We can't technically empirically know with 100% confidence that he'll be bad at civilian administration but come on he obviously will be. Ok, you win the internet semantics argument on a technicality, he won't have NO bonuses he'll probably have a +5 to military rolls. But the general sentiment of "he will be a bad civilian administrator with either no bonus or a malus to civilian sectors" is about as confirmed as it can possibly be that's his obvious downside.
 
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Yeah, I figure that Ithilid is actually giving us meaningful clues and that we shouldn't just take him saying "I don't explicitly tell you the bonuses" as grounds to say "But you can't prove that the bonuses aren't what I say they are!!!"

...

Anyway, I've got something. Full 545-Resource plan, pushes the big projects we really want rolled out for fear of an emergency. I wish I had more Resources to spare on Enterprise Phase 3, Kure, or the Governor yards, but I'm not sure where to get it from.

Though maybe reverting the Chicago die to a Prospecting die would help...?

Anyway, I hate leaving dice fallow but we're in kind of a tight spot; next turn should be a little better. The Scrin drive research, well, I don't actually know what category it's in so I budgeted it separately with a Free die.

...

Draft Plan Rush MARVs to Hot Spot

Infrastructure (5/5, +15) 50 R
-[] Tidal Power Plants (Phase 2) (5 dice, 50 R) (~100%)

Heavy Industry (5/5, +15) 45 R
-[] Kure Machine Works (2 dice, 30 R) (15%)
-[] Yellow Zone Power Grid (3 dice, 15 R) (progress)

Light Industry (4/4, +15) 75 R
-[] Chemical Precursors (1 dice, 15 R) (31%)
-[] Myomer Macrospinner, Phase 3 (3 dice, 60 R) (progress)

Agriculture (2/3, +15) 20 R
-[] Yellow Zone Purification (2 dice, 20 R) (progress)

Tiberium (5/5, +35) 110 R
-[] Red Zone Containment Lines (2 dice, 50 R) (63%)
-[] Mecca Planned City (2 dice, 40 R) (Probable Phase 1 clear)
-[] Chicago Planned City (1 die, 20 R) (progress)

Orbital (3/3, +15) 50 R
-[] Enterprise Phase 3 (2 dice, 40 R) (10%)
-[] Orbital Cleanup Phase 3 (1 die, 10 R) (85%)

Services (3/4, +30) 25 R
-[] Game Development Studios (1 die, 5 R) (78%)
-[] Fashion Development Houses (2 dice, 20 R) (82%)

Floating Die (may be Orbital/Services) 30 R
-[] Scrin Reactionless Drive (1 die, 30 R)

Military (10/5) 140 R
-[] YZ-5a Colombian MARV Fleet (2 dice, 40 R) (99%)
-[] Ablative Deployment (3 dice, 30 R) (88%)
-[] Governor Yard- Hampton Roads (2 dice, 40 R) (11%)
-[] Titan Mk III Deployment (3 dice, 30 R) (76%)
 
Yeah, I figure that Ithilid is actually giving us meaningful clues and that we shouldn't just take him saying "I don't explicitly tell you the bonuses" as grounds to say "But you can't prove that the bonuses aren't what I say they are!!!"

...

Anyway, I've got something. Full 545-Resource plan, pushes the big projects we really want rolled out for fear of an emergency. I wish I had more Resources to spare on Enterprise Phase 3, Kure, or the Governor yards, but I'm not sure where to get it from.

Though maybe reverting the Chicago die to a Prospecting die would help...?

Anyway, I hate leaving dice fallow but we're in kind of a tight spot; next turn should be a little better. The Scrin drive research, well, I don't actually know what category it's in so I budgeted it separately with a Free die.

...

Draft Plan Rush MARVs to Hot Spot

Infrastructure (5/5, +15) 50 R
-[] Tidal Power Plants (Phase 2) (5 dice, 50 R) (~100%)

Heavy Industry (5/5, +15) 45 R
-[] Kure Machine Works (2 dice, 30 R) (15%)
-[] Yellow Zone Power Grid (3 dice, 15 R) (progress)

Light Industry (4/4, +15) 75 R
-[] Chemical Precursors (1 dice, 15 R) (31%)
-[] Myomer Macrospinner, Phase 3 (3 dice, 60 R) (progress)

Agriculture (2/3, +15) 20 R
-[] Yellow Zone Purification (2 dice, 20 R) (progress)

Tiberium (5/5, +35) 110 R
-[] Red Zone Containment Lines (2 dice, 50 R) (63%)
-[] Mecca Planned City (2 dice, 40 R) (Probable Phase 1 clear)
-[] Chicago Planned City (1 die, 20 R) (progress)

Orbital (3/3, +15) 50 R
-[] Enterprise Phase 3 (2 dice, 40 R) (10%)
-[] Orbital Cleanup Phase 3 (1 die, 10 R) (85%)

Services (3/4, +30) 25 R
-[] Game Development Studios (1 die, 5 R) (78%)
-[] Fashion Development Houses (2 dice, 20 R) (82%)

Floating Die (may be Orbital/Services) 30 R
-[] Scrin Reactionless Drive (1 die, 30 R)

Military (10/5) 140 R
-[] YZ-5a Colombian MARV Fleet (2 dice, 40 R) (99%)
-[] Ablative Deployment (3 dice, 30 R) (88%)
-[] Governor Yard- Hampton Roads (2 dice, 40 R) (11%)
-[] Titan Mk III Deployment (3 dice, 30 R) (76%)

You seem to be using 6/5 free dice.

I sorta expect Reactionless Drive to be under Services, as a research project, or under Orbital, as something that primarily affects our space projects. But don't quote me on that.

Might I suggest leaving off Yellow Zone Power Grid for a single die on Synchronized Cycle Fusion Plants, and substituting Pharmaceuticals for Macrospinners? HI dice will be left fallow, but more can be spent on Kure and we continue our fusion investments.
 
With how much better equipped and militaristically confident ZOCOM is, [ ] Red Zone Containment Lines should finally be back on the table of consideration for more cost efficient income boosts again.

Or people can keep ignoring them I suppose, until this 4 year plan is done with and wait until the next one to begin before cashing in on the easier income for the starting phase. After all, income is best gained at the earlier phases of a plan and not later where the benefits don't last long enough to be consider worth the costs anymore.
That's when it's a good time to do any available glacier mining phases, though... and if we keep heavily investing in the military we'll definitely be in shape to do glacier mining again for next plan.

I sorta expect Reactionless Drive to be under Services, as a research project, or under Orbital, as something that primarily affects our space projects. But don't quote me on that.
My view matches yours- but since I don't know which, I'm listing it as "floating free die."

I obviously won't suggest a deliberately suboptimal plan- for instance, if it's a Services project I might fold it into Services and try to scrape loose some Resources to use the Free die on something else, since my plan leaves a Service die inactive anyway.

Might I suggest leaving off Yellow Zone Power Grid for a single die on Synchronized Cycle Fusion Plants, and substituting Pharmaceuticals for Macrospinners? HI dice will be left fallow, but more can be spent on Kure and we continue our fusion investments.
A single Synchronized Cycle Fusion die is almost certainly going to consume all the resources now allocated to Yellow Zone Power Grid, and then some. And Macrospinners is a major industrial priority in its own right that connects to a lot of other things, to the point where I really don't want to drop the project until we've at least cleared Phase 3.

Personally I consider Macrospinners to be roughly as important as Kure Machine Works, maybe more, so I don't want to sacrifice one for the other. Especially when I've already committed enough Resources to Kure that it has a chance of finishing, so that any further dice investment this turn might be overkill.

With Resources so tight, expensive projects that are unphased and important but not urgent should be slow-walked to avoid wasting Resources.
 
Services (3/4, +30) 25 R
-[] Game Development Studios (1 die, 5 R) (78%)
-[] Fashion Development Houses (2 dice, 20 R) (82%)
This isn't aimed at anyone specifically, but the past few plans I've seen haven't put a die on the Vaccine Development. I feel really bad about not pushing that forward; we can go relatively slow on +Consumer Goods projects but I don't think it's a good idea to leave one of the few +Health options we've ever gotten on the backburner. I'd really like to put 1 die on Vaccine Development even if means using no Services dice on anything else.
A single Synchronized Cycle Fusion die is almost certainly going to consume all the resources now allocated to Yellow Zone Power Grid, and then some. And Macrospinners is a major industrial priority in its own right that connects to a lot of other things, to the point where I really don't want to drop the project until we've at least cleared Phase 3.
When we complete Fusion, we'll be able to build Fusion power plants in the YZs. Fusion is clean and won't create any disasters if destroyed by NOD, unlike our Fission plants that need to be kept back in the BZs. We really should try to get the last Fusion research project done sooner than later.
 
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This isn't aimed at anyone specifically, but the past few plans I've seen haven't put a die on the Vaccine Development. I feel really bad about not pushing that forward; we can go relatively slow on +Consumer Goods projects but I don't think it's a good idea to leave one of the few +Health options we've ever gotten on the backburner. I'd really like to put 1 die on Vaccine Development even if means using no Services dice on anything else.

Mine does:
Super preliminary plan for Q2:

I have less retooling to do than I thought. We only have 14.73 13.625R/die, and most every option is 15R or above.

We're just so strapped for cash we can't activate all our dice this turn no matter what.

EDIT:Recalculated.
 
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I would just prefer it if we would finally finish the MARV's. Then the subject is done, it is annoying. Most wanted Major Maria Stavrakas. Then please just do it now.

I'm curious when the MARV's are done anyway. Whether many plan makers put the 2-3 dice in something other than the military then.
 
All we have to do is finish these two MARV fleets and we can be done with them for a while.

I agree.

We've got the hubs for Yellow Zone-5a and Red Zone 7-North (the Chicago area) completed. Put down 2 dice on the MARV fleet for YZ-5a to make really sure it's completed this turn, and put 3 dice into the MARV fleet for RZ-7 North, and then no more MARVs for a long while while we focus on just building up the military.
 
At this point I'm past caring on the politician. It's devolved to screeching and murdering entire armies of scarecrows as we steamroll over strawmen crushing them beneath supermarv tracks.

I've read the update. I've made my vote. I've read what everyone else has guessed. I'll even go so far as to say they're probably right when they say x will help with y.

At the end of the day. I voted for politically flexible because it's exactly that which allowed Doctor Granger the dark horse candidate to bring in a whole bunch of Nod scientists and exiles who have been nothing but helpful as we put them to work.

Because Yes. Nod are our enemies, and we're 100% going to need military to stomp on the fanatics and the maniacs, and it would indeed be foolish to not invest heavily in our military.

yet in the same breath certain emergencies and projects prove time and again that there are aspects of Nod that can be worked with. That are reasonable.

Some nod will always be our enemies until the day we kill them. some are already working with us. Most aren't, and they might never be our friends but it's in both our interests to make sure humanity doesnt' die out. That's what we're talking about, nothing less than the survival of our species as a whole.

By any means necessary. If that means nod is to be destroyed as a religion, all their terrorists using illegal tiberium based missiles and explosives crushed by GDI and any warlords executed for crimes against humanity that's exactly what we do.

On the other hand, if it means bringing them to the table and making peace with some... Well, you don't make peace with your friends.

Mikoyan in my mind is mostly likely to make it happen. She has my vote. On the other hand I'd like to think it's possible for other leaders to cut some deals with some nod cells. And if not and we're locked into crushing Nod then at least bringing in innocent yellow zoners.

How we win matters. It's why the liquid tiberium bomb in 3 is objectively the wrong choice. But winning matters, try telling a field of graves how they died because you did the right thing and see how far that gets you.

As a government our first priority should be those under our aegis. Blue and yellow alike. And if/when nod threatens them we absolutely should protect our citizens from hostile yellow zoners and nod militia.

But if we can get at least portions of nod to stop shooting by asking nicely, it saves us the trouble and soldiers lives of making them stop shooting at us the hard way.

Beyond that, we want to bring the yellow zoners in and under our control. Not even for moral reasons (though there are very good moral reasons) but operating on pure cycnicism they're an untapped labour force we can use. And even if they're just sat around on their asses, one ration pack a day to keep them from starving and the latest soap opera's is not an insurmountable cost. Certainly probably easier and cheaper than buying multi million dollar planes to drop cluster munitions on yellow zone bases.

All of which is to say. No matter which candidate wins, so long as we're agreed that the survival of humans is something we're going to work towards, regardless of which methods are believed to be best, then we're in a good place, we're on the same side. And so can we relax, just a little? And I dunno, maybe have fun in this game?
 
This isn't aimed at anyone specifically, but the past few plans I've seen haven't put a die on the Vaccine Development. I feel really bad about not pushing that forward; we can go relatively slow on +Consumer Goods projects but I don't think it's a good idea to leave one of the few +Health options we've ever gotten on the backburner. I'd really like to put 1 die on Vaccine Development even if means using no Services dice on anything else.
That's fair. I'll think it over.

It really bothers me to leave that many Services dice unused, though.

When we complete Fusion, we'll be able to build Fusion power plants in the YZs. Fusion is clean and won't create any disasters if destroyed by NOD, unlike our Fission plants that need to be kept back in the BZs. We really should try to get the last Fusion research project done sooner than later.
Hm. That's a fair point, and in that case it might be worth it; the Energy return on dice investment for Yellow Zone Power is very bad right now. Even in terms of Resource investment it's not great despite the very cheap dice.

Assuming that I was wrong about the next Fusion project being gated behind Kure, I suppose I could go through with it. Though I really, really don't like how many dice we're leaving fallow in the name of activating important expensive projects this quarter. :(

I would just prefer it if we would finally finish the MARV's. Then the subject is done, it is annoying. Most wanted Major Maria Stavrakas. Then please just do it now.
Very few if any plans have truly ignored MARVs, and we are WELL on track to complete our five-fleet MARV commitment LONG before the end of the Plan.

I'm curious when the MARV's are done anyway.
There are about, oh, four to six dice worth of MARV-ing left to do. We typically invest 2-3 dice into MARVs per turn. You do the math.

Whether many plan makers put the 2-3 dice in something other than the military then.
Uh, have you READ the plans we've been using for the past year or two? We've shoveled practically every Free Die we have into the military. We've been spending something like seven dice per turn on just the non-MARV military for the past several turns, so if MARVs suddenly ceased to exist that wouldn't stop.

If anything it's the other way around; we might spend more on the conventional military if MARVs weren't part of the picture.

At this point I'm past caring on the politician. It's devolved to screeching and murdering entire armies of scarecrows as we steamroll over strawmen crushing them beneath supermarv tracks.

I've read the update. I've made my vote. I've read what everyone else has guessed. I'll even go so far as to say they're probably right when they say x will help with y.

At the end of the day. I voted for politically flexible because it's exactly that which allowed Doctor Granger the dark horse candidate to bring in a whole bunch of Nod scientists and exiles who have been nothing but helpful as we put them to work.
Um.

I mean.

"Politically flexible" as in "willing to consider weird political ideas" would make someone willing to bring in Nod exiles.

"Politically flexible" as in "does what the legislature wants" would make someone NOT willing to bring in Nod exiles. Remember that bringing in the Qatar loyalists was super unpopular in the legislature. Cost us something like 15-20 Political Support, if I recall correctly. A person whose main concern was working smoothly with the legislature would probably not have done that.

Mikoyan in my mind is mostly likely to make it happen. She has my vote. On the other hand I'd like to think it's possible for other leaders to cut some deals with some nod cells.
I'm a little worried that Mikoyan won't do what you want, because she'll choose to appease legislative factions that distrust Nod rather than choosing what she thinks is best for the Treasury or for GDI as a whole.

All of which is to say. No matter which candidate wins, so long as we're agreed that the survival of humans is something we're going to work towards, regardless of which methods are believed to be best, then we're in a good place, we're on the same side. And so can we relax, just a little? And I dunno, maybe have fun in this game?
Uh... okay?
 
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More math for those interested.

The upshot is that our options, on average, cost around 15.11 R per die, and we can pay, on average, 13.625 R per die.

We would need a budget of at least 605 RpT to be assured of using all our dice.
Until people are finally no longer scared of expanding Tiberium harvesting operations, that number is likely to not be reached until the end of the 4 year plan, if only to fulfill the promised conditions of the current plan.
 
In other news, the quest's introduction in the first post has undergone a further revision. What does everyone think? Better? Worse? It's not perfect, but it's also not overly-long either.
 
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[X] Kai Jun (君凯)
[X] Sarang Mikoyan

Either we bring NOD to heel or we help our citizens escape earth is fine play for me
 
Until people are finally no longer scared of expanding Tiberium harvesting operations, that number is likely to not be reached until the end of the 4 year plan, if only to fulfill the promised conditions of the current plan.
Have you or have you not forgotten the part where we needed to take a time-out to ensure that Nod couldn't just casually shoot our miners in the face, hijack their tiberium harvesters, and laugh at us?
 
Have you or have you not forgotten the part where we needed to take a time-out to ensure that Nod couldn't just casually shoot our miners in the face, hijack their tiberium harvesters, and laugh at us?

That was uh, 18 months of strenuous effort ago. The gap in which NOD could do that sort of thing closed rapidly under such an onslaught of resources and dice. In fact, we might be about to reverse it entirely. two more deployments, right? That's just about 275 progress away.
 
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