Finish our mil support before transitioning to apartments, that the mil support is also more expensive than apartments means we are able to slot Anadyr in Q1 without issue while getting a last phase of forts and possibly rails out of the way (and for me unless the mil straight up tells us we need more phase of one or both I think this would wrap those two actions up for the plan). Keep in mind we still have a quarter of wind down offensives so not pulling support away from them is going to help us get the best results. And it means we are in position to better deal with any NOD counter attacks.
I understand why you're doing it, I just personally disagree with you about the urgency of those railroads, when we've already built up through Phase 4 of the rail expansions since the start of the Plan. I'm not saying we shouldn't build them eventually, but I'd rather slam out some apartments for the refugees we're getting, because we've spent a lot of time and energy building rails in the last year or so, but almost no time or energy building housing.

Also, the apartments are cheaper.

Actually gets crystal lasers done instead of pushing it off again and again and Anadyr is yet another project that would benefit from them. Also spends big elsewhere (LCI, Infra) in exchange that means less spending in Q1 and Q2 in those categories which means the additional cost for Anadyr is very absorbable. Doing Anadyr now means pushing those costs off to the future.
Crystal laser dice are cheap; it will be easy to fit those in in 2061 regardless of what else is going on elsewhere. Anadyr dice are harder. Your big spending in other categories, well, yeah, but many of those other categories aren't plan goals, they're "we want" stuff like Bergen and the rail expansions.

Read the notes- those are placeholder dice until I see what the new options are and how many resources that take both in LCI and other categories, as is if resources are available one of those gets bumped to a 3rd bergen die putting us likely to finish phase 2 and thus switch to cheaper actions in Q1 (phase 3 and beyond I see doing the back half of next year), and civilian drone and 2nd reykjavik likely get folded into fertilizer unless a better LCI option pops up
I get it, but if you're seriously not planning to start Reykjavik Phase 5, don't write it into the plan, put the placeholders on something else you know you'll want like the fertilizer plants.

Yeah I came around to Erewhon on orbital to reduce the stress and also give us a chance at more income- if we roll well we can see a major jump in income this quarter, if we roll really well we can probably 4 dice anadyr and 1 dice portal while not cutting spending elsewhere. Services I think we are all waiting on seeing if we get new options.
Those numbers don't add up very well. 300 R on advanced xenotech, roughly 200 R on the military inevitably, roughly 120 R on Orbital inevitably... Barring extreme good luck on income rolls in 2061Q1, that only leaves us with about 400-450 R to fund everything else, tops. Maybe less, even.

And 'everything else' is Including six Infrastructure dice (minimum 60 R), the Heavy Industry dice to build the fusion reactors to power the war factories (probably 60 R, maybe 80), the entire Light Industry category (minimum 70 R, and that's one Bergen die and four drone factory dice), the entire Agriculture category (realistic minimum 40 R), anything in Services that isn't portal research (say, 50-60 R), and the entire Tiberium category (seven dice, with very few available projects worth doing that cost less than 20 R/die)

So... yeah, we can do that, if we have every other category (especially Tiberium) living on ramen noodles. I don't recommend it.

I also finish abalat deployment so that phase gets rolled out to our forces this quarter. Also means we can do URLS Q1 to finish off the consumable plan goals. Also starting the 2nd yard means we have a shot at finishing all the yards next turn (Q1)
Oh yeah, I missed that. You skip doing Mastodon Development so that you can put two dice on ablatives, whereas I do one-and-one and will have to spend at least one die on ablatives in 2061Q1. I didn't notice that difference, because I was concentrating on how you spend two more Free dice on the military than I do, and how oh hey, there's a two-die escort carrier yard project you have that I don't!

I tend to find the following plan formatting as the gold standard. It makes it significantly easier to track the plan's allocation of resources and dice across the departments in the vote tally, as well as the likelihood of success of individual projects (although the positioning of the total consumption can either be before or after the plan, and I think other people might disagree as to whether a department should be bolded/underlined). Bonus points for putting the projects in the same order as they appeared in the turnpost for easier comparison to other plans. A well formatted plan is much more likely to earn my vote.

[] [Plan Name]
-[] [Department] [Dice Used]/[Dice Available] [+X] free dice [Resource Usage]
--[] [Project] [Current Progress]/[Progress Required] [Dice Used] dice [Resource Usage] [Probability of Success]

[Total Resources Used]/[Total Resources Available]
[Free Dice Used]/[Free Dice Available] Free Dice
[Reasoning]

See below for a filled example (thanks @Derpmind):
forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

[X] Plan Catching-Up The Military -[X] Infrastructure 6/6 dice 90R --[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97% --[X] Integrated Cargo System 695/800 2 dice 30R 97% --[X] Security Review -[X] Heavy Industry 5/5 dice 80R --[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3...
I suppose that would make my plan format that I use these days the... silver standard? I put Resource and Free Dice budgeting at the top, and I don't double-indent the departmental subheadings, but they're there, so all the information you'd want is there and it's still organized more or less the same way.

[] Plan: Plan q4 2061 Optimization is endless.
[cracks knuckles]

Infrastructure 6/6 95R
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%
My main criticism here is that you might as well just put the apartment die on the railroads, unless the problem is Resource shortage. A 37% chance of completion isn't high enough that we can rest easy; it's more likely than not we'll just have to put a final finishing die on the project anyway, and if we have overage it's not a problem because we'll just get rollover towards the next phase.

We're not so hard up for Infrastructure dice here that we need to be that conservative about the risk of overspending them. Note that this is different from the way things work over in Orbital.

Light & Chemical Industry 5/5 75R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 1 dice 15R 0%
-[] Bergen Superconductor Foundry (Phase 1) 71/95 1 die 30R 100%
-[] Civilian Drone Factories 0/380 3 dice 30R 0%
See, here I have the same criticism. Why not put the fertilizer plant die onto the drone factories? There's no chance of finishing the plants with just one die, and you'd free up 5R to similarly consolidate your railroad dice. As it stands, you're just making Ithillid write four blurbs to describe progress on four projects, three or all four of which won't complete this turn, instead of having him write two blurbs on two projects, at least one of which will almost certainly complete.

Tiberium 7/7 110R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
-[] Railgun Harvester Factory (Porto) 44/70 1 dice 10R 100%
-[] Railgun Harvester Factories (Bissau) 0/70 1 dice 10R 85%
The difference between us here comes down to whether to do Yellow Zone Harvesting or Red Zone Border Offensives. I favor the latter over the former.

Services 5/5 80R
-[] Automatic Medical Assistants 101/300 2 dice 40R 26%
-[] Professional Sports Programs 0/250 1 dice 10R 0%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Hardlight Interface Development 1 dice 15R 100%
Strong disagreement. Automatic Medical Assistants is not a project we can or should slow-walk; we need the extra +Health to give us a real buffer against the expanding refugee wave.
 
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Yes, but Kane decided what to do with Nod after the arrival of tiberium. Specifically, he decided to use it to fuel world conquest, while also using it as a weapon to break up entire continental landmasses worth of potential opposition to his control.

Kane had two options when tiberium first showed up.

One was to work with existing systems- because the old 1990s-era world order was hardly unfriendly to self-important genius billionaires with fanatical cult followings who could unleash technologies hitherto unimagined and change the world.

The other was to conquer the world- something that only tiberium could give him a reasonable chance of doing, something he couldn't have attempted otherwise, something that would mean he wouldn't have to share power but would also come with risks.

He chose the second option, and Nod very much is responsible for enabling him to make that choice. For feeding a megalomaniac's ego and arrogance so unconditionally that they would seed tiberium across the world and attack abatement programs rather than just... admit he'd done something wrong.
Fair points, but to play the devil's advocate: Do you think the various governments and vested interests would have actually listened to Kane? Unleashing tiberium technologies could have easily ended up with a half a dozen or more factions fighting each other over Tiberium and eventually over remaining livable land as Tiberium contamination progressed.

Governments and people can be fucking lemmings about long term threats and dangers in favor of pursuing short term benefit and vendettas.

Kane created a situation that... simplified, the world into two sides by accident or design. Which is arguably far more controllable and predictable than a half a dozen or more opposing factions fighting each other over tiberium and land.
 
Fairly sure that was dealt with by waiting until tiberium meteors stopped showing up. After all, tiberium lifeforms also stopped being a thing after a while.

Unlikely as this is not the sort of issue that can ignored by just waiting, while the first tiberium meteor in the tiber river was in 1995, this issue of meteors being a vector is or was a gigantic issue for the entirety of the planet in containing tiberium. As the continuous events of tiberium meteors showers occurring more frequently as time went on would undermine any attempt to contain as even if assuming it stopped during the firestorm crisis in 2032, that is still almost 37 years of orbital bombardment by tiberium meteors globally, which can saturate a parts of the planet not covered in tiberium.
 
Unlikely as this is not the sort of issue that can ignored by just waiting, while the first tiberium meteor in the tiber river was in 1995, this issue of meteors being a vector is or was a gigantic issue for the entirety of the planet in containing tiberium. As the continuous events of tiberium meteors showers occurring more frequently as time went on would undermine any attempt to contain as even if assuming it stopped during the firestorm crisis in 2032, that is still almost 37 years of orbital bombardment by tiberium meteors globally, which can saturate a parts of the planet not covered in tiberium.
Let's clarify this question.

Do you actually know how many tiberium meteors fell, and for how long?

Fair points, but to play the devil's advocate: Do you think the various governments and vested interests would have actually listened to Kane? Unleashing tiberium technologies could have easily ended up with a half a dozen or more factions fighting each other over Tiberium and eventually over remaining livable land as Tiberium contamination progressed.

Governments and people can be fucking lemmings about long term threats and dangers in favor of pursuing short term benefit and vendettas.

Kane created a situation that... simplified, the world into two sides by accident or design. Which is arguably far more controllable and predictable than a half a dozen or more opposing factions fighting each other over tiberium and land.
Given that GDI emerging as a stable, survivable world government was clearly not what Kane intended from the start, I don't buy this. Yes, we could have had a multipolar world with people fighting over tiberium and then over livable land if tiberium got as blatantly out of control as it did in real life. That wouldn't look a lot different from the results we have now, frankly, and Kane would still have his loyalists and power if he wanted to play conqueror after the situation had obviously gotten out of control and a single firm hand was required.

Kane was very clearly bidding to unite the world under his control long before tiberium became a critical threat that was likely to make much of the world uninhabitable. And he actively went out of his way to make that grim day come sooner in an effort to make his world conquest plans more achievable.

I'm not judging him by the good aspects of the situation as it now exists, because he very much did not intend for those aspects to exist.

In Tib War One, when the world as a whole was not yet immediately threatened by tiberium, he wanted to conquer the world and shatter GDI, uniting everything under his control. His victory cutscene involves him hacking into GDI's orbital control networks and hitting major world landmarks with ion cannons.

In Tib War Two, when GDI was scrambling to find a way to prevent tiberium from completely wiping out the biosphere within the next few years, Kane wanted to take the Tacitus for himself, refuse to share it or the instructions for how to access it safely, and then turn everyone into some kind of weird tiberium mutant while he himself dissolved into light or whatever. His victory cutscene involves him... doing that.

In Tib War Three, as the death crystal marched across the planet, Kane decided it would be a great idea to first blow up the orbitals and set back the space program by years, then invade all the Blue Zones and stage heavy fighting and cause chaos to provoke a response, which would then literally explode, spread a Red Zone across much of East-Central Europe and the Middle East and probably kill millions of his own followers, and summon an alien invasion that would lay waste to much of the rest of the world, including, again, territories his own followers lived in, such as India.

So Kane can go play hopscotch in a minefield. Everything good that's been accomplished up to this point in the quest version of the timeline was achieved either in spite of him, or could have been achieved better if he had acted differently.
 
Kane created a situation that... simplified, the world into two sides by accident or design. Which is arguably far more controllable and predictable than a half a dozen or more opposing factions fighting each other over tiberium and land.

Heh, another interesting point is that, within the Scrin campaign of C&C 3, the Overseer guy basically says that, by the time an "Ichor Detonation" event occurs, there usually isn't a viable civilization remaining on the planet that they seed (in fact, "no precedent exists" is the line, I believe). It can be very easily argued that, without Kane's manipulation, that is exactly what would have occurred on Earth. My opinion of human nature is fairly cynical - people would have spread Tiberium all over the world without Kane's intervention (see multiple real-life examples which I won't go into), and people opposed would be derided as tree-hugging hippie peaceniks/disloyal traitors/etc until it was too late.

Now, in-character, nobody in the GDI or the Brotherhood knows what the Overseer said or what Kane's plan is (hell, even the player character in the C&C series doesn't know it). So that makes a lot of the "string the warlords up" arguments reasonable from a ground-level perspective. But, from our "almost omni-present" perspective, without Kane and the brotherhood, by 2061, there wouldn't be any people left.

Not saying that Kane is some kind of saviour angel or whatever, just want people to get off their high horse about it.
 
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I suppose that would make my plan format that I use these days the... silver standard? I put Resource and Free Dice budgeting at the top, and I don't double-indent the departmental subheadings, but they're there, so all the information you'd want is there and it's still organized more or less the same way.
I'd say your formatting is pretty close to perfect. I actually think I like the budgeting on top, more than on bottom. The deciding factor is not having an [] next to the department. It isn't as important later in the plans, and lacking it serves pretty well when a person is reading your post, but having it makes it so much easier to see which departments are leaving dice fallow when you are looking through the vote tally. Which comes in handy if you want to do a comparison between plans for voting, or if you are looking back at previously closed votes.

For example, I've linked the most recent winning turn plan (which happened to be your plan, and I voted for) is linked below
forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

940313[/votecount] X] Plan MORE POWER But No Tiberium Power -[X] Rail Network Construction Campaigns (Phase 4): 128/325 (3 Dice, 45 R) (92% chance) -[X] Yellow Zone Fortress Towns (Phase 6) 0/300 (2 Dice, 40 R) (2/4 median) -[X] Indianapolis Reconstruction Surge 0/150 (1 Die + 1 Tib Die, 10 R)...

So when I'm going through a dive through previously closed votes, I either need to count the dice used and cross reference the project to the department (and the dice we had available), or I need to find a link to the original post (which sometimes can be hard, if either the poster deleted it, or if nettally didn't put the plan originator as the first link).
 
There's a lot of shit you can say about Kane, but he doesn't want to see humanity exterminated at least, which makes him the friendliest alien we've met to date. He's killed billions of people, devastated vast amounts of land area, destroyed entire cultures and languages, and intentionally attracted genocidal alien invaders to us.

But he ultimately needs enough humans still alive with a developed enough industrial base to build whatever he needs to go home. It's purely self-serving but I think Kane genuinely did shape events to create a stronger and more united humanity capable of surviving the Tiberium era. We were definitely on course for eventual collapse and extinction just like every other species the Scrin have done this to before, just another ant colony about to get bulldozed for a new lithium mine and not even understanding why. It would have taken longer without Kane, but we also aren't special compared to the dozens (hundreds? thousands? millions?) of other species that have been seeded and eventually died despite their best efforts.

Kane's the outside context factor that's allowing us to persist as a species at all and.... I don't give him credit for that but it's worth acknowledging. He's a total piece of shit who united humanity via the worst mass death events ever suffered, I don't want to give the impression that I think he's a good guy, but I think if there's still humans in the year 2200 it's because of him.
 
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Let's clarify this question.

Do you actually know how many tiberium meteors fell, and for how long?

Admittedly, I do not know how much precisely tiberium meteors fell over the period of time I mentioned. As for how long precisely, it is likely has being for a long period of time and a large hidden vector at that. What I showed in the previous quote here.

The green formations are the most commonly found Tiberium crystals and have spread via three methods. The first and original way is via meteor bombardment. These meteors have appeared in increasing numbers and frequency, seeding new Tiberium patches and causing a great deal of collateral damage. The second method is by altering the genetic code of nearby plant life into "blossom trees" which release Tiberium spores into the surrounding air stream. The final growth pattern is simple self replication: given time the smallest Tiberium patch, even without a blossom tree, will spread to consume vast areas."

Indicates that GDI analysis think tanks found that one of the major frequent ways of tiberium spreading even up to the firestorm Crisis in 2032 was through this method. It is also somewhat insidious method of sneaking tiberium around the World by the Scrin as it is easy to blend it in with regular meteor falls on Earth.

To understand also why GDI may find it concerning, Earth receives about 30 meteors showers in total every year according to NASA and a total of 6100 meteors reach the ground on Earth every year, with an approximate average of 17 meteors hitting ground per day. And meteor falls natural or otherwise are spread all across the Globe from going into the ocean, into deserts, forests, savannahs and other locations which are generally uninhabited, allowing it to grow unhindered unlike reaching obvious sizes.

It may have not being frequent in the beginning if we assume it began slowly, the pace however was accelerating enough that GDI took note of it when analyzing how tiberium was spread.

The info I got from the Firestorm manual is from an in universe GDI scientist, just so people know it"s from GDI"s point of view.

An analysis of Tiberium flora and fauna: Their ecological connections and possible impact.
Prepared for the Global Tiberium Crisis Symposium of 2030
By G. Boudreau PhD, MD, MA
 
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There's a lot of shit you can say about Kane, but he doesn't want to see humanity exterminated at least, which makes him the friendliest alien we've met to date. He's killed billions of people, devastated vast amounts of land area, destroyed entire cultures and languages, and intentionally attracted genocidal alien invaders to us.

But he ultimately needs enough humans still alive with a developed enough industrial base to build whatever he needs to go home. It's purely self-serving but I think Kane genuinely did shape events to create a stronger and more united humanity capable of surviving the Tiberium era. We were definitely on course for eventual collapse and extinction just like every other species the Scrin have done this to before, just another ant colony about to get bulldozed for a new lithium mine and not even understanding why. It would have taken longer without Kane, but we also aren't special compared to the dozens (hundreds? thousands? millions?) of other species that have been seeded and eventually died despite their best efforts.

Kane's the outside context factor that's allowing us to persist as a species at all and.... I don't give him credit for that but it's worth acknowledging. He's a total piece of shit who united humanity via the worst mass death events ever suffered, I don't want to give the impression that I think he's a good guy, but I think if there's still humans in the year 2200 it's because of him.
The Tacitus might be an important factor in Humanity's survival, too. It's not clear what technology is derived from the Tacitus's information, but apparently the only reason the atmosphere isn't contaminated by Tiberium is due to Tacitus-derived knowledge. TCN aside, there might be other Tiberium technologies that were influenced or created only because of the Tacitus's presence on Earth.
 
I understand why you're doing it, I just personally disagree with you about the urgency of those railroads, when we've already built up through Phase 4 of the rail expansions since the start of the Plan. I'm not saying we shouldn't build them eventually, but I'd rather slam out some apartments for the refugees we're getting, because we've spent a lot of time and energy building rails in the last year or so, but almost no time or energy building housing.

Also, the apartments are cheaper.
Apartments are cheaper, so doing them Q1 means a saving of something like 45R or so from this turn. Which is enough to upgrade 1.5 dice from my current turn to Anadyr, another 45 from income means we are up to 3 dice from Anadyr with only spending cuts in infra by switching to apartments. That is how easy it is to afford. I can shave another 10R off agri Q1 by going full bz aquaponics to get all the food we need for both a surplus and to convert to reserves. LCI if I go 3 Bergen this turn will see a drop as well. All of that adds up the point that we have more than enough funds.

Also for rails vs apartments it comes down to this line:
Beyond the backfilling, many of GDI's territorial gains in the past months have been across areas with little in the way of pre existing infrastructure. The offensive towards Jacksonville for instance has been able to use the remnants of the old highway system to better supply the forces at the front; however in Siberia and Australia, the rail and road networks effectively do not exist, and so construction has to work from scratch rather than leveraging existing infrastructure.

Making sure the last gains we make between Q3 and Q4 have supply lines running to them means that we can bunker for a bit without having to worry about NOD penetration due to lack of supplies. Keep in mind how much more effective our fortress cities and ground units are with a fully supply of shells that they can burn, not to mention all the other consumables, and med supplies and food and replacement equipment, as well as routing in units to reinforce a front while still keeping the flow of supplies going. It does us no good if we have to pick between sending reinforcements or keeping the supplies for the existing forces so we want our rail networks to have slack in them during normal operations (which to be fair by this point the networks in the areas we controlled pre war do have).

And apartments can be slammed out fairly quick- for example Q1 and Q2 we put all 12 infra dice on it and we have a lot of good quality housing around 4 to 5 phases down. But we do that after we make sure our front is secure so that fewer NOD raids can get through the front and start hitting targets inside.


Crystal laser dice are cheap; it will be easy to fit those in in 2061 regardless of what else is going on elsewhere. Anadyr dice are harder. Your big spending in other categories, well, yeah, but many of those other categories aren't plan goals, they're "we want" stuff like Bergen and the rail expansions.

Bergen works towards the next tier of fusion power, rail expansions secure our gains by ensuring supplies and forces can be sent via train to them without bottlenecks. They might not be plan goals but they are things the GDI needs to keep on moving forward.

I get it, but if you're seriously not planning to start Reykjavik Phase 5, don't write it into the plan, put the placeholders on something else you know you'll want like the fertilizer plants.

Swapped to generic LCI project, Fert is not a good placeholder since it is 15R per dice and I want 2 on 20R per dice for placeholder.


Those numbers don't add up very well. 300 R on advanced xenotech, roughly 200 R on the military inevitably, roughly 120 R on Orbital inevitably... Barring extreme good luck on income rolls in 2061Q1, that only leaves us with about 400-450 R to fund everything else, tops. Maybe less, even.

And 'everything else' is Including six Infrastructure dice (minimum 60 R), the Heavy Industry dice to build the fusion reactors to power the war factories (probably 60 R, maybe 80), the entire Light Industry category (minimum 70 R, and that's one Bergen die and four drone factory dice), the entire Agriculture category (realistic minimum 40 R), anything in Services that isn't portal research (say, 50-60 R), and the entire Tiberium category (seven dice, with very few available projects worth doing that cost less than 20 R/die)

So... yeah, we can do that, if we have every other category (especially Tiberium) living on ramen noodles. I don't recommend it.
Assuming the xenotech is 1 portal plus 4 anadyr?

Right so here is a very rough Q1 plan based on rolling really well for income:
Current income: 975+ 10 YZ+ 30 GZ (3 stages) + 10 Railgun harvester Factories + 40 Orbital Mines = 1065 (could be optimized a bit if I want to go for a vein mine or rz offensive phase over say 1 of the yz dice and 1 railgun factory, vein mine is a better spread on income 20-30 vs 15-30 and 5R cheaper per die, which might make it better for a Q1 project than RZ offensive)

Q1 Plan with Really Good income Gains
Infra 6/6 60R +34
-[] Blue Zone Apartment Complexes 28/160 6 dice 60R 2 phases with progress or completion of a 3rd
HI 5/5+1 free 220R +29
-[] Security Review
-[] Continuous Cycle Fusion Plants (Phase 8) ???/300 1 die 20R 74%
-[] Isolinear Chip Foundry Anadyr (New) 4 dice 200R 59%
LCI 5/5 55R +24
-[] Fertilizer Factory 1 die to finish off (if not move to drone factory) 15R
-[] Civilian Drone Factories 0/380 4 die 40R
Agri 4/4 40R +24
-[] Blue Zone Aquaponics Bays (Phase ?) (Updated) ??/140 4 dice 40R
Tiberium 7/7 110R +39
-[] 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% (100% for stage 6, 8% for stage 8)
-[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
Orbital 6/6+Erewhon 140R +26
-[] Mines+Ent Phase 5 20R per die 140R total
Services 4/5 175R +27
-[] Portal Dev 1 die 100R
-[] Misc Service Projects 4 dice for 75R
Military 8/8+6 free 245R +26
-[] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 1 die 15R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (Nagoya) 0/240 2 dice 40R 4%
-[] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
Bureau 4/4 +24
-??? 4 (Security Reviews if nothing really urgent pops up)
Free 7/7
1 HI, 6 Mil

Total Spent: 1045 so 20R leftover

Mil did not change because that would be around how much mil, security review die in HI comes down to if we want to get that down or slam the open 20R into another fusion die.

Of note you had 620 in costs with 400 to 450 which would be an income of 1020 to 1070, I have an estimate of 1065 above and still have R left over. Then in Q2 we enter with more income (I am going to want some vein mining and we have 5 more income from a mine that should finish Q2). With Anadyr likely done or at most needing a single dice we mix in some suborbital shuttles (only 2 dice since it drops in cost after we finish phase 1 from 30 to 25 R per die) hit the NOD gacha if it pops up slam dice into plan projects and are sitting pretty to keep this up until reallocation. And that is if we really want to press portals out, delay portals until Q2 and then we have a lot of flex room to play with.
 
Also, Bintang has weaponized tentacle monsters and unleashes them on her enemies at will, so I'm pretty sure she's the one wearing the pants in that relationship.

I'd argue that's not in her favor. Like any good supervillain, there's always a chance she meets an ironic end in the jaws of one of the very monsters she sought to control as part of some big metaphor for the hubris of humanity seeking to control nature.
 
Heh, another interesting point is that, within the Scrin campaign of C&C 3, the Overseer guy basically says that, by the time an "Ichor Detonation" event occurs, there usually isn't a viable civilization remaining on the planet that they seed (in fact, "no precedent exists" is the line, I believe). It can be very easily argued that, without Kane's manipulation, that is exactly what would have occurred on Earth. My opinion of human nature is fairly cynical - people would have spread Tiberium all over the world without Kane's intervention (see multiple real-life examples which I won't go into), and people opposed would be derided as tree-hugging hippie peaceniks/disloyal traitors/etc until it was too late.

Now, in-character, nobody in the GDI or the Brotherhood knows what the Overseer said or what Kane's plan is (hell, even the player character in the C&C series doesn't know it). So that makes a lot of the "string the warlords up" arguments reasonable from a ground-level perspective. But, from our "almost omni-present" perspective, without Kane and the brotherhood, by 2061, there wouldn't be any people left.

Not saying that Kane is some kind of saviour angel or whatever, just want people to get off their high horse about it.
The thing is, a liquid tiberium explosion doesn't naturally occur on a planet until its tiberium infestation is much farther along.

The Overseer's comment can very easily be interpreted as follows:

"Look, when we detect a liquid tiberium explosion on a planet, it's usually because the whole planet is one big Red Zone, the inhabitants are dead aside from maybe a handful of scattered mutants, and we can move in without opposition. Sometimes, the planet succeeds in neutralizing the tiberium infestation before it gets that bad, then we don't go there. Sometimes, the planet is uninhabited, or the locals fuck around and let tiberium overrun the planet, and either way, eventually it goes "boom," but it always kills them before the kaboom."

So I don't think we should interpret the Overseer as saying "a tiberium-infected planet inevitably sees the inhabitants die and then a liquid tiberium explosion follows." We should interpret them as saying "in our experience, a planet never gets fucked up enough to have liquid tiberium explosions unless tiberium has already wiped out any civilization that lived there."

Would Earth have gotten that fucked up without Kane's actions? Maybe. Maybe not. We'll never know. We do know Kane went well out of his way to accelerate the fucking-up process, and that his followers continue to obstruct efforts to delay the fucking-up process. So whatever his contribution is to the question "how long does the Earth have left to live," he probably made the answer to that question "less time than it would be without the bald guy."

But he ultimately needs enough humans still alive with a developed enough industrial base to build whatever he needs to go home. It's purely self-serving but I think Kane genuinely did shape events to create a stronger and more united humanity capable of surviving the Tiberium era. We were definitely on course for eventual collapse and extinction just like every other species the Scrin have done this to before, just another ant colony about to get bulldozed for a new lithium mine and not even understanding why. It would have taken longer without Kane, but we also aren't special compared to the dozens (hundreds? thousands? millions?) of other species that have been seeded and eventually died despite their best efforts.
I'm not so sure.

Remember, the Scrin seed a planet with tiberium, then wait for the 'kaboom' to move in.

What if the kaboom never happens?

What if a species successfully contains tiberium and manages to eradicate it in the early stages?

The Scrin never show up. They just leave that planet alone. The locals of that planet are very possibly left with no idea that what happened to them wasn't a natural phenomenon. The Scrin are sophisticated enough with portals and very long range interstellar travel that it's quite possible that if a target civilization survives, they're not within realistic reach of that civilization even if they do figure out that they were attacked.

So maybe Earth would have survived without Kane. Or maybe the survivors would have escaped into space and it would have been horrible, but at least humanity wouldn't have been fighting a war with an alien who treats our lives as expendable munitions while dealing with that horror.

Or maybe Kane could have taken a more humane and honest route to getting what he wanted!

I'm not going to give him credit for work largely done by other people he was actively trying to kill.

Apartments are cheaper, so doing them Q1 means a saving of something like 45R or so from this turn. Which is enough to upgrade 1.5 dice from my current turn to Anadyr, another 45 from income means we are up to 3 dice from Anadyr with only spending cuts in infra by switching to apartments. That is how easy it is to afford. I can shave another 10R off agri Q1 by going full bz aquaponics to get all the food we need for both a surplus and to convert to reserves. LCI if I go 3 Bergen this turn will see a drop as well. All of that adds up the point that we have more than enough funds.
In that case, your argument is that we should front-load other expensive projects so we can spend on Anadyr later... But why not just spend on Anadyr now?

My plan does pretty much all the same income-generating stuff that yours does (by the way, I think you're being optimistic expecting +40 RpT from moon mines in the coming turn given completion probabilities). I'll have just as much freedom to spend on expensive projects next turn. Except I'll need that R less, and have more freedom of action to spend on things like Chicago or Suborbital Shuttles or Bergen next turn because the bulk of the Anadyr expenditure is already out of the way and we're down to one Anadyr die per turn until the project finishes.

Also for rails vs apartments it comes down to this line:
Beyond the backfilling, many of GDI's territorial gains in the past months have been across areas with little in the way of pre existing infrastructure. The offensive towards Jacksonville for instance has been able to use the remnants of the old highway system to better supply the forces at the front; however in Siberia and Australia, the rail and road networks effectively do not exist, and so construction has to work from scratch rather than leveraging existing infrastructure.

Making sure the last gains we make between Q3 and Q4 have supply lines running to them means that we can bunker for a bit without having to worry about NOD penetration due to lack of supplies. Keep in mind how much more effective our fortress cities and ground units are with a fully supply of shells that they can burn, not to mention all the other consumables, and med supplies and food and replacement equipment, as well as routing in units to reinforce a front while still keeping the flow of supplies going. It does us no good if we have to pick between sending reinforcements or keeping the supplies for the existing forces so we want our rail networks to have slack in them during normal operations (which to be fair by this point the networks in the areas we controlled pre war do have).
See, my interpretation of the war situation is that Nod is unlikely to be able to counterattack heavily after several quarters of being ground down in defensive battles. They need time to rebuild their forces, replace destroyed equipment, and sort out problems. Thus, I do not consider extending the railheads further an immediate priority.

Because that is most necessary if we expect our units to be in heavy combat, the kind where we're constantly rolling up to the front with thousands of shells and entire spare tank companies and about a jillion tons of ablative tiles to replace burned-up ones, then having to come back and deliver the same the next day.

For dealing with raids and Nod stay-behinds, our logistical burden at a fixed distance from the railheads decreases significantly, and our troops can hold on the defensive while new fortifications are constructed as strongpoints (in both our plans). The railroads are most necessary to support continued offensive warfare, and we're transitioning to defensive, which buys us some time.

HI 5/5+1 free 220R +29
-[] Security Review
-[] Continuous Cycle Fusion Plants (Phase 8) ???/300 1 die 20R 74%
-[] Isolinear Chip Foundry Anadyr (New) 4 dice 200R 59%

...

LCI 5/5 55R +24
-[] Fertilizer Factory 1 die to finish off (if not move to drone factory) 15R
-[] Civilian Drone Factories 0/380 4 die 40R

...

Tiberium 7/7 110R +39
-[] 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% (100% for stage 6, 8% for stage 8)
-[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
-[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%

Total Spent: 1045 so 20R leftover
See, this illustrates what I'm talking about. First, I'm hesitant about the idea that you can get away with one fusion power die next turn, because we'll have new shipyards and war factories coming online and the need to power them. But that doesn't change your budget on net, since at worst you'd take a 20 R Free die off a military project and put a 20 R Free die on fusion power.

But other issues: First, you're basically saying we can't do any Bergen in 2061Q1, because you need the Resources for your surge effort on Anadyr and portal research. My plan will leave budget room for Bergen, even if not necessarily a lot of Bergen, and I'm not sure your plan works out to be better on net.

Second, this Tiberium lineup (which is more or less the same as mine) is actually very cheap. 110 R for seven dice is unusually low for Tiberium; I got it by cherrypicking cheap projects, including railgun harvester factories that you won't be able to do next turn. A more realistic budget for Tiberium is that we usually average expenditures of 20 R/die or more when we don't have special options like Green Zone Intensification on the menu... But that means we're likely spending another 30+ here, compounding the problem that you're being optimistic about income increases by predicting that three phases of moon mines (heavy/regolith/rare) will all complete on the same turn.

I'm more comfortable with my plan, that doesn't have quasi-mandatory splurging attached for next turn and lets us reap the proper rightful rewards of finally breaking the 1000 RpT line of being able to do pretty much what we want.
 
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So in the spirit of @Void Stalker 's work, I'm going to post a projection of how my plan might chain into something for Q1. Here's the actual Q4 draft:

Budget:
970/985 R
7/7 Free Dice

[] Plan Mad Science Inbound
Infrastructure (+34) 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 + 2 Free Dice 210 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (3 Dice, 60 R) (99% chance of Phase 7)
-[] Isolinear Chip Foundry Anadyr 0/320 (3 Dice, 150 R) (10% chance)
-[] Security Review
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) (66% 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 120 R
-[] Red Zone Border Offensives (Stage 1) 0/200 (2 Dice, 50 R) (45% 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 205 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (1 Die, 10 R) (1/2 median)
-[] 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 + 1 Free Dice
-[] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)


So, obviously I have to make some predictions about which projects will or won't finish, in order to have even a tentative plan. I will try to be moderately pessimistic.

1) Fortress towns don't finish, dammit. Two phases of apartments finish.
2) Fusion Phase 7 finishes, leaving us at around 90/300 (the median result) on Phase 8. Anadyr does not finish, with 1-2 dice remaining.
3) Bergen Phase 1 finishes, leaving us at around 120/190 (the median result) on Phase 2. Drone factories have 2-3 dice remaining.
4) Freeze dried food plants do not finish because, as we all know, that project is cursed. Aquaponics Phase 3 finishes. Phase 4 feels sorry for me and finishes too, not that it matters for budgeting purposes. Both aquaponics and storehouse dice are 10 R/die, so they're interchangeable for budgeting purposes.
5) Railgun harvester factories complete. Refinery refits do not complete, to spite me. Green Zone Intensification Phases 6 and 7 complete. Phase 8 does not, which is just as well since it's gated behind fortress towns that didn't complete either. Red Zone Border Offensives do not quite complete dammit.
6) Rare metals finishes; the other two mines do not. It's slightly more likely than not that at least one of the big mines finishes, but I'm trying to plan pessimistically here.
7) AMA finishes- if it's not, we can easily budget for it because Services will contain a big blurry line titled "OTHER." Hallucinogens, likewise.
8) We get railgun ammo, hallucinogen countermeasures, and a Mastodon design. The ablatives plant still needs at least one die to complete. The shipyards complete. The Firehawk drones do not complete because the dice gods are pissed at me for dropping down from four dice on the project to three.



BUDGET:
We start with 975 RpT (we had 10 R of reserves last turn). I plan for NO actual reserves in 2061Q1 because the plan draft is a bit misleading- I fully intend to spend the remaining budget on something to do with Services. So, start from 975. I plan for +10 from the railgun harvesters and +5 from the moon mines. Two phases of Green Zone intensification will probably average out to a total of +15 RpT, so we're now at 1005 R budget.

ENERGY:
This is important. As per the turn results report, we start at +15 Energy, as I recall. We get +1 from Bergen and +16 from the new Phase 7 reactors, putting us at +32... then the maluses kick in. -4 from the railgun harvesters. -2 from AMA. -5 from Nagoya, -6 from Melbourne. Net result, we end up at +32-17 = +15 Energy, right back where we started. This is important, because in the next turn we want to continue to be prepared for multiple major war factory projects to finish, requiring us to complete yet another phase of fusion energy unless we intend to slack off or accept very very slim Energy margins and minimize civilian power consumption.

The pain slows down a lot once we actually finish our shipyard projects, but... that's not yet.



Budget:
1005/1005 R
7/7 Free Dice

[] Plan Draft VERY TENTATIVELY Thinking With Portals
Infrastructure (+34) 4/6 Dice 90 R
-[] Yellow Zone Fortress Towns (Phase 6) ???/300 (1 Dice, 20 R) (finishes off the phase)
-[] Rail Network Construction Campaigns (Phase 5) 39/325 (4 Dice, 60 R) (87% chance)
-[] Blue Zone Apartment Complexes (Phase 4) ??/160 (1 Die, 10 R) (work towards completion of a third phase per plan promise)
Heavy Industry (+29) 5/5 Dice + 1 Free Die + EREWHON!!! 140 R
-[] Continuous Cycle Fusion Plant (Phase 8) ~90/300 (4 Dice, 80 R) (~99% chance of Phase 8)
-[] Isolinear Chip Foundry Anadyr 0/320 (1 Die, 50 R) (slow-walk to completion)
-[] Crystal Beam Industrial Laser Development 0/80 (1+E Die, 10 R) (94% chance)
Light and Chemical Industry (+24) 5/5 Dice 100 R
-[] Bergen Superconductor Foundry (Phase 2) ~120/190 (2 Dice, 60 R) (~95% chance of Phase 2)
-[] Civilian Drone Factories 0/380 (1 Die, 10 R) (take it easy, optional project)
-[] Chemical Fertilizer Plants (Phase 2) 94/300 (2 Dice, 30 R) (17% chance)
Agriculture (+24) 4/4 Dice 50 R
-[] Those Stupid Accursed Freeze Dried Food Plants 151+/200 (1 Die, 20 R) (This... shouldn't... take... THIS LONG... dammit!)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
Tiberium (+39) 7/7 Dice 155 R
-[] Red Zone Border Offensives (Stage 1+2) ???/400 (2 Dice, 50 R) (Stage 1, progress on Stage 2)
-[] Tiberium Vein Mines (Stage 2) 5/195 (2 Dice, 40 R) (54% chance)
-[] Tiberium Inhibitor Deployment (RZ-7) 0/120 (1 Die, 30 R) (35% chance)
-[] Intensification of Green Zone Harvesting (Stage 8) ??/100 (1 Die, 15 R) (Maybe Stage 8)
-[] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (Dammit... accursed dice! Probably finishes on bonuses alone tho)
Orbital (+26) 6/6 Dice 120 R
-[] Various Lunar Mines (3 Dice, 60 R) (slow-walk to completion on multiple projects)
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
Services (+27) ?/5 Dice 120 R
-[] Portal Research (1 Die, 100 R) (oh god so expensive)
-[] MISCELLANEOUS Service Stuff (? Dice, 20 R) (best I can do in this specific draft; if things go well, can be more generous)
Military (+26) 8/8 Dice + 5 Free Dice 230 R
-[] Ablat Plating Deployment (Stage 5) 54/200 (1 Die, 10 R) (hopefully finishes)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 dice, 30 R) (23% chance)
-[] Mastodon Deployment (2 Dice, 30 R) (???) (May be one factory or two, I'm tentatively estimating 15 R/die)
-[] Firehawk Wingmen Drones ???/450 (1 Die, 20 R) (finish dammit!)
-[] Escort Carrier Shipyard (New York) 0/240 (3 dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (4 Dice, 80 R) (64% chance)
Bureaucracy 4/4 + 1 Free Die
-[] Conduct Economic Census DC 100/150/200/250, DC 250 (4 dice 86%, 5 dice 99%)
--[] We really wanna get this right. It's this, or do a pair of security sweeps and use more Free dice, in my opinion

So. Not so bad, I think.
 
Maybe we should hold off on doing some railgun harvesters in favor of doing the *MMMMMFFFFF*

InOps secured the leak, no chance of pre-update information getting out.
 
Meh. The update should be fairly soon as I recall. Then we can see whatever new stuff we have.

And upend all the current plans most likely.
 
Railgun harvesters are very cheap though, and will help to secure our front yards as the war winds down. We'll probably still want at least one of them this turn.
 
Preview of 2099 turn update:

[ ] Railgun Harvester Factories (Spirit)
With the Departure War over, only ghosts remain on what was once Earth. However, with nobody left to haunt, the afterlife is somewhat boring, so many of the ghosts have turned to Tiberium War re-enactment for their somewhat morbid entertainment. Many argue that using the limited remaining ether on construction of outdated ethereal forty-year-old harvester designs is an inexcusable waste; however, they haven't seen how awesome the spirit railgun looks!
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[ ] Porto (Progress 44/70: 10 resources per die) (+5 Resources Per Turn) (-2 Energy)

</joke>
 
Do we have a citation on this? I'm a bit concerned about assuming that something we have promised isn't going to be a big cost or dice project.
My reasoning is that crystal lasers don't use particularly exotic materials and Nod was building them successfully fifty years ago. Even if I turn out to be wrong, it's fairly unlikely that the individual dice will cost more than the same 20 R/die that we see from giant factories running all sorts of the most cutting-edge avionics, robotics, electronics, and industrial chemistry. I'm not saying it'll be cheap cheap, but I'll be very surprised if it's a 30 R/die project like the superconductor fabricator, let alone a 40-50 R/die project like Anadyr.

If the project turns out to be so costly Progress-hungry that we can't do it in 2061Q2, 'Q3, and 'Q4 with maybe a little sprinkling of Free dice, then all I can do is grunt and grudgingly accede that we've fallen into a trap option, because at that point it'd be signficantly harder to do than Nuuk, and Nuuk was the thing we were planning to do before we negotiated our target down.

Maybe we should hold off on doing some railgun harvesters in favor of doing the *MMMMMFFFFF*
Actually, as @Rakuhn alludes to, my reason for wanting to do railgun harvesters in 'Q4 is mostly as a cost savings measure. It's a cheap project, and there aren't many of those in Tiberium.
 
There's a reason why many revolutions and civil wars end with mass-pardoning of the losing side. Pursuing 'justice' will often plunge everyone involved back into a never-ending cycle of bloodshed.

We want people to have a reason to surrender, rather than to place them into a position where they either win or die. It'll save a lot more innocent lives in the long run, weaken Kane, and make it easier to focus on taking down the hardliners who believe that peace is not an option.
Absolutely agree here.
Most civil wars fought to the knife, without pardons and surrenders, end among the worst totalitarian regimes ever.
I would hate this to happen to us. And many/most among NOD are not absolute monsters- we have seen enough examples of it already, from order of remembemancers to Caravan Sarai, to (former) militants just fighting for their families.
I will support all and any reasonable diplomacy, because I see it as the only way to actually end the conflict for good while not becoming monsters.
 
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The next election will probably see a few seats filled by the open hand party aka reformist nod.

I am super curious to see if this war will effect them somehow or if new outreach or diplomatic opportunities come of it.
 
In that case, your argument is that we should front-load other expensive projects so we can spend on Anadyr later... But why not just spend on Anadyr now?
Because the other projects provide more up front than Anadyr in the short term- rails secure the conquest as does fortress towns. More dice into mil means we are better situated vs NOD (including getting a consumable phase out for troop use).
 
Because the other projects provide more up front than Anadyr in the short term- rails secure the conquest as does fortress towns. More dice into mil means we are better situated vs NOD (including getting a consumable phase out for troop use).
Consumables are cheaper than almost anything else we'd plausibly want to do with Free dice, so "we need the Resources to pay for consumables" doesn't work. If I wanted to save Resources in the military budget, I'd be moving dice from shipyards to ablatives and URLS production.

Now, the part where forts and railroads are more expensive than apartments, that part works. I think one of the fundamental differences in our approach on Infrastructure is that you seem to anticipate an immediate need to focus all of our might on constructing that military support infrastructure right away, while I think it can be spaced out over another turn or two without meaningful adverse consequences.

But even so, I don't think that justifies you in postponing all Anadyr spending to a future turn when it'll be competing with portals and research gachas.

Especially since your plans are predicated, or seem to be, on overestimating our likely 2061Q1 income, and since you're not doing anything big with the income like "fund five dice on Bergen."
 
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