didn't this use to be a IF political request?

Not really, the Warden/Crusader split in in the militarist faction after the IF already broke off. Its a set of different approaches. The Crusaders want to take the fight to NOD, mostly inspired by how ridiculously well the Regency War went. Seriously that thing only stopped when NOD deployed the canned sunshine to forward units. The Wardens are the more conservative aspects of the Militarists and want more cautious advances.

So, if we acknowledge that Nod is very good at spycraft and thus the Shah would be aware political promises... then wouldn't that mean he'd been planning and preparing for the invasion for literal years? Like, the only reason we didn't kick off our original timing was the Regency War caused us to change priorities, and then we basically ran out of time due to the Navy's force levels. We're coming up on the fourth anniversary of the start of the Regency War. He's had the better part of a decade to get ready for our Karachi push and rail connection to BZ18.

He has also had the better part of a decade to become complacent with regards to Karachi. Especially since Arya Gulati, the origional driving force behind it, was assassinated. Now, has he heard rumors that we are planning an invasion? Sure. The Bannerjee's at least know that we had something planned and discussed with them the possibility of setting up a route through Bangladesh, though in their minds who is to say we won't shelve Eastern Paris now that the Suborbital Shuttles are fully online. I'd give solid odds that he knows Eastern Paris as a warplan exists, the specifics of it, probably not. That there was/is a lot of agitation for a return to India/Pakistan, probably. That Karachi is a potential location for such a return, yes. But there is a difference between knowing a possibility and having a certainty not just of where, but when.

You can't maintain an on edge level of readiness for extended periods of time. People get lazy, especially if things are going on on other fronts and they are. There was a whole thing just last turn with the Caravanserai about where exactly to put the BZ inhibitor. So once things kick off he'll know but the specifics are a bit more fuzy.
 
Heya everybody! I come to you with a Thing I made! Related to the Sequel Quest!

Attempting to Fill Out the Codex

So, this is a Google Form that you can fill out, select a category, and submit stuff to fill out the Sequel Quest map and lore archives!
For example, if you click Star System for your category, and do something like this:
System: Sapireus
Type: Unary (single star)
Star Type: K1 V (orange dwarf)
Planets: 6 (3 rocky, 2 gas giants, 1 ice giant)

The Sapireus system lies on the border of Asari and Turian space, and serves the Hierarchy as an eezo mining and logistics node for the Navy. The three rocky planets are all small worlds, with the innermost skirting just outside the zone in which the drag from the main star's photosphere would cause its orbit to decay and fall into the star; the outermost is actually beyond the frost line and is similar in size and appearance to Pluto. The second rocky planet, Auron, is the primary inhabited location in the star system, hosting the Naval personnel and the mining crews that operate mining platforms in the system's substantial asteroid belt and the moons of the gas giants.

and then hit Submit, it'll go into a sheet for (possible) use later on! We've already got a few submissions from the Discord crew (I wanted help testing out the form) but anyone can submit however much they want. Now, there's no guarantee everything will be used by Ithillid for the next quest, but he does really like the idea and supports it. So! Rev up your creativity and give things a shot!
 
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Honestly, I'm with the military on this one. SADN makes our citizens feel better and the thread feel better, but aren't going to stop al-Isfahani if he genuinely fears for his position and safety. If it comes down to it, he has lots of nukes and either has subs, or can trade for some. He can absolutely try to make a nuclear tsunami, and there's not much of anything we can really do about it.
See, there are three possible scenarios.

1) Best case. Al-Isfahani resolves to put up little or no fight against 'Eastern Paris.' This is very convenient for us, but means the end of his relevance as a power.

2) Worst case. Al-Isfahani takes 'Eastern Paris' as cause to unleash his worst imaginable apocalypses. He forms an absolute resolve to go down swinging using every thing in his power to make GDI suffer. Nuclear tsunamis that actually work, cobalt-tiberium-G bombs, the experimental virus that turns you inside out, human sacrifice, dogs and cats living together, mass hysteria, you name it.

3) Intermediate case. Al-Isfahani resolves to go down swinging, but in such a way that he at least has some chance of ensuring his own personal survival. Nuclear strikes against military installations or isolated industrial complexes (such as a major railroad junction or tiberium refinery) are "in," unleashing some kind of world-devastating apocalypse bomb is "out."

...

(1) is our best-case scenario, and we need not reconsider our plans if it's what's going to happen.

(2) is a case where if you actually fear it, there's little to be done except to not launch Eastern Paris at all. If we can't negotiate passage with al-Isfahani, and he's going to go full maximum apocalypse on us, then either we abandon Eastern Paris entirely, or we just take whatever steps we can to mitigate harm in advance. SADN would then be an obvious and logical precaution to put in place, because while SADN does not make it impossible for al-Isfahani to unleash a mega-apocalypse, it does at least greatly reduce the feasibility of doing so by the method most easily available to him.

Furthermore, (2) is the case where Kane is most likely to intercede by blocking al-Isfahani's actions. It matters little to him if GDI gets a bloody nose from attacking a mid-tier Nod warlord; if anything that might be to his advantage because the knowledge that GDI cannot utterly defeat all of Nod without paying an unacceptable price will enhance his bargaining power in future TCN negotiations. But it matters greatly to him if GDI is so enraged as to escalate into an annihilating Fifth Tiberium War (counting the Regency War as #4) that ruins everything, or so damaged as to be unable to implement the TCN.

(3) is like (2), only less so: again, SADN becomes a sensible precaution, because it limits the range of ways al-Isfahani could use his nuclear capability against us.

-[] Tiberium 7/7 + 2 Free Dice +39 bonus 250 R
--[] Tiberium Vein Mines (Stage 11) 4/165: 2 Dice 40 R (78% Chance)
--[] Improved Hewlett Gardener Refits (Phase 3) 12/200: 3 Dice 105 R (97% Chance, 2% Chance Phase 4)
--[] Enhanced Harvest Tiberium Spikes 145/180: 1 Die 20 R (100% Chance)
--[] Forgotten Experimentation 0/260: 2 Dice 60 R (10% Chance)
--[] Coordinated Abatement Programs (Phase 3) 93/175: 1 Die 25 R (73% Chance)
Notes: Vein Mines for additional Income and fighting against the underground Tib. Refits for the Plan Goal. Spikes for PS and for learning about how to build an Improved Inhibitor. Forgotten Experimentation to burn off PS and to work on the Plan D for dealing with Tib long term. And finishing Coordinated Abatement for the RZ mitigation and Plan Goal.
I would recommend building new refineries rather than refits.

Both are required for the Plan targets, and new refineries do more to harden our infrastructure against Nod nuclear strikes than refits to existing refineries.

-[] Orbital 7/7 + 2 Free + Erewhon Dice +34 bonus 200 R
--[] High Density Housing 0/295: 3 Dice 60 R (42% Chance)
--[] Spaceport Bay 0/295: 3 Dice 60 R (42% Chance)
--[] GDSS Shala (Phase 5) 868/975: 2 Dice 40 R (99% Chance)
--[] Habitation Bay 0/295: 1 Die + Erewhon 40 R (1.66/3 Median)
Notes: Working on the High Density Bay and the Shala Habitation Bay for the Plan Goal, and the Spaceport bay for the future Lunar project. Shala to finish Shala. I put 2 actual dice on Shala for the purpose of ensuring its completion could have put 1 die or 1 die with Erewhon, but 1 die only gave a sub 50% chance of finishing and if I was going to put a second die on it I want to be sure it will finish.
I'm not sure the habitat bay on Shala is needed for the Plan goal. Might want to revisit that?

While not explicitly required it is a way to get more people in Space. The exact scale of the Lunar Project/follow on Stations is unknown at this time. The exact amount of population off Earth it will provide unknown. Shala and the High Density Bay will provide another 1.6k, which leaves us at 5.15k + 1.6k = 6.75k. 13.25k more from the Lunar Project, any bit of that we can shave off will make things a bit less crazy. Though you are correct that the High Density Bay is a higher priority. I'll swap their die allocations that way we still make decent progress on it and get the more Space Pop/Die efficient High Density Bay sooner:
--[] High Density Housing 0/295: 3 Dice 60 R (42% Chance)
--[] Habitation Bay 0/295: 1 Die + Erewhon 40 R (1.66/3 Median)
It's more a question of whether we should lock in the Shala habitation bay now, when we don't know whether it will be required.

One argument for it is that operating Shala as a whole is likely to require a workforce of considerably more than one thousand anyway, so we might as well build permanent housing for them.

If there's a desire to wait for SADN, why not take these?

[ ] Make Political Promises
-[ ] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
-[ ] Socialist Party: Complete income goals by Q4 2064.

The income goal is scraping the ground a bit, but if you're not spending tib dice elsewhere it's free real estate.
It's actually quite difficult to hit the tiberium income target that fast, and forces us to artifically back-load all our other goals to the last few turns of the plan while Karachi is under construction. Not so good.

As others have noted, the main reason to consider not making that promise to the Militarist-Warden faction is that it makes it more likely that Nod will be able to predict the exact date of our offensive well in advance.
 
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So, I was working on a memeplan, and it's likely to be Overtaken By Events, but...

Infrastructure: Fortress Towns and Rail Expansions to harden the frontiers and ensure we can get supplies to remote locations.
Heavy Industry: Accepting no Energy increase this turn to have a viable chance of completing North Boston in 3 turns. And also finishing Repulsorplates.
LCI: Bergen. 'nuff said.
Agriculture: Completing the first phase of Reforestation, working on our specialty crops, and pushing out Lab Meat.
Tib: A spread of things, trying to address the various issues we have facing us in this department.
Orbital: Sadly, sacrificing free dice here to go towards North Boston and unlocking AI development, but working on Columbus bays while also completing Shala.
Services: Subject to change, but trying to get medical stuff worked on while also maybe completing portals.
Military: Mostly platform developments, also getting particle beams worked on to see what that unlocks. And yes, putting an AA die in Military, but it's for Orcas which have a 3% chance of not completing.
Bureaucracy: AA die, selling off some Consumer Goods, and PMM to try to avoid further critfails.

Draft plan: Chips and Dev(P)
Infrastructure 5 dice +27 90R
-[] Yellow Zone Fortress Towns (Phase 7) 93/250 3 dice 60R 97%
-[] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
Heavy Industry 5 + 6 Free dice +34 230R
-[] North Boston Chip Fabricator (Phase 5) 406/1805 9 dice 140R
-[] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
Light and Chemical Industry 4 dice +29 120R
-[] Bergen Superconductor Foundry (Phase 4) 523/610 4 dice 120R 100%
Agriculture 6 dice +29 70R
-[] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
-[] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
-[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%
-[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
Tiberium 7 dice +39 205R
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
-[] IHG Tiberium Processing Plants (Stage 1) 0/150 2 dice 70R 85%
-[] Tiberium Inhibitor Deployment (Blue Zone 16) 0/75 1 die 30R 80%
-[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
-[] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
Orbital 7 dice + Erewhon +34 160R
-[] Spaceport Bay 0/295 2 dice + Erewhon 60R 16.7%
-[] High Density Housing 0/295 3 dice 60R 42%
-[] GDSS Shala (Phase 5) 868/975 2 dice 40R 99%
Services 4 dice +35 190R
-[] Autodoc Systems Deployment 0/280 1 die 30R
-[] Cosmetic Biosculpting 194/345 2 dice 60R 85%
-[] Primitive Prototype Portal Construction 279/400 1 die 100R 40%
Military 7 dice + AA die +31 190R
-[] Military Particle Beam Development 0/100 1 die 20R 52%
-[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
-[] NovaHawk Development 0/40 1 die 15R 100%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%
-[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
-[] SSN Development Program (New) 0/120 1 die 30R 32%
-[] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (Orca Wingman Drone Deployment)
-[] Predictive Modeling Management 1 die auto
-[] Trade Programs 1 die auto
--[] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods

1255R/1315+65R
 
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Tiberium 7 dice +39 205R
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
-[] Improved Hewlett Gardener Refits (Phase 3) 12/200 2 dice 70R 56%
-[] Tiberium Inhibitor Deployment (Blue Zone 16) 0/75 1 die 30R 80%
-[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
-[] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
Orbital 7 dice + Erewhon +34 160R
-[] Spaceport Bay 0/295 3 dice 60R 42%
-[] High Density Housing 0/295 3 dice 60R 42%
-[] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
Services 4 dice +35 190R
-[] Autodoc Systems Deployment 0/280 1 die 30R
-[] Cosmetic Biosculpting 194/345 2 dice 60R 85%
-[] Primitive Prototype Portal Construction 279/400 1 die 100R 40%
Military 7 dice + AA die +31 190R
-[] Military Particle Beam Development 0/100 1 die 20R 52%
-[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
-[] NovaHawk Development 0/40 1 die 15R 100%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%
-[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
-[] SSN Development Program (New) 0/120 1 die 30R 32%
-[] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R
While I think dogpiling Development Spam like this is deeply misguided and counterproductive when we cannot possibly begin all these deployment programs in parallel or at all before the end of the Plan and still hit our Plan targets...

It's surprisingly wholesome for a meme plan. My real objections are:

1) We should be building new refineries right now, not refitting old ones. Both things are required for the Plan goals, and new refineries do more to harden our infrastructure than refitting old ones to the same productivity levels.

2) It would be very bad if Shala Phase 5 didn't complete this turn, so I strongly advocate putting two dice on it, even if that means putting a mere 2+E on the spaceport and accepting a low completion chance.

3) I think Autodoc System Deployment is a high enough priority that it merits taking at least one if not both dice from Cosmetic Biosculpting..

4) As discussed, I think there are too many development projects here, things we can't possibly deploy for two years or more anyway.
 
While I think dogpiling Development Spam like this is deeply misguided and counterproductive when we cannot possibly begin all these deployment programs in parallel or at all before the end of the Plan and still hit our Plan targets...

It's surprisingly wholesome for a meme plan. My real objections are:

1) We should be building new refineries right now, not refitting old ones. Both things are required for the Plan goals, and new refineries do more to harden our infrastructure than refitting old ones to the same productivity levels.

2) It would be very bad if Shala Phase 5 didn't complete this turn, so I strongly advocate putting two dice on it, even if that means putting a mere 2+E on the spaceport and accepting a low completion chance.

3) I think Autodoc System Deployment is a high enough priority that it merits taking at least one if not both dice from Cosmetic Biosculpting..

4) As discussed, I think there are too many development projects here, things we can't possibly deploy for two years or more anyway.
1: worth changing, yeah. We can pretty easily eat the Energy and Logistics costs right now.
2: I'm not really sure a 13% of failure is that significant, but you're right, finishing Shala is urgent. Changing.
3: It would have to be both dice to make it possibly worthwhile, or else it would be better to just accept as-is and mostly working it next turn. Not really convinced.
4: The Development project spam is deliberate for two reasons: partially for the meme name, partly to get longer-term planning available for doing the factories for those platforms, and partly to see how many refit options they open up. I consider it a feature.
 
Since folk are putting up protoplans right now I thought I'd throw up my current one.

The SSN dice are placeholders until we see if there are battleship and fleet carrier projects next turn after which I will change those to other things.

[] Plan
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 60R
--[] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
--[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
-[]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 160R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/275 2 dice 40R 77%
--[] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R 0%
--[] Second Generation Repulsorplate Factories 365/525 3 dice 75R 99%
-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[] Bergen Superconductor Foundry (Phase 4) 523/610 4 dice 120R 100%
-[]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 60R
--[] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
--[] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 99%
--[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%
--[] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%
-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 220R
--[] IHG Tiberium Processing Plants (Stage 1) 0/150 2 dice 70R 85%
--[] Improved Hewlett-Gardener Refits (Phase3) 2/200 3 dice 105R 97%
--[] Enhanced Harvest Tiberium Spikes (Platform) 135/180 1 die 20R 100%
--[] Coordinated Abatement Programs (Phase 3) 93/180 1 die 25R 73%
-[]Orbital 7/7 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 1/1 220R
--[] GDSS Columbia Bays
---[] High Density Housing 0/295 3 dice 60R 42%
---[] Assembler Bay 0/255 2 dice + Erewhon 60R 42%
---[] Spaceport Bay 0/305 3 dice 60R 42%
--[] GDSS Shala (Phase 5) 868/985 2 dice 40R 99%
-[]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 260R
--[] Autodoc Systems Deployment 0/280 1 die 30R 0%
--[] Cosmetic Biosculpting 184/345 1 die 30R 0%
--[] Primitive Prototype Portal Construction 259/400 2 dice 200R 99%
-[]Military 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 165R
--[] Military Particle Beam Development (Tech) 0/100 1 die 20R 52%
--[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20R 100%
--[] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
--[] SSN Development Program 0/120 2 dice 60R %
--[] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R 0%
-[]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 60R
--[] Transfer Funding to InOps 1 die
--[] Predictive Modeling Management 1 die
-[] Trade Programs
--[] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods 2 dice
-[]Free Dice 6/6
--[] 3 in Heavy Industry
--[] 3 in Orbital
-[]Resources Income 1315/1315 Reserve 0/65 Bank 100
 
I don't see what the interest in autodocs over regional is. They provide the same amount of health, only differing in providing emergency health. Our healthcare system is still ahead of the curve, so placing non-plan health over plan health is without benefit. Autodocs are a good project, they just aren't better than regional such that they should be done first.

Autodocs also worsen the current capital goods crunch.
 
I don't see what the interest in autodocs over regional is. They provide the same amount of health, only differing in providing emergency health. Our healthcare system is still ahead of the curve, so placing non-plan health over plan health is without benefit. Autodocs are a good project, they just aren't better than regional such that they should be done first.
Given the impending 'go' date for Karachi, having strong emergency health infrastructure in place throughout GDI may prove very important in a year or so. This causes people to prioritize it. Also, it's a good way to burn off surplus Political Support which would otherwise just evaporate.

Autodocs also worsen the current capital goods crunch.
At this point, the Capital Goods crunch is entirely an artifact of the choices we make surrounding how to spend Capital Goods on optional projects such as predictive modeling, so that's not a big deal.
 
I don't see what the interest in autodocs over regional is. They provide the same amount of health, only differing in providing emergency health. Our healthcare system is still ahead of the curve, so placing non-plan health over plan health is without benefit. Autodocs are a good project, they just aren't better than regional such that they should be done first.

Autodocs also worsen the current capital goods crunch.
"+4 Health, +6 Emergency Health" means that for emergencies, it effectively provides +10 Health instead of just +4 Health. That makes them more valuable than the Regional Hospitals on a raw stat level, though the two projects do cover different aspects of healthcare and we'll want to do both.

Also of consideration is that Autodocs (and Cosmetic Bisculpting) push our medical technology forwards whereas Regional Hospitals doesn't.
 
If Karachi starts in a year, there is sufficient time for both projects. If Karachi starts now, it doesn't make a difference.

There absolutely is a capital goods crunch, if we don't want to use reserves. We must trade at least ten to meet the plan goals, and most of the efficient means of gaining more is in extremely large projects. Repulsorplates gives a good chunk, and Aberdeen is the next most available, but both compete with the plan goal of North Boston. Outside of that, the best option is spider cotton, which doesn't give much but at least is ag dice.

It is also far past time to at least actively prepare for predictive modeling and long-term project planning, even if they aren't part of the plan. Besides...if we're looking to burn political capital...there's already an ideal option available to us.

This post was produced by the Friends of Inferno Gel Working Group.
 
But we do have enough CG? We're about to gain +8 from Repulsorplates, +4 from Bergen Phase 4, and we still get +2 per turn. So we're probably going to gain +14 CG next turn. That should be enough for a couple turns.
 
Yeah. Just by basic arithmetic we're not in any danger of actually having a Capital Goods shortage unless we willfully do something to wipe out our existing surplus. I don't know what you're talking about, @MSH .

If Karachi starts in a year, there is sufficient time for both projects. If Karachi starts now, it doesn't make a difference.
If we're completing both projects in the near future anyway, why are you worried about which one we do in the coming turn? I'm not seeing a reason to regard this as worth kicking up a fuss over.
 
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But we do have enough CG? We're about to gain +8 from Repulsorplates, +4 from Bergen Phase 4, and we still get +2 per turn. So we're probably going to gain +14 CG next turn. That should be enough for a couple turns.
And we are very likely to get +35 CapGoods from North Boston Phase 5 in ~3 turns. (2 if we really push it!)
I am very much not worried about our CapGoods level, unless something catastrophic happens.
 
Speculatively, because one person told MSH they were a single issue inferno gel voter and they've been leaning into it ever since?
I'm a simple man.

Plus we really should have more munitions projects ready to go, the Munitions Department is getting close to finishing the current available projects. Plus, as noted, it does burn political support.

And on that note, neither of the two new plans do Inferno Gel, so no vote from me.
 
I am slightly leery that the Autodocs might not get rolled out to regional areas if we don't finish the Regional Hospitals.
Would really like to get both projects done.
 
Heya everybody! I come to you with a Thing I made! Related to the Sequel Quest!

Attempting to Fill Out the Codex

So, this is a Google Form that you can fill out, select a category, and submit stuff to fill out the Sequel Quest map and lore archives!
For example, if you click Star System for your category, and do something like this:


and then hit Submit, it'll go into a sheet for (possible) use later on! We've already got a few submissions from the Discord crew (I wanted help testing out the form) but anyone can submit however much they want. Now, there's no guarantee everything will be used by Ithillid for the next quest, but he does really like the idea and supports it. So! Rev up your creativity and give things a shot!
FYI, I added a Culture category for submissions at Ithillid's request so that we can 'fill in the gaps' that the games don't talk about. There's a lot of gaps. Go nuts. Come up with books, music, movies, whatever you like (keep it 'postable on SV'). This applies to both GDI and the Citadel!

Thank you for the 7 submissions we've had so far!
 
Battle of St. Petersburg (Mod)
The Battle of St. Petersburg

Krukov has sallied forth with an army of more than 150,000, seeking to prove his worthiness to Kane by attacking the Finnish Blue Zone. Brigadier General Rostam Tir must stop his advance with the limited forces he has at his disposal, but the Home Guard will find it difficult to withstand Krukov's elite assault units. Can Tir hold out long enough for reinforcements to tip the balance of power in his favor, or will the Scorpion strike down the Eagle once more?

This is a scenario for the hex wargame Strategic Command WWII: World at War. To install, unzip the file and paste the contents (the file "St. Petersburg (2058).cgn" and the folder "_St. Petersburg (2058)") into This PC/Documents/My Games/Strategic Command WWII - World at War/Campaigns, as seen below:

View: https://drive.google.com/file/d/1ncv-7-OewV70XwpIjK1yJ8Y3Ib2CMyAt/view?usp=sharing

Notes:
1. The map has been...creatively distorted, shall we say, to accommodate this scenario. IRL the two highways are much closer together and run parallel for most of the distance. The railways are included primarily because the base game scenarios operate on a much larger scale, so if I used only normal roads then the Nod forces would starve to death long before reaching St. Petersburg (and even with the railroads, they still did so in a few early test runs); the extra settlements dotted around the map are also primarily intended to help with supply, rather than because they actually exist in-quest. In any case, we did complete a phase of rail networks reaching from ports into the Yellow Zones a few quarters prior to the battle (source), so there is some justification for having so much rail on the map. IRL this area is heavily forested, but going by the reforestation campaigns those are no longer a concern lol, so the only remaining terrain is swamps and some hills.

2. In addition, the timeline has also been distorted somewhat. The actual battle took place over the course of two or three days starting on September 11, but the smallest time increment available was a single day, and having to compress the entire scenario into 2 turns would make for poor gameplay, to say nothing of what it would do to the map (especially since past a certain size, making the map too small compresses the UI such that it becomes impossible to actually click the End Turn button)(also, on that note, DON'T ZOOM OUT. BAD THINGS WILL HAPPEN). As such, the scenario still starts on the 11th, but continues to the 23rd, with events such as the arrival of Orlovsky's reinforcements delayed so that there's more time for actual gameplay.

3. The scenario can be played as both Nod and GDI, although be aware that AI Nod forces will likely fight to the bitter end, rather than retreating to Novgorod as they should. Victory is achieved by capturing the opponent's capital (St. Petersburg for GDI and Veliky Novgorod for Nod). If you want to make sure the AI doesn't do dumb things, you could try playing hotseat and controlling both sides. I didn't program a victory event because I'm sick and tired of working with the scripts files for this game, but the enemy will surrender the turn after you occupy their capital, so you can consider that the end of the scenario.

4. There are two settlements, one to the east and one to the west, which I have added for gameplay purposes. If the Nod player captures and keeps any unit parked on these two tiles, then GDI reinforcements from those two directions will be delayed up to a maximum of two turns (East: 14th arrival delayed to the 16th, West: 16th arrival delayed to the 18th). There are also a number of settlements marked "spawn", under the control of GDI. If playing as Nod, DO NOT CAPTURE THESE, or the scenario will break (as in scripted GDI reinforcements will not show up). I included notes warning against this on the actual map as well, but just in case.

5. I realize that in all likelihood the number of people with this game in this thread totals to 1 (me). As such, I'll put up a quick screenshot AAR thing later showing off the scenario, since otherwise I expect basically nobody will actually play it, on account of not being able to.

That should cover everything, let me know if there are serious issues, etc. etc.

Edit:
So, as promised, I present an image AAR of this mod, playing as GDI. I've put it into a Google document to bypass the image limit, which you can find here. I've also included a unit key in a separate google doc for the benefit of those unfamiliar with this genre of games, which is linked at the top of the document but can also be accessed here, detailing not only what the unit symbols stand for but what GDI/Nod units they correspond to. I do have some ideas for further scenarios, but no idea how long those will take. Hope y'all find this interesting!

Edit 2: Discord has recently announced that they will be ending off-site file support, which presumably includes images. As such, I have reuploaded the AAR and Unit Key as pdfs. The reading experience may have degraded slightly, as the original AAR was pageless while pdfs have to be sorted into pages, but it should still be mostly readable.

EDIT 3: As of 26 February 2024, the change has happened and it doesn't seem to have affected the Google documents so ig it's fine lol.
CrabMonarchy threw 1 100-faced dice. Reason: visitortech! Total: 17
17 17
 
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Advanced Rocket Fuels you say?

Hrm, where do those fit between ion drives, fusion rockets and G-drive?
Midway between ion and fusion seem like a good niche.
I would be surprised if it can compete with G-Drive, but we aren't very good at that yet, so a cheaper version of G-drive but with fuel is possible.
 
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