I like how we finally get a good glacier income roll and it is going to get cut after 3 turns... still we best make use of that +60 income to activate all the dice. And we have to put free dice into Cap Goods this coming turn thanks to the dice rolls. Mil dice is 3 maybe some free, it all depends on what the 2nd part of the orb combat is.
 
420. Because of course it is.

Well, at least it will give us more room to put dice on mitigation.
 
Tiberium Spread
14.36 Blue Zone
31.50 Yellow Zone (51 points of mitigation)
54.14 Red Zone (21 points of mitigation)

Tiberium Spread
14.24 Blue Zone
31.51 Yellow Zone (56 points of mitigation)
54.25 Red zone (22 points of mitigation)
Ithillid threw 2 100-faced dice. Total: 101
68 68 33 33
 
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A few context numbers on that income. It is 845 total income for the Initiative. It is also more income than the entire rest of the Initiative has. You, alone, are over half of GDI spending.
If you went into reapportionment with this level of income

15% = 126.76
20% = 169
25% = 211.25
40% = 338
 
I mean we are the ones who raised the GDI income by this amount to begin with. Though no 30% that seems to be the only option from the initial % that we picked from at the start. 211.25 looks nice since 25% is what I will probably push for next plan.
 
Huh makes sense to some degree that we get most of the funding given we are responsible for post war rebuilding efforts.

And while those rolls could have gone better they aren't that bad either.
 
It's not like we can't pick 40%. We'd still be raising the rest of GDI's income from 370 R per turn to 507-ish R per turn. It just depends on if we have enough PS to afford it.
 
That's a disappointing result for Boston. I was really looking forward to that completing this turn.
But at least the people now have toys, strawberries, and night school.

Also finally a max result for a tiberium mining project.

Wonder what the Nat 1 for Tertiary schools will be? I doubt it'll be something like a NOD fanatic throwing a bomb. Probably political stuff like the Yellow Zones feeling like they're being excluded because so many colleges are in Blue Zones and they won't accept Yellow Zone students.
 
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So, we're going to have to push HI and Tiberium abatement next turn. Good thing we have income...
We need 17 more mitigation by plan end, after this turn, and we will have 3 more turns. Not desperate, but we don't have much margin for error.

I'm thinking
2 dice, to make sure North Boston Chip Fabrication (Phase 3) 561/600 1 die 15R 85%, 2 dice 30R 99%
3 dice, New Moscow Robotics Works 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 79%, 5 dice 100R 95%
3 dice, Experimental Carbon Nanotube Plant 0/200 2 dice 30R 5%, 3 dice 45R 43%, 4 dice 60R 79%, 5 dice 75R 95%

That would cost 2 free dice and 135R, for probably ~8-12 Capital Goods (if one or both of the smaller projects completes)

Tiberium:
1 die: Blue Zone Perimeter Redoubts (Phase 3) 174/200 1 die 20R 100%
4 dice: Yellow Zone Tiberium Harvesting (Phase 4) 0/300 3 dice 60R 17%, 4 dice 80R 69%, 5 dice 100R 95%
2 dice: Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 99%

140R and 1 free die. Each of these is 4 points of mitigation, Enclosure is not phased so we can afford to take that a little slower. Q3 would probably punch BZ Perimeter Fencing and another run of Red Zone Harvesting, for the last 5 mitigation we need.

And this will leave us with 150R and 2 free dice to work on other projects.

Edited to change Chemical Precursors for the Carbon Nanotube factory, due to energy issues.
 
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North Boston Chip Fabrication (Phase 3) 561/600 1 die 15R 85%, 2 dice 30R 99%
Yellow Zone Aquaponics Bays (phase 1) 36/80 1 die 10R 80%, 2 dice 20R 99%
Blue Zone Perimeter Redoubts (Phase 3) 174/200 1 die 20R 100%
GDSS Enterprise (Phase 1) 57/100 1 die 20R 81%, 2 dice 40-50R 99%
Tertiary Schooling 130/500? 4 dice 20R 15%, 5 dice 25R 58%, 6 dice 30R 89%, 7 dice 35R
Reopen the Publishing Houses 94/150 1 die 10R 68%, 2 dice 20R 97%

Some quick numbers on our uncompleted projects. We had some shit luck on Boston, Redoubts, and especially the Natural 1 on Tertiary Schooling. At least Redoubts is easy to fix. Meanwhile Boston rolled badly enough that we went down from 90% completion this turn to 85% completion next turn. And who knows how badly we'll get hit for our Nat 1. Oof.

Edit: On the bright side, our income next turn is 420. So that's nice. 425. Whoops!
3 dice on Blue Zone Redoubts has a...57% chance of completing Phase 4 I believe.
 
Infra 0/6 0R +8
HI 3/3 +1 free 75R +8
-North Boston Chip Fabrication (Phase 3) 561/600 1 dice 15 R 85%
-New Moscow Robotics Works 0/200 3 dice 60 R 43%
LC 3/3 30R +8
-Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 1/6 20R +28
-Blue Zone Perimeter Redoubts (Phase 3) 174/200 1 dice 20 R 99%
-4-5 dice on mitigation
Orbital 1/3 20R +8
-GDSS Enterprise (Phase 1) 57/100 1 Fusion die, 20R 24%
Services 3/3 20R +23
-Reopen the Publishing Houses 94/150 1 dice 10 R 68%
-Craft Shops and Maker facilities 0/200 2 dice 10 R 20%
Military 0/3 0R +3
-Orb Strike Followup
- Shell Plants (Phase 1)
Bureau 0/3 0R +8
Free 1/5

145/425 R
65 PS

Very early prelim plan- finish Boston try to finish Robotics Works. Do Lithium Plants, finish Redoubts work on Enterprise some more. For services they provide PS and consumer goods. For Mil do the orb strike follow up with leftover dice into shell. Obviously has a lot more resources to spend but need to see what options we have to know how much we have left for Infra and Agri as well as how to split free dice.
 
Carter's Micromanaging Adventure Q1 2053
Carters Micromanaging Adventure

Results Q4 2052

Expanded Power Production Phase 2 117/100
Nothing interesting happened this quarter aside from Stevan nearly suffering an aneurysm witnessing many safety instructions being ignored during the handling of the high power components. Swearing and shouting he made some time to actually teach the volunteers about construction safety in mandatory workshops over multiple weeks and telling everyone about the horror stories he witnessed personally. Like in 2023, when...

Automated Assembly Line Phase 1 140/100
The Outer Shell for the assembly line served as the test for Stevan's teachings and while it was not a total disaster several people were unwilling or unable to learn, despite his repeated warnings that a single safety bolt dropped from 20 meters can crack your skull without a helmet on. Still, the building was finished, the third in line of the identical factory halls standing inside the bases perimeter.

Construction Vehicle Fleet 314/200 1/1 AP
With access to their own fabricated parts Miss Kuhn went to work and managed the assembly of the vehicle fleet during the Admirals absence, easily completing it within the dedicated timeframe. The vehicles are unpainted, their construction a bit primitive in some places, but everything from forklifts to cement mixers should do its job the same. She spent the rest of the year sorting the staff into those with potential and those who would only hurt themselves once given a blowtorch. Among the first things Carter found when returning to base was a Memo on his desk about a general lack of competent personnel, but with the promise that "some" of the volunteers could be turned into competent workers under her care. (+25 Dice bonus for constructing facilities)

Reorganize Space Force 65/100
"Organise this mess here" already sounded like a daunting prospect when Carter left his new secretary at the East Coast, but when he, armed with Carter's note-folder, went to work, he realised the gravity of the situation. While Carter was dead serious about getting to space on his own, what exactly he had done was at best "A little shady" and at worst openly negligent.
While everything was openly volunteer work at the moment, there had already been tensions between those who could not offer up their downtime to build tiberium refineries and those who could. Words like "disloyal" and "disappointment" had fallen and the mess hall was by now divided into Carterists and those who just happened to work at the bases.
There needed to be some actual structure to the whole operation. No more sacrificing recreational time out of some fanatical sense of obligation. Hazard pay for those working with Tiberium. Plans to hire professional personnel to operate the various industrial machinery now present. No more using Carter's government contacts to acquire machinery and resources under the hand before someone looks to closely.

This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in CarterQuest will be affected by the main one, but unless Ithillid says otherwise it is noncanon

Carters Micromanaging Adventure Q1 2053

Events:

End of the cyborg threat(?)

In terms of kills GDI had a number of victories, but in war not all is about dead people. In exchange for the great victory in the siberian steps the Tacitus was lost, despite Colonel Jackson's best efforts. (No Stress gain)

Death of a good friend
Her Tiberium infection had putten a definite timer on her life, but the death of General Svetlana Cherdenko was still hard on everyone in the higher ranks, especially the survivors of the Philadelphia incident and the following war. (Stress ++)

Big Red Button
During Operation Dawn, Star Carter was responsible for coordinating the Ion Cannon network for maximum destructive potential. The satellite views of the ionized destruction rained upon the Nod menace reminded him why he loved his job. (Stress --)

Orbital Strike Regimental Combat Team Development
As if Carter would ever avoid personally overseeing figuring out how to make tanks survive a drop from orbit, and see it through to its end.
(Carter actually has work to do, All Personal Dice beyond the first produce an extra Stress (+), dropping tanks is pretty cool tho: Stress-)

Carter Stress = (0)
Power ++ (3)
Personnel ++++ (14)
Tiberium = (0) Storage ++(2)
Resources = (0) Storage: + (1)
Advanced Parts (AP): +/turn Storage: +


Free Funding Die (FFD): D45
Free Dice: 3

Construction (5 Dice):
[ ][Carter]Road Reconstruction Phase 1 0/100
4 years after the end of the third Tiberium war the signs of battle are still visible everywhere on the blue zones, from bullet holes in concrete fencing to roads with track damage. Repairing several logistical important roads will give the operation a boost. (Raw Resources+)

[ ][Carter]Expand VTOL Airfields 0/200
GDI's intercontinental delivery capacity is still limited, limiting logistics as shown with ordering the construction vehicle fleet in russia. To increase general delivery times for parts we need to increase our fleet of air vehicles, starting with the landing fields.

[ ][Carter]Expanded Power Production Phase 3 17/125
As usual for GDI bases, Space Force bases produce their own power. Given the various expansions to the bases the grid will need to be expanded with the GDI prefab power plans. (Power+)

[ ]Thorium Nuclear Plant 0/500 1 AP per Die
Normally used to produce energy for industrial sites and GDI's largest bases, the Thorium plant is not available as a prefab and as such will need to be built completely on site. (Power +++++ (10), Personnel-, Carter Stress ++)

[ ][Carter]Tiberium Harvesting Stage 2 57/100
With some basic prefabricated harvesting facilities in place, Space Force's harvesting options are not yet exhausted. With the experience gained from the prefabs, building a dedicated industrial harvesting hub on the largest deposit available will surely be a walk in the park. (Tiberium ++, Personnel -, Power -, Carter Stress+)

[ ][Carter]Tiberium Spikes 0/400 1 AP per Die
Now that we have free access to all kinds of parts previously unobtainable due to the state of emergency a variety of new construction options opens up. One of them being a number of Tiberium spikes to get access to the various dormant subterranean Tiberium Deposits around the Space Force Bases. (Raw Resources +++, Personnel -, Power --, Carter Stress++)

[ ][Carter]Tiberium Processing Stage 2 2/100
With the prefabricated refineries in place, a steady trickle of raw resource bars is available to Space Force. The next step is the production of an Industrial processing hub to improve resource production. (Resources ++, Tiberium --, Power -, Personnel -, Carter Stress+)

[ ][Carter]Tiberium Waste Recycling Plant 0/200 1 AP per Die
While the Möbius process is efficient, a small amount of unrefined slurry remains, more with the prefabricated refineries than the high tech industrial ones. By reprocessing it with a specialised second refinery we can achieve the maximum yield of resources. (Resources + per Stage of Tiberium Harvesting, Power -, Personnel -, Carter Stress+)

[ ][Carter]Part Fabrication Plant Stage 3 18/75
The part Fabrication Plant can still be filled with more machinery, from industrial presses to highly advanced 3-D printers. (Carter Stress+, Power -, Personnel --, Raw Resources-, Advanced Parts+)

[ ]Chemical Plant 0/300 1AP per Die
It is not apparent, but a lot of industrial processes require all kinds of chemicals and not all materials can be produced via physically processing raw materials, like plastic. A own production plant for these materials will make Space Force operations even more independent from the whims of the GDI economy. (Carter Stress+, Power --, Personnel --, Raw Resources-, Advanced Parts++)

[ ][Carter]Automated Assembly Line 2 40/200 1 AP per Die
As the third in the row of the "Industry-M"-line of prefab buildings, the one meant for the automated assembly line stands tall and identical to the other ones. Erecting it proved no isse after the experience gained with the two other ones. All that is left is installing the industrial robots, which you currently cannot order, but for which you have the blueprints and operating software.
(Power-, Personnel -)

[ ][Carter]Upgrade Assembly Plant Stage 1 0/400 1 AP per Die
It is possible now to upgrade the plant to the highest standards using nothing but the parts it produces itself in an escalating cycle of improvement. (Power -, Personnel -, Carter Stress+, additional Assembly Dice)


Assembly (2 Dice): (Progress limited by assigned Parts)
[ ][Carter] Titan Rocket System 0/100 0/1 AP
The Titan is the lightest of the launch vehicles in GDI's arsenal. It is reliable, robust and reusable, but can only carry a small payload compared to its powerful siblings. (Enables orbital launches of up to 1 APs worth, Carter Stress +)

[ ][Carter] Atlas Rocket System 0/300 0/5 AP
The Atlas was the workhorse with which the Philadelphia was built. A far more powerful rocket than the Titan System it is also known to be maintenance heavy and expensive to fuel. (Enables launches up to 4 APs worth, Carter Stress ++)

[ ][Carter]Leopard Class Transport 0/500 0/15 AP
The Leopard is the crowning achievement in ground-orbital transportation. Its powerful fusion drive gives it a truly ridiculous amount of lifting power and cargo space. (Enables Launches up to 10 APs worth, Carter Stress ++)


Personal (Unlimited, but each one produces + Stress; 1 Free Personal Dice)
[ ]Reorganize Space Force 65/100
The Operation has grown beyond Carter's ability to manage it all on its own and it probably is time to delegate and reorganize Space Force and -Command. (Project Branches will no longer cause Stress for Carter, but have a -25 Malus to Dice unless an expert to lead the branches is found.)

[ ][Carter]Recruitment Drives (DC 70/90)
Carter cannot do this alone. The space force personnel can follow his vision, but he needs men and women of strong will and conviction that share it. (Unlocks Experts for project branches)

[ ][Carter]Convince the SOs (DC ??)
With much of the world still down, many of Space Force's significant others, who are not military or in construction, are still out of work. Given Carter's natural Charisma he may be able to convince them to temporarily join Space Force.

[ ][Carter]Take in interns (DC 15))
Space Force is still popular with the youth, taking in interns would boost the workforce.

[ ][Carter]Acquire Alaska Rocket Engine Test Site (One Personal Die)
After the completion of the fusion lift development project the Alaskan test site lays dormant once again. Sooner or later Space Force will need to test the engines of future spacecraft and Alaska has all the facilities they need to do so. Putting them under Space Commands wing them could be archived with little bureaucracy.

[ ][Carter]Prepare the pitch
The end of the current budget plan is near and with it comes a chance to make a case to give Space Command and -Force additional funding for the long unloved space exploration program. On the one hand this will result in additional resources but also in increased expectations.
(Available until Q4 2053, the more total progress is accumulated the higher the roll bonus. Important: The pitch is optional once Q4 2053 hits.)

Vote by Plan, Vote closes in 24h.
 
Well those rolls really sucked where it counted, at least the glaciers came through with a big chunk of income to dull the pain a bit. The nat 1 on tertiary schools is very worrying we can't afford to have that get too fucked up. All is not lost, we just gotta shift gears and panic about Tiberium a little bit.

Well the natural 1 put the required points for Tertiary Schooling up from 300 to 500, so that sucks. Hopefully politics won't come around to bite us any more.

One bit of good news is that Red Zone Harvesting levelled up, so we can go for another level of Glacier Mining if we want to ramp up our Resources even more.
 
Well the natural 1 put the required points for Tertiary Schooling up from 300 to 500, so that sucks. Hopefully politics won't come around to bite us any more.

One bit of good news is that Red Zone Harvesting levelled up, so we can go for another level of Glacier Mining if we want to ramp up our Resources even more.
We need mitigation or we are going to miss that goal. And we would only have the income for 2 turns before it is cut, better to do it after so we can rebuild our income
 
Well the natural 1 put the required points for Tertiary Schooling up from 300 to 500, so that sucks.
It was always 500. 300 was for the Secondary Schools. Tertiary, restarting not just undergrad but graduate programs, (actually grad school level stuff comes first), and the labs, workshops and similar, is a much larger project.
 
Carterplan!

[X] CarterQuest Plan Supplychain Starts With Resources
-[X][Carter]Road Reconstruction Phase 1 0/100, 2 Construction dice
-[X][Carter]Expanded Power Production Phase 3 17/125, 1 Construction die, 1 Funding die
-[X][Carter]Tiberium Harvesting Stage 2 57/100, 1 Construction die
-[X][Carter]Tiberium Processing Stage 2 2/100, 1 Construction die, 1 free dice
-[X][Carter]Part Fabrication Plant Stage 3 18/75, 1 free die
-[X][Carter]Tiberium Waste Recycling Plant 0/200 1 AP per Die , 1 free die, 1 AP
-[X][Carter]Reorganize Space Force 65/100, 1 personal die, 1 free personal die
-[X][Carter]Acquire Alaska Rocket Engine Test Site (One Personal Die)

With the idea that next turn, we push getting the experts needed to negate penalties while doing assembly/construction things.

(Disclaimer: Plan quality not guaranteed. Do not shake plan. Plan may mutate with minimal warning. Ensure plan is kept close to processed Tiberium.)

Edit: added the free personal die that had been Forgotten.
 
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