Just as a reminder, SADN phase 1 (and probably 2) is only going to be providing coverage to supremely critical infrastructure - the last count was Halstead (ASAT ground control), Mecca, and Chicago for Phase 1. Now, the particulars of which sites get top priority might potentially have changed since then, but the fact remains that it's not (yet) a broad defence. SADN 2 would not have defended Indianapolis.
 
#FloatingWood I see you're ignoring the fact that there has been one party in particular that has already been calling for better security, a slower refugee flow (so InOps gets a chance to actually do their jobs) and things of that nature. Maybe you should try Initiative First next election, rather than the current parties in control that seem to have been waiting until too late to fund vital things.
Props to whoever writes her, this is a very good unlikeable character.

Corpse Starch is a nickname for a set of high-bioavailability, high-nutritional density "foods" that form the very most basic rations for the Brotherhood of Nod. Produced from whatever is available, it is an even more indiscriminate baseline than the Initiative's Fungus Bars. It is also even less palatable, with one evaluator commenting, "It will keep you alive indefinitely, but you'll wish it wouldn't."
How about we don't?

Further investment into the Nuuk complex has seen what is in effect a small city appear from nearly nothing, turning square kilometers of frozen wasteland into massive industrial blocks, many of them filled with machines producing more machines. While not a true Von Neumann system, it is close enough that GDI only needs to supply materials and plans, and it will effectively build itself.
The factory must grow.

In late September, the testbed was transported to the Northern Italian Red Zone, where it underwent a further round of testing, this time against a glacier face. While not enough to stop a glacier, the system fundamentally simplified harvest, being able to play back and forth across over a dozen square meters, rather than needing to sweep up shards of Tiberium from a shattered face.
I believe we've just invented a Tiberium vacuum.

Beyond the project itself, there has been another Australian project gaining steam, the Adelaide Planned City concept.
I think we should throw some effort at Chicago.
 
You saw me run the numbers. I think "yes, yes we can."

Also... SADN is important if Nod warlords start going vicious on us, and we've just kicked their asses and taken territory from a bunch of them, so that's likely to happen soon. Something like Indianapolis landing on another target that's more critical would be really bad.
If we can, then we should, but there is no benefit to making it a plan goal just because we can.
Especially since the war is still on, and our military needs might shift.

If you are worried about Nod warlords escalating?
Another Indianapolis would hurt, but not cripple. A successful attack on the orbitals would cripple us, and would open holes for subsequent attacks to exploit, if they figure out how to get around current redundancies.

Lets not make the mistake of perpetually chasing the latest threat without increasing our investment to guarding a critical set of targets that were already hit once before this generation.
Military (+26) 8/8 Dice + 4 Free Dice 200 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (2 Dice, 20 R) (70% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
I will draw your attention to this math on shipbuilding times and completion rates, and the QM's subsequent comments
Frigates v CVEs.
Posting math done on the Discord:



CVEs: 3 yards + battleship yards.
Each dedicated yard builds 4x CVEs at a time. Battleship Yards build a single batch of 12.
Build time is 18-24 months, starting at 24 months and eventually dropping to 18 months. Assume a 3-month drop in build time per batch per yard

BB Yard: Built Q3 2060
Q3 2062: 12

First CVE yard: Built Q1 2061
Q1 2063: 4
Q4 2064: 4
Q2 2066: 4
Q4 2067: 4

Second CVE yard: Built Q2 2061
Q2 2063: 4
Q1 2065: 4
Q3 2066: 4
Q1 2068: 4

Third CVE yard: built Q3 2061
Q3 2063: 4
Q2 2065: 4
Q4 2066: 4
Q2 2068: 4


Shark Frigates: 3 yards. 240 frigates
Each shipyard builds 20 frigates at a time.Build time is 9-15 months, starting at 15 months and eventually dropping to 9
Assuming build time drops by 3 months per turn

First yard: Built Q2 2060
Q3 2061: 20
Q3 2062: 20
Q2 2063: 20
Q1 2064: 20

Second: Built Q4 2060
Q1 2062: 20
Q1 2063: 20
Q4 2063: 20
Q3 2064: 20

Third: Built Q4 2060 ????
Q1 2062: 20
Q1 2063: 20
Q4 2063: 20
Q3 2064: 20
==============
Conclusion:
1)Assuming we begin building CVEs steadily at a rate of 1 yard/turn (in 2061), it will take approximately 7 years from finishing the last CVE yard to building the last CVE, and we finish in 2068
2)All 240 frigates are in service by Q3 2064 if we finish both remaining frigate yards in Q4 2060



Basically, while the first CVEs arrive in 2062, the bulk of them dont start arriving until 2065.
Conversely, the Shark swarm hits much earlier, with 60/240 by Q2 2062, 140/240 by Q2 2063, and every frigate built and in service by Q3 2064.


Also worth noting that all 30x CVms(merchant conversions) enter service by end of 2061.
So your incoming ships look something like this:
-30x CVms + 60x frigates by Q2 2062
-30x CVms + 12x CVEs + 80 frigates by Q1 2063

@uju32's numbers are pretty close to the ones that I am using. The only thing that is off is with the Battleship yards. Those will have

1 Q1 2062
2 Q2 2062
4 Q3 2062
5 Q4 2062.

Or something pretty close to that anyway. Because the battleship yards are going to be also working on your battleships, and getting those back into the field takes priority.
A 3 month difference doesnt make very much difference for CVE availability.
It does for frigates.
And the Navy is demanding more hulls as soon ss we can build them.

Therefore, I strongly recommend going all in on Frigates in Q4.
After that, we can then afford to spend 4-6 dice/turn on CVEs starting Q1 2061.
 
Last edited:
[X] Plan Budget Balancing

I think that doing apartments will be better for optics, since we're getting more high quality housing rather than focusing on the highest quality.
 
[X] Plan Budget Balancing

I think it makes sense to finish Enterprise while we can and start on Columbia next plan (if we aren't able to before reallocation).
 
Based on the renegotiation plan outlined here:

[] Plan Attempting To Adapt
-[] Complete Anadyr and Industrial Lasers Before end of Plan (Capital Goods)
-[] Complete SADN Phase 2 (ASAT)
-[] Complete at least three more phases of Blue Zone Apartments (Arcologies)
-[] Commit to completing five phases by end of next plan (Karachi)

I am going to re-draft my plan.



985/985 R
7/7 Free dice

TENTATIVE ENERGY BUDGET
+15 (Projected Existing Surplus) +16 (Fusion Phase 7) +1 (Bergen Phase 1)
-1 (Freeze Drying) -2 (AMA) -6 (Firehawk Drones) -6 (Shark Yard) -5 (Carrier Yard) -4 (Railgun Harvesters) -2 (Anadyr?)
End Result: +6 Energy surplus in worst plausible case, but with enough rollover to easily take the next fusion phase in 2061Q1.

NEXT QUARTER (2061Q1) BUDGET:
985 R baseline
+7.5 RpT (Green Zone Intensification Phase 6)
+5 RpT (Railgun Harvesters Porto)
85% chance of +5 RpT (Railgun Harvesters Bissau)
82% chance of +7.5 RpT (Green Zone Intensification Phase 7)
67% chance of +7.5 RpT (Yellow Zone Harvesting)
67% chance of +5 RpT (Lunar Rare Metals Harvesting Phase 1)
36% chance of +20 RpT (Lunar Heavy Metals Mines Phase 3)
32% chance of +15 RpT (Lunar Regolith Harvesting Phase 2)
8% chance of +7.5 RpT (Green Zone Intensification Phase 8)



[] Plan Anadyr Also Alliterates
Infrastructure (+34 with Gulati) 6/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
-[] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 (4 Dice, 40 R) (85% chance of Phase 3, 4% chance of Phase 4)
Heavy Industry (+29) 5/5 Dice + 3 Free Dice 240 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (4 Dice, 80 R) (99.99+% chance, median result 186/300 on Phase 8)
-[] Crystal Beam Industrial Laser Development 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr 0/320 (3 Dice, 150 R) (10% chance)
Light and Chemical Industry (+24) 5/5 Dice 90 R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
-[] Civilian Drone Factories 0/380 (3 Dice, 30 R) (3/5 median)
Agriculture (+24) 4/4 Dice 50 R
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (56% chance)
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
Tiberium (+39) 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 (2 Dice, 40 R) (67% chance)
-[] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
-[] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
Services (+27) 4/5 Dice 75 R
-[] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
Military (+26) 8/8 Dice + 4 Free Dice 200 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (2 Dice, 20 R) (70% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
Bureaucracy 4/4 Dice
-[] Interdepartmental Favors
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
I generally like the plan. Absent new information, I think I'd be tempted to switch out a die from Bergen into Civilian Drones. Sure a ~13% CoS is low, but with how tight our health margins are it could make a very meaningful difference. Especially if we then used the 20 saved resources to put the fifth (otherwise 'wasted') service die into Automatic Medical Assistants to guarantee completion. It might end up saving a lot of lives.

My most controversial suggestion would be to consider putting a die into Liquid Tiberium Power instead of tiberium processing refits. A 56% chance of 8 energy seems very useful right about now, and will either way will make our energy budgeting in Q1 2061 a lot easier.

IIRC, we are expecting projects for Electrolasers [Scrin tech](military, policing) development, Charged Particles Beams [Nod tech] development, and the production of havesting tendrils, mind shields, and heavy lasers to open up next turn. I don't think we are going to be in a good place for any of them, but who knows?
 
Last edited:
It is not just you, the GDI now controls more territory then NOD does. The GDI controls 20.56 + 2.65 = 23.21 % of the Earth's surface. NOD controls 22.65 %.

I want to point out, that while this is true, it doesn't tell the whole story.

The territory that GDI holds, is pound for pound, far more productive than most nod held territory. Sure Krukov and other major warlords have major production centres, but so does GDI, a lot of nods territory is not only yellow, but heavily yellow, on the whole much more contaminated by tiberium that GDI's blue zones.

That translates to less industry, less people, sicker people. Etc and so on.

Three tiberium wars have proved, as the Regency war continues to prove. That economically and industrially GDI is a colossal titan that heavily outweighs nod. And whenever the two clash in all out war GDI comes out on top.

GDI has better industry. It had better industry in tib war 1 when it was a military funded by first world nations up against third world terrorists and petty dictators backed by nods corporate funding. GDi had better industry in tib war 2 when it held much of the worlds population in former first world countries while nod was centred in third world countries and areas that had been struck by the disaster of tiberium.

So on and so forth.
 
Oof. Rough hearing that and thinking about the current Ukraine War IRL.

On the other hand, it's GDI, not the Russian Army.

It's also a commentary on the thread.

We went from Karachi! to Steel Vanguard! in an instant when we learned the Regency War was about to kick off and we had to pick which effort the Treasury would be supporting.


Corpse Starch, despite the unfortunate name, is an excellent and highly efficient way to produce food that is safe to consume and long term stable. I'd toss this on the 'develop, deploy and stash just in case' pile.
 
Oh right.
So how much longer will the Regency War go on for? Can you give us an estimate?
The Third Tiberium War lasted from 2047 to 2050.
While a GDI battlefield victory(and a Kane strategic victory, which is not the same thing as a Nod victory), at the end of it GDI had trouble feeding its population with the equivalent of emergency rations. I dont believe most of Nod was much better off.

I'd take that as a hard upper end for duration.

This war has lasted nine months so far, and a lot of co-belligerent Nod warlords have lost significant chunks of territory, infrastructure and populations, in addition to the depletion of stockpiles and combat formations.Of the big shots, only Bintang, Stahl, Unknown Submarine Guy and the Indians are anything like as good a condition as when they started this war.

On the flipside, GDI while mostly victorious on land and in the air, is struggling at sea, and is beginning to grapple with the equivalent of 20-25% of their entire pre-war population in refugees and new citizens.
While material shortages arent really a concern, taking a breather to digest and dig in seems prudent.

If I had to make a WAG, I would guess at the Regency War being done by Q2 2061, with major combat operations being over by Christmas and a return to pre-war combat levels by Q2 2061.
But thats just my two cents, looking at current trends.

If Kane takes an active hand, that might change.
 
Last edited:
It is not just you, the GDI now controls more territory then NOD does. The GDI controls 20.56 + 2.65 = 23.21 % of the Earth's surface. NOD controls 22.65 %.
It's worse than that actually, because a meaningful fraction of the Yellow Zones are MARV country clawed out of Red Zones, and while not under GDI control, can't really be claimed by Nod either. Nod is looking at something like 22% or less, and could be a full percentage point behind.
If I had to make a WAG, I would guess at the Regency War being done by Q2 2061, with major combat operations being over by Christmas and a return to pre-war combat levels by Q2 2061.
But thats just my two cents, looking at current trends.

If Kane takes an active hand, that might change.
*Sucks air through teeth*
You just HAD to say it, didn't you?
 
[x] Plan Budget Balancing
- [x] Complete Anadyr and Industrial Lasers Before end of Plan (Capital Goods)
- [x] Complete at least three more phases of Blue Zone Apartments (Arcologies)
- [x] Commit to completing five phases by end of next plan (Karachi)
 
[] Plan Anadyr Also Alliterates
-[] Isolinear Chip Foundry Anadyr 0/320 (3 Dice, 150 R) (10% chance)
We have five turns left in the Plan, and Anadyr will take at most six dice. (Unless we eat a couple natural 1s, of course.) There's no need to try and front-load Anadyr, especially not when doing so is expensive enough that we have to cut dice. Two dice a turn is a more sustainable path; two turns of two dice each gets us the median chance of completion and puts us comfortably close to finishing it ahead of schedule otherwise. I think one die next turn is justifiable too, but two dice should be affordable without needing to cut dice.
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
I would prefer to wait until after the war's truly died down before doing this. Refitting the processors involves shutting down 250 points of active processing capacity and directing the Tiberium elsewhere, straining our global logistics. It was a problem before the war, and I think might leave us vulnerable to sabotage during it. Especially if it doesn't finish in one turn.
 
GDIWife is probably the one character that feels most 'real' among the internet users, she's reacting to problems with gut instinct instead of taking the long-view, and she also has a point tbh
 
I generally like the plan. Absent new information, I think I'd be tempted to switch out a die from Bergen into Civilian Drones. Sure a ~13% CoS is low, but with how tight our health margins are it could make a very meaningful difference. Especially if we then used the 20 saved resources to put the fifth (otherwise 'wasted') service die into Automatic Medical Assistants to guarantee completion. It might end up saving a lot of lives.
Ehh, maybe. I'm not a fan of that approach, because I think Bergen is ultimately very important, probably more important than we realize, and we're on a limited timer to make progress on it because budget cuts will effectively lock it out through 2062-63.

Scraping frantically for +1 Health here and there isn't going to be critical; we'll do what we can, but these aren't indicators where the difference between +2 and +3, or for that matter -1 and 0, is decisive.

My most controversial suggestion would be to consider putting a die into Liquid Tiberium Power instead of tiberium processing refits. A 56% chance of 8 energy seems very useful right about now, and will either way will make our energy budgeting in Q1 2061 a lot easier.
I disagree. In 2061Q1, we're going to be very well positioned to get an additional +16 energy from the next phase of fusion (and another +2 from Bergen but who's counting?). And unlike this turn, there is no great danger of us having like four major Energy-draining Military construction projects all finish in the same turn. We'll be fine. Worst case, we shunt a bunch of Military dice into OSRCT construction to save Energy; we need to do that anyway, after all.

This war has lasted nine months so far, and a lot of co-belligerent Nod warlords have lost significant chunks of territory, infrastructure and populations, in addition to the depletion of stockpiles and combat formations.Of the big shots, only Bintang, Stahl, Unknown Submarine Guy and the Indians are anything like as good a condition as when they started this war.
Come to think of it, we still have no proof that Unknown Submarine Guy isn't just Bintang or the Indians, as far as I can recall.

It's worse than that actually, because a meaningful fraction of the Yellow Zones are MARV country clawed out of Red Zones, and while not under GDI control, can't really be claimed by Nod either. Nod is looking at something like 22% or less, and could be a full percentage point behind.

*Sucks air through teeth*
You just HAD to say it, didn't you?
In this case, it may technically be safe. He's not saying "by Christmas, we will have defeated the enemy." He's saying "by Christmas, we will be unable to stage further major offensives on account of our offensive formations having collapsed from exhaustion; fighting will continue on into the new year."

We have five turns left in the Plan, and Anadyr will take at most six dice. (Unless we eat a couple natural 1s, of course.) There's no need to try and front-load Anadyr, especially not when doing so is expensive enough that we have to cut dice. Two dice a turn is a more sustainable path; two turns of two dice each gets us the median chance of completion and puts us comfortably close to finishing it ahead of schedule otherwise. I think one die next turn is justifiable too, but two dice should be affordable without needing to cut dice.
Two turns of two dice means that if we get good rolls on the first three, we've wasted the fourth. At 50 R/die in the precious Heavy Industry field, I consider it unacceptable to waste dice on Anadyr. Granted, the probability of success with three dice is only 10%; that is still a significant and plausible result.

To be fair to you, if we put two dice on Anadyr, we can afford to choose to roll only one additional die next turn if the first two go well enough that it gives us some plausible chance.

I will seriously consider taking a die off Anadyr in the next draft of my plan. On the other hand, Anadyr is a big deal and I don't want it to wait longer than it needs to.

I would prefer to wait until after the war's truly died down before doing this. Refitting the processors involves shutting down 250 points of active processing capacity and directing the Tiberium elsewhere, straining our global logistics. It was a problem before the war, and I think might leave us vulnerable to sabotage during it. Especially if it doesn't finish in one turn.
The war won't "truly die down" for several more quarters, if we're talking about vulnerability to Nod sabotage. Even then, we won't be sure InOps has caught all the Nod sleeper cells, stay-behind units, and infiltrators that might blow up a refinery.

Unless we're planning to just brute-force build more refineries instead of the "refits+Chicago Phase 4" strategy I've heard supported in the thread... We really can't afford to postpone this indefinitely. Furthermore, our surplus capacity is creeping downwards and will probably creep faster soon as we begin Red Zone Offensives. Right now we have a thick enough margin of error that we could shut down those plants and take moderate sabotage (i.e. "one refinery blown up" as opposed to "entire Chicago area flattened by carpet-nuking") and still be okay. We may not have that much margin of error if we wait until the last minute.
 
1) Many Nod warships are submarines or at least submersibles, so antiship missiles are not as effective against them.
2) Nod warships carry heavy ECM and cloaking suites, much more so than a typical frontline random Nod ground target.
3) I suspect that Nod warships from a first-rate opponent tend to have their own point defense lasers already- Bintang's ships didn't just all explode and die under missile fire at the Battle of the Natuna Isles, for instance, which is either due to (2) or to this. Remember that Nod has had our current level of laser tech much longer than we have.
True, but you know, I have a idea on that-

We can't easily track down Nod ships, it's true.

We can however, track down their shipyards. Track the supplies leading in, or where Nod has to station a lot of forces to defend.

And then we hit them.
 
Corpse Starch, despite the unfortunate name, is an excellent and highly efficient way to produce food that is safe to consume and long term stable. I'd toss this on the 'develop, deploy and stash just in case' pile.

You forgot "Rebrand" between develop and deploy there. ;)

I would prefer to wait until after the war's truly died down before doing this. Refitting the processors involves shutting down 250 points of active processing capacity and directing the Tiberium elsewhere, straining our global logistics. It was a problem before the war, and I think might leave us vulnerable to sabotage during it. Especially if it doesn't finish in one turn.

Would it be offline then, or when progress is made on it? I mean, it is 6/100 already, so that -250 processing cap might already be out of play and so it wouldn't cost us a thing to get it going, and would free up/increase processing cap if it completes. OTOH, if it goes offline once more significant progress is made, then I kinda see your hesitance. I'd still go for it, but I could see why one might not want to quite yet.

Come to think of it, we still have no proof that Unknown Submarine Guy isn't just Bintang or the Indians, as far as I can recall.
Well, they are called Falak, right? That's a Hindu word, so my personal belief is an Indian warlord is building them. Then again, nothing says Bintang isn't Hindu, so.... I'd expect shipyards in eastern India if they're Indian built. Further from the eyes of GDI in Oman.

--

I'm glad to see Caravanserai are getting their own territory coloration. This also explains purple for Nod controlled BZ.

Also, is the increase in GZ up in northern Russia out close to where a YZ hub would be placed? Could make a nice anchor for the GZ defenses at some point (probably not this plan). Siberian GZ has greatly increased, good job there! Also eastern Australia largely pacified. Woo.

Somewhat sad that Chicago won't give abatement for Phase 4-5, but given it's BZ at this point, a shift to industry is a nice nod to changing circumstances.
 
One important point that occurred to me:

It's quite possible that the part where the Caravanserai territories are now 'light green' but not the green of Green Zones is that if GDI wants to try and improve the area to Blue Zone levels of low tiberium contamination, the Caravanserai might let us. Which doesn't translate into GDI getting stronger, but does translate into more of the Earth clear of tiberium contamination.

Even if the region in question is mostly desert. :(

True, but you know, I have a idea on that-

We can't easily track down Nod ships, it's true.

We can however, track down their shipyards. Track the supplies leading in, or where Nod has to station a lot of forces to defend.

And then we hit them.
Sounds lovely.

Bad news: Nod knows how to cloak buildings.

Nod also has ion disruptors, so the 'clean' solution for eliminating Nod heavy installations from orbit has ceased to be reliable.

Would it be offline then, or when progress is made on it? I mean, it is 6/100 already, so that -250 processing cap might already be out of play and so it wouldn't cost us a thing to get it going, and would free up/increase processing cap if it completes. OTOH, if it goes offline once more significant progress is made, then I kinda see your hesitance. I'd still go for it, but I could see why one might not want to quite yet.
I think the rule is that if we vote to do refits during a turn, then those refineries are shut down during that turn... Or something.

Point is, right now we have enough surplus capacity to do refits and still eat moderate sabotage. If we wait a few more quarters, we won't... and the war still won't be over, it'll just have transitioned to a more intense version of the usual guerilla/sabotage shit instead of massive GDI offensives plowing forward and seizing tens of thousands of square kilometers of land.

Well, they are called Falak, right? That's a Hindu word, so my personal belief is an Indian warlord is building them. Then again, nothing says Bintang isn't Hindu, so.... I'd expect shipyards in eastern India if they're Indian built. Further from the eyes of GDI in Oman.
Alternatively, multiple powers might be, or have been, building them, and they're the Falaks because the Indians built the first one.
 
Last edited:
Back
Top