My own mathpost for my own planmaking:

Rail Network Construction Campaigns (Phase 6) 221+39+45 = 305/245 (Phase 7) 60/245 +4 Log
Trans-American Railroad: 68+7+43+27 = 145/120 +2 Log +5 PS
Construction Drone Centralization (New) 0+24+34+25+9+54 = 146/120 +4 Lab -2 CapG

Drone Logistical Integration (New) 0+26+17+32+16+54 = 145/240
North Boston Chip Fabricator (Phase 5) 1265+22+46+9+47+9+21+18+27+4+28+34+35+35+38+238 = 1876/1805 +35 CapG +16 ConG -2 Lab -8 E Capstone Complete Further AI Projects
Bergen Superconductor Foundry (Phase 5) 425+10+19+29 = 483/1140
Factory Automation Programs (New) 0+22+24+29 = 75/280
Civilian Drone Systems (New) 0+5+11+41+30+58 = 145/150 Completes with a Non-Canon Omake +1 Lab -1 CapG +4 ConG Market Benefits
Reforestation Campaign Preparations (Phase 2) 447+30+11+11+22+58 = 579/790
Spider Cotton Plantations (Phase 2) 136+45+45+34 = 260/160 (Phase 3) 100/165 +1 CapG
Tarberry Plantations (Phase 4) 21+26+34+34 = 115/65 +1 E Completes the Action Chain
Laboratory Meat Deployment (Phase 1) 0+31+24+18+39+58 = 170/170
(Phase 2) 0/170? +6 ConG -1 F -2 E
Deep Red Zone Tiberium Glacier Mining (Stage 4) 168+2+28+39 = 337/190
(Stage 5) 47/190 -3 Log +2 E +75 RpT +2 RZ Mit
Xenotech Tiberium Processing Plants (Stage 2) 16+20+8+32+32+37+27+11+22+156 = 361/300
(Stage 3) 61/300 +500 X Processing +6 STU +50 RpT -6 E -3 Log -1 Lab
Forgotten Experimentation 0+44+19+10+37+88 = 198/260
High Density Housing 255+18+8+1? = 282?/295 Completes with a Canon Omake +1.2k Residents
Species Restoration Bay (Stage 2) 32+31+17+38+45+78 = 241/255 Completes with a Canon Omake

Lunar Homesteading (Phase 2) 5+11+35+33+41+18+16+33+23+45+37+170 = 467/250 (Phase 3) 217/250 +1?k Residents
Autodoc Systems Deployment 0+22+37+31+1+48+19+38+49+140 = 385/280 +4 Heal +6 EmHeal -3 CapG -3 E -5 PS
Transhuman Technology Deployment (New) 0+17+35+33+33+37+11+24+12+140 = 342/300 +10 Heal +5 Lab -5 CapG

Electronic Countermeasures Improvements (Refit) 60+30 = 90/500
Military Particle Beam Development (Tech) 0+17+28+36 = 81/100
Ferro Aluminum Armor Refits (Refit) 199+30 = 229/295
Ultralight Glide Munitions Deployment (Phase 2) (Munitions) 135+50 = 185/150 (Phase 3) 35/150 -1 E
NovaHawk Development 0+30+29 = 59/40

Next-Generation Armored Vehicles 0+21+20+36 = 77/160
Ground Forces Zone Armor (Set 2) (Phase 1) 16+19+12+9+29+43+39+93 = 260/285

Fast Twitch Myomers Development (Tech) 0+33+39+36 = 108/60
GD-3 Deployment (Phase 2) (High Priority)(Refits)(Updated) 65+30 = 95/180
Governor-A Deployment (Refits) 96+30 = 126/350



So we lost 3 Mitigation on both Yellow and Red Zones.



And as always you are welcome. 16 on both Yellow and Red Zone Tib expansion. Good for us.



Good to know, now if only I could know how to eat my math errors properly like you.

Resources: 1215+75+50+30? = 1370? + 180+1215-1165 = 230 in reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 110+5-5 = 110 Because that 10 over a 100? We got that giving away resources. That stays until it is spent.
SCIENCE Meter: 4/4

Tiberium Spread
25.405+(0.96-0.16)/20+0.35 = 25.795 (+0.39) Blue Zone
0.00 (+0.00) Green Zone
0.07? (+0.0?) Cyan Zone
23.375+0.35 = 23.725 (+0.35) Yellow Zone (99-3 = 96 points of mitigation)
51.15+0.16-0.86 = 50.45 (-0.70) Red Zone (87-3+2 = 86 points of mitigation)

Current Economic Issues:
Housing: +87+1 = +88 (+85 LQ, +2+1 = +3 HQ) (1 high-quality housing per turn)
Energy: +57+5-8+1-2+2-6-3-1 = +45 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35+4+2-3-3 = +35? (-4? from military activity)
Food: +47-1 = +46 (+26 backed reserve, +5 unbacked reserve)
Health: +27+4+10 = +41? +(+6 Emergency Health) (-8? from refugees)
Capital Goods: +15+2-2+35-1+1-3-5 = +42 (+2 per turn from Distributed Industrial Authority) (+363+42 = 405 in reserve)
Consumer Goods: +21+10?+3-15+16+4 = +39? (+10? per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16+3?+2-2-3-1+4-2+1-1+5 = +22? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2820+75 = 2895/4300+500 = 4800)‌ ‌(970+75-500 = 545/2450 HG, 1350/1350 IHG, 500+500= 1000/500+500 = 1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50-5 = 45)
Tiberium Reserve (0/500)
STUs: +7+7? = +14?
Taxation Per Turn: +205+30? = 235? (+25+5? = +30? per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +50+50 = +100


STU Production and Consumption
Net: +7+7? = 14? per turn
Production: +36+7? = +43? per turn (10.2-4.5 = 5.7 HG, 15.9 IHG, 10+12.2 = 22.2 X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning

-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068

Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 330-75-50-30? = 175
Increase population in space by 13.45k-1.2k-1k = 11.25k
Provide 14-2 = 12 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld

Projects
Complete Karachi Planned City by end of 2065
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld

Yeah that is about it, now just to see what if any consequences completing another stage of Xenotech Refineries has.

Preliminary plan for next turn, criticism is welcome:

- Infrastructure has 2 Die on Rail Network Construction Campaigns to finish off that part of the Action chain either this or next turn. 2 Die on Karachi and 1 more from Tiberium because next turn is the ending of Monsoon season so it is not yet safe to surge construction. 1 Die on Drone Logistical Integration to try and finish that off for more Labor.

- Heavy Industry puts 3 Dice on Fusion Power Plants because I think we will need a Phase of that done soon to maintain our Energy surplus. Edit: 4 Dice on Aberdeen because I we need that done for the 5th Generation EVAs to be able to be deployed.

- Light and Chemical Industry has 2 Die on Bergen to keep that rolling and 2 Die on Factory Automation to bring that to completion during Karachi and free up more Labor for it.

- Agriculture is doing 2 Die on Reforestation Campaign Preparation to get that done probably this turn, 2 Die on Vertical Farming to finish off that Action chain for now and 2 Die each on Spider Cotton to do another Phase of it at the least.

- Tiberium has 1 Die on Deep Red Glaciers so it can be finished for now? next turn, 2 Die on Red Zone Containment Lines because we need more Red Mitigation, 1 Die on Liquid Tib Power to see if we can do another Phase of that, 1 Die on Enhanced Spikes to Mitigate the Underground Tib and 1 Die on Forgotten Experimentation to finish it off and improve our Tib infection medicine.

- Orbital has 2 Die and an AA Die on the Assembler Bay to get out Lunar Colonists better tools down the line and 5 Dice on Lunar Homesteading to get 2 and maybe an unlikely 3 Phases of that done next turn.

- Services has 1 Die on 5th Gen EVA since with Boston done it is time to finish researching them, 2 Die on Regional Hospital Expansions to try and finish that off finally, 1 Die on Rage Engine and Projected Hardlight each because those seem like research actions that would go well together and 1 Die and Erewhon on the Naquada Ring Experiments because we need to make sure that gets done next turn for those +2 Die in Orbital and because Erewhon pushes the ADC into a 6 instead of the AAs 7.

- Military is finishing off the Particle Beam research with an AA Die, putting a Die each on Tib Core Missile Seeker and the Thunderbolt 2 because those two will synergize into a single munitions deployment, 1 Die on Advanced Articulation Systems to make our Zone Armor easier to make, 1 Die on Next Gen Tanks because the MARV is a tank and I want to deploy more modern ones, 3 Dice on making new Zone Armor Factories and hopefully it gets us 2 Phases instead of 1 and of course for the Steel Talons 1 Die on Phased Plasma to finish off all the research we can do for them right now.

- Bureaucracy has 2 AA Die in play, 1 on the Assembler Bay and 1 on finishing off Particle Beams, because there is nothing better for them to be used on as far as I can tell.

[ ] Plan Bracing for Impact 4.0:
-[ ] Infrastructure (5/5 dice, +27) 85 Resources:
--[ ] Rail Network Construction Campaigns (Phase 7): 60/245 15 RpD, 2 Die = 30 R 33% ADC 29
--[ ] Karachi Planned City (Phase 1+2+3) 0/50/150/345 20 RpD, 2 Die = 40 R 100%/99%/1% ADC 1/3/40
--[ ] Drone Logistical Integration 145/240 15 RpD, 1 Die = 15 R 47% ADC 27
-[ ] Heavy Industry (7/5 Dice + Erewhon +34 bonus) 180 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 20 RpD, 3 Dice = 60 R 79% ADC 21
--[ ] Aberdeen Isolinear Fabricator (Phase 1+2) 0/90/270 30 RpD, 4 Dice = 120 R 100%/98% ADC 1/15
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 483/1140 30 RpD, 2 Die = 60 R 2/9 Median ADC N/A
--[ ] Factory Automation Programs 75/280 15 RpD, 2 Die = 30 R 16% ADC 33
-[ ] Agriculture (6/6 Dice +29 bonus) 70 Resources:
--[ ] Reforestation Campaign Preparations (Phase 2) 579/790 5 RpD, 2 Die = 10 R 11% ADC 35
--[ ] Vertical Farming Projects (Stage 5) 78/215 15 RpD, 2 Die = 30 R 91% ADC 16
--[ ] Spider Cotton Plantations (Phase 3+4) 100/165/340 15 RpD, 2 Die = 30 R 100%/1% ADC 1/40
-[ ] Tiberium (7/7 Dice +39 bonus) 170 Resources:
--[ ] Karachi Planned City (Phase 1+2+3) 0/50/150/345 20 RpD, 1 Die = 20 R 100%/99%/1% ADC 1/3/40
--[ ] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 30 RpD, 1 Die = 30 R 3% ADC 45
--[ ] Red Zone Containment Lines (Stage 6) 54/180 25 RpD, 2 Die = 50 R 99% ADC 17
--[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated) 4/125 20 RpD, 1 Die = 20 R 24% ADC 37
--[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated) 78/180 20 RpD, 1 Die = 20 R 57% ADC 24
--[ ] Forgotten Experimentation (Tech) 198/260 30 RpD, 1 Die = 30 R 99% ADC 2
-[ ] Orbital (7/7 Dice + AA Die +34 bonus) 210 Resources:
--[ ] Assembler Bay 0/255 20 RpD, 2 Die + AA Die = 60 R 41% ADC 27
--[ ] Lunar Homesteading (Phase 3+4+5) 217/250/500/750 30 RpD, 5 Dice = 150 R 100%/99%/2% ADC 1/10/35
-[ ] Services (6/4 Dice + Erewhon Die +35 bonus) 230 Resources:
--[ ] Fifth Generation Electronic Video Assistants 152/200 40 RpD, 1 Die = 40 R 100% ADC 1
--[ ] Regional Hospital Expansions (Phase 2) 85/270 25 RpD, 2 Die = 50 R 53% ADC 25
--[ ] Rage Engine Development (Tech) 0/80 25 RpD, 1 Die = 25 R 89% ADC 13
--[ ] Projected Hardlight Development (Tech) 0/60 15 RpD, 1 Die = 15 R 100% ADC 3
--[ ] Naquada Ring Experiments 0/80 50 RpD, 1 Die + Erewhon Die = 100 RpD Edit 2: 99% ADC 6
-[ ] Military (8/6 Dice + AA Die +31 bonus) 160 Resources:
--[ ] Military Particle Beam Development (Tech) 81/100 20 RpD, AA Die = 20 R 99% ADC 10
--[ ] Tib Core Missile Seeker Analysis (Tech) 5 RpD, 1 Die = 5 R 99% ADC 5
--[ ] Advanced Articulation Systems (Tech) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Next Generation Armored Vehicles (Platform) (Merged) 77/160 30 RpD, 1 Die = 30 R 81% ADC 16
--[ ] Ground Forces Zone Armor (Set 2) (Phase 1+2) (High Priority) 260/285/570? 20 RpD, 3 Dice = 60 R 100%/9% ADC 1/34
--[ ] Phased Plasma Weapons Development (Tech) 0/80 15 RpD, 1 Die = 15 R 85% ADC 15
-[ ] Bureaucracy (4/4 Dice +29 bonus):
--[ ] Administrative Assistance Assembler Bay 2 Die
--[ ] Administrative Assistance Military Particle Beams 2 Die
-[ ] Total Cost: 85+180+90+70+170+210+230+160 = 1195/1600

Edit: I did not, in fact, put 45 Dice on Aberdeen.
 
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@Dmol8
We need to surge Karachi, because weather will probably be the least of our problems.
As soon as we begin building there NOD is bound to react. Using just a few dice would lead to us being extremely vulnerable to any counter attack.
The whole plan was to basically stomp the whole thing out of the ground in one or two turns to confront NOD with a fait accompli.
 
Last edited:
@Dmol8
We need to surge Karachi, because weather will probably be the least of our problems.
As soon as we begin building there NOD is bound to react. Using just a few dice would lead to us being extremely vulnerable to any counter attack.
The whole plan was to basically stomp the whole thing out of the ground in one or two turns to confront NOD with a fait accompli.

I know. I'm planning on the surge happening in Q1. NOD we can deal with, the weather on the other hand is a much harder opponent. Also the whole fait accompli concept is overrated and relies on Realpolitik to work which has not been the case with this universe since the first Tiberium War.
 
we could build the marv hub YZ-1 east to help with the tib midigation near the city.
we could also have the garrisons built first to help defend it
 
We have left it rather late though. We've got 5 quarters to complete the megaproject.
It needs about 16 dice to complete, and if we are going to avoid Q2/3 next year (which might not be needed as the whole corridor isn't going to be in flood for 6 whole months), then we are looking at 6 dice per turn.
A slower advance would be Q4: 4, Q1: 4, Q2: 2, Q3: 2, Q4 4.
My idea of a reasonable pace is something like 7-8 dice this turn, 7-8 dice next turn, and then a variable number of dice to confidently finish Phase 5 in 2065Q2. If nothing else, we can fund the project and the actual construction work can happen after the worst of the monsoon weather, if it even still needs doing in monsoon-hammered areas and if the monsoon is as much of a problem as we expect with how tiberium's effed up the climate.

How is NOD dealing with the expanding red zones?
Historically, by retreating from them, resulting in a lot of the surviving Nod citizens being refugees from some place that is now a Red Zone. Though Nod does do some amount of tiberium mining that can plausibly keep an advancing Red Zone at bay on a short front. And has proven able to hold key Yellow Zone locations against encroaching Red Zones, as Stahl seems to have done with Rio de Janeiro.

Lately, well, the Red Zones haven't actually been expanding. And now that we've cleared the 'Green Zones' (Yellow Zone territory under GDI control) to the point where we have our re-terraformed Blue Zones directly butting up against the Red Zones... Well, the Red Zones aren't actually expanding anymore, not to speak of.
 
@Dmol8
We need to surge Karachi, because weather will probably be the least of our problems.
As soon as we begin building there NOD is bound to react. Using just a few dice would lead to us being extremely vulnerable to any counter attack.
The whole plan was to basically stomp the whole thing out of the ground in one or two turns to confront NOD with a fait accompli.
While 3 dice is a bit low, "one or two turns" is also known to be an overoptimistic timetable.

Everyone knows GDI is going for Karachi, everyone knows that al-Isfahani is going to fight when we do. That's something for the Military, not the Treasury. We have been told that we cannot physically complete more than 3 phases of the Karachi project in 1 turn, regardless of how much Progress we amass. It will take at least 3 turns, I expect. Granted, that was a bit ago, so with new drone tech that might be a little out of date, but I doubt it is so by all that much.

I would suggest we put about 6-7 dice on the project per turn, which will allow completion of Phases 1-3 during Q4, Phase 4 during Q1, and Phase 5 Q2, which is probably about as fast as we can physically get concrete poured and rails laid.
 
we could build the marv hub YZ-1 east to help with the tib midigation near the city.
we could also have the garrisons built first to help defend it

Nod isn't stupid and they know there are major concessions extracted for something, so it won't be as small, relatively, as GDI plonking down a YZ MARV hub. GDI would never accept the deal for something that small.
 
we could build the marv hub YZ-1 east to help with the tib midigation near the city.
we could also have the garrisons built first to help defend it
YZ marv hubs are currently not options because Nod is still tense from any further pushes in to the YZ

Looking at the map I think we might want to start on either some of the safer RZ MARVs or reorganizing the YZ areas we control into GZ, there is a RZ hub on the gulf coast area that is getting mixed with Nod for example and more clearly defining that (and further pushes into the RZ) would help.
 
Increase population in space by 13.45k 11.25k (In Progress)
This is good progress, but we need to be strongly aware that we have to add 11250 "spots" in space habitation, and that we only have five turns left to do it in. That means at minimum we need to complete twelve more phases of Lunar Homesteading. As Doruma notes in his analysis, we can do this.

But if we're not spending Orbital free dice and if we're not counting the boost we hope to get from Naquada Ring Experiments, we need all seven Orbital dice, every turn, probably until the end of the plan, to finish this thing.

We can't afford to sidetrack any more, unless we're specifically compensating with Free dice or other projects that we know will expand our capacities.

Provide 14 12 Points of Red Zone Abatement (In Progress)
This is another sensitive area, especially because of the temptation to spend Tiberium dice on Karachi. We need to complete several more projects in this area, including the Red Zone Containment Lines phases. We also need to remember to scrape up some Military dice for MARV construction at some point, probably in early 2065 I hope. This is very achievable as a target, but it'd be awkward if it were neglected entirely over the next turn or two and things could get more stressful if that happened.

@Dmol8
We need to surge Karachi, because weather will probably be the least of our problems.
As soon as we begin building there NOD is bound to react. Using just a few dice would lead to us being extremely vulnerable to any counter attack.
The whole plan was to basically stomp the whole thing out of the ground in one or two turns to confront NOD with a fait accompli.
I'm honestly not sure how this works out.

Nod can launch a military counterattack on a timescale of weeks or months. That's a single turn or less than a turn. We're going to be trying to build this while Nod is attacking us.

Which means it's honestly hard to be sure which is the more realistic plan. Doing this with a slow investment would logically leave our small initial beachhead vulnerable, but doing this with a large investment means we're shoving so much equipment and investment into the area that we'd be a very vulnerable to disruptions and enemy counterattacks could be very costly.

I don't know how this will turn out.

I know we cannot, however, do the construction so fast that Al-Isfahani doesn't have time to react to the fait accompli.

Honestly, I'm sort of emotionally prepared for hidden maluses to pop up on our dice rolls or for Nod counterattacks to strip Progress off the project so that we end up having to "build it twice," so to speak.
 
we could build the marv hub YZ-1 east to help with the tib midigation near the city.
we could also have the garrisons built first to help defend it
I think YZ-1E would be in Bannerjee territory, which doesn't help since they basically agreed not to interfere and to let us build the route in exchange for us moving the route so as not to pass through their territory.

And what do you mean by "the garrisons?" What project of ours are you talking about?

While 3 dice is a bit low, "one or two turns" is also known to be an overoptimistic timetable.

Everyone knows GDI is going for Karachi, everyone knows that al-Isfahani is going to fight when we do. That's something for the Military, not the Treasury. We have been told that we cannot physically complete more than 3 phases of the Karachi project in 1 turn, regardless of how much Progress we amass. It will take at least 3 turns, I expect. Granted, that was a bit ago, so with new drone tech that might be a little out of date, but I doubt it is so by all that much.

I would suggest we put about 6-7 dice on the project per turn, which will allow completion of Phases 1-3 during Q4, Phase 4 during Q1, and Phase 5 Q2, which is probably about as fast as we can physically get concrete poured and rails laid.
That sounds about right.

YZ marv hubs are currently not options because Nod is still tense from any further pushes in to the YZ

Looking at the map I think we might want to start on either some of the safer RZ MARVs or reorganizing the YZ areas we control into GZ, there is a RZ hub on the gulf coast area that is getting mixed with Nod for example and more clearly defining that (and further pushes into the RZ) would help.
The most commonly advocated project is building the RZ-1S and both RZ-3 MARV hubs, which would give us a good way to mount an attack on the Mediterranean and MIddle Eastern Red Zones and let us activate two more Red Zone inhibitors. Since we know that firing up more inhibitors is a good way to lay groundwork for the TCN, we might as well go for it.
 
The most commonly advocated project is building the RZ-1S and both RZ-3 MARV hubs, which would give us a good way to mount an attack on the Mediterranean and MIddle Eastern Red Zones and let us activate two more Red Zone inhibitors. Since we know that firing up more inhibitors is a good way to lay groundwork for the TCN, we might as well go for it.
I am in full support of those, all three spots are on the Med side of things which is going to have very limited Nod ships given the territory we took in Europe and our full control of Gibraltar and Cueta, plus Port Said is needed for a new Seuz, Benghazi opens up an inhibitor and Istanbul opens the Black sea for our movement over time
 
Yes. I was mostly providing context, since it's a pretty ambitious program, especially when we have other rather pressing requirements in Tiberium and Military.
 
Nod can launch a military counterattack on a timescale of weeks or months. That's a single turn or less than a turn. We're going to be trying to build this while Nod is attacking us.

Which means it's honestly hard to be sure which is the more realistic plan. Doing this with a slow investment would logically leave our small initial beachhead vulnerable, but doing this with a large investment means we're shoving so much equipment and investment into the area that we'd be a very vulnerable to disruptions and enemy counterattacks could be very costly.

I don't know how this will turn out.

I know we cannot, however, do the construction so fast that Al-Isfahani doesn't have time to react to the fait accompli.

Honestly, I'm sort of emotionally prepared for hidden maluses to pop up on our dice rolls or for Nod counterattacks to strip Progress off the project so that we end up having to "build it twice," so to speak.
While we obviously can't beat Isfahani to the punch, I do think we need to acknowledge GDI has demonstrated some incredible capacity to establish footholds on a very hostile doorstep. GDI's campaign to take Cairo before a lot of the NOD central nuclear arsenal could be launched, attacking Sarajevo, and pretty much every assault on a Threshold Tower are all examples of GDI coming over there to kick down some sandcastles and getting away with it.

I'm not saying it'll be easy, or that GDI is as militarily invested in Karachi as it was any of those efforts, but we've at least got a playbook for launching military offensives out of relatively small beachheads into the teeth of a major enemy. And at the end of the day, Isfahani doesn't have quite the means that the Scrin or Kane had access to. We can probably afford to go pretty quickly and still expect the military to keep the bridgehead largely secure.
 
I guess, but the point is, it's not obvious that doing this faster versus slower is clearly superior/beneficial.

It's almost certainly easier for the military to secure their perimeter in a nine-month campaign than a three-month campaign, in other words.
 
I guess, but the point is, it's not obvious that doing this faster versus slower is clearly superior/beneficial.

It's almost certainly easier for the military to secure their perimeter in a nine-month campaign than a three-month campaign, in other words.

If it had secure logistics, definitely.

Unfortunately, amphibious operations tend to defined by how not secure those logistics are. Karachi is no different in that.

A considerable amount of work for Karachi, on the military's side, is going to be pushing hard into the wider area, to not provide a tempting target for a nuke drop, and to get enough distance from the harbour and marshaling yards to ensure that the logistics are secured, which is itself going to demand a shit ton of logistical support because fighting a war just devours munitions at an insane rate.

Slamming out Karachi as a project in as short a span of time as possible would ensure the arrangements for those logistics are in place, with the only need being securing the construction sites to get them up and running, which is a matter for the military to deal with.
 
It's almost certainly easier for the military to secure their perimeter in a nine-month campaign than a three-month campaign, in other words.
I think that the most important issue here, is that there are several not-entirely-dependent timetables here:
-There is the military campaign, which will be triggered by us starting to put dice into Karachi, but will not necessarily complete when we have put enough dice in such that Phase 5 is completed. Its timetable also is significantly dependent on the state of Nod resistance. I expect that the military has already started on the buildup of troops and supplies for this, at least in terms of what can be spared/stored long-term.
-There is the progress on construction of the Karachi planned city, rail lines between it and Blue Zone 18, and fortifications around those. This cannot go any faster than dictated by Progress, but there is a ceiling on that based on how much we can actually physically build. I recall Ithillid saying that we would not be able to complete more than Phase 3 from a standing start, and I believe each of Phases 4 and 5 would take a quarter, but that was a while ago. (Also, leaving huge stockpiles of supplies in readily-nukable areas seems a bit foolish.)

So, I am vehemently opposed to spending free/AA/Erewhon dice on Karachi because it's pure vanity, when they would be much more useful elsewhere (HI/Services/Orbital), and would prefer to not spend more than 6-8 dice between Infrastructure and Tiberium per turn on it.
 
Look at it this way: with the amount of chips GDI has started to crank out, and all the assorted processors that will be made from those chips, GDI will begin yielding an unfathomable amount of memes on the net to distract themselves from the canned sunshine being tossed around next quarter.
 
What was the cutoff point for when adding more dice to a project makes the crit fail chance of the 2d50 mode start growing above 1d100 chances?
Because right now my mind is conjuring this image.

Karachi meme plan players: Full speed ahead. All the dice on Karachi.
Dice gods: Good, good. We have all the crit fails ready for you.
 
The rule on critfail chance is "if two natural 1's are rolled on any two of the dice, it's a critfail," right?

Because on that basis things can be recalculated.

Or is it something more complex than that?
 
I think the 1s need to be paired rolls.

So 1,1,20,20 would be a crit fail but 1,20,1,20 or 20,1,1,20 wouldn't be. If I understand correctly.
 
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To borrow the explanation from Mechanist Quest, which is using the same mechanics:
A roll for a project which has two or more '1's in the roll is a critical failure. A roll for a project which has a dice-pair where the first die is a '50' paired, with an even numbered result is a critical success. ([x,y,1,y,1,y] is a critical failure. [x,y,50,10,x,y] is a critical success, while [x,50,x,y,x,y] is not a critical success.)
 
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