855/855
[] Plan Tiberium, Development and Activation
Infra 5/5 50R +36
-[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 2 dice 20R 13%
-[] Communal Housing Experiments 0/150 2 die 20R 87%
-[] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
HI 4/4 60R +33
-[] Advanced Alloys Development 56/120 1 die 15R 90%
-[] Personal Electric Vehicle Plants 0/300 2 die 20R
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
LCI 4/4 60R +28
-[] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
-[] Civilian Ultralight Factories 0/190 1 die 15R 0%
-[] Isolinear Peripherals Development 0/160 2 dice 20R 70%
Agri 4/4 30R +28
-[] Security Review 1 Agri die
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
Tiberium 7/7+7 free 385R +38
-[] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
Orbital 6/6 110R +30
-[] Station Bay 248/400 2 dice 40R 79%
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
-[] Leopard II Factory 152/400 3 dice 60R 57%
Services 5/5 60R +31
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice +1 service 40R 31%
-[] Gene Clinics (New) 0/120 1 die 10R 23%
-[] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
Military 8/8 100R +30
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 3%
-[] Ground Forces Zone Armor (Pyongyang) 0/180 2 dice 40R 47%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%
Bureau 4/4 +28 0R
-[] Security Review (Agriculture) 1 dice + 1 Agri 94%
-[] Recruit 3 dice+ Erewhon 96%

Free 7/7
7 Tiberium

All in on RZ Offensives- originally was looking at 5 dice but the drop in percentage from the -5 to tib meant looking at adding a dice, and doing so meant one die on tib veins or not enough to finish so instead threw both dice at it, giving us a solid chance at finishing another stage there. Also managed to activate all the dice- though Ferro and 1 security review helps with that. A lot of projects are on the cheaper side to get everything going though once we get more income we can start doing more expensive projects. As it is in addition to getting some keys like Station Bay and Leopard II moving also went wide with a lot of small tech and dev projects to do the min dice with the chance to finish to see what we can complete cheapely (in terms of dice)

Thoughts?

Infra- Housing and 2 experiments, looked for cheap projects here (10R per dice) that were also useful
HI- Cheap projects with 2 dev projects (1 starting and 1 finishing) and started a campaign promise that is also cheap
LCI- Full use of dice, Ultralight is cheap as is Isolinear and I had enough R to squeeze in 1 die on Bergen
Agri- Security review because it has been a while and it costs 0R and Kudzu as both a 10R per die project, one that provides some of the cons good we needed and also giving that +1 to all die which the sooner we grab the btter
Tib- Looking to get 2 stages of each finished with a chance at a 3rd border offensive stage, loss of bonus meant I felt securing stage 3 of border offensives was bigger than a 52% on vein mining (also means we get a 43% on stage 4) so overall income would have fewer chances to fall short of the increase that we want
Orbital- Try and get the two discount projects done and 1 dice on cleanup to try and roll forward some R plus it is cheap at 10R
Services- 2 cheap projects (10R each) and rolling out a boost to service dice rolls (which should make it easier to roll out the orbital version on a future turn)- services also has no pressure for having the die locked in so went to min dice needed
Mil- 1 die on a talon project, 2 die to try and push out more ground armor, 1 die on getting a better rifle (also cheap), 3 dice on the very cheap armor refits allowing R to be used elsewhere, and turns where we need to save is when we would actually do this project and 1 die on getting a stealth counter into dev (also fairly cheap project)
Bureau- Security review to save funds and a bunch of dice into recruitment to make sure we get the max options.


Income increase: 2 Border Zone 15-35 x2, 43% for 15-35, 2 Deep Glacier 60-90 x2, 7% for 60-90, Tiberium Harvesting Claw +5
 
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So, losing 5 points of the Qatarites' bonus is painful, but still leaves us at +38 in Tiberium. Time to go Diggy Diggy Hole, and make sure Zocom has the support it needs. (Giving another turn before really going all-in on RZ operations, to offset the London Zone Armor Factory issues.

[] Plan Feed Zocom
Infrastructure 5 dice +36 5/50 50R
-[] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
-[] Communal Housing Experiments 0/150 2 dice 20R 87%
-[] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
Heavy Industry 4 dice +33 4/4 55R
-[] Advanced Alloys Development 56/120 1 die 15R 90%
-[] Personal Electric Vehicle Plants 0/300 2 dice 20R
-[] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
Light and Chemical Industry 4 dice +28 4/4 50R
-[] Civilian Ultralight Factories 0/190 2 dice 30R 34%
-[] Isolinear Peripherals Development 0/160 2 dice 20R 70%
Agriculture 4 dice +28 4/4 30R
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
-[] 1 die for security review
Tiberium 7 dice +38 14/7 345R
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
-[] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
-[-] Tiberium Harvesting Claw Deployment 363/380 0 dice autocompletes end of turn
Orbital 6 dice +30 6/6 110R
-[] Station Bay 248/400 2 dice 40R 79%
-[] Leopard II Factory 152/400 3 dice 60R 57%
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
Services 5 dice +31 2/5 85R
-[] Gene Clinics (New) 0/120 1 die 10R 23%
-[] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
-[] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%
-[] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
Military 8 dice +30 8/8 130R
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
Bureaucracy 4 dice +28 4+E 0R
-[] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
-[] Security Reviews: Agriculture DC50 0/50 1 die 94%

855/855R
 
The Qatarites provided +15 to tiberium, as I recall. There's a lot more to lose if we don't keep moving on the projects applicable to them. I'm not here to grouse about how we sat on visceroids, ranching dones, and especially not on HGE (could have flopped instead of nat100-ing, after all), though this is indeed the opportunity cost for having prioritized other things over them, but merely to state that we didn't have to start losing our bonus this early, and that there's still more we can do right now to stem the bleeding.

At a glance, I'd say gene clinics are that thing, but more are going to come later almost certainly. I personally feel it's best to get ahead of it.
 
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Aaand from me!

[X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
-[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
--[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
--[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
--[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
-[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
--[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
--[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
--[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
--[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
-[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
--[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
-[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
--[X] Security Review
-[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
--[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
--[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
-[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
--[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
--[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice * 10R = 20R) (58%)
--[X] Leopard II Factory (152/400) (2 dice * 20 R = 40R) (2/3.5 median) (4%)
--[X] 1 dice locked for Orbital AEVA
-[X] Services (5/5 Dice, +31 bonus, 80 R)
--[X] Specialist Isolinear Programming Development (0/120) (2 dice * 10R = 20R) (95%)
--[X] Advanced Electronic Video Assistant Deployment
---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
-[X] Military (8/8 dice, +30 bonus, 105 R)
--[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
--[X] Ground Forces Zone Armor (Set 1) (Phase 3) (2 dice * 20R = 40R) (47%)
--[X] Ferro Aluminum Armor Refits (0/350) (3 dice * 5R = 15R) (3%)
--[X] Buckler Shield Development (0/100) (1 dice * 20R = 20R) (51%)
--[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
-[X] Bureaucracy (4 Dice, +28 bonus)
--[X] Recruitment Drives (3D)
--[X] Security Review (1 dice)
---[X] Agriculture

The goal here is to complete a load of diverse mining options and open up at least one, probably two more Deep Red Zone Glacier Mines, get one of said mines finished and maybe even a second if the rolls are good, do some Vein Mines so we can start seeing how deep the rabbit hole Tiberium goes, finish the Station Bay and have a good shot at finishing Orbital Cleanup, get close to finishing the Leo II factory, up our Orbital bonus through the use of AEVA, and do a lot of tech dev.

Total cost: 805R.
 
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-[] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
-[] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
This is giving up a 2nd Glacier mining for 2 vein mines, which is giving up 60-90 for 40-80 (assuming claws only add to the top end, if it adds to the bottom than 50-80)- not to mention dropping the chance of stage 3 border offensives and removing the chance for a stage 4 border offensive or stage 3 glacier mining. Feels like we should instead wait until Q2 to do a more focused vein mine push to better recover our income.

25-40 + 88% 25-40 + 15-35 +81% 15-35 + 60-90 + 5 = 124-199

-[] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
2 Border Zone 15-35 x2, 43% for 15-35, 2 Deep Glacier 60-90 x2, 7% for 60-90, Tiberium Harvesting Claw +5 = 165-276
 
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
guys check the turn update , its says there is only one stage available of Glacier Mining , there is a 0% chance of getting more stages done , so your wasting extra dice here

[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available)
 
We have a whole bunch of industial (Tech) projects on the list. It would be nice if we could get them developed early in the plan so we can benefit from them sooner. Even the ones we don't directly build factories for could be used by co-ops.
 
[ ] Transorbital Fighter Development (New)
While GDI does not expect another Scrin attack anytime soon, building prototypes for transorbital capable fighters, able to conduct operations in space and the upper atmosphere, is a relatively high priority as both a line of defense, and beginning to develop tactics and strategies for warfare amid GDI's orbitals.
(Progress 0/60: 20 resources per die)
You would think this would also be real nice for ground side support. Having your fighters slip into theatre from orbit.
 
guys check the turn update , its says there is only one stage available of Glacier Mining , there is a 0% chance of getting more stages done , so your wasting extra dice here
Each phase of Deep Glacier mining is locked by the RZ Border offensive- as it has worked for the normal glacier mining and other projects like that is finishing a stage of the unlock projects means we can finish the corresponding stage of the locked project (hence why we put a lot of effort into border offensives)
 
guys check the turn update , its says there is only one stage available of Glacier Mining , there is a 0% chance of getting more stages done , so your wasting extra dice here
Overrun goes towards the next stage automatically.

I'm also doing at least one stage of Red Zone Border Offensives, which open up additional Deep Red Zone Glacier Mines.
 
At the moment I'm heavily leaning towards First Quarter Blues mainly B/C it has both a spread of Tib projects that I like and the development of the G3, which I feel we've put off for way too long as-is and was one of my 'if I see it I'll vote for it' projects this turn.
 
Overrun goes towards the next stage automatically.

I'm also doing at least one stage of Red Zone Border Offensives, which open up additional Deep Red Zone Glacier Mines.
It does if more stages are actually available, it does not if they are not.
To speculate that one or even two stages of Red Zone Border Offensives will open up a new stage of Glacier Mines is not something I am comfortable with without QM confirmation.

Let alone that we still have limited number of Zone Armor available - I am not sure just how many red zone projects ZOCOM can do simultaniously this turn without overreaching.
 
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Feel I need to mention that going for any energy intensive refits (buckler shields for example) or large scale refits (mammoth tank b4) might benefit from the fusion cell developement since that might increase energy allowences and as far as I remember a lot of or all the ground vehicles are still using fossil fuel.
 
This is giving up a 2nd Glacier mining for 2 vein mines, which is giving up 60-90 for 40-80 (assuming claws only add to the top end, if it adds to the bottom than 50-80)- not to mention dropping the chance of stage 3 border offensives and removing the chance for a stage 4 border offensive or stage 3 glacier mining. Feels like we should instead wait until Q2 to do a more focused vein mine push to better recover our income.

25-40 + 88% 25-40 + 15-35 +81% 15-35 + 60-90 + 5 = 124-199

-[] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
2 Border Zone 15-35 x2, 43% for 15-35, 2 Deep Glacier 60-90 x2, 7% for 60-90, Tiberium Harvesting Claw +5 = 165-276
You apparently did not read some of my previous posts, or the summary at the top.
To summarize:
-I want to do Vein Mines to get more subsurface Tiberium dealt with, and to get closer to Tib Boreholes.
-I want to make sure we don't overload Zocom, by both not going all-in on RZ operations, and also punching out at least one more ZA factory.
-You're undervaluing Vein Mines by 5R on average, since Claws will be autocompleting this turn.

Feel I need to mention that going for any energy intensive refits (buckler shields for example) or large scale refits (mammoth tank b4) might benefit from the fusion cell developement since that might increase energy allowences and as far as I remember a lot of or all the ground vehicles are still using fossil fuel.
Not a whole lot - microfusion cells are STU intensive, and are really only worthwhile for personal-scale weapons systems, or powering ZA at the most. They might be useful for backup/supplementary power for PD lasers, but they're small.
Which is not to say I don't want to research them... but I don't think they'll be as initially useful as a lot of people keep speculating.
 
-You're undervaluing Vein Mines by 5R on average, since Claws will be autocompleting this turn.
I already bumped Vein mines floor and ceiling by 5 so no I am not undervaluing.

-I want to do Vein Mines to get more subsurface Tiberium dealt with, and to get closer to Tib Boreholes.
Sure but I feel we can do so next turn when our income is better- since there was a lot of constraints on spending thanks to the low income.
 
Sorry if anyone brought this up before, but I just noticed that there's a tiny bit of yellow in Italy, right around where Rome would be. And looking at previous maps it first appeared in Q1 2061, four turns ago.

Considering we haven't set up any new Tiberium mining in that area, could this be NOD setting up another Cyan zone? And isn't that location also near a threshold tower?
 
Not a whole lot - microfusion cells are STU intensive, and are really only worthwhile for personal-scale weapons systems, or powering ZA at the most. They might be useful for backup/supplementary power for PD lasers, but they're small.
Which is not to say I don't want to research them... but I don't think they'll be as initially useful as a lot of people keep speculating.
Thinking they it could be possible to upscale them, or that nabbing it would get us on the path to better power systems, maybe continous fusion improvements would help with that.
 
Sorry if anyone brought this up before, but I just noticed that there's a tiny bit of yellow in Italy, right around where Rome would be. And looking at previous maps it first appeared in Q1 2061, four turns ago.

Considering we haven't set up any new Tiberium mining in that area, could this be NOD setting up another Cyan zone? And isn't that location also near a threshold tower?
We have a RZ marv hub there
 
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