Hmm, so we get the ablat refit action next turn, and we get some new phases.... beyond that what new actions do we expect next turn?
 
So does the Tiberium mutating also make our harvestors/MARV's useless? Because the MARV's effectiveness going down would be a really painful complication, especially when we hired that one advisor to help reduce their cost/deployment time.

Honestly though if our sonics are about to become useless we should probably invest in alternate weapons (go all in on lasers/liquid tib for potential answers/replacements on top of the stuff we got from Scrin, finding a spectrum/frequency of light Tib reacts badly to or a way to safely/reliably melt crystals could be pretty damn useful)
 
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Another high roll on the Tib mutation (would've been nice to have a 10 again but two crits in a row is asking for too much, a crit followed by a respectably high roll is more than enough) plus two different Tib inhibitor projects is extremely encouraging. At minimum our holding action just got a lot more intense and effective.
 
Here's some quick probability numbers for the unfinished projects from this turn.
-[] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%, 2 dice 20R 99%
-[] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%, 2 dice 30R 99%
-[] Fiber-Optic Expansion 105/240 2 dice 40R 55%, 3 dice 60R 91%

-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 2 dice 20R 9%, 3 dice 30R 55%, 4 dice 40R 89%, 5 dice 50R 99%
-[] Fusion Power Prototype 124/200 1 die 20R 55%, 2 dice 40R 96%
-[] Union Class Construction Yard 137/180 1 die 20R 88%, 2 dice 40R 100%

-[] Yellow Zone Light Industrial Sectors 173/400 3 dice 30R 32%, 4 dice 40R 74%, 5 dice 50R 94%
-[] Bulk Plastics Facilities 126/200 1 die 10R 54%, 2 dice 20R 94%

-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%, 4 dice 40R 64%, 5 dice 50R 90%

-[] Chicago Planned City (Phase 1) 41/80 1 Tib die 20R 87%
-[] Chicago Planned City (Phase 1+2) 41/80 2 Tib dice 40R 38%, 3 Tib dice 60R 91% (Infra dice have lower bonuses.)

-[] GDSS Philadelphia II (Phase 2) 92/180 1 die 20R 40%, 2 dice 40R 89%, 3 dice 60R 99%

-[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 1 die 20R 54%, 2 dice 40R 94%
 
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Dump a load of dice into the inhibitors while running security checks on the relevant department(s). God knows how NOD will react to Scrin tech, Tib Inhibitors at that.
 
So does the Tiberium mutating also make our harvestors/MARV's useless? Because the MARV's effectiveness going down would be a really painful complication, especially when we hired that one advisor to help reduce their cost/deployment time.

Blessedly, no. The mutation will just slowly sap at our abatement numbers. Turns out, that's a number that doesn't *only* go up.
 
Dump a load of dice into the inhibitors while running security checks on the relevant department(s). God knows how NOD will react to Scrin tech, Tib Inhibitors at that.
Considering part of Kane's (who i'm pretty sure is using the handle AccomplishingProvidence on the message board segments) plan likely involves waiting for the Tib mutation to get bad enough that a panicking GDI will have no choice but to accept his plans and join forces with him to make the Tiberium Control Network i suspect we are going to have the full force of a resurgent Nods espionage abilities thrown against us to prevent us from developing our own solutions once the news reaches him.
 
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Considering part of Kane's (who i'm pretty sure is using the handle AccomplishingProvidence on the message board segments) plan likely involves waiting for the Tib mutation to get bad enough that a panicking GDI will have no choice but to accept his plans and join forces with him to make the Tiberium Control Network i suspect we are going to have the full force of a resurgent Nods espionage abilities thrown against us to prevent us from developing our own solutions once the news reaches him.
Upon looking back at AccomplishingProvidence's posts... you might be right.

He just sounds so much like Kane, not in the content, but how he acts through his handle. As well as subtle jabs at GDI.
 
Also a shame we didn't get anything on Buzzers. Wouldn't have been the most useful tech, granted, but I think they're really cool. And could have maybe gotten construction/utility swarms out of them too.
 
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