We have had rail links through RZs since we tied the Himalayas back into GDI's logistical system in the first Plan. The Korea-Himalaya link goes outright through a glacier. Establishing a logistical link from Chicago to the US west coast is something well within GDI's capabilities already, the Border Offensives are not needed for it.

Forgive me if I am skeptical of running a rail line through about 2000 kilometers of red zones and mountains will be a simple project. Especially when while the line from BZ-18 to Korea does go though part of the Chinese red zone, its route is not through a red zone covered mountains. I do think its possible, but I don't think its as essential to pursue like the BZ-18 rail links were, as there was no other possible connection to BZ-18 other then air travel.
 
1020 Income
960 Used, 60 Open

[ ] Plan Carriers and Power
Infra 6/6 70R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 5 dice 50R 67%
HI 5/5 +1 free 180R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agri 4/4 40R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants ???? 1 die 20R
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7/7+1 free 240R +39
-[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
Orbital 6/6 120R +26
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (2 Dice, 40 R) (98.4% chance of Phase 1, 22% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services 1/5 15R +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
Military 8/8+5 free 240R +26
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 dice 60R 28%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 1 die 15R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (New York) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
Bureau 4/4 +24
-[] Conduct Economic Census 4 dice 1 Erewhon die 96%
Free 7/7
1 HI, 5 Mil, 1 Tiberium

Expected income: 15 (regolith) 5 (rare metals 1) 90 (harvesting tendrils), possible 5 (rare metals 2 12%)

So a switch in tiberium as I had red zone offensives and deciding to drop any push actions to let things cool off a bit. Instead all in on harvesting tendrils. That did mean I had to make cuts as tib increased by 40. I dropped portal for next turn and instead leaving resources open for service projects- and if no good service projects could do something like upgrade some of the drone dice to bergen phase 3 dice. I chose cutting the portal die so that I could keep 2 dice on Anadyr for a small chance to finish (more of a hope to put it into 1 die to finish in Q2). As is with the income increases we should have 0 issues putting 1 die on portal Q2 and 1 die Q3 to finish if it does not finish Q2. If we get the NOD or Scrin tech gacha in service I do have the open resources to at least start one. Also going after plan goals as I want to wrap as much up as possible between Q1 and Q2

I also chose to drop the 2 dice I had on the last frigate shipyard (I do have 5 dice on escort carriers so navy still getting a lot of investment) in order to put 2 dice on ASAT 4 which both helps with security and is a plan goal, which also means not cutting dice from OSRCT since we need to do 2 phases (8 to 9 dice most likely) so by putting 3 this turn and 3-4 next turn we can likely finish Q3, could potentially go more if projects roll well and finish.

Edit- moved a free die from rare metal mine that pretty much guarantees tendrils which means portal dev can pick up Q2 without issue and any overflow helps on phase 2 of tendril. We should be able to put a free die or 2 into orbtial next turn to push ahead there and maybe use Erewhon. Also if no service projects are taken have the exact amount to upgrade 3 civ drone factory dice to bergen dice.


Plan Goals
Looking to Finish:
Income: 20 Points more than enough
Complete ASAT Phase 4- 2 dice 45%
Railgun Munitions Development- 1 dice at 100%
Complete at least two more phases of Blue Zone Apartment Complexes- two will finish chance of a third

Making Progress:
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 98.4%, 3rd at 12%
Consumer Goods: 12 Points 4 at 100% and 4 at 73%, Chicago will provide 8 and is tentative Q2 (see processing)
Food: 18 points in reserve +8 into reserves
Complete OSRCT Phase 4- 3 dice 28% to finish Phase 3
Complete GDSS Enterprise- 3 dice to start last phase
Complete All remaining Escort Carrier Shipyards- 1 at 73% and 2 dice at 4% on the other 2 yards (all yards being worked)
Complete Isolinear Chip Foundry Anadyr- 2 die at 8%

Future Turns:
Processing: 280 points - tentative Q2 or Q3 Chicago push to finish this
Complete at least one more phase of URLS production - tentative Q2
Complete Karachi Planned City by end of Q4 2065 - next plan
Deploy Mastodon- unless it is 10R tentative Q2
Deploy Crystal Beam Industrial Laser- tentative start Q2 finish Q2 or Q3 depending on progress needed and resources per die
 
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I'd prefer a Free die in Tiberium to get a total of 8 dice on the Harvesters to improve the chances from 71% to 95%, just to help ensure we get the income starting Q2, not Q3 as that will get us an extra 90 RpT. If we don't get that income, there is a lot less we can do in Q2 invest in the plethora of expensive projects we have.
 
I'd prefer a Free die in Tiberium to get a total of 8 dice on the Harvesters to improve the chances from 71% to 95%, just to help ensure we get the income starting Q2, not Q3 as that will get us an extra 90 RpT. If we don't get that income, there is a lot less we can do in Q2 invest in the plethora of expensive projects we have.
Hmm... if i did that I would probably take the die from Rare Metal mines as we could put a free die on enterprise Q2 to help try and get orbital ahead. And since we want phase 2 of tendrils this plan overflow is not a bad thing.
 
Heh, this is like that meme tentacle plan that was going around a while back.
Well once I cut the RZ offensives to let things cool down and moved the dice to tendrils (I had a few dice on it already to make progress) I figured might as well go all in and try to push a phase out in 1 turn to get the income it provides. Since otherwise we are looking at GZ intensification and Vein mines for income and only vein mines really provides a good sized increase.
 
If I was a Nod commander, I would end the policy of almost always killing Nod defectors working for GDI and start encouraging Nod defectors to return to the Nod fold in certain situations.

With GDI advances into the Yellow Zones, there are now millions of pro-Nod civilians and thousands of Nod personnel who have fallen into or have been captured by GDI hands. Many of these people have started working for GDI. While most former Nod personnel in GDI service have a purely transactional relationship with GDI (they work for food and housing) and have little genuine loyalty to GDI from my cynical point of view, these former Nod personnel have been often shown fighting to the death in Home Guard service because they fear being tortured and being executed by their former Nod comrades.

The policy of killing all Nod defectors that Nod forces can lay their hands on is becoming more counterproductive in a time when large numbers of experienced Nod personnel are being captured in sweeping GDI offensives and are being recruited in GDI service. Instead, former Nod personnel should be viewed as potential assets. Inevitably among the vast numbers of former Nod civilians and personnel now working for GDI, some will become dissatisfied with living in GDI society and in working for GDI. In real life, some North Korean defectors become dissatisfied with living in South Korea and desire to return to North Korea. However, these dissatisfied former Nod people will continue working for GDI because they expected to be tortured and killed if they return to Nod. In real life, some Soviet prisoners of war joined Nazi collaborationist units because they expected to be tortured and killed by Soviet authorities thanks to Order No. 270 if the Allies won WW2.

People willing to change sides once will likely be willing to change sides again if the conditions are right. If Nod was willing to accept the return of former Nod people in GDI service, some Home Guard units might be willing to surrender or even help sabotage GDI defenses when Nod forces advance in their positions instead of fighting to the death. If Nod was willing to accept the return of former Nod people in GDI service, some former Nod personnel living in the Blue Zones could become Blue Zone spies for Nod, become Nod sleeper agents to be activated at the worst time for GDI, return to active Nod service, or be used as propaganda purposes to denounce life in the Blue Zones. There is a reason that North Korea welcomes back and treats former North Korean defectors returning to the North well. About 18% to 25% of North Korean defectors living in South Korea are willing or have seriously considered returning to North Korea. If the percentage of former Nod defectors living in GDI territories considering a return to the Brotherhood of Nod is even a fraction of North Korean defectors willing to consider returning to North Korea, there is a sizable amount of people that the Brotherhood of Nod that is denying itself access to with its current policies of almost always killing Nod defectors working for GDI.

Of course, Nod commanders might not be willing to trust people willing to switch sides twice because such people might be willing to switch sides for a third time. However, former Nod defectors returning to Nod service could be quietly purged after some time has passed or shipped off to do unimportant tasks deep behind Nod lines to reduce this risk.

As Nod leadership have shown themselves to be smart and adaptable people, I would expect Nod to change its policies toward former Nod defectors in GDI service and territories soon.
 
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The Open Hand party will be getting seats in the parliament next elections so depending on how well we help them develop we will be still coming out on top what with former NOD now being an acceptable political movement then. As we suppress Initiative First more and more the Open Hand is going to start being a problem to deal with more and more, but you know what? One problem at a time.
 
Of course, Nod commanders might not be willing to trust people willing to switch sides twice because such people might be willing to switch sides for a third time. However, former Nod defectors returning to Nod service could be quietly purged after some time has passed or shipped off to do unimportant tasks deep behind Nod lines to reduce this risk.

As Nod leadership have shown themselves to be smart and acceptable people, I would expect Nod to change its policies toward former Nod defectors in GDI service and territories soon.

Some NOD leaders are that adaptable/smart/pragmatic, but equally some are not. While I have no doubt that some of the previously NOD people now in the GDI would be willing to defect, and that some of the warlords would be willing to use their dissatisfaction with the GDI, because until Kane lays down the law that the dissatisfied former NOD are to be used not killed, there will be fanatics who will kill them on the spot. Its because of that and how the Open Hand party is becoming more and more relevant, which will provide an outlet of frustrations and discontent as the democratic process is supposed to do.

However, the possibility you bring up is not an insignificant concern, especially with the quantity of Refugees we are receiving. If the quality of life is not maintained despite the stress of growing our population by multi digit percentage points, we will have discontent rise, not just from the Refugees. Then there is the possibility of NOD agents infiltrating with the refugees and sowing discontent directly. It is a concern, though one I think we are handling with the investment in our Consumer Goods, Food, Health, and High Quality Housing.
 
Prelim Plan: Loads of Spent Dosh
Infrastructure (6 dice) 80R
-[] Blue Zone Apartment Complexes (Phase 2) (Progress 72/160: 10 resources per die) (-1 Logistics, +6 Housing) 5D
-[] Suborbital Shuttle Service (Phase 1) (Progress 92/200: 30 resources per die) (+3 Logistics) 1D

Heavy Industry (5 dice, 2FD) 225R
-[] Advanced Alloys Development (New) (Tech) (Progress 0/120: 15 resources per die) 1D
-[] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 2D+1FD
-[] Continuous Cycle Fusion Plants (Phase 7) (Updated)(Progress 67/310: 20 resources per Die) (+16 Energy) (-1 Labor) 2D+1FD

Light and Chemical Industry (5 dice) 55R
-[] Chemical Fertilizer Plants (Phase 2) (Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) 1D
-[] Civilian Drone Factories (Progress 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) 4D

Agriculture (4 dice, ED) 50R
-[] Blue Zone Aquaponics Bays (Phase 5)(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics) 2D
-[] Agriculture Mechanization Projects (Phase 1) (Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods) 2D
-[] Extra Large Food Stockpiles (+8 Food in reserve, -16 Food) 1ED

Tiberium (7 dice) 210R
-[] Harvesting Tendril Deployment (Phase 1) (New) (Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU) 7D

Orbital (6 dice) 120R
-[] Lunar Regolith Harvesting (Phase 2) (Progress 276/330: 20 resources per die) (+15 resources per turn) 1D
-[] Leopard II Factory (Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount) 2D
-[] Lunar Rare Metals Harvesting (Phase 1)(Progress 45/305: 20 resources per die) (+10 Resources Per Turn) 3D

Services (2 dice) 20R
-[] Professional Sports Programs (Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) 2D

Military (8 dice, 4FD) 260R
-[] Infernium Laser Refits (New) (Progress 0/450: 30 resources per die) (-1 STU, -2 Energy) 2D+2FD
-[] Ground Forces Zone Armor (Set 1)
--[] New York (Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods) 1D
-[] Skywatch Telescope System(Progress 64/95: 10 resources per die) (High Priority) 1FD
-[] Railgun Munitions Development (Progress 38/60: 10 resources per die) (Very High Priority) 1D
-[] Escort Carrier Shipyard
--[] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
-[] Shark Class Frigate Shipyards (High Priority)
--[] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods) 3D+1FD

Bureaucracy (4 dice)
-[] Conduct Economic Census (DC 100/150/200/250) 4D+1FD

80 + 225 + 55 + 50 + 210 + 120 + 20 + 260
1020/1020R

-2 STU
-6 Energy
-2 Cap Goods
+6 Consumer Goods
+12 Housing
+3 Logistics
-5 Labor
= Health
+18 Food (plus the godamn freezers hopefully)
+90 Tib RPT
+20/25 Space RPT

Work in progress, some stuff may be changed, removed or added too through future revision.
 
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Well once I cut the RZ offensives to let things cool down and moved the dice to tendrils (I had a few dice on it already to make progress) I figured might as well go all in and try to push a phase out in 1 turn to get the income it provides. Since otherwise we are looking at GZ intensification and Vein mines for income and only vein mines really provides a good sized increase.
Given that RZ Offensives are not going to be moving into NOD-controlled territory, as they will be in areas where we have Green Zone-Red Zone border, I doubt they would make NOD any more worried about territory loss... but I can't argue against working on Tendrils.
...except to argue that you're not putting enough dice on them. :p
 
Given that RZ Offensives are not going to be moving into NOD-controlled territory, as they will be in areas where we have Green Zone-Red Zone border, I doubt they would make NOD any more worried about territory loss... but I can't argue against working on Tendrils.
...except to argue that you're not putting enough dice on them. :p
I have 8 dice on them how many more do you expect? And I really don't want to risk escalating to nukes- so instead refocus elsewhere
 
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I have 8 dice on them how many more do you expect? And I really don't want to risk escalating to nukes- so instead refocus elsewhere
*points at my 13-die memeplan*

Also, plan commentary!
Prelim Plan: Loads of Spent Dosh
Infrastructure (4 dice) 65R
-[] Blue Zone Apartment Complexes (Phase 2) (Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing) 2D
-[] Suborbital Shuttle Service (Phase 1)(Progress 92/200: 30 resources per die) (+3 Logistics) 1D
-[] Tokyo Harbor Reconstruction (New)(Progress 0/360: 15 resources per die) 1D
I'm pretty sure that this turn, the Tokyo Reconstruction will be 0/300 or so.
Military (8 dice, 3FD) 180R
-[] Skywatch Telescope System(Progress 64/95: 10 resources per die) (High Priority) 1FD
-[] Railgun Munitions Development (Progress 38/60: 10 resources per die) (Very High Priority) 1D
-[] Ablat Plating Deployment (Stage 5) (Progress 54/200: 10 resources per die) (Very High Priority) 2D
-[] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
-[] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 2D

-[] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 2D
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) (Progress 5/295: 20 resources per die) 2FD
Please specify the bolded lines as Escort Carrier Shipyards, either inline or putting them as subvotes. It makes the plan much more readable.

Like
-[] Escort Carrier Shipyard (Nagoya) (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
or
-[] Escort Carrier Shipyard
--[] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
 
Okay so that is a lot of dice on tendrils, I just cannot justify pulling free dice off like that. As it is mil is going to finish some plan goals in Q3 and that is with 5 free dice this turn and 4-5 Q2. And I would like to accelerate orbital with some free dice as well as have some flex in free dice in case we need them to finish off a plan goal. Plus get started on some new stuff like SADN in Mil, plus ground armor, and the discounts in orbital to make the other two stations easier to push out. Also maybe push out a bunch of inhibitors in already claimed YZ and RZ on top of normal tib spending.

Harvesting tendrils for me is maybe try and do phase 2 in Q2 if we roll well? Could probably justify putting 7-8 into it Q2 with 1-2 to finish Q3 if it does not Q2.
 
Okay so that is a lot of dice on tendrils, I just cannot justify pulling free dice off like that. As it is mil is going to finish some plan goals in Q3 and that is with 5 free dice this turn and 4-5 Q2. And I would like to accelerate orbital with some free dice as well as have some flex in free dice in case we need them to finish off a plan goal. Plus get started on some new stuff like SADN in Mil, plus ground armor, and the discounts in orbital to make the other two stations easier to push out. Also maybe push out a bunch of inhibitors in already claimed YZ and RZ on top of normal tib spending.

Harvesting tendrils for me is maybe try and do phase 2 in Q2 if we roll well? Could probably justify putting 7-8 into it Q2 with 1-2 to finish Q3 if it does not Q2.
I'm not serious about expecting it, and it is absolutely a memeplan that is probably a bad idea... but not such a bad idea that I'm unwilling to put my vote towards it.
 
Hmm. For Tiberium I'm not sure how advantageous it is to go for phase 2 of Harvesting Tendrils before the end of the Plan. Weighing it against things like more Vein Mines, Inhibitors or Border Offensives.

One thought I had was putting 2 dice on phase 2 for the remaining turns of the plan with the intent to have it right on the border of finishing ready for the first turn of the new plan. Though such a move is pretty scummy and seems like something that would get parliament not to renew the lunar exemption, which would be 100 RpT as well, so no real change, except for ticking parliament off during Reallocation.

If we go for finishing Phase 2 in Q2 with 7-8 dice (current median dice total is 15 for both phases), the amount of R we'd invest would roughly be recouped at Q1 2062. But it would basically guarantee that people couldn't argue against the Treasuries effort to fund the GDI. Though it would be less directly beneficial to the Treasury. Still I think its worth considering rushing it if we roll decently on it this coming turn.

One thing we do want to do before the end of the Plan is deploy the currently available YZ and RZ inhibitors. Additionally, we want to roll out as much of the Red Zone Border Offensives as possible to pave the way for the early Plan rush. Maybe also finish off the Refits if we have a spare die lying around. However, the Inhibitors shouldn't take more then 3 dice on average and even if we wanted to finish all of the Red Zone Border Offensives before the end of the Plan that is still only ~11 dice median, which means it would still fit into such a tiberium strategy:

Q1 2061: 7+1 Free Dice on Harvesting Tendrils
Q2 2061: 7 Dice on Harvesting Tendrils
Q3 2061: 1 Die on YZ 11 Inhibitor, 1 Die on RZ 11 Inhibitor, 5 dice on Red Zone Border Offensives
Q4 2061: 1 Die on which ever Inhibitor didn't finish, 6 dice on Red Zone Border Offensives

Alternatively we could mix in Green Zone Intensification or Vein Mines, but I think we should save those for to fill out our dice in the new Plan so we aren't wasting dice.
 
It feels like harvesting tendril deployment is a capstone project all on its own.

I imagine finishing the second phase might have dramatic impact on any tiberium harvesting actions.
 
In addition to the income phase 2 tendrils has : Increases efficiency of future Tiberium harvesting operations

Which means it is quicker for us to recover income next plan which means the sooner we get to full progress each turn. And as one of the more expensive options something we want to push out this plan
 
Prelim Plan: Loads of Spent Dosh
Infrastructure (4 dice) 65R
-[] Blue Zone Apartment Complexes (Phase 2) (Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing) 2D
-[] Suborbital Shuttle Service (Phase 1)(Progress 92/200: 30 resources per die) (+3 Logistics) 1D
-[] Tokyo Harbor Reconstruction (New)(Progress 0/300: 15 resources per die) 1D

Solid, though it doesn't go for YZ Fortresses which we may want to get the next phase of to help secure our new borders. Also I think you are using the progress and Phase values from the Q4 2060 post as we rolled for that here and we completed Phase 2 of BZ Apartment Complexes, and are on Phase 3 at 72/160 Progress. Additionally I'd rather have more BZ Apartments then the Sports Programs, not activating two of those dice in order to put the two remaining Infrastructure Dice on BZ Apartments is a better move in my opinion. The Apartments are a Plan Goal after all.

Heavy Industry (5 dice) 125R
-[] Advanced Alloys Development (New) (Tech) (Progress 0/120: 15 resources per die) 1D
-[] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 1D
-[] Continuous Cycle Fusion Plants (Phase 7) (Updated)(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor) 3D

Personally I disagree with not getting a 19+/20 chance of getting the next phase of Fusion as if it did not complete we would be at 1 Energy. But your plan wouldn't have us go negative so I'm not to concerned about that. Only one die on Anadyr is also something I'm not personally in favor of, but you do use that extra R for working on Pinholes. Still, working on the Plan Goal Anadyr is more important then advancing Pinholes in my opinion.

Light and Chemical Industry (5 dice) 55R
-[] Chemical Fertilizer Plants (Phase 2) (Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) 1D
-[] Civilian Drone Factories (Progress 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) 4D

No issues, solid R saving choices here.

Agriculture (4 dice) 70R
-[] Agriculture Mechanization Projects (Phase 1) (Progress 0/150: 15 resources per die) (+8 Food, -1 Energy, -1 Capital Goods) 2D
-[] Strategic Food Stockpile Construction (Phase 2)(Progress 38/150: 10 resources per die) (+2 Food in Reserve, -4 Food) 1D
-[] Freeze Dried Food Plants(Progress 151/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy) 1D

Going for Agriculture Mechanization other BZ Aquaponics is something I can respect as it is more die efficient if the R is available to activate those dice, and you have scrounged up the R for that. I'd rather we went for slightly more aggressive progress on the Strategic Food Stockpiles, but any work on them at all is acceptable. Also I think the R total adds up to 60, not 70.

Tiberium (7 dice) 210R
-[] Harvesting Tendril Deployment (Phase 1) (New) (Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU) 7D

As I said to Void earlier I'd prefer a free die in addition to the Tiberium dice to improve our chances from 71% to 95% of getting the +90 RpT

Orbital (6 dice) 120R
-[] Lunar Regolith Harvesting (Phase 2) (Progress 276/330: 20 resources per die) (+15 resources per turn) 1D
-[] Lunar Heavy Metals Mines (Phase 3) (Progress 35/365: 20 resources per die) (+20 resources per turn) 2D
-[] Lunar Rare Metals Harvesting (Phase 1)(Progress 45/305: 20 resources per die) (+10 Resources Per Turn) 3D

I strenuously disagree with no investment in Enterprise this coming turn. We only need three more mines to meet our Plan Goal there and there are too few dice left to not start investing in the last Phase of Enterprise this turn. I would at least but the two dice you have on Heavy Metals on Enterprise instead, if not one of the three dice on Rare Metals as well. Reasoning being two dice could finish Rare Metals Phase 2 and if it does we saved a die, if it doesn't putting losing out on 5R and having to put a single die on Rare Metals in Q2 isn't that big of a deal. however, we can't afford to build another Heavy Metal Phase as we need those dice on Enterprise. We need 18 dice on average on Enterprise. As it is we are almost certainly going to have to accept finishing Enterprise in Q4 and we don't want to waste dice there if at all possible.

Services (5 dice) 145R
-[] Hallucinogen Development (Tech) (Progress 0/60: 15 resources per die) 1D
-[] Pinhole Portal Early Primitive Prototype Construction (New) (Tech) (Progress 56/180: 100 resources per die) 1D
-[] Professional Sports Programs (Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) 3D

Going for Pinholes is perfectly respectable, even if it would not be my decision, especially since I'm not sure we can afford putting as many Free Dice as you have in Bureaucracy, and thus need the R Pinholes is using.

Military (8 dice, 3FD) 180R
-[] Skywatch Telescope System(Progress 64/95: 10 resources per die) (High Priority) 1FD
-[] Railgun Munitions Development (Progress 38/60: 10 resources per die) (Very High Priority) 1D
-[] Ablat Plating Deployment (Stage 5) (Progress 54/200: 10 resources per die) (Very High Priority) 2D
-[] Escort Carrier Shipyard
--[] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
--[] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 2D
-[] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 2D
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) (Progress 5/295: 20 resources per die) 2FD

Ablat phase 5 was completed in Q4 2060, we do not need to invest in it in Q1 2061, putting them on the soon to be unveiled Mastodon Deployment would be a good place for those dice and shouldn't cost more then 10 RpD. Otherwise I respect the project selection, if not the amount of dice on the Carriers, I'd prefer a third die on the New York Yard to give it a greater then 1/20 chance of finishing.

Bureaucracy (4 dice, 4FD, 1ED)
-[] Conduct Civil Satisfaction Surveys (DC 90/120/150/180) 3D+1ED
-[] Conduct Economic Census (DC 100/150/200/250) 1D+4FD

I was wondering where all the Free dice went, I'm not sure I agree with this method of saving R. we have so many projects that need doing that saving R through putting most of our Free Dice in Bureaucracy doesn't sound like a good idea to me.

In general, as this is a Pinholes plan, it is something I am against as I feel there isn't enough reason to rush Pinholes. Even in the worst case scenario, it would still take 3 more dice to guarantee its completion, and we have four more turns. So we can afford to put it off for a turn while we go for building our income with Harvesting Tendrils. But I do think this is a decent plan as a Pinholes plan, I just don't think Pinholes is the right move this turn.
 
We have had rail links through RZs since we tied the Himalayas back into GDI's logistical system in the first Plan. The Korea-Himalaya link goes outright through a glacier. Establishing a logistical link from Chicago to the US west coast is something well within GDI's capabilities already, the Border Offensives are not needed for it.
Yeah, but those rail lines to BZ-18 are so hilariously expensive to maintain that if there were literally any other way to sustain that Blue Zone, we'd be using it.

I'm pretty sure it would have only limited benefits for us now, though it might be worth it given that we can now largely avoid the question of Nod being able to cut the rail line as it passes through a Yellow Zone.

I am not overestimating the scale of what is required for the Border Offensives and Super Glacier Mines. I simply do not believe that sticking to two factories, which would likely be enough to relieve ZOCOM of their none-RZ duties, is enough for GDI's needs, especially with Nod now so clearly proliferating Gana backed by heavy vehicles, and with power armoured infantry where necessary.
Yeah, but at that point you're factoring in considerations that are unlikely to be decisive and a Big Deal until 2062 or later.

GDI's land forces can still beat Nod, biomonsters and all, in an open-field battle. The biomonster threat does not demand immediate heavy investment in zone armor this year if there are other priorities like "fulfilling Plan commitments we promised to the legislature" and "SADN so we don't have critical facilities get nuked the moment Nod gets twitchy" on the table.

I am quite sure we'll have a mandate to build plenty of zone armor factories in the next Four Year Plan... But that is a problem for 2062-65.

1) GDI and Nod are not at a notably greater risk of strategic exchange than they were previously as long as GDI does not notably press the front line. Nibbling away at the front lines to site better defenses or establish logistics links is not the same as a full on offensive to claim as much land as possible, and Nod is aware of this.
2) I am aware that Nod would love to nuke major facilities. I also agree that SADN is important. That does not mean I consider SADN more important than finishing up the CVE and frigate roll outs, boosting ZA production, developing and integrating new ZA models and supporting equipment, and finishing up and rolling out some of our developments. SADN is definitely nice to have this plan, but I'd rather do SADN early next plan if we can't squeeze it in between the CVEs, frigates, ZA and develpment rollouts on top of the still extant military goals.
3) GDI existing is a risk factor in a strategic nuclear strike. The entire Regency War having happened is a risk factor for a strategic nuclear strike. The fact that GDI hands down won that war is a risk factor for a strategic nuclear strike. The only thing that will make Nod not nuke GDI is GDI not existing.
(1, 3) The thing is, Nod just lost their buffer zone- the territory they can write off without dire strategic consequences. For Gideon and Reynaldo, it's beyond that; they've lost enough power to cripple their influence and relevance to the global war. Nod has reason to fear GDI action in a way they did not back in 2059, because Nod is now more vulnerable. Mistakes made now will not just result in GDI tearing off a slice of defended-in-depth, cleared-of-strategic-industries land. They're going to result in GDI hitting the important stuff. This means that Nod is considerably more likely to push the nuclear button now than they were in 2059... which means SADN has a higher priority than it otherwise would. We have to take that threat seriously.

2) I think we'd be much more seriously inconvenienced by a salvo of nuclear cruise missiles hitting some place than we would by Ground Forces having to wait another 6-12 months for the first Zone Armor factory to come out. What, exactly, is the urgent emergency-tier need for zone armor that requires us to prioritize zone armor factories over SADN?

Heavy Industry (5 dice) 125R
-[] Advanced Alloys Development (New) (Tech) (Progress 0/120: 15 resources per die) 1D
-[] Isolinear Chip Foundry Anadyr (Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 1D
-[] Continuous Cycle Fusion Plants (Phase 7) (Updated)(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor) 3D
It is a bad idea to only put one die on Anadyr this turn. Because on the one hand, we might need to spend as many as four more dice on the project... and on the other hand, we don't want to overspend.

If we spend one die now and it rolls low, we are likely to face the need to roll only one die per turn all year and be biting our nails worrying about whether the last die completes in Q4, or worse yet feel compelled to spend wastefully on a second last-minute Anadyr die.

If we spend two dice now, we have much more confidence of being free of the need to spend on Anadyr later, or of being able to decide to make that amount of spending in Q2 or Q3 while we still have some time for wiggle room.

Light and Chemical Industry (5 dice) 55R
-[] Chemical Fertilizer Plants (Phase 2) (Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy) 1D
-[] Civilian Drone Factories (Progress 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy) 4D
I think four dice might be overkill, but I don't have a strong opinion on that point.

Services (2 dice) 145R
-[] Hallucinogen Development (Tech) (Progress 0/60: 15 resources per die) 1D
-[] Pinhole Portal Early Primitive Prototype Construction (New) (Tech) (Progress 56/180: 100 resources per die) 1D
-[] Professional Sports Programs (Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) 3D
In contrast to Anadyr, portal research is an area where we almost certainly don't need to roll more than two more dice. Skipping portals in Q1 is unlikely to stop us from finishing the project in Q2, Q3, and Q4 when we have more money. Whereas skipping the second Anadyr die in Q1 increases the risk of us being forced to spend wastefully on two Anadyr dice at once in Q4 in an admittedly unlucky scenario.

Military (8 dice, 3FD) 180R
-[] Skywatch Telescope System(Progress 64/95: 10 resources per die) (High Priority) 1FD
-[] Railgun Munitions Development (Progress 38/60: 10 resources per die) (Very High Priority) 1D
-[] Ablat Plating Deployment (Stage 5) (Progress 54/200: 10 resources per die) (Very High Priority) 2D
-[] Escort Carrier Shipyard
--[] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1D
--[] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 2D
-[] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 2D
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) (Progress 5/295: 20 resources per die) 2FD
I have no actual objections to this, except that the urgency of getting our Military targets done, combined with the need for SADN since Nod is on the brink of nuking us...

Well, let's just say I'd be a lot happier if you took the Free dice from Bureaucracy, cut the portal research, and used some of the R thus freed up to fund a second Anadyr die and some more Military dice.

Hmm. For Tiberium I'm not sure how advantageous it is to go for phase 2 of Harvesting Tendrils before the end of the Plan. Weighing it against things like more Vein Mines, Inhibitors or Border Offensives.
I say we worry about that question in Q2 after we see how close we are to completion of the project. If we roll very well, Phase 2 might be close to within reach, in which case we might as well go for it. If we roll badly, we'll have to sweat over it more.

Though it'd certainly be convenient if Phase 2 of the project is juuuust on the ragged edge of completion and we can tap it over the line with a couple of dice in 2062Q2. If we do enough other income-boosting stuff during 2061, I don't think the rest of the government will even mind! :D

One thought I had was putting 2 dice on phase 2 for the remaining turns of the plan with the intent to have it right on the border of finishing ready for the first turn of the new plan. Though such a move is pretty scummy and seems like something that would get parliament not to renew the lunar exemption, which would be 100 RpT as well, so no real change, except for ticking parliament off during Reallocation.
The thing is, we're inevitably going to have SOME combination of income-granting projects ready to roll out quickly in 2062Q1 and 'Q2. By this point that's an expectation. If it's not tendril harvesters it'll be glacier mines or vein mines or who knows what all.

One thing we do want to do before the end of the Plan is deploy the currently available YZ and RZ inhibitors. Additionally, we want to roll out as much of the Red Zone Border Offensives as possible to pave the way for the early Plan rush. Maybe also finish off the Refits if we have a spare die lying around.
With that said, all this is correct.
 
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I say we worry about that question in Q2 after we see how close we are to completion of the project. If we roll very well, Phase 2 might be close to within reach, in which case we might as well go for it. If we roll badly, we'll have to sweat over it more.

Thats fair, I just like planing ahead and gaming out how things might go. Plan change as the situation develops.
 
Yeah, but those rail lines to BZ-18 are so hilariously expensive to maintain that if there were literally any other way to sustain that Blue Zone, we'd be using it.

I'm pretty sure it would have only limited benefits for us now, though it might be worth it given that we can now largely avoid the question of Nod being able to cut the rail line as it passes through a Yellow Zone.

It's rather telling that GDI has not discussed a trans North America railway at this time, preferring to instead ship either through the air or across the seas when it needs to transport from the North American west coast to the North American east coast, or vice versa.

I've no doubt it will become a thing when the RZ Offensive and the Super Glacier associated with it have been running for a while, literally carving a path through the North American RZ and dividing it, with a rail line as the centerpiece of the logistical effort. But that's some time yet. Until then GDI is satisfied with taking much safer and cheaper routes.

Yeah, but at that point you're factoring in considerations that are unlikely to be decisive and a Big Deal until 2062 or later.

GDI's land forces can still beat Nod, biomonsters and all, in an open-field battle. The biomonster threat does not demand immediate heavy investment in zone armor this year if there are other priorities like "fulfilling Plan commitments we promised to the legislature" and "SADN so we don't have critical facilities get nuked the moment Nod gets twitchy" on the table.

I am quite sure we'll have a mandate to build plenty of zone armor factories in the next Four Year Plan... But that is a problem for 2062-65.

(1, 3) The thing is, Nod just lost their buffer zone- the territory they can write off without dire strategic consequences. For Gideon and Reynaldo, it's beyond that; they've lost enough power to cripple their influence and relevance to the global war. Nod has reason to fear GDI action in a way they did not back in 2059, because Nod is now more vulnerable. Mistakes made now will not just result in GDI tearing off a slice of defended-in-depth, cleared-of-strategic-industries land. They're going to result in GDI hitting the important stuff. This means that Nod is considerably more likely to push the nuclear button now than they were in 2059... which means SADN has a higher priority than it otherwise would. We have to take that threat seriously.

2) I think we'd be much more seriously inconvenienced by a salvo of nuclear cruise missiles hitting some place than we would by Ground Forces having to wait another 6-12 months for the first Zone Armor factory to come out. What, exactly, is the urgent emergency-tier need for zone armor that requires us to prioritize zone armor factories over SADN?

While GDI is still kicking ass, my concern here is the casualties. To put it simply, Gana offer Nod an excellent way to deal with their aggressively shrinking population base. Just make your gun fodder, and that gun fodder is plenty nasty themselves. Meanwhile, while we do not see the casualty lists, we are no doubt suffering extensive casualties in the ongoing conflict. An effective ZA roll out would do a lot to mitigate this problem.

Frankly, if GDI had designs for a ZA based combat droid, I'd be pushing for that, even if you need a corporal leading every element for general operations or shove them together by the thousands to perish in droves upon the prepared defenses of Nod because they are simply that stupid. GDI is winning this war, but Nod's new approach to cannon fodder means there is no such guarantee next war, as GDI suffers worse casualties in comparison.

We cannot maintain the current exchange rate unless we can knock out Nod's population base, and Nod's population base is getting guarded by nukes operated with potentially twitchy fingers. So we need to change the exchange rate.

Easiest way to do that is by rolling out ZA. I'm not saying we should roll out all 6 of the current phase. I want to, but I am well aware that is infeasible. I just want to roll out 3 or 4 factories as well as at least a couple of ZA upgrades over the course of the year, but not before we complete the carriers, frigates and plan commitments. If we can do SADN on top of that within remaining time on the Plan, all the better, failing that, upon completion of the aforementioned plan we roll out SADN in full anyway.

SADN is important, I do not seek to deny this. I just think that by the time SADN is likely to become needed it's because GDI has mostly recovered from the Regency War campaigns, and we can roll out SADN over the course of that recovery period, rather than immediately.
 
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