In fairness.... we're gonna be building both eventually probably...
"Eventually" isn't really acceptable to me. Even if we start the NA Red Zones right after this Yellow Zone, that's still 2-3 dice and a turn behind schedule.

And what happens if the roll turns out so our Central American YZ dice are likely to overflow? Are we gonna delay the Red Zones again, in favor of the nearby Yellow Zones in the name of maximum progress efficiency? Even if we slowly creep north, that could be another turn before we can even start the Red Zone NA MARVs.
 
We're a little too MARV-heavy as it is imo. We need to commit more effort into conventional military development and rollout, since we're spending less dice in military than we normally do in a turn.

So I find a 3rd MARV die to be unacceptable to begin with, and a Yellow Zone MARV die to be a collosal waste when it's the North American Red Zone that should be our next priority for our tib-eating Supertanks.
MARV Hubs also provide a solid military base to stage out of, and YZ hubs bring people under our domain and out of NOD recruitment which is a mil win. That means a spot for our fighters to sortie from and extended our ground control, and with the new arty project and having shell phase 3 online that brings more of the world under our control and out of NODs.

It is when it commits us to another turn of spending on MARVs in a Yellow Zone when what we need them for is Red Zone Abatement and protecting Chicago and our Glacier Mines.
It does not as for one unless the dice are really kind I do not intend to put any dice on the YZ super MARV Q4, but it does mean we can slip the odd dice here and there down the line to finish it off and get some mitigation and more income down the line, the mitigation more so to help cancel out the upcoming mit loss. And it still gives us a military base that lets us cut NOD flow into and out of South America

Here's my updated plan for solving our artillery problems. I really think we need to finish shells roll out.
Look at the new arty project, more accurate long range arty is going to reduce shell expenditure since right now we are doing mass bombardment to hit targets with all the shell usage that entails

Chicago also needs at least 1 tib dice assigned to it, it cant just be infra.
 
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MARV Hubs also provide a solid military base to stage out of, and YZ hubs bring people under our domain and out of NOD recruitment which is a mil win. That means a spot for our fighters to sortie from and extended our ground control, and with the new arty project and having shell phase 3 online that brings more of the world under our control and out of NODs.
If you want to stop NOD's recruitment with MARVs, put them in Asia or Africa. That's where the big manpower sources are. Central America is a drop in a bucket.
 
Steel Talons confidence is still none? Given they're the number one producers of mechs, I would've thought the Myomer project was worth more to them. Especially since they also benefit from most of the ground forces upgrades, which is itself set to Decent.
 
If you want to stop NOD's recruitment with MARVs, put them in Asia or Africa. That's where the big manpower sources are. Central America is a drop in a bucket.
Indeed but central America is where one of our one of our glacier mining operations is not Asia or Africa so strengthening our hold there is to our benefit.
 
Steel Talons confidence is still none? Given they're the number one producers of mechs, I would've thought the Myomer project was worth more to them. Especially since they also benefit from most of the ground forces upgrades, which is itself set to Decent.
It's none because the current myomer factory only gives them enough to make prototypes.

And they're still using nothing but the Mechs they fought the last war in. Wolverines has been sitting around, waiting for deployment funds for the past four years. Titans and Mastodons haven't been funded at all.

These are the Mechs that were supposed to serve as R&D testbeds for next generation GDI equipment. Well, it's been about half a decade, and so far they've got fuck-all because the Treasury hasn't coughed up the necessary funding.
 
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If you want to stop NOD's recruitment with MARVs, put them in Asia or Africa. That's where the big manpower sources are. Central America is a drop in a bucket.
I can't do that with a single dice like I can in SA and we don't have the build up there to support that. Nor do they get rollover for use down the line ( and I do feel that by end of plan we will be deploying Yellow Super MARVs as well) so not letting the rollover from this turn go to waste seems like a good idea.
 
Alright here's my plan, it's not super different from the rest already proposed but I think there is one key difference that makes it really stand out. The Philadelphia. It's the linchpin of the entire orbital communications network, the political nerve center of the entire GDI, and the election is only two turns away with millions and millions of nominal GDI citizens still disenfranchised. If we want to keep pretending we're a real democracy it's our duty to try and enfranchise as many people as we reasonably can, and Philadelphia Stage 3 is in reasonable range if we do 4 dice this turn plus 2-4 dice next turn depending on how this turn's rolls go.

I think rushing to Philly 3 is a worthwhile goal that doesn't even require compromising other sectors particularly hard, the elections only happen once every 4 years we should really be moving mountains here to make sure as many voters/Parliament seats are available as possible. Philly 3 will probably provide enough extra communications bandwidth/administrative capacity to add hundreds of new MP's, enfranchising millions of GDI citizens, and get us a bunch of PS and dice bonuses to boot.

Besides the big push to make the democracy number go up by election day, it's pretty standard. Consumer goods, open-palm slamming the ablative armor because god that sounds absurdly useful, and enough power generation to not go into shortage even if all the consumers complete (BZ power grid has an 89% chance to finish and tidal plants are basically guaranteed with two dice, both projects failing at the same time is less likely than getting a nat 1 on one of them and ruining our day so it's as safe as we can mathematically get). In the Tib sector I could turn that one Chicago die into 4 Tiberium prospecting dice just to say I'm technically activating all our dice, but I think I prefer Chicago. The military is stuck in already, we're committed to Chicago, cutting off the flow of resources they need to build real fortifications the turn after we force them to commit to sticking their dicks in the beehive would be kind of an asshole move.

[] Plan Lofty Ideals
Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 1), 2 dice (20 Resources)
-[] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice + 1 Free)
-[] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources)
-[] Fusion Power Prototype, 1 die (20 Resources)
-[] Union Class Construction Yard, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 2 Free)
-[] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[] Bulk Plastics Facilities, 2 dice (20 Resources)
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 3 dice (30 Resources)
Tiberium (5 dice)
-[] Chicago Planned City (Phase 1), 1 die (20 Resources)
-[] Tiberium Prospecting Expeditions, 1 die (5 Resources)
Orbital (3 dice + 1 Free) (2 fusion)
-[] GDSS Philadelphia II (Phase 2), 4 dice (100 Resources)
Services (4 dice)
-[] Ethnic Restaurant Program, 2 dice (20 Resources)
-[] Durable Goods Libraries and Central Repositories, 2 dice (30 Resources)
Military (5 dice + 1 Free)
-[] Reclamator Fleet RZ-6 South, 2 dice (40 Resources)
-[] Ablat Plating Deployment (Phase 1), 2 dice (20 Resources)
-[] Titan Mark 3 Development, 1 die (10 Resources)
-[] Wolverine Mark 3 Deployment, 1 die (10 Resources)
Bureaucracy (3 dice)
-[] Interdepartmental Communication Initiative, 3 dice
Total cost: 490 Resources, 0 in reserve
 
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[] Plan Consumer Push + Ablat Deployment
-[] Infrastructure 5/5 dice 75R
--[] Tidal Power Plants (Phase 1) 157/200 2 die 20R 99%
--[] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%
--[] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[] Heavy Industry 5/5 dice +1 free 80R
--[] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40R 89%
--[] Fusion Power Prototype 124/200 1 die 20R 55%
--[] Union Class Construction Yard 137/180 1 die 20R 88%
-[] Light and Chemical Industry 3/3 dice +3 free 60R
--[] Yellow Zone Light Industrial Sectors 173/400 4 dice 40R 74%
--[] Bulk Plastics Facilities 126/200 2 die 20R 94%
-[] Agriculture 3/3 dice 30R
--[] State Operated Breweries 0/125 2 dice 20R 64%
--[] Perennial Aquaponics Bays 106/350 1 die 10R 0%
-[] Tiberium 5/5 dice 55R
--[] Chicago Planned City (Phase 1) 41/80 2 Tib dice 40R 100% (30% Phases 1+2)
--[] Tiberium Prospecting Expeditions (Phase 1) 0/75 3 dice 15R 100% (73% Phases 1+2+3 if each is 0/75)
-[] Orbital Industry 3/3 dice 55R
--[] GDSS Philadelphia II (Phase 2) 92/180 2 dice 40R 89%
--[] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
-[] Services 4/4 dice 45R
--[] Fashion development houses 0/225 1 die 10R 0%
--[] Ethnic Restaurant Program 0/150 2 dice 20R 68%
--[] Durable Goods Libraries and Central Repositories 0/200 1 die 15R 0%
-[] Military 5/5 dice +1 free 90R
--[] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 2 dice 40R 94%
--[] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
--[] Ablat Plating Deployment (phase 1) 0/200 3 dice 30R 52%
-[] Bureaucracy 3/3 dice -25 PS
--[] Technology Codevelopment Programs DC 60 2 dice -20 PS 98%
--[] Light and Chemical Industry Recruitment Drive DC 50 1 die -5 PS 78%

Total: 490/490R, -25 PS

Energy
Current Reserve +2, Tidal +4 99%, BZ Production +16 89%
BZ Arcology -2, YZ LI -2, Boston -?
At least +2 Energy for Boston, likely much more.

Consumer Goods
BZ Arcology +4 74%, Fiber +4 55%, YZ LI +8 74%, Bulk Plastics +2 94%, Breweries +4 64%, Ethic Restaurants +4 68%
Total possible: +26

From the top, here's a giant list/pile of why I'm doing everything: Tidal for this turn's power. BZ Arcologies for consumer goods and future housing. Fiber-Optic for consumer goods and getting more voters.

BZ Power for next turn's power. Fusion Prototype for future power needs. Union Class for building more space stations and future space mining.

4 dice on YZ Light Industry for consumer goods, for the optics of supporting YZ, and because it'll get much better political impact finishing this turn than next. 2 dice on Bulk Plastics to make sure we have the Capital Goods for YZ Light Industry.

State Operated Breweries because we have a food surplus and a need for more consumer goods. Perennial Aquaponics Bays because we need that finished by Q1 next year for its full effect to count towards our plan goal.

Chicago because it'll be a big source of YZ mitigation. Tiberium Prospecting because it's a cheap source of income and puts our big Tiberium dice bonus to use.

Philadelphia for the +1 bonus to all dice and to help our politicians organize better. (RIP current version of my Array.) Orbital Cleanup to continue to clean up our orbitals for more Space projects and for the income boost next turn.

Ethnic Restaurants for the consumer goods and because it can be finished this turn. 1 die on Durable Goods Libraries because we want it's +8 consumer goods but might not be able to afford the energy cost this turn. Fashion development houses for the consumer goods next turn.

2 dice on our next Super MARV fleet to finish it this turn. 1 die on YZ 5a so it can be completed and capture overflow from our Super MARV fleet finishing, making next turn's MARV fleet likely an easily completed project. Three dice on Ablat Plating Deployment because rushing that out ASAP is the best way to buff our current forces, especially those taking Chicago. (Not as much in Military as usual since we need the free dice for consumer goods this turn. But we still do this and next turn's MARVs plus get the very super-needed Ablat out.)

2 dice on Technology Codevelopment Programs because we need that Scrin anti-Tiberium technology ASAP. 1 die on L&CI Recruitment because there are even more projects there we want to get to now.
 
-[] Ablat Plating Deployment (Phase 1), 4 dice (40 Resources)
Given that we spent much of our time in discord yesterday flagellating ourselves over completely ignoring the Steel Talons (well, the military in general, but especially the Steel Talons), I'd like us to actually spend a couple Dice in them. A die on Titan Mk III so we can check out the next gen predator tech, and/or a die on Wolverines (won't complete, but after it's been sitting around gathering dust for the past 4 years, I don't think the Talons will appreciate another Development Project unless we actually look like we're going to make effort into completing it.)
 
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I can't do that with a single dice like I can in SA and we don't have the build up there to support that. Nor do they get rollover for use down the line ( and I do feel that by end of plan we will be deploying Yellow Super MARVs as well) so not letting the rollover from this turn go to waste seems like a good idea.
A SMARV fleet at the base of the Panama Isthmus won't meaningfully cut Nod off from much, just on a geographical level the terrain is already basically impassible to overland travel today in 2021 with a global society that still functions. I don't imagine they're moving much cargo and personnel through the region overland in the apocalyptic hell-future where the dirt itself tries to eat you on top of all the gigantic mountains with no infrastructure. Any Nod operations in South America will be connecting to other Nod cells across the world via air and sea, not hiking through some of the roughest terrain on the planet that also happens to be one of the easiest and most obvious chokepoints on the planet.
 
In terms of bureau dice, I think I lean towards putting 1 free dice into it, getting both more LCI dice and Tech Codevelopment done this turn. Both of them are important. The free dice would come from LCI, and will be paid back next turn. I think thats worth sacrificing the potential YZ Industry completion this turn.
 
[ ] Johannesburg Myomer Macrospinner (phase 1)
Before serious work can begin to use the myomers in mass quantities, substantial works are required. Not only directed towards military needs but also increasing the efficiency of robotics, and a number of medical fields.
(Progress 0/90: 20 resources per die)
Is why i am not doing anything for the Steel Talons in the next two turns as i want this factory up(at least phase 2) before we start working on Mechs so they can be build form the start using myomers and won't need refits a year after they are build.
 
I want more MARVs. Just, like, more of them. If we get enough overflow over to YZ 5a, we can build its MARV fleet for cheaper and build a new reclaimator hub over in Chicago in the same turn. Ideally we'd be spending each and every turn building a fleet and a new reclaimator hub at the same time, but we only have so many dice. The way overflow works here lets us double-up though, for this turn and likely next turn, letting us get that Chicago hub build up next turn.
Is why i am not doing anything for the Steel Talons in the next two turns as i want this factory up(at least phase 2) before we start working on Mechs so they can be build form the start using myomers and won't need refits a year after they are build.
The Steel Talons already have enough myomers for their own botique use. It's everyone else that needs the factory built.
 
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Is why i am not doing anything for the Steel Talons in the next two turns as i want this factory up(at least phase 2) before we start working on Mechs so they can be build form the start using myomers and won't need refits a year after they are build.
We're not Rolling out mechs because we want them to be the backbone of our army, we're rolling out mechs because until they get rolled out, nothing gets done on something like half of GDI's next generation technology that was supposed to be rolled out years ago. They don't need myomers for max efficiency to perform their roll as next gen tech testbeds.

Like, we are so painfully behind on the military on all fronts. A bunch of options we should have right now aren't even available (particularly in the Air Force) because they're locked behind Steel Talons stuff.

Waiting until myomers is a further delay of at least half a year, probably more, and an unacceptable one considering how behind the curve we already are.
 
We're a little too MARV-heavy as it is imo. We need to commit more effort into conventional military development and rollout, since we're spending less dice in military than we normally do in a turn.

So I find a 3rd MARV die to be unacceptable to begin with, and a Yellow Zone MARV die to be a colossal waste when it's the North American Red Zone that should be our next priority for our tib-eating Supertanks.
If you are concerned about waste and you don't want to invest in YZ hubs, you should only put one die on the fleet. Right now you have a 50% chance of throwing away a military die and 20 resources.

You can use the freed die on starting a new red zone hub, or a different military project.
 
If you are concerned about waste and you don't want to invest in YZ hubs, you should only put one die on the fleet. Right now you have a 50% chance of throwing away a military die and 20 resources.

You can use the freed die on starting a new red zone hub, or a different military project.
Nah, guaranteeing we get 3 RZ Abatement is more important than some overflow.
 
The Steel Talons already have enough myomers for their own botique use. It's everyone else that needs the factory built.
No I'm pretty sure they need the Joberg plant to do anything useful with the myomers, the pilot plant we built with the R&D action doesn't produce nearly enough. "A single company of mechs takes more myomers than the facility can produce in a year" or something along those lines is what the results text said IIRC. So we can wait a full year and get an understrength company of myomer Wolverines maybe, but that's not going to register on the global scale until we get the full industrial plant chugging along.
 
A SMARV fleet at the base of the Panama Isthmus won't meaningfully cut Nod off from much, just on a geographical level the terrain is already basically impassible to overland travel today in 2021 with a global society that still functions. I don't imagine they're moving much cargo and personnel through the region overland in the apocalyptic hell-future where the dirt itself tries to eat you on top of all the gigantic mountains with no infrastructure. Any Nod operations in South America will be connecting to other Nod cells across the world via air and sea, not hiking through some of the roughest terrain on the planet that also happens to be one of the easiest and most obvious chokepoints on the planet.
Air is also cutoff this way since it gives us a staging base for firehawks and apollos to launch from, and we have Rapiers already interdicting a lot of sea traffic. And dont underestimate the ability to move small forces through mountain areas, plus reducing the recruiting grounds for NOD in SA means less pressure on our forces there which in turn keeps the facilities we deploy there more secure. So no outside supply lines and reduction in areas NOD can stage from and reduction in NOD recruiting grounds in SA is going to hamper NOD operations in SA. Plus we keep the rollover from the RZ Super MARV for the future when we start doing YZ Super MARV instead of wasting it.

In terms of bureau dice, I think I lean towards putting 1 free dice into it, getting both more LCI dice and Tech Codevelopment done this turn. Both of them are important. The free dice would come from LCI, and will be paid back next turn. I think thats worth sacrificing the potential YZ Industry completion this turn.
So much this, the two new Bureau projects are must have as we lose ground each turn we put them off. They might be the two most important projects on the list for this turn.

I want more MARVs. Just, like, more of them. If we get enough overflow over to YZ 5a, we can build its MARV fleet for cheaper and build a new reclaimator hub over in Chicago in the same turn. Ideally we'd be spending each and every turn building a fleet and a new reclaimator hub at the same time, but we only have so many dice. The way overflow works here lets us double-up though, for this turn and likely next turn, letting us get that Chicago hub build up next turn.
I like MARVs, though right now for Q4 I have 2 dice on a RZ hub to support Chicago and 5-7 on mil factories, projects and deployments (the extra LC dice helps with this). But if we only need 1 dice for a chance to finish the YZ marv I can see doing that because more mit is always useful


Edit- On Steel Talons- I think Q4 (next turn) 2 dice on wolverines and the new LC dice on the myomer factory would be a solid start, would have started wolverines this turn but the arty tube development is going to help out a lot with our continued pushes
 
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Then in the same vein, guarenteeing the extra overflow makes a new MARV fleet next turn is more important, too. Since it'll get us more income and more YZ mitigation.
We don't have a massive demand for YZ Mitigation like we do for RZ Mitigation. And Resources and dice spent trying to finish a YZ MARV Fleet started by overflow are resources and dice not spent on a RZ one.

If anything, I'd probably go down to 1 MARV die and throw the spare die onto more conventional military options.
 
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Air is also cutoff this way since it gives us a staging base for firehawks and apollos to launch from, and we have Rapiers already interdicting a lot of sea traffic.
Neither of those are true, South America is such a massive continent with such a small GDI presence that I don't believe we've successfully interdicted even a tenth of the coastline or airspace. We can lock down Chile, our glacier mines in the Amazon, and maybe get like 70% of anything they try to fly within the operational range of Apollos flying out of Chile. The entire rest of the continent is still Nod territory. We've got a handful of littoral Rapiers based out of Europe, they aren't doing shit to patrol thousands of km of coastline deep in unfriendly territory, they've got their hands full just chasing off the pirates in the main shipping lanes and protecting supply runs up the Amazon. Just in terms of sheer geography I absolutely refuse to believe that Nod is cut off in South America or that building a SMARV fleet on the northern tip would meaningfully change that. The place is way too big and our presence is way too small, I think you're seriously overestimating just how powerful a couple flotillas of Rapiers based 10,000 km away and a couple squadrons of Apollos locked on playing defense are.
 
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@Crazycryodude Oh but we absolutely can take that territory:
[ ] Reclamator Hub Red Zone 6 South (Progress 171/105)
Work on the Lima hub has completed, with a second being started at the chokepoint of mesoamerica. Between the RZ-6 North, RZ-6 South, and the new hub being constructed in what was once Colombia, nowhere in the northern reaches of South America will be safe for the Brotherhood of NOD. This form of regional security was effectively impossible before the Third Tiberium War, as GDI proved to be unwilling to engage in the kind of forward expeditionary warfare and long term commitments to not just fighting Tiberium and the Brotherhood but also to the people of the region. While both of the Red Zone hubs are in too hostile of a region for many, if any, refugees to arrive, nestled deep in a rocky green hell, this new Yellow Zone hub has already begun to see refugees arrive and begin their journeys back to Blue Zones, on the same cargo ships that had brought the loads of steel, and concrete and components to build the titanic fortress that would house the MARV fleet.
 
We don't have a massive demand for YZ Mitigation like we do for RZ Mitigation.

If anything, I'd probably go down to 1 MARV die and throw the spare die onto more conventional military options.
We have 7 turns before mit starts dropping, having a YZ MARV ready to rush for mit to counter that will be useful and is dice we don't have to spend in the future. And 1 MARV dice is a really bad idea when we need the mit and control they provide, we also want 2 for new hubs in general and if we do the +LC dice we can shift more free dice into mil spending next turn (and also start the myomer factory).

A RZ hub to support Chicago next turn is a must in my view and opening up more RZ mit that we can afford to do is true.

Neither of those are true, South America is such a massive continent with such a small GDI presence that I don't believe we've successfully interdicted even a tenth of the coastline or airspace. We can lock down Chile, our glacier mines in the Amazon, and maybe get like 70% of anything they try to fly within the operational range of Apollos flying out of Chile. The entire rest of the continent is still Nod territory, we've got a handful of littoral Rapiers based out of Europe, they aren't doing shit to patrol thousands of km of coastline deep in unfriendly territory, they've got their hands full just chasing off the pirates in the main shipping lanes and protecting supply runs up the Amazon. Just in terms of sheer geography I absolutely refuse to believe that Nod is cut off in South America or that building a SMARV fleet on the northern tip would meaningfully change that. The place is way too big and our presence is way too small, I think you're seriously overestimating just how powerful a couple flotillas of Rapiers based 5,000 km away and a couple squadrons of Apollos that are locked onto homeland defense are.
Atlantic side it has heavy Rapier patrols and we have the southern side locked down by air as well, the YZ hub now lets us stretch that air support into the Carribean and parts of the Pacific. We also have docks in the BZ in SA for rapiers to base out of, even if they are manufactured in two spots. You would have to swing well out into the pacific to sneak in which at worst is going to massively slow down supply operations and make them more vulnerable to intercept given the longer trip duration. More so as we continue to restore orbitals and orbital comms.
 
[ ]Bospaladins first plan.
-[ ]Infrastructure (5 infrastructure dice, 1 tib dice, 100 resources )
--[ ] Tidal Power Plants (Phase 1) (1 dice, 10 resources)
--[ ] Blue Zone Arcologies (Phase 1) (1 dice, 15 resources)
--[ ] Fiber-Optic Expansion (1 dice, 20 resources)
--[ ] Chicago Planned City (Phase 1) (1 infrastructure, 1 tib dice, 40 resources)
--[ ] Rail Link Reconstruction (Phase 2) ( 1 dice, 15 resources)
-[ ]Heavy industry (5 dice, 65 resources)
--[ ] Blue Zone Power Production Campaigns (Phase 2) (2 dice, 20 resources)
--[ ] Fusion Power Prototype (1 dice, 20 resources)
--[ ] Yellow Zone Power Grid Extension (Phase 3) (1 dice, 5 resources)
--[ ] Union Class Construction Yard (1 dice, 20 resources)
-[ ]Light and Chemical Industry (3 dice + 1 free dice, 50 resources)
--[ ] Bulk Plastics Facilities (1 dice, 10 resources)
--[ ] Personal Pharmaceuticals Plants (1 dice, 15 resources)
--[ ] Johannesburg Personal Robotics Factory (1 dice, 15 resources)
--[ ] Yellow Zone Light Industrial Sectors (1 dice, 10 resources)
-[ ]Agriculture (3 dice + 2 free dice, 65 resources)
--[ ] Perennial Aquaponics Bays (1 dice, 10 resources)
--[ ] Yellow Zone Aquaponics Bays (phase 4) (1 dice, 10 resources)
--[ ] Yellow Zone Purification Facilities (1 dice, 10 resources)
--[ ] Vertical Farming projects (Phase 2) (1 dice, 15 resources)
--[ ] Entari Deployment (1 dice, 20 resources)
-[ ]Tiberium (5 dice ) (4 spent here, 35 resouces) (plus 1 in chicago, resource cost already accounted for)
--[ ][ ][ ] Tiberium Prospecting Expeditions (Phase 1) (spent 3 dice, 15 resources)
--[ ] Yellow Zone Tiberium Harvesting (Phase 4) (spent 1 dice, 20 resources)
-[ ]Orbital (3 dice) (2 Fusion Dice)
--[ ] GDSS Philadelphia II (Phase 2) (1 fusion dice, 15 resources)
--[ ] GDSS Shala (Phase 1) (1 fusion dice, 15 resources)
--[ ] Orbital Cleanup (Phase 3) (1 dice, 15 resources)
-[ ]Services (4 dice, 25 resources)
--[ ] Game Development Studios (3 dice, 15 resources)
--[ ] Fashion development houses (1 dice, 10 resources)
-[ ]Military (5 dice, 95 resources)
--[ ]Reclamator Hub Yellow Zone 5a (1 dice, 20 resources)
--[ ] Reclamator Fleet RZ-6 South super MARVs (1 dice, 20 resources)
--[ ] Havoc Scout Mech Development (1 dice, 10 resources)
--[ ] Point Defense Refits (1 dice, 10 resources)
--[ ] Shell Plants (Phase 4) (1 dice, 10 resources)
--[ ] Railgun Munitions Development (1 dice, 10 resources)
--[ ] Wingman Drone Development (1 dice, 15 resources)
-[ ]Bureaucracy (3 dice)
--[ ] Interdepartmental Communication Initiative (3 dice)


Total spent, 485 , 5 resources in reserve 40 resources left in reserves. 2 free dice unused.

Should be it. That's my first plan. Feel free to poke holes in it or just rip it to shreds. Main thing is taking a bunch of cheap options more to try and use all our normal dice and leave a funding reserve for next turn to splurge on expensive options if they want.

I know it's kind of slow. I may swap some things around and use up my two free dice. but it's there to be flexible and provide a base to work from more than anything.

edit: Added on the reclamator hub for yellow zone 5a, and the supermarv fleet for red zone6 south. That uses all my resources. Should be getting us more for next turn. And shouldn't take us over any power. Indeed, if fusion power finishes it could increase our power reserves. And works on other options too.
 
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