I'd question why do Red Zone Border Offensive when you could put 1-2 dice on Tiberium Processing Refit and get that finished off, which helps Plan Goals. 2 dice + 40R for 100% chance of completing it. Frees up a die and 35R for something else. Particularly when we'd be losing 60-70% of that RZ income at most 4 turns later.

Perhaps put the freed up die on Chicago Phase 4? Take a Tib die for that + 20R and keep the free die on other Tib projects. Or instead take the free die and put it on Rail with 15R?

If we were going to put dice on Processing Refit, we should probably just put one die on it as we are currently on the last phase and one die gives a 61% chance of finishing, that way we are not overspending dice on it. Processing Capacity is not a critical issue as we still have over 400 spare.

If we don't go for the Border Offensive, it would probably be better to secure our back lines with GZ Intensification and, now that the Regency War is dying down, Railgun Harvesters. Chicago is an option, but I'd rather do it when we are forced to slow down the YZ Harvesting since it would require 7 dice to, on average, finish the current phase and I'd rather not spend excessive free dice on Tiberium.*

That is not to say we couldn't invest in it before slowing down, but it seems to me that the income benefits of getting GZ Harvesting and Border Offensives is beneficial enough to warrant it, especially as we are getting more and more expensive options and we want to fund some of the high RpD projects like Bergen. Further, its not like we would be losing R, we will still get more R back over the remainder of the plan then we spend investing in GZ Intensification and RZ Border Offensives.

*Side Note: If we wanted to finish Chicago outright, that would take about 20 dice on average, entirely doable if Karachi is postponed in the upcoming renegotiations.
 
If we were going to put dice on Processing Refit, we should probably just put one die on it as we are currently on the last phase and one die gives a 61% chance of finishing, that way we are not overspending dice on it. Processing Capacity is not a critical issue as we still have over 400 spare.

If we don't go for the Border Offensive, it would probably be better to secure our back lines with GZ Intensification and, now that the Regency War is dying down, Railgun Harvesters. Chicago is an option, but I'd rather do it when we are forced to slow down the YZ Harvesting since it would require 7 dice to, on average, finish the current phase and I'd rather not spend excessive free dice on Tiberium.*

That is not to say we couldn't invest in it before slowing down, but it seems to me that the income benefits of getting GZ Harvesting and Border Offensives is beneficial enough to warrant it, especially as we are getting more and more expensive options and we want to fund some of the high RpD projects like Bergen. Further, its not like we would be losing R, we will still get more R back over the remainder of the plan then we spend investing in GZ Intensification and RZ Border Offensives.

*Side Note: If we wanted to finish Chicago outright, that would take about 20 dice on average, entirely doable if Karachi is postponed in the upcoming renegotiations.
Part of the reason I want Chicago done is that I think it might get us Adelaide as a potential plan goal. Since we're probably going to want to do it anyway we might as well make progress towards our plan goals while doing so
 
Part of the reason I want Chicago done is that I think it might get us Adelaide as a potential plan goal. Since we're probably going to want to do it anyway we might as well make progress towards our plan goals while doing so

I'm not saying Chicago isn't something we don't want, it is. I'm saying in the current environment I'd prefer to invest in additional income since we lost a bunch of it this turn do to the warranted heavy investment in Refugee and Repair programs. We can finish Chicago in three turns with just Tiberium dice, or, if we really wanted to, we could crash rush it in one turn if we were willing to spend all of our Infrastructure, Tiberium and free dice. However, that latter option is extreme and not necessary since we can invest in Chicago over a longer period of time.
 
SC2 Mod: Bad Leverage
A newly graduated Nod commando has realized that she doesn't have the stomach for the work that she is going to be expected to do. Rather than face a 'forced retirement', she's decided to defect to the GDI. But first, she needs to get all the leverage she can get. Fortunately, she has just uncovered the location of a top-secret Nod research installation.

Unknown to her, she took poor notes, and instead is going to return with something far less impressive.

media="googledrive:1HIN2zEUihcz13DFiIopPiA1hP5WLHTwd"]
View: https://drive.google.com/file/d/1HIN2zEUihcz13DFiIopPiA1hP5WLHTwd/view?usp=sharing
Yes, this is for April Fool's.


----------------------------------------------------------------------------
[REDACTED A]: "So, it looks like we've got a Nod Commando who is offering to turn in exchange for guarantees. She claims that she has stolen valuable research from a top-secret Nod black site, have our eggheads take a look to see just what we have on our hands here."
[REDACTED B]: "Yes, sir."

[REDACTED]

[REDACTED B]: "Sir, the [REDACTED] research group has the preliminary results."
[REDACTED A]: "Proceed."
[REDACTED B]: "The research was on..."

[REDACTED A]: [PROFANITY]
12 - Corpse Starch
Rakuhn threw 1 2-faced dice. Reason: Better Luck Next Time, Kid Total: 1
1 1
 
Last edited:
The 1d2 (was supposed to be 1d1, but the site can't roll a die that low) was to simulate the bad luck and be thematically appropriate for the tech, not to be the literal roll on the dice table. Luckily, I still got the 1 for the joke.
 
Last edited:
Is 6 on the Nod gacha going to be Kane's autobiography up to 2050? ;D

Wait no, that might actually be super valuable.

The Red Zone Border Offensives aren't military offensives into hostile territory, they're engineering/abatement offensives on the edge of the Green Zones. We're not charging into the deep Red 5,000km away from the nearest Initiative city trying to pick a fight. It's bringing up civilian engineering teams to nom at the Red Zone border at the end of a secure rail line, 30 minutes away from the nearby fortress town, under constant air cover, with a relief shift coming in 6 hours and a bunk in a real town to go back to at night.

Not that I think Zone Suits are a low priority, we should be trying to fit in at least 1-2 factories this FYP and really step up production next FYP. But I don't think they're an absolute prerequisite to wait on before we start exploiting our secure Red-Green borders, the deep Red adventures where we go pick a fight on Brotherhood turf is still modeled as a distinct thing in the traditional RZ mining action.
Where we're launching from or how far into the RZ we go isn't really important to the issue. Just being near RZs will cause issues for our troopers. Remember the conditions at Chicago the first few years? That was due to proximity to Red Zone. Also, given Steel Vanguard progress:
Q2 2060 Results said:
Tiberium Infusions
While still not with the safety margins that the Welfare department would like, the first widespread use of Tiberium Infusions have begun under an Emergency Use Authorization, primarily for the front line combat troops that have pushed to the edges of the Red Zone and had various forms of containment failure. With casualties from these causes higher than at any point in the last twenty years aside from the Scrin invasion, events have given the Welfare department the top cover they needed to begin moving on the topic, and begin putting the new developments into the field. While this does put them on a timer, it is at least a timer far longer than Tiberium would have given them.
Thus, not wanting to mess with such things until we have GF Zone Trooper armor coming for the guys working those areas.

If we were going to put dice on Processing Refit, we should probably just put one die on it as we are currently on the last phase and one die gives a 61% chance of finishing, that way we are not overspending dice on it. Processing Capacity is not a critical issue as we still have over 400 spare.
The main thought was "Let's not risk regular troopers near/in a RZ or strain ZOCOM more, so what are other options that could help Plan Goals?" and that with 2 dice came in under the dice/resource cap. One die on it would work fine too. The main reason I was suggesting dropping freed Tib dice on Chicago is that not only would we get +Processing once Phase 4 completes, but also RZ and YZ mitigation. So dropping 1-2 Tib dice on it a turn would provide decent wider spread results when complete compared to, say, just doing a phase of refineries to boost processing cap.

Of course, I think we still have income Plan Goals to meet, so adding more dice to YZ/GZ Harvesting options also works. But I figure at least 1 die ought to go towards finally finishing the processing refits.

--

Is Adelaide a potential Planned City option? I mean, I'm pretty sure we'd be dropping a YZ reclamation hub in that general area, and at the rate BZ's been growing, it might be within a BZ before a Planned City gets going. I do recall Ceylon (Colombo?) being a Planned City option that was temporarily taken off the table.
 
Is Adelaide a potential Planned City option? I mean, I'm pretty sure we'd be dropping a YZ reclamation hub in that general area, and at the rate BZ's been growing, it might be within a BZ before a Planned City gets going. I do recall Ceylon (Colombo?) being a Planned City option that was temporarily taken off the table.
It's been mentioned by Ithillid on the discord as a shipbuilding planned city.
 
I'm not saying Chicago isn't something we don't want, it is. I'm saying in the current environment I'd prefer to invest in additional income since we lost a bunch of it this turn do to the warranted heavy investment in Refugee and Repair programs.
Chicago should be okay for the Refugee issue though.
Finishing it may only be +7 low quality housing for the moment, but completing phase 5 will turn the whole area into a big blue zone.
Once it is blue zone, I expect our Director will want to look into converting it from a tib refinery city into a civilian city.

Chicago may look like a big project that doesn't help anything in particular that much, but it actually helps out with loads of different areas that we need to work on.
 
Chicago should be okay for the Refugee issue though.
Finishing it may only be +7 low quality housing for the moment, but completing phase 5 will turn the whole area into a big blue zone.
Once it is blue zone, I expect our Director will want to look into converting it from a tib refinery city into a civilian city.

Chicago may look like a big project that doesn't help anything in particular that much, but it actually helps out with loads of different areas that we need to work on.

It does, and I do want to at least complete Phase 4 by the end of the Plan and would like to try for Phase 5. But, I think that getting more income now will give us advantages to that end, especially since we are taking a -35 RpT hit from the Refugee and Repair programs we initiated this turn. We need the Income to fund all the other projects we need and want to get done. Including Chicago. We can currently afford 18.58 RpD on average, (985 R / 53* Dice). That means we still need to either leave dice fallow or use 5, 10, and 15 RpD projects to offset 20 RpD projects like Chicago, YZ Fortresses, Freeze Dried Food Plants, YZ Harvesting, Tib Refits, Lunar Mines, Enterprise, AMA, Wingmen, and Shipyards., not to mention more expensive projects like Berge. All things we are interested in doing.

*53 is the sum of all dice not counting Bureaucracy
 
Basically it is mining those massive faces of Tiberium you find in the deep red zone. And with these glacier mines, it is being able to link that straight up into the whole Initiative logistical network, rather than needing some outpost somewhere.

Now isn't that interesting.

Something to look forward to I suppose.
 
Last edited:
Oh yeah. Military is booked solid for a while on major projects. Navy and wingmen. And we still have to do the mastodon unless we are going to try and negotiate that down.
Wingman drones drop a bit in urgency once we get the Firehawk drones out. Orca/Hammerhead drones matter, but we don't need to treat them as a super-urgent military priority once we're no longer bleeding high performance jet pilots, I think.

Plus, with Steel Vanguard tapering off regardless, we're going to be taking fewer losses to frontline fighter units, further decreasing the pressure.

On the plus side maybe we can get the last phase of that factory that provides suit discounts done. I think nuuk is probably better for cap goods but light industry doesn't have much else in it besides Bergan.
Personally, I think we should do 1-2 Zone Armor factories in 2061, with the discount from Reykjavik Phase 4, then do the rest next plan with Reykjavik Phase 5 in hand.

I think the military is willing to trade Mastodon for a Suit factory, even if the Steel Talons complain.
We actually have so many dice that it's not really an either-or proposition.

The Mastodon's not optional, we need to get it researched and in production by the end of next year lest 2 of our Mil dice walk off the job (unless we negotiate that promise away but tbh all of our military targets should stay. They're all needed except maybe ASAT, which I'd only want to change because the strategic situation has evolved to the point where another orbital ASAT hub is worth less than putting the same points into orbital lasers or SADN). Since there's going to be multiple factories and I don't think we'll wriggle our way out of being mandated to build them, I'd like to just get the Mastodon developed in Q4 so we can budget 2061 with the costs known.
Honestly, I think getting that extra ASAT hub is worthwhile just so Space Force can breathe a little easier and hopefully stand down the giant groundside installation in Greenland a bit.

Don't forget we also have to design and develop the new vehicles, so I would say our military dice might be a little busy.
We don't actually have to do that for any of the vehicles except the Mastodon. Ground Forces doesn't see them as a high priority compared to power armor, so if we're not doing power armor, we shouldn't be doing new ground vehicle prototypes.

When we do get around to the mastodon we should probably research the light vehicle laser as well.

I'm not saying delay researching mastodon or anything. Just that a mobile fortress would probably benefit heavily from having built in anti missile defense.
This is true, and frankly we need to start doing Talons projects for reasons other than "you promised." They do pay off.

So the gachas are coming back in Q1. We may want to consider focusing on critical service department projects in Q4 and cheaper projects elsewhere, so we have dice and resources available in Q1.
Honestly, nothing eft in there is essential, it's all "nice to have." Nothing that I'm going to feel even a little bit bad about postponing for a turn so we can do gachas.

I'm of the opinion that we should spend most of our military dice next plan on getting the next generation of vehicles out along with more Zone armour. That's significantly more important than MARV hubs. We have other options for both mitigation and resource extraction that don't cost military dice which are likely going to be needed
The miiltary actually gives a shit about zone armor. We should do basically only zone armor for the Ground Forces until such time as we've got them well and properly stood up and they go "hey thanks good job." Then and only then should we even consider doing other vehicle development except the Mastodon and maybe a Mammoth refit since those are literally unchanged since before the Third Tiberium War and importantly lack point defense.

Hmm?
A RZ MARV Hub + Inhibitor costs 455 progress at 20/30 per die, and produces 5 abatement, 25 RpT and 2 PS.
Red Zone Border Offensives cost 200 progress at 25 per dice, and produces 2 abatement, ~22.5 RpT and 0 PS.
Hubs are the superior abatement option, and we can use free dice for the Military part. So we don't actually have to cut back on Military spending.
Point of order: We generally have to build multiple MARV hubs to get the option to build one inhibitor.

Getting back into discussing plans for next turn, now that we can confirmation that there are going to be major benefits to RZ Border Offensives, I'd like to propose the following plan...

Heavy Industry 5/5 Dice + 2 Free Dice 130 R
-[] Continuous Cycle Fusion Plant (Phase 7): 30/300 (3 Dice, 60 R) (99% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 4): 143/1200 (3 Dice, 60 R) (3/13 median)
-[] Crystal Beam Industrial Laser Development: 0/80 (1 Die, 10 R) (70% chance)
Nitpick, fusion is at 153/300, which is why three dice is enough to give us such a great chance of clearing the phase.

Let's see, I'm happy with a lot of your stuff (I should be, it's mostly a copy of mine :p )... You step back a bit from Military commitments but not to such an extent that it's a bad plan in my opinion... Agriculture you change but in a way I remember everyone telling me I should do anyway and y'all're probably right...

Tiberium 7/7 Dice + 1 Free Die 150 R
-[] Yellow Zone Tiberium Harvesting (Phase 10): 174/350 (3 Dice, 60 R) (99% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (2 Dice, 30 R) (100% chance, 82% chance of Stage 7, 8% chance of Stage 8)
-[] Red Zone Border Offensives (Stage 1): 0/200 (3 Dice, 75 R) (95% chance)
Hmm, yeah, I could go for this, but you undercounted its Resource cost, which may hurt you in budgeting. It's actually 165 R, not 150. And yeah, while I was a fan of going for the inhibitors because INHIBITORS, I don't mind going for this instead... I just wish we could do harvesting tendrils dammit. :(

Orbital: This is a shameless copy of Simon's strategy to complete the remaining Lunar Mines plan goal. It's not getting Erewhon on exploration, but we are short in Orbital and I'd prefer to concentrate on what we need to do for the Plan.
I honestly don't think Erewhon will be unhappy with playing Moon Minecraft.

I wouldn't mess with red zone stuff till we can free up the zone troops with the armor factories or something.
See, that's the beauty of it. We're doing this in areas where we've already pushed Nod out of the Yellow Zone entirely along a front hundreds of kilometers long and GDI territory butts up firmly against the Red Zones. They're not perfectly secure, but they're in places where ZOCOM isn't operating hundreds of klicks away from GDI's normal setup of artillery, missile, and air support bases, and where Nod is going to have a rough time getting at them.

Well the rail lines are definitely going to be a requirement for actually creating the deep red zone mines. How else are they going to ship all of that tiberium otherwise? So definitely a requirement.
I think we've build so many railroads in the past year or two that we're probably close to what we need; a few dedicated rail spurs to connect up the tiberium mines are probably included in the opening cost of the project.

I'd question why do Red Zone Border Offensive when you could put 1-2 dice on Tiberium Processing Refit and get that finished off, which helps Plan Goals. 2 dice + 40R for 100% chance of completing it. Frees up a die and 35R for something else. Particularly when we'd be losing 60-70% of that RZ income at most 4 turns later.
Because doing a phase of it helps us plan for the future by giving us a sense of what is possible.

And because we can finish off the refits at our leisure next year. With Steel Vanguard winding down and the pressure of doing phase after phase of Yellow Zone Harvesting relaxing, we have a lot of wiggle room in Tiberium.

Even if the Red Zone Border Offensives are coming from Green Zones, I think I'd honestly want to wait until we had Zone Trooper Armor factories going for GF first. Otherwise we're sending somewhat under geared GF people into RZs or we're stretching ZOCOM forces more.
No, that's the thing, we can basically just roll up civilian mining units, the kind we use in relatively secure territory. They'll need armed guards, but nowhere near as many as they'd need anyway.

Besides, ZOCOM has a bit of wiggle room. They can afford to do one phase without being critically overstretched.

Though I still want to do a Ground Force Zone Armor factory in 2061, maybe two, to relieve that issue promptly. Even the first 1-2 should do a lot of good in that respect.

I'm not saying Chicago isn't something we don't want, it is. I'm saying in the current environment I'd prefer to invest in additional income since we lost a bunch of it this turn do to the warranted heavy investment in Refugee and Repair programs. We can finish Chicago in three turns with just Tiberium dice, or, if we really wanted to, we could crash rush it in one turn if we were willing to spend all of our Infrastructure, Tiberium and free dice. However, that latter option is extreme and not necessary since we can invest in Chicago over a longer period of time.
I think our reasonable goal is to finish Phase 4 in 2061 and Phase 5 some time in the Fourth Four Year Plan. Which I think is what most of us have in mind.
 
Nitpick, fusion is at 153/300, which is why three dice is enough to give us such a great chance of clearing the phase.

Let's see, I'm happy with a lot of your stuff (I should be, it's mostly a copy of mine :p )... You step back a bit from Military commitments but not to such an extent that it's a bad plan in my opinion... Agriculture you change but in a way I remember everyone telling me I should do anyway and y'all're probably right...

Hmm, yeah, I could go for this, but you undercounted its Resource cost, which may hurt you in budgeting. It's actually 165 R, not 150. And yeah, while I was a fan of going for the inhibitors because INHIBITORS, I don't mind going for this instead... I just wish we could do harvesting tendrils dammit. :(

Whoops, fixed. My R total was correct, I just hadn't updated the Tib R total from the previous version, my bad.

Also, didn't we complete the tendril development? Oh you mean their deployment. I am flexible on that front, depending on the scale of it. I do think we need the income though, especially if we want to more heavily invest in Bergen or in more 20 RpD projects.

Edit:
Personally, I think we should do 1-2 Zone Armor factories in 2061, with the discount from Reykjavik Phase 4, then do the rest next plan with Reykjavik Phase 5 in hand.

One thing we could easily do is stick a die on the Zone Defender Revision as it explicitly aids mass deployment of Zone Armor.
 
Last edited:
Point of order: We generally have to build multiple MARV hubs to get the option to build one inhibitor.
Point of order: That is not the correct usage of 'Point of order'.
And it was pointed out later.
But without those cheap RZ Border Offensives, MARVS are our best source of RZ abatement even without the inhibitor.
Maybe if we get the Containment Lines back it might not be the case, but MARVs are cheaper per die.
 
Whoops, fixed. My R total was correct, I just hadn't updated the Tib R total from the previous version, my bad.

Also, didn't we complete the tendril development? Oh you mean their deployment. I am flexible on that front, depending on the scale of it. I do think we need the income though, especially if we want to more heavily invest in Bergen or in more 20 RpD projects.
No, actually, you're right, I'm misremembering.

One thing we could easily do is stick a die on the Zone Defender Revision as it explicitly aids mass deployment of Zone Armor.
You're right in principle.

For purposes of knocking off ONE OR TWO Zone Armor factories in 2061, I'm not sure I even really care about doing the revision- the perfect is the enemy of the good and I doubt it'll cut costs that much.

But I definitely want to do it in, say, 2062Q1 if not earlier, so that we can do it when we start really slamming out the factories.

I also want to finally do the Ferro-Aluminum Armor refit, which is just perfect as a dice sink when you have eight Military dice and a low Resource budget. :p
 
Besides, ZOCOM has a bit of wiggle room. They can afford to do one phase without being critically overstretched.
At one point, everyone thought the same of the Navy when it came to Karachi. ;)

If we have the wiggle room with Plan Goal projects, etc, I wouldn't be opposed to getting a GF Zone Armor done in Q2 or Q3 2061, then hit a RZ Border Offensive in Q4, or Q1 2062. And depending on how Q4 plan shakes out, Zone Defender revision in Q1.
 
Q4 2060 Plan Draft:

INFRASTRUCTURE 6/6 95R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
-[] Blue Zone Arcologies (Stage 4) 1/650 1 die 15R (med 1/8)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 2 dice 20R 89%

HEAVY INDUSTRY 5/5 + 1 140R
-[] Continuous Cycle Fusion Plants (Phase 7) 153/300 3 dice 60R 99%
-[] Suzuka Prototype Hover Chassis Factory 0/175 1 die 20R
-[] Isolinear Chip Foundry Anadyr 0/320 1 die 50R (median 1/4)
-[] Crystal Beam Industrial Laser Development: 0/80 1 die 10R 70%

LIGHT/CHEMICAL INDUSTRY 5/5 105R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 3 dice 45R 74%
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 2 dice 60R 13%

AGRICULTURE 4/4 50R
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 86%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%

TIBERIUM 7/7 115 R
-[] Chicago Planned City (Phase 4) 3/600 3 Tib dice 60R (median 3/7)
-[] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 3 dice 45R 72%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%

ORBITAL 6/6 + 1 + Erewhon 160R
-[] GDSS Enterprise (Phase 5) 102/1535 Erewhon (1 die) 20R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 4 dice 80R 73%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 1 die 20R (1/3.5 median)
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%

SERVICES 5/5 90R
-[] Automatic Medical Assistants 101/300 2 dice 40R 23%
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Hardlight Interface Development 0/40 1 die 15R 100%
-[] Mind Shield Deployment 1 die 20R?

MILITARY 8/8 + 4 230R
-[] Firehawk Wingmen Drones 215/450 4 dice 80R 93%
-[] Escort Carrier Shipyard (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyard (Nagoya) 0/240 1 die 20R
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 1 die 10R

BUREAUCRACY 2/4
-[] Security Reviews (Bureaucracy dept): DC50 2 dice 100%

FREE 7/7

EREWHON 1/1

RESOURCES 985/985


I've been tweaking my draft. Most notably, I'm pivoting away from completing Nuuk 4 this Plan in favour of banging out the Anadyr Isolinear chip fab while we've still got the resources to do it - it's either now or we need to spend another 3 years building the budget back up. Trying to budget more than a single die per turn to it is hell, but with 5 dice over 5 turns at a minimum that gives us a 92 percent chance of completion - and if all else fails we can dump dice for an emergency infusion in Q4 2061. I've looked at the numbers and we don't actually need Nuuk 4 to meet our Cap Goods target - we're at 11 needed after this past turn's rolls (16 from Nuuk 3, 4 from Reyk 4), and we'll be getting 4 from Anadyr, 3 from Bergen 2-3 (easily doable), 2 from Enterprise 5, and I'm gonna be real unpopular and say we can whack out a couple phases of Spider Cotton for the last 2. By contrast, we need to take advantage of the opportunity to do Iso now while we have the means - any further development is almost certainly gated behind Anadyr.

Services is still a little fuzzy at this juncture. Once we get confirmation of the cost (resources and progress) for Mind Shields I'll probably rework that, but for now we'll just have to wait and see.
 
Last edited:
The miiltary actually gives a shit about zone armor. We should do basically only zone armor for the Ground Forces until such time as we've got them well and properly stood up and they go "hey thanks good job." Then and only then should we even consider doing other vehicle development except the Mastodon and maybe a Mammoth refit since those are literally unchanged since before the Third Tiberium War and importantly lack point defense.
Okay? I was talking about the next four year plan. I don't think we even have the option for the next gen vehicles right now
Almost very single one of our main combat vehicles is at the end of it's useful operational lifespan. More upgrades won't help until we build a new base vehicle and over the next 4 year plan we will need to get as many of them out as possible, as quickly as possible. This is not instead of zone armour, it's in addition to zone armour. For example, the new IFV will be specifically designed to carry zone armoured soldiers.
 
Last edited:
For purposes of knocking off ONE OR TWO Zone Armor factories in 2061, I'm not sure I even really care about doing the revision- the perfect is the enemy of the good and I doubt it'll cut costs that much.

But I definitely want to do it in, say, 2062Q1 if not earlier, so that we can do it when we start really slamming out the factories.
I don't think the revision is going to knock off any factories. To me it reads more that if we do the revision then the factories are going to include the new suits as well or in place of regular ZA and that it's something Ground Forces would probably also really like done/benefit from even if it's a ZOCOM project.

I'd also say that doing the revision is less going for perfection and more just adding a little tweak before serial production.

Perfection would be getting drones and the backpack rocket launcher, which I do want but can wait.
 
design studies and prototyping will begin preparing for a better defended and cheaper version of the design, likely an aid to mass deployment of Zone Armor, especially for second and third line forces.
It does say cheaper. Although we don't know for sure that the GFs are using the Defender model. But since GFs are who I'd expect to be 'second and third line forces', I'd say it will.
But as mentioned above, the real question is by how much cheaper.
However, 'Set 1' is currently going to need 1200 progress at 20R/die, and use up 6 Capitol Goods and 24 Energy.
The Revisions take 1 die.
A 10% reduction in required progress saves us ~2 dice per 'Set' of factories.
Seems worth it to me.

I think that this is a bonus box we got from our NOD tech research. Seems a bit pointless to not take the bonus out of the box.
 
[] Plan: Protoplan q4 2061, Without Nuuk v2.

Infrastructure 6/6 105R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 4 dice 60R 87%
Heavy Industry 5/5 120R
-[] Continuous Cycle Fusion Plants (Phase 7) 153/600 3 dice 60R 99%
-[] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
-[] Isolinear Chip Foundry Anadyr 0/320 1 dice 50R 0%
Light & Chemical Industry 5/5 120R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%
Agriculture 4/4 40R
[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%
Tiberium 8/7 130R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 3 dice 60R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[] Railgun Harvester Factory (Porto) 44/70 1 AdminDice 10R 90%
-[] Railgun Harvester Factories (Bissau) 0/70 1 dice 10R 85%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 dice 20R 56%
Orbital 9/6 175R
-[] Advanced Materials Bay 0/400 3 dice 60R 0%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 3 dice 60R 22%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
-[] Outer System Survey Probes 0/190 1 Erewhon Dice 15R 0%
Services 5/5 70R
-[] Automatic Medical Assistants 101/300 1 dice 20R 0%
-[] Professional Sports Programs 0/250 2 dice 20R 2%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Hardlight Interface Development 1 dice 15R 100%
Military 13/8 225R
-[] Firehawk Wingmen Drones 215/450 4 dice 80R 93%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Escort Carrier Shipyards (Nagoya) 0/240 3 dice 60R 54%
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[] Mastodon Heavy Assault Walker Development 0/30 1 dice 10R 100%
Bureaucracy 4/4
-[] Administrative Assistance 2 die auto
-[] Security Reviews: DC50 1 die 90%,
-[] Security Reviews

7/7 free dice
980/985R
 
Back
Top