It is always a wild gamble.
NOD are never just going to ignore us claiming large swaths of their territory without reprisal.
And Bintang had already fired some nuclear warning shots.
 
I think it may have just been some miscommunication.

[ ] Yellow Zone Tiberium Harvesting (Phase 10) (Updated)
While finishing up the current expansion phase of harvesting operations along the GDI/Nod borders is unlikely to cause issues, aggressive development of further offensives into the deep Yellow Zones are at this point increasingly likely to trigger operational and potentially strategic exchanges, as warlords will respond to deep drives into the Brotherhood heartland, although it will break the territory held by warlords into increasingly small pockets.

We all assumed that what this meant by "finishing up the current expansion phase of harvesting operations along the GDI/Nod borders" was the phase that currently had progress towards completion and not the last phase that was completed.

It's a easy mistake to make but the descriptions don't usually reflect the progress made in them so we all just failed at reading comprehension there.

We all didn't catch that. No one's really to blame. I KNOW that the conversation would have been different if we realized that the risky part of the description applies to the phase we were working on.

So let's just call it a wash, thank God we got lucky on the dice rolls, and panic about our impending potential exchange of WMDs.
 
@Simon_Jester brought up the possibility of completing SADN before the end of the plan. The following is a dice analysis of what we would need to do that. (Simon if I have misinterpreted what you were talking about please let me know)

We currently have 6 projects that are required for Military Plan Goals:
ASAT Phase 4: ~2 Dice
ORSCT Phase 3-4: ~9 Dice
URLS Phase 3: ~3 Dice
Railgun Munitions Development: 1 Die
Carrier Yards: ~7 Dice
Mastodon Deployment: ~3 Dice Est.

Total Military Plan Goals: 25 Dice

SADN Phase 1-3: ~13 Dice

Total: 38 Dice

Over the last four turns of the Plan we have 32 Dice, if we decide to invest 4 Free dice in military for the next 4 turns we will have 48 Dice. Therefore is it possible to complete the Plan with our Plan Goals and all of SADN. It does only leave us with 10 spare dice if we are investing 4 Free dice every turn.

Of the non-Plan Goal military projects we have been discussing aside from SADN, we have:
Skywatch Telescope System: 1 Die
Shark Class Frigate Shipyards (Last Site): ~4 Dice
Zone Defender Revision: ~1 Die
Ground Forces Zone Armor (Set 1) (1 Site): ~3 Dice
Hallucinogen Countermeasures Development (Tech): ~1 Die
Infernium Laser Refits: ~6 Dice

Total Dice: 16 Dice

We would need an additional 6 Free dice over four turns to complete all of that. Alternatively we could, and may have to, drop some combination there of to achieve that goal. On the third hand if we restrict SADN to just the first two phases we would only need an additional 2 Free dice investment beyond the 4 Free Dice in military for four turns.
 
Most of the blame properly falls on Intelligence Operations here. What I did was more or less roll to see if InOps got it right or not, and then used that as the truth that everyone else got. Because guess what. Your people are fallible, and the enemy gets a say too.
 
All-out nuclear war between GDI and the Brotherhood of Nod strongly favors Nod in the exchange despite GDI having missile defense systems and a larger nuclear arsenal than Nod. Existing GDI defenses are not enough to stop every nuclear missile. Locations of GDI population and production centers are publicly known while many Nod population and production centers are hidden by stealth technologies. In a full nuclear exchange, GDI's economic base would be devastated while many Nod war factories would escape destruction and be able to produce more equipment for the survivors even if Nod population centers are wiped off the map by the massive GDI nuclear and ion cannon systems. In a full-scale nuclear war, Nod would have a major advantage over GDI because Nod's economic back has a higher chance of not being completely broken.
Not exactly. You see, that ignores the fact in that scenario, GDI's Ion Cannon network is both nearly entirely intact, and has no reason to keep pretending it's purely a tactical weapon. The initial exchange will likely favor NOD, but the vast majority of GDI's strategic weapons will still be in play right after NOD's launchers revealed themselves.

You don't get to launch ICBMs without giving away your location, not when GDI has as many sensors in orbit as it does- and NOD doesn't have arbitrarily high or no limits fallacy ion disruptors. An unlimited exchange isn't 'NOD inherits a broken world' it's 'GDI's orbital weapons engrave humanity's epitaph as everyone dies out'.
 
The problem is that the nuclear launch points don't necessarily line up with the major Nod military bases and production centers. Nod's a lot of stuff GDI can't find, and which would not be revealed if Nod launched its nuclear arsenal.

GDI could start just ionizing every place it vaguely suspects Nod of having anything interesting on general principles, sure.

But there is a LOT of Yellow Zone if you're trying to blast every last square kilometer of it one zap at a time. It'd take a long time, and frankly, the ion cannon network would probably get worn out first, because it doesn't have an infinite number of shots before components break down and need replacement.

So you'd still end up with a situation where most of GDI's military and industrial capability was destroyed, while a significant proportion, maybe even a majority, of Nod's really important stuff was intact. Because if we knew where that stuff was and could hit it with an ion cannon, it'd already be gone... And we won't really know where it is better after fighting a nuclear war.
 
I think you're overestimating the amount of dispersion of nuclear assets. Digging silos around Tiberium is a terrible idea, you need hardened comm lines to transmit launch orders because ion storms will ruin the reliability of any other methods, so mobile launchers are situational.

Subs are probably they're best bet, and even then I wouldn't bet on the sub surviving retaliation. Simply put, there's next to no way we don't have an idea of where rough concentrations of NOD industry and people are. Not without constant ion storms or stealth fields (and those are lethal to humans). I imagine it's not because we can't hit them, it's because GDI doesn't want to invite nuclear war and doesn't actually want to start annihilating population centers.
 
So if yellow zone harvesting almost provoked this, what will Karachi provoke?

Do we need to finish anti nuke defences before starting it?
Karachi is different. Some warlords nearly launched nukes because we have pushed so far into their territories that us pushing any further could actually mean finishing them off entirely. NOD India in comparison hasn't lost any territory at all. I doubt Karachi leads to nuking because of this
 
Forget SADN, isn't the Ion Cannon network supposed to be designed to shoot down nuclear ballistic missiles?
ASAT only handles ballistic and space entering threats.
It does nothing for very depressed trajectory shots, hypersonics, or cruise missile spam. SADN can respond to some amount of such attacks if deployed at the target but we can not afford to proliferate SADN across enough targets to tilt the nuclear exchange fight in favor(or at least enough to mitigate the impact of a full scale nukefest to recover well) for us.

EDIT:
Also, ASAT can not deal with any potential MRBM or SRBMs effectively. Either too low to engage or too short a window to do so. Given the recent disposition of NOD forces, I would not be surprised to see such tactical nuclear forces already activated and dispersed/prepared.
 
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With regards to future security it would be best to do at least first SADN round this plan.

Since we already have two Yards for frigate this Plan. My recommendation would be to focus the dice on the Carrier Yards both to fulfill the Plan Requirements and save the dice needed to complete at least first phase of SADN on the last 4 Quarters the complete the remaining Frigate Yard next plan
 
I think you're overestimating the amount of dispersion of nuclear assets. Digging silos around Tiberium is a terrible idea, you need hardened comm lines to transmit launch orders because ion storms will ruin the reliability of any other methods, so mobile launchers are situational.
The nuclear assets don't need to be dispersed, they just need to not be co-located with the factories and major military bases. Which is just common sense.

Subs are probably they're best bet, and even then I wouldn't bet on the sub surviving retaliation. Simply put, there's next to no way we don't have an idea of where rough concentrations of NOD industry and people are. Not without constant ion storms or stealth fields (and those are lethal to humans). I imagine it's not because we can't hit them, it's because GDI doesn't want to invite nuclear war and doesn't actually want to start annihilating population centers.
I'm sure we can make some rough guesses, but at some point that just means "we can narrow it down to a hundred thousand square kilometers, a lot of important stuff is probably in here somewhere." Given that Nod is also perfectly capable of building its key assets into heavily reinforced underground bunkers that won't just evaporate if an ion cannon pans across the surface and sears everything a meter deep or whatever... you see the problem. At some point, our threat to retaliate with the ion cannons becomes a bit less credible because we're flailing away and probably not actually destroying key Nod military bases and forces all that fast. And again, I'm pretty sure the ion cannons have a finite capacity to just keep zapping things.

The point remains. We can't be reasonably assured of wiping out Nod's active duty military or key military production nodes in the event of a nuclear war. At best we could get all those targets by laboriously sweeping some double-digit percentage of the Earth's entire surface with ion cannon bombardments... if we could even really do that.

Karachi is different. Some warlords nearly launched nukes because we have pushed so far into their territories that us pushing any further could actually mean finishing them off entirely. NOD India in comparison hasn't lost any territory at all. I doubt Karachi leads to nuking because of this
It depends on how the warlords perceive our push on India.

From your perspective, India's just another warlord state and it hasn't lost anything, so it won't feel motivated to go nuclear.

From Nod's perspective, maybe India is their special secure home base, and our ability to threaten even a part of it for the first time in roughly 50-60 years is a sign that we're on the rampage and only going nuclear can stop us.

ASAT only handles ballistic and space entering threats.
It does nothing for very depressed trajectory shots, hypersonics, or cruise missile spam. SADN can respond to some amount of such attacks if deployed at the target but we can not afford to proliferate SADN across enough targets to tilt the nuclear exchange fight in favor(or at least enough to mitigate the impact of a full scale nukefest to recover well) for us.
I'm not sure. I think SADN Phase 3 may involve exactly that, to an extent... Though to be fair, I doubt it covers every GDI city in the world.
With regards to future security it would be best to do at least first SADN round this plan.

Since we already have two Yards for frigate this Plan. My recommendation would be to focus the dice on the Carrier Yards both to fulfill the Plan Requirements and save the dice needed to complete at least first phase of SADN on the last 4 Quarters the complete the remaining Frigate Yard next plan
We could really, REALLY use those frigates.

I'd rather sacrifice other things, notably pushing back Ground Force Zone Armor just a bit longer instead of speculatively trying to build some this turn.
 
I mean, in a nuclear exchange we both lose because of tiberium.

Because liquid tiberium is building up all over the place, and nukes and ion cannon, with who knows what NOD superweapons start going of them?

We might be having several small scales version of Temple explosion, which would increase our red zones by a large amount, never mind the fact that our industry to recover abaitment and land would be severly hurt in this exchange.

A nuclear exchange ends with us losing to red zones, because more so then NOD, tiberium is the more dangerous element here

We'd be going from decades of expected time, to perhaps mere years at the worst
 
Alright I guess at this point a new preliminary plan is in order:

Resources:‌ ‌1020 ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+30 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread
21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98? Points of Abatement)
53.73 Red Zone (70? Points of Abatement)

Current Economic Issues:
Housing: +36? (31? population in low quality housing) (-5 per turn from refugees)
Energy: +16? (+4 in reserve)
Logistics: +24? (-9 from raiding) (-7 from military activity)
Food: +19? (+10 in reserve)
Health:+3? (-9? from Wartime Demand) (-15? from Refugees)
Capital Goods: +28? (+95? in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37? (-22 from demand spike) (+3 from Private Industry)
Labor: +44?
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925?/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

[ ] Plan Running on Glass v1.1:
-[ ] Infrastructure 6/6 Dice + 1 Free Die 115 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 2 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Tokyo Harbor Reconstruction 0/300 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Heave Industry 5/5 Dice + 3 Free Dice 220 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/300 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice 40 Resources:
--[ ] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 1 Die = 10 Resources
--[ ] Freeze Dried Food Plants 151?/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Caloric Reclamation Processor Deployment 0/??? 5 Resources per Die, 2 Die = 10 Resources
-[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
-[ ] Services 5/5 Dice 150 Resources:
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Less Lethal Security Electrolaser Deployment 0/??? 10 Resources per Die, 2 Die = 20 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
-[ ] Military 8/8 Dice + 2 Free Die 150 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Die = 60 Resources
--[ ] Skywatch Telescope System 64/95 10 Resources per Die, 1 Die = 10 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 2 Die = 20 Resources
-[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250

115+220+55+40+150+140+150+150 = 1020/1020

So I couldn't think of what to change so I just swapped a Carrier Shipyard for Phase 4 of the ASAT Defense System:

- 1 Die on Yellow Zone Fortress Towns for a 70% chance and a DC of 31 to complete Phase 6. Not fully sure if I want to risk this action not completing for another turn, but for now this is what I'm going with.
- 2 Die on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 3 to complete Phase 3 and a 7% chance and an Average DC of 83 to complete Phase 4 and be done with this plan goal.
- 1 Die on Suborbital Shuttle Service for a 42% chance and a DC of 59 to complete Phase 1 and get us to the cheaper Phases.
- 3 Dice on Tokyo Harbor Reconstruction for a 71% chance and an Average DC of 46 to complete this turn.

- 4 Dice on Continuous Cycle Fusion Plants for a 96% chance and an Average DC of 26 to complete Phase 8 and no chance of completing Phase 9.
- 2 Die on Low Velocity Particle Applicator Development for a 90% chance and an Average DC of 24 to complete. I'm honestly not sure if this is a placeholder for Industrial Lasers Deployment or if I want to do this before that action for a bonus in gain from both of them in our plan goal.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. And this is why I'm so divided on whether LVPA is a placeholder or not: because if it is I can slow roll Industrial Lasers and get another Die here on Anadyr to get it done with this plan.

- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Drone Factories for a 73% chance and an Average DC of 42 to complete and get us that little bit more of Health.

- 1 Die on Blue Zone Aquaponics for a 75% chance and a DC of 26 to complete Phase 4 and get more Food to handle the Refugees.
- 1 Die on Freeze Dried Food Plants if we can take that action next turn. 91% chance and a DC of 10 to complete if nothing has changed.
- 2 Die on Caloric Reclamation Deployment to get some more Food Stockpiles and/or better Ranching Domes.

- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 21 to complete Stage 2. Need to get this rolling for the Underground Remediation.
- 1 Die on Intensification of Green Zone Harvesting for a 100% chance and a DC of 1 to complete Stage 7 and a 33% chance and a DC of 68 to complete Stage 8 if we also complete Phase 6 of Yellow Zone Fortress Towns.
- 3 Dice on Red Zone Border Offensives currently for a 96% chance and an Average DC of 23 to complete Stage 1 and get us Energy and Super Glaciers. Probably will still be good enough to get Stage 1 done even with adjustments from lightning collectors.

- 2 Die on Lunar Rare Metals Harvesting for a 89% chance and an Average DC of 24 to complete Phase 1.
- 1 Die on Lunar Regolith Harvesting for a 90% chance and a DC of 11 to complete Phase 2.
- 3 Dice and an Erewhon Die on Lunar Heavy Metals Mines for a 22% chance and an Average DC of 62 to complete and be done with until the next Phase of Enterprise is done.

- 2 Die on Hardlight Interface Deployment as a placeholder for that action.
- 2 Die on Electrolaser Taser Deployment as a placeholder for that action.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.

- 3 Dice on ASAT Defense System Phase 4 for a 93% chance and an Average DC of 36 to complete and get our plan goal done. Well see where we go from there either into Phase 5 or into Orbital Defense Laser Satellite Deployment and Tactical Ion Cannon Network (Phase 1).
- 1 Die to finish off the Skywatch Telescope and save some resources for use elsewhere.
- 2 Die on the last Phase of URLS Deployment for a 23% chance and an Average DC of 67 to complete with this plan.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 2 Die on Mastadon deployment because Nero's a cool dude. :p

- 5 Dice on Conduct Economic Census for a 98% chance and an Average DC of 23 to get pass the highest DC of 250.
 
The nuclear assets don't need to be dispersed, they just need to not be co-located with the factories and major military bases. Which is just common sense.
And I'm saying we probably know where a fair amount of population centers and factories are. Thermal blooms, emissions and other waste products guarantee that.

Unless you're seriously going to sit here and tell me that NOD is 100% hiding the MW/GW power plants energy dense enough to actually compete with nuclear fusion. There's acknowledging we have a hard time zeroing the exact location, and don't have the interest or will to just start blasting every target we can make out, and there's presuming we're fucking blind as bats.
I'm sure we can make some rough guesses, but at some point that just means "we can narrow it down to a hundred thousand square kilometers, a lot of important stuff is probably in here somewhere." Given that Nod is also perfectly capable of building its key assets into heavily reinforced underground bunkers that won't just evaporate if an ion cannon pans across the surface and sears everything a meter deep or whatever... you see the problem. At some point, our threat to retaliate with the ion cannons becomes a bit less credible because we're flailing away and probably not actually destroying key Nod military bases and forces all that fast. And again, I'm pretty sure the ion cannons have a finite capacity to just keep zapping things.

The point remains. We can't be reasonably assured of wiping out Nod's active duty military or key military production nodes in the event of a nuclear war. At best we could get all those targets by laboriously sweeping some double-digit percentage of the Earth's entire surface with ion cannon bombardments... if we could even really do that.
I really doubt hardening a target against Ion cannons is nearly so trivial as you argue, GDI was wiping out Threshold towers with them. Without phase generators, those Ion cannons were powerful enough to destroy mega structures massing gigatons made of exotic and advanced materials. I doubt NOD has the capability to meaningfully bury an installation as deep as a Threshold is tall, let alone that it would be as well defended.

So yeah, glassing a meter of topsoil is meaningless, but past a certain point you can't hide some of this beyond the exact location, and our Ion Cannon's firepower is canonically bordering on the absurd.

This is such a strange hill to die on, is it really so strange to asssume that GDI's go to strategic weapon, the weapon that Kane wanted out of commission above all else before launching his attack, that forced the Scrin to disperse the invasion force across scores of Droneships because they didn't want to take those strikes on the chin, that wiped out the multi-kilometer in radius super towers once they were unshielded, is an effective and dangerous strategic weapon that skews the odds in a total exchange?

We have a bunch of statements saying 'yes, Ion cannons are absolutely strategic weapons- GDI just has no interest in escalating into that' counterbalanced with the example of them wiping out Thresholds when GDI was going all out. Why assume them to be ineffectual? Even every time Ion Disruptors have come up in quest, the stakes were never high enough that tasking more of the network or bringing higher yields into it was necessary.
 
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I'm not sure. I think SADN Phase 3 may involve exactly that, to an extent... Though to be fair, I doubt it covers every GDI city in the world.
We could really, REALLY use those frigates.

I'd rather sacrifice other things, notably pushing back Ground Force Zone Armor just a bit longer instead of speculatively trying to build some this turn.

Remember that every factory project we do has a degree of spin up time, not just the navy stuff. The navy stuff has the most obvious spin up time, because it takes a fair bit of time to build a ship and train the crew on it.

We can also see this with our Wingman drones. Although the Apollo and Firehawk projects are implied to be enough drone production for GDI to fight a major war without dipping availability numbers much, multiple times in the war posts they are called out as being in short supply even though the project was completed months earlier, if not quarters. As such, we should expect that factories we build have an at least 2 turn lag time before they start hitting the front lines. 1 turn to build up enough units to allow GDI troops to train with them in meaningful numbers, and another turn for that training to happen.

And even after that we should not expect the factory to reach its full ability to support GDI forces for years, simply because the loss rates will lag behind the production rates for a good long while because if we do things like build a factory that replaces 25% of our tanks with different tanks, we won't have that different ratio in the field immediately.


This is mostly conjecture, but if we want to get something done, we should expect that what GDI can actually throw at it was the stuff that we completed construction off no later than last year.
 
We could really, REALLY use those frigates.

I'd rather sacrifice other things, notably pushing back just a bit longer instead of speculatively trying to build some this turn.

Yeah, however, Escort Carriers are a requirement and we need the Ground Force Zone Armor for the next appropriation as ZOCOM will be over stretched once we expand the Super Glacier Mines on the next plan and unlike the Frigates, we only have one remaining Factory unlike the Carriers which has 3 more.

Not completing all Carriers will have major repurcussions and penalties while leaving one Frigate Yard before all Carrier Yard will have minor consequences.
 
I think SADN Phase 3 may involve exactly that, to an extent
SADN 3 would be enough to mitigate the damage from the exchange considerably. The issue is that the cost we would have to pay to reach that and complete it is considerable to put it lightly.
SADN 1 is doable and probably something we will complete.
SADN 2 is also something we may do.
SADN 3 may be too much to fit in our plans.
 
Alright I guess at this point a new preliminary plan is in order:

Resources:‌ ‌1020 ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(+30 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)

Political‌ ‌Support:‌ 54
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Tiberium Spread
21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98? Points of Abatement)
53.73 Red Zone (70? Points of Abatement)

Current Economic Issues:
Housing: +36? (31? population in low quality housing) (-5 per turn from refugees)
Energy: +16? (+4 in reserve)
Logistics: +24? (-9 from raiding) (-7 from military activity)
Food: +19? (+10 in reserve)
Health:+3? (-9? from Wartime Demand) (-15? from Refugees)
Capital Goods: +28? (+95? in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37? (-22 from demand spike) (+3 from Private Industry)
Labor: +44?
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925?/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

[ ] Plan Running on Glass v1.1:
-[ ] Infrastructure 6/6 Dice + 1 Free Die 115 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 2 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Tokyo Harbor Reconstruction 0/300 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Heave Industry 5/5 Dice + 3 Free Dice 220 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/300 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice 40 Resources:
--[ ] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 1 Die = 10 Resources
--[ ] Freeze Dried Food Plants 151?/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Caloric Reclamation Processor Deployment 0/??? 5 Resources per Die, 2 Die = 10 Resources
-[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
-[ ] Services 5/5 Dice 150 Resources:
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Less Lethal Security Electrolaser Deployment 0/??? 10 Resources per Die, 2 Die = 20 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
-[ ] Military 8/8 Dice + 2 Free Die 150 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Die = 60 Resources
--[ ] Skywatch Telescope System 64/95 10 Resources per Die, 1 Die = 10 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 2 Die = 20 Resources
-[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250

115+220+55+40+150+140+150+150 = 1020/1020

So I couldn't think of what to change so I just swapped a Carrier Shipyard for Phase 4 of the ASAT Defense System:

- 1 Die on Yellow Zone Fortress Towns for a 70% chance and a DC of 31 to complete Phase 6. Not fully sure if I want to risk this action not completing for another turn, but for now this is what I'm going with.
- 2 Die on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 3 to complete Phase 3 and a 7% chance and an Average DC of 83 to complete Phase 4 and be done with this plan goal.
- 1 Die on Suborbital Shuttle Service for a 42% chance and a DC of 59 to complete Phase 1 and get us to the cheaper Phases.
- 3 Dice on Tokyo Harbor Reconstruction for a 71% chance and an Average DC of 46 to complete this turn.

- 4 Dice on Continuous Cycle Fusion Plants for a 96% chance and an Average DC of 26 to complete Phase 8 and no chance of completing Phase 9.
- 2 Die on Low Velocity Particle Applicator Development for a 90% chance and an Average DC of 24 to complete. I'm honestly not sure if this is a placeholder for Industrial Lasers Deployment or if I want to do this before that action for a bonus in gain from both of them in our plan goal.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. And this is why I'm so divided on whether LVPA is a placeholder or not: because if it is I can slow roll Industrial Lasers and get another Die here on Anadyr to get it done with this plan.

- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Drone Factories for a 73% chance and an Average DC of 42 to complete and get us that little bit more of Health.

- 1 Die on Blue Zone Aquaponics for a 75% chance and a DC of 26 to complete Phase 4 and get more Food to handle the Refugees.
- 1 Die on Freeze Dried Food Plants if we can take that action next turn. 91% chance and a DC of 10 to complete if nothing has changed.
- 2 Die on Caloric Reclamation Deployment to get some more Food Stockpiles and/or better Ranching Domes.

- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 21 to complete Stage 2. Need to get this rolling for the Underground Remediation.
- 1 Die on Intensification of Green Zone Harvesting for a 100% chance and a DC of 1 to complete Stage 7 and a 33% chance and a DC of 68 to complete Stage 8 if we also complete Phase 6 of Yellow Zone Fortress Towns.
- 3 Dice on Red Zone Border Offensives currently for a 96% chance and an Average DC of 23 to complete Stage 1 and get us Energy and Super Glaciers. Probably will still be good enough to get Stage 1 done even with adjustments from lightning collectors.

- 2 Die on Lunar Rare Metals Harvesting for a 89% chance and an Average DC of 24 to complete Phase 1.
- 1 Die on Lunar Regolith Harvesting for a 90% chance and a DC of 11 to complete Phase 2.
- 3 Dice and an Erewhon Die on Lunar Heavy Metals Mines for a 22% chance and an Average DC of 62 to complete and be done with until the next Phase of Enterprise is done.

- 2 Die on Hardlight Interface Deployment as a placeholder for that action.
- 2 Die on Electrolaser Taser Deployment as a placeholder for that action.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.

- 3 Dice on ASAT Defense System Phase 4 for a 93% chance and an Average DC of 36 to complete and get our plan goal done. Well see where we go from there either into Phase 5 or into Orbital Defense Laser Satellite Deployment and Tactical Ion Cannon Network (Phase 1).
- 1 Die to finish off the Skywatch Telescope and save some resources for use elsewhere.
- 2 Die on the last Phase of URLS Deployment for a 23% chance and an Average DC of 67 to complete with this plan.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 2 Die on Mastadon deployment because Nero's a cool dude. :p

- 5 Dice on Conduct Economic Census for a 98% chance and an Average DC of 23 to get pass the highest DC of 250.
Hmmm, I don't know about this-first, obviously, you're doing Tokyo reconstruction, which I don't agree with. Then you put four dice on fusion power when you actual power budget is fine? Where do you think you're gonna need that reactor setup so urgently? You're spending three free dice on stuff in Heavy Industry, so I'm curious what your thoughts are actually like here. You claim to want a third die on Anadyr, are putting most of the standard dice on power generation-but you certainly don't have the resources free to upgrade one of your dice to a third Anadyr.

Doing more aquaponics might be a bad idea-maybe we should actually start, I dunno, storing food after that nat1? Pull the AI off it's space work and make it file paperwork to start XL storage preparations. Certainly, doing two dice on CRP at 5 R each makes your budgeting easier, but we might want to try something else. Tiberium is next, where you're...doing okay, I guess, though some might want to do something else, we have a few new options or our old ones (income booster) we might want to revisit. Orbital-well, I want to spend free dice on Orbital so I can't object in principle to what you're doing here, but it does make me cringe a little that we aren't going full-bore for Enterprise 5 and the Stations module already :p.

Services-I feel like hardlight and electrolaser are gonna be really small projects, but you never actually know. Portals, yeah, that's a slow-walking project. Military projects-oh boy. I'd actually favor OSRCT over ASAT? It's a bigger project, and we have gotten plenty of use out of it. Finishing skywatch and railguns is...fine, but I feel like the naval expansion planners may actually murder you if you only spend one die on ships instead of five. We can probably slow-walk the Mastadon factory or factories, since the war is coming to a halt. Finally Economic Census is something I'm happy to see again. I've been saying we need that for a while.
 
Not exactly. You see, that ignores the fact in that scenario, GDI's Ion Cannon network is both nearly entirely intact, and has no reason to keep pretending it's purely a tactical weapon. The initial exchange will likely favor NOD, but the vast majority of GDI's strategic weapons will still be in play right after NOD's launchers revealed themselves.
Assuming the launch platforms aren't mobile. Or under all that anti ion cannon tech Nod sets up whenever they put up a tent, let alone something like that.
 
[] Draft Plan: ASAT Is A Nice Safety Blanket
Infrastructure 6/6 Dice 100 R
-[] Yellow Zone Fortress Towns (Phase 6): 220/300 (2 Die, 40 R) (100% chance)
-[] Blue Zone Apartment Complexes (Phase 3): 28/160 (2 dice, 20R) (99% chance, 7% chance Phase 4)
-[] Suborbital Shuttle Service (Phase 1): 92/200 (1 Die, 30 R) (42% chance)
-[] Caloric Reclamation Plants: ??? (1 Die, ??(10) R) (??% chance)

Heavy Industry 5/5 Dice + 1 Free Die 180 R
-[] Continuous Cycle Fusion Plant (Phase 8): 67/300 (4 Dice, 80 R) (96% chance)
-[] Isolinear Chip Foundry Anadyr: 85/320 (2 Dice, 100 R) (8% chance)

Light and Chemical Industry 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2): 276/300 (1 Die, 15R) (100% chance)
-[] Civilian Drone Factories: 104/380 (4 Dice, 40 R) (73% chance)

Agriculture 4/4 Dice + 1 Free Die 60 R
-[] Blue Zone Aquaponics Bays (Phase 4): 30/280 (2 Dice, 20 R) (100% chance, 18% chance Phase 5)
-[] Freeze Dried Food Plants: 151/200 (1 Die, 20 R) (91% chance)
-[] Strategic Food Stockpile Construction (Phase 2): 38/150 (2 Dice, 20R) (89% chance)

Tiberium 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1): 0/600 (8 dice, 240 R) (95% chance)

Orbital 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5): 102/1535 (3 Dice, 60 R) (3/18 median)
-[] Lunar Rare Metals Mines (Phase 1): 0/150 (2 Dice, 40 R) (96% chance, 12% chance Phase 2)
-[] Lunar Regolith Harvesting (Phase 2): 276/320 (1 Die, 20 R) (100% chance)

Services 5/5 Dice 55 R
-[] Hallucinogen Development: 0/60 (1 Die, 15 R) (88% chance)
-[] Security Electro Laser Deployment: ??? (4 Dice, ??(40) R) (??% chance)

Military 8/8 Dice + 4 Free Dice 210 R
-[] ASAT Defense System (Phase 4): 36/220 (2 Dice, 20 R) (45% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3): 5/295 (2 Dice, 40R) (2/4 median)
-[] Skywatch Telescope System: 64/95 (1 Die, 10R) (100% chance)
-[] Railgun Munition Development: 38/60 (1 Die, 10 R) (100% chance)
-[] Escort Carrier Shipyard (Nagoya): 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle): 0/300 (4 Dice, 80 R) (64% chance)
-[] Mastodon Heavy Assault Walker Deployment: ??? (1 Die, ??(10) R) (??? chance)

Bureaucracy 4/4 Dice + Erewhon
-[] Conduct Economic Census DC 100/150/200/250: DC 250 (4 Dice + E) (96% chance)

1020/1020
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 15 Current + 16 Fusion - 2 Anadyr - 1 Freeze Dried – 2 Civilian Drones – 5 Nagoya - 6 Seattle - ?? Mastodon = 15 - ?? Mastodon

Projected Income Q2 2061: 1020 + 90 * 95% + 5 * 96% + 5 * 12% + 15 * 100% = 1125.9 RpT on Average

Infrastructure: Completes the current phase of Fortresses to secure our territory, knocks out the second of three Apartments, slow rolls the Shuttles to save R, and start the Caloric Processor if it is in Infrastructure, if it isn't that die will be moved to Apartments to get a decent chance at finishing that Plan Goal.

Heavy Industry: Next Phase of fusion to ensure a solid buffer in case of NOD sabotage. Two dice on Anadyr to front load it over this last year of the Plan and give it a small chance of finishing.

LCI: Finishing Fertilizer and getting Civilian Drones for R saving and general economy improvement means, especially the health bonus.

Agriculture: One die on Freeze Drier Plants to hopefully complete it. BZ aquaponics to continue increasing our Food supply to feed the Refugees. Two dice on Strategic Food Stockpiles to resume our construction of those and chip away at the Food Reserve Goal.

Tiberium: Tentacles.

Orbital: Spreads dice to be die efficient on the Lunar mines, one on Regolith, two on Rare to give the minimum needed to finish the Lunar mines goal. The rest goes to Enterprise to start the final Phase of that.

Services: After everything else I was left with 55 R in Services. Not as attached to this as I am elsewhere, plus I am assuming deploying the security electro lasers is as R cheap as its development.

Military: Getting coin flip odds on finishing ASAT phase 4, partially as a reaction to the reset nuclear scare, partially to finish it early so we are not rushing it at the last minute. Resuming OSRCT, though not enough to complete any phases of it, but we need to make progress on it or we are going to have to scramble over the last few turns. Finishing Railgun Munitions. Continuing the rollout of the shipyards. And a die on rolling out the Mastodon, to prevent any last minute rushing.
 
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so, in re-reading the quest, I noticed a thing. When we developed fusion plants, there was a mention that further power advances were locked behind superconductors. don't know if anyone remembered, just wanted to throw it out there.
 
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