later date. If the Tacitus is seized by Nod, LEGION will interface with it and study it for Kane. It is unclear what would happen after that. In the canon, Kane made an alliance with GDI in 2062 to save humanity after tiberium mutated again and overran most of the Blue Zones. But here, tiberium has not mutated again yet per the recent dice roll and we just hit 51 points of YZ mitigation which means the Blue Zone size is statistically in a dynamic equilibrium. If Kane has the Tacitus and still desires to create an alliance with GDI, then I would expect Nod to greatly step their efforts to sabotage GDI tiberium abatement efforts and step up Nod efforts to spread tiberium to force GDI into a desperate corner. If Kane has the Tacitus and does not desire an alliance with GDI, who knows his next move?

More immediately, I would expect the military and the Hawks to demand more funding after the major battles in any case but especially if the Tacitus was stolen. Hopefully, we are not made into a scapegoat for GDI's recent military defeats. If the Tacitus was stolen, we will likely have to step up our tiberium research efforts to compensate for the loss. If the Tacitus was retained by GDI, we will likely benefit.
 
Aren't we at 51/150 on Railguns?

No that was like 2-3 turns ago, we finished them off in Q3 2052

[X] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendants of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 169/150: 15 Resources per die)

GDI's Railgun program has orders for the rest of the units. It will take nearly a year to cycle commands out of position to refit them for the new weapons. A railgun is a fundamental rework of the entire tank, requiring a substantial battery pack, reworking ammunition handling, and the turret to be effectively cut to pieces in order to install the gun and cooling coils. All of this takes a substantial amount of time, not to mention retraining the crews on the new weapons. It will take close to two years in order for the last of the remaining components for the old guns to be fully out of inventory, GDI is well on the way towards retiring the 152mm high velocity smoothbore gun from inventory entirely. While this will impact the field artillery program there is still quite a bit of time before it does, and the gun is the least valuable of the three major tube pieces in the arsenal. The 105mm gun on the Guardian turret on the other hand is going to be retired much sooner. Unlike the 152mm gun which was found on both the Mammoth and the Predator, and has been retasked towards artillery use, the 105 has very little penetration into GDI's overall force structure. While there have been proposals for some form of IFV using the gun, those are unlikely in the face of railgun distribution.
 
I'm honestly inclined to throw more money at the Military for the next few turns anyways, because even if Kane didn't steal the Tacitus we're going to need to go on the offensive to do RZ Containment. Also we still need to do OSRCT.
 
My ideas for next turn -

-Infrastructure (4/6 dice) 60 resources
--Yellow Zone Reconstruction (Phase 3) (82/200)
--- 2 dice, 30 Resources
--Yellow Zone Fortress Towns (0/250)
---1 dice, 20 resources
--Blue Zone Reconstruction (Phase 2) (33/500)
---1 dice, 10 Resources
-Heavy Industry (3/3 dice + 3 free dice) 60 Resources
-- North Boston Chip Fabrication (Phase 3) (474/600)
---3 dice, 45 Resources
-- Yellow Zone Power Grid Extension (Phase 2) (74/300)
---3 dice, 15 Resources
-Light and Chemical Industries (3/3 dice) 45 Resources
--Chemical Precursor Plants (36/200)
---3 dice, 45 resources
-Agriculture (0/3 dice)
-Tiberium (3/6 dice) 80 Resource
--Blue Zone Perimeter Redoubts (Phase 3) (138/200)
---1 dice, 20 Resources
--Tiberium Glacier Mining (Phase 3) (68/200)
---2 dice, 60 resources
-Orbital (1/3 dice) 15 Resources)
--Expand Orbital Communications Network (Phase 2) (29/150)
---1 dice, 15 resources
-Services (3/3 dice) 15 Resources
--Technical School Program (0/300)
---3 dice, 15 Resources
-Military (3/3 dice + 2 free dice) 75 Resources
--Orbital Strike Regimental Combat Team Development (53/75) 75 Resources
---1 dice, 15 Resources
--Wolverine Mark 3 Deployment
---4 dice, 60 Resources



Resources: 350
Expenditure: 350 (60+60+45+80+15+15+75)
Remaining: 0



* Yellow Zone Reconstruction to improve Logistics
* Yellow Zone Fortress Towns to start improving Housing, especially in the Yellow Zones. With NOD cyborgs running around attacking GDI forces it makes sense that people in the Yellow Zones would want to live in communities that are more defensible.
* Blue Zone Reconstruction because it opens up more projects in the Blue Zones when it's completed so it should appeal to the Developmentalists, especially as it's been a while since we've done any work in the Blue Zones
* North Boston to complete Phase 3 and really kick chip production into high gear
* Yellow Zone Power Grid Extension (Phase 2) to keep improving our Energy supply which can really take a hit from all the factories we're looking to build for Military production
* Chemical Precursor Plants to improve Capital Goods production - with this and Boston Phase 3 likely to be completed this turn I feel comfy holding back on spending Resources on New Moscow and other Capital Goods projects this turn
* Blue Zone Perimeter Redoubts because it's relatively cheap to improve mitigation and get a few more resources. Starting with 138 pts and +28 from a single Tiberium dice gives a total of 166 pts, so a single dice only needs to get 32 or more to complete it, and that's without the omake bonuses.
* Tiberium Glacier Mining for more resources - 68 pts at start +56 from two Tiberium dice takes us to 124 pts, leaving 2 dice to get 76 pts to complete it.
* Technical School Program to start training people in vocational skills
* Finish developing the doctrine for the Orbital Strike RCTs - that will let us determine how much effort it will take to actually get them operations, especially as getting them in operation counts as an objective set by our political masters
* Wolverine Mark 3 deployment to get the Wolverines into the field and support the ground forces, and take advantage of the railgun refits we completed earlier.
 
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