It is, once again, that time! Look upon my draft, ye good Citizens of GDI, and tell me whatcha think.

I don't like the Salvebrush.

We feed NOD, we make their suits so they don't die, we save them from the Tib they insist on spreading. And how are we received? With nukes.

To aid NOD even more after how they treat our aid. No, NOD can just stop spending their resources on nukes and do it themselves.
 
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I don't like the Salvebrush.

We feed NOD, we make their suits so they don't die, we save them from the Tib they insist on spreading. And how are we received? With nukes.

To aid NOD even more after how they treat our aid. No, NOD can just stop spending their resources on nukes and it themselves.

Practically every project with Plant Genetics will end up providing the product of that project to Nod.
 
I don't like the Salvebrush.

We feed NOD, we make their suits so they don't die, we save them from the Tib they insist on spreading. And how are we received? With nukes.

To aid NOD even more after how they treat our aid. No, NOD can just stop spending their resources on nukes and it themselves.
It's for us too.

And I'll be about as blunt as I can be without breaking a Rule - they're still human. Period. Dot.

Only by accident of Quest is the GDI not led by equally despicable people, and I don't often blame a whole population for what their leaders do.
 
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I don't like the Salvebrush.

We feed NOD, we make their suits so they don't die, we save them from the Tib they insist on spreading. And how are we received? With nukes.

To aid NOD even more after how they treat our aid. No, NOD can just stop spending their resources on nukes and it themselves.
Here's something that is partially based on meta-reasoning: get over it, because unless we're very unlucky a large portion of humanity for the sequelquest will come from Nod territories.
If the price GDI now pays for slightly improved medical care is an easier integration in the future because we give them the tools to get the same, I consider that a win-win.
 
We kicked Nod's ass so hard the previous time they've gone full MAD about it. The Karachi operation already triggered multiple nuclear strikes as a back off/do not continue past the Karachi operation thing.

We actually lost YZ harvesting and expansion projects that would impact Nod territory because of how nervous Nod is about things. Do not expect us to be able to do more than incidental pushes, if that, for at least two more Plans, and possibly longer.

Victory over Nod cannot be achieved with military might.

Actually with the Shah of Atom being abandoned by the greater NOD we might get some more Yellow Zone expansion options after Karachi:

At this point, it is time to begin looking to secure GDI's gains. With the upcoming end of the plan, and a sea-change in Initiative political and military aims being formulated, the eastern front – facing towards the Bannerjees – is in something of a holding pattern. Fighting them would do little to advance Initiative aims, and potentially do serious damage. Working with them is politically expensive and opens the Initiative to criticism from Nod-hating hardliners, but with the retaliatory strikes from early in the operation still fresh in the public consciousness there is little appetite for more. The western, Iran-facing flank is by contrast a much more stable situation – and open to expanded operations as it becomes more and more obvious that Nod considers al-Isfahani irrelevant, and that the Shah himself has expended much of his arsenal. Theater Command has begun drafting plans to secure the region, put down the infrastructure to conduct a full scale offensive into the depths of the Red Zone, and begin chewing through the glaciers there for further abatement and raw materials.

but those will probably play out during the time-skip.
 
[X] Plan Hitchhiking To The Stars
-[X] Infrastructure 5 dice, +27, 100R
--[X] Karachi Planned City (Phase 5) 532/780 2 dice + 1 Tib dice 60R 65%
--[X] Postwar Housing Refits (Phase 3) 30/150 1 die 10R 11%
--[X] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice 30R 33%
-[X] Heavy Industry 5 dice, +34, 180R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 1 dice 20R 100%
--[X] U-Series Alloy Foundries (Phase 6) 68/455 4 dice 160R 22%
-[X] Light and Chemical Industry 4 dice +29 80R
--[X] White Goods Programs 115/200 1 dice 15R 69%
--[X] Flexible Superconductor Development (0/120) 2 dice 50R 99%
--[X] Adaptive Cloth Factories 0/300 1 dice 15R 1/3.5 median
-[X] Agriculture 6 dice, +29, 105R
--[X] Orchard Domes 0/240 1 die 15R 1/3 median
--[X] Salvebrush Development 0/80 1 dice 20R 83%
--[X] Kingsfoil Development 0/80 1 dice 20R 83%
--[X] Bioplastics Development 0/80 1 dice 20R 83%
--[X] Terrain Retention Projects 0/160 2 dice 30R 70%
-[X] Tiberium 7 dice + 5 free, +39, 300R
--[X] Enhanced Harvest Tiberium Spikes (Phase 3) (7/180) 3 dice 60R 100%, 4% Phase 4
--[X] Tiberium Glacier Mining (Stage 13) 38/165 3 dice 90R 100%, 43% Stage 14
--[X] Tiberium Inhibitor Deployment (Red Zone 1) (0/100) 3 dice 90R 100%, 99% x2, 34% x3
--[X] Tiberium Inhibitor Deployment (Blue Zone BZ-2 North America East) 57/75 2 dice 60R 100%, 100% x2, 82% x3, 5% x4
--[X] 1 dice to Karachi (accounted in Infra)
-[X] Orbital 9 dice + 4 AI, +34, 495R
--[X] Fluyt-Class Impulse Shipyard 0/600 7 dice 315R 58%
--[X] Aldrin Planned City (Phase 3) 730/850 2 dice 60R 99%
--[X] Lunar Homesteading (Phase 4) 42/220 4 dice 120R 100%, 15% Phase 5
-[X] Services 4 dice +35 85R
--[X] Gene Clinic Expansions 134/240 2 dice 40R 100%
--[X] Wet AI Development 171/240 1 dice 30R 97%
--[X] Projected Hardlight Development 0/60 1 dice 15R 100%
-[X] Military 6 dice + 1 Free + AA die, +31 130R
--[X] Reclamator Hub Red Zone 8 South 223/250 (Eucla) 1 AA dice 20R 88%
--[X] Mjölnir Design Studies 0/60 1 dice 10R 100%
--[X] Casimir Design Studies 0/60 1 dice 10R 100%
--[X] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[X] Stealth Disruptor Deployment 0/160 2 dice 30R 74%
--[X] Unmanned Support Ground Vehicle Deployment 59/240 1 dice 20R
-[X] Bureaucracy 4 dice +29 850R
--[X] Administrative Assistance (Mil)
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand Off 5 Capital Goods
--[X] Epsilon Eridani Expedition Funding (New) 1 die auto
---[X] One Time Grant: 800R
---[X] -50R per turn

Budget: 1510+885 = 2395
Cost: 100+180+80+105+300+495+85+130+850 = 2325R
Reserve Remaining: 75R
 
Those are some exciting new Agri options.
I was considering trying to make a plan for fun, but this has dropped on the day I'm having my furniture removalled, so that might not happen.
Why are Enhanced Tib Spikes missing from the Array?
We have 17 PS to burn, and I doubt we could roll out 4 phases of Tib Spikes. ;(
 
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