I actually have a Vague Plan for next turn I've been kind of tossing around for awhile, if people want to see that.

Although for Military Stuff, how about this?
-Q3: Continue wrapping up current crisises, ASAT
-Q4: Wrap up final crisises, start Battery Factory, Chip Factory, Military Spending (Probably Boron Carbide Armor)
-Q1: Try and finish the Battery Factory, more Military Spending
 
I support modernization and expansion of existing equipment over new equipment at this time. Also we need to see about locating any surplus or order units who could be used for policing purposes.
 
Right so solid turn overall, however keep in mind next turn we are operating with fewer resources (though income is moving to a better place).

Priorities right now seem to be:
Tiberium- on average our Blue Zones still shrink each quarter and this is our prime resource gain spot which we need to run the rest. Tiberium is one of the two largest threats we face
Military- NOD is ramping up and unless our military can hold the line they can undo all the good work we have done
Housing- Better but we are still facing major shortages- a push for permanent yellow zone housing is a good idea here as that undercuts some of NOD propaganda and we just decreased infra costs
Energy- Our other shortage though one that can be solved with a single project thankfully

Going to have to see options before making decisions (more so in Tiberium section which I expect to see heavy investment) and how much aggregate factories dropped cost of ingra
 
I support modernization and expansion of existing equipment over new equipment at this time. Also we need to see about locating any surplus or order units who could be used for policing purposes.
I agree. There are lots of development projects, but a few projects like Boron Carbide Composite Suits (or this turn's AP Ammunition Plants) are already researched and just need the dice and funds to be implemented. We should try to do them first.
 
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Tentative plan:
Infra
6 dice on Yellow Zone Reconstruction 0/600 ? per die (was 15 but cost should have dropped) (would put us at neutral for housing and boosts health and counters Nod propaganda, should boost support for GDI)
HI
X dice on Blue Zone Power Phase 2 100/300 10 R per die (this not only solves our power issue but puts us well into the positive)
LI
X dice on Lithium Battery 0/200 10 R per dice one of 2 projects that drops cost of military projects (letting us activate more dice overall) this is cheaper per dice and gives +Logistics though requires 100 more progress- also one of the first projects I would cut to get higher priority tasks done
Agri
None- as we will have fewer resources than last turn I can already see we will not have enough even if I would like to polish off the Pharma greenhouse
Tiberium
6+? Free on ??? about 180 R total
This will have a bunch of new phases and projects- we need to further slow tiberium spread and increase our income, might need to do red zone phase 2 in order to unlock glacier mining phase 3 (red zone does give 10-20 as opposed to 5-10 for blue and yellow)
Orbital
None- cuts have to be made and tiberium, housing and military will take up the majority of our resources, I do not see having any resources to spare for this category that are not better spent elsewhere
Services-
Tiberium Health Services 66/100 20 per dice this is a nice to have if we can afford it but at 20 R minimum it might be too much since we have to reduce spending compared to this past turn, I do put this slightly higher than Lithium Batteries
Military-
3 dice on ??? we need to up military spending- Nod is beginning to launch more and more attacks and we have had other intel that they are preparing for advancements thus we need to keep pace or exceed them. We should be able to get away with 10 R per dice projects here which eats up 30 of our 305 for next turn.
Bureau-
Likely security reviews if nothing else urgent pops up here

So Tiberium gets full funding, keep 30 R for military to start prep work, Infra should be full funding which is 90-aggregate discount. After that start filling in projects with remaining resources with Power being the next to do so as the last of our shortages.

Going forward I see Tiberium, Infra and Military being all dice activated each turn. Tiberium is income and slowing our worst problem from getting worse, Infra is going to bounce between housing and logistics as needed, Military is to prep for the next round with Nod and the Scirin

Tiberium: 180ish
Infra:90 -aggregate
Military:30
Comes to 300 - aggregate leaving 5 + aggregate for remaining projects
 
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We really should do primary schooling. Every Q we leave it, is 3 months of children getting no education but plenty of NOD propaganda. Where they even get the resources to do all this shit?
 
We really should do primary schooling. Every Q we leave it, is 3 months of children getting no education but plenty of NOD propaganda. Where they even get the resources to do all this shit?
Same, want to do Schooling next turn.

Speaking of which, since we're posting Vague Plans now...

No-Longer-So-Vague Plan
305 Resources/Turn
5 Free Dice
-Infra
--Yellow Zone Reconstruction Phase 1 0/600 times ??% 5 dice (15*5=75 Resources)
--Rail Link 100/350 times ??% 1 die (20 Resources)

Houses and Yellow Zone PR Things are important. Rails are also important, but more expensive.

-Heavy Industry
--Power Grid Reconstruction Phase 2 100/300 3+1 Dice (40 Resources)

Solves the Energy crisis and gives us some slack left over.

-LCI
--N/A
-Agriculture
--N/A

We don't have the money and nothing here is high-priority.

-Tiberium
--Red Zone Tiberium Harvesting Phase 2 2/150 3 Dice (75 Resources)
--Tiberium Algae Contamination 0/400 3 Dice (30 Resources)

Red Zones are required for More Glaciers but are Expensive. The rest of the dice are in Algae because Algae *will* fuck up our Logistics if we leave it growing for too long.

-Orbital Industry
--N/A

We have no money and no ASAT.

-Services
--Tiberium Health Services 66/100 1 die (20 Resources)
--Primary Schooling 0/300 2+3 dice (25 Resources)
--Craft Shops and Maker Facilities 0/200 0+1 dice (5 Resources)

I really want to finish Tiberium Health Services, Primary Schooling is easy PS and weakens NOD, and the Craft Shops are also PS and Cheap.

-Military
--ASAT 0/50 1 die (10 Resources)

Vital for SPACE.

-Bureaucracy
--Security Review Bureaucracy 3-1 Dice (DC 60)

Gotta check Bureaucracy.

5 Resources Left Over
 
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We really should do primary schooling. Every Q we leave it, is 3 months of children getting no education but plenty of NOD propaganda. Where they even get the resources to do all this shit?
Not enough resources- we still have major housing and power shortages (and ask people in texas what it is like living without power for stuff like heat and to have working sewage systems). And tiberium continues to spread so we need to combat that, plus NOD is launching attacks on our tiberium operations which provide both our income and also the way we slow tiberium from spreading and tiberium spreading just makes everything worse.

It may be possible to start Q4 if we gain enough income Q3 given the relatively low cost per dice
 
Not enough resources- we still have major housing and power shortages (and ask people in texas what it is like living without power for stuff like heat and to have working sewage systems). And tiberium continues to spread so we need to combat that, plus NOD is launching attacks on our tiberium operations which provide both our income and also the way we slow tiberium from spreading and tiberium spreading just makes everything worse.

It may be possible to start Q4 if we gain enough income Q3 given the relatively low cost per dice
On the other hand, Schooling is really really cheap, easy PS, and weakens NOD. Also, we still have room to throw lots of dice at Housing even if we throw lots of dice at Schooling.

Do agree about the Tiberium spread and the NOD are bastards angles though.

Also, Aggregate reduces progress needed, not Resources/Die.
 
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Our first priority should be Tiberium so we can keep pushing back, especially Red Zones so we can get that next glacier mine up. After that is getting our various ducks in line like housing and power. Plus we need more military investment to keep pushing Tiberium. But after all that, I'd be surprised if we can afford much of anything for next turn, unfortunately.

I do think when we're able to, we should start greenhouse farming back up. Bluntly speaking, people think with their stomachs, and fungus bars aren't going to be winning us any friends when the elections come up. People are happy to be fed for now, but they're going to want better food as things start cleaning up. Even if it gives no PS I think it's still going to be important.
 
We really should do primary schooling. Every Q we leave it, is 3 months of children getting no education but plenty of NOD propaganda. Where they even get the resources to do all this shit?
Harvesting operations probably. GDI has just about always had complete dominance of Earth orbit. If they found an obvious NOD installation with their satellites no doubt they'd hit it with an Ion Cannon. Ever since the 2nd Tiberium War (Tiberium Sun) NOD has been shown to heavily use underground facilities, tunnels, and stealth fields to hide themselves from GDI in the Yellow and Red Zones. Their Tiberium research has also been said to be significantly more advanced than GDIs. So I'd say NOD gets the resources to stay relevant through more efficient Tiberium harvesting and refining in areas that GDI has no presence and can't operate.
 
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On the other hand, Schooling is really really cheap, easy PS, and weakens NOD. Also, we still have room to throw lots of dice at Housing even if we throw lots of dice at Schooling.
I think you are really underestimating the problem that is tiberium and its rampant growth. Also on military for those that have not follow the thread that inspired this for military projects- Trials are to figure out equipment and then require additional factory projects to implement so they are multi turn affairs and not something we can ramp up quickly. And the last thing we want is to be trying to respond to military issues after the fact.

It does not matter how cheap schooling or other projects are (unless they are free) if our resources are needed elsewhere. Right now on average each quarter our blue and yellow zones shrink- we are after 5 turns of heavy investment at 28 points of blue zone mitigation and projects tend to require more progess as they advance phases so we will gain mitigation slower. At an average roll of 50.5 that is a shrinkage of 22.5% each quarter. Yellow zone is worse off (and of note despite the blue zone growing compared to previous quarter so did the red zone)

Harvesting operations probably. GDI has just about always had complete dominance of Earth orbit. If they found an obvious NOD installation with their satellites no doubt they'd hit it with an Ion Cannon. Ever since the 2nd Tiberium War (Tiberium Sun) NOD has been shown to heavily use underground facilities, tunnels, and stealth fields to hide themselves from GDI in the Yellow and Red Zones. Their Tiberium research has also significantly more advanced than GDI. So I'd say NOD gets the resources to stay relevant through more efficient Tiberium harvesting and refining in areas that GDI has no presence and can't operate.
Another benefit to GDI expanding tiberium harvesting is denying the same resources to NOD. I am fairly sold on Red zone tiberium next turn as one of the projects we pursue both to unlock the next glacial mining and also to slow down red zone growth and potentially disrupt some of NODs income.
 
I think you are really underestimating the problem that is tiberium and its rampant growth. Also on military for those that have not follow the thread that inspired this for military projects- Trials are to figure out equipment and then require additional factory projects to implement so they are multi turn affairs and not something we can ramp up quickly. And the last thing we want is to be trying to respond to military issues after the fact.

It does not matter how cheap schooling or other projects are (unless they are free) if our resources are needed elsewhere. Right now on average each quarter our blue and yellow zones shrink- we are after 5 turns of heavy investment at 28 points of blue zone mitigation and projects tend to require more progess as they advance phases so we will gain mitigation slower. At an average roll of 50.5 that is a shrinkage of 22.5% each quarter. Yellow zone is worse off (and of note despite the blue zone growing compared to previous quarter so did the red zone)


Another benefit to GDI expanding tiberium harvesting is denying the same resources to NOD. I am fairly sold on Red zone tiberium next turn as one of the projects we pursue both to unlock the next glacial mining and also to slow down red zone growth and potentially disrupt some of NODs income.
And the fact that Tiberium is a major problem, one that I am throwing the entire department at, by the way, does not take away from the fact that we still need to do PS stuff to recover from our hiring of the NOD Qatar Guys. And we are throwing money at the military next turn in my plan, and will be continuing to do so as our current crisises drop to +s or otherwise manageable levels.

We will continue to do lots of Tiberium Stuff (including the Red Zone stuff, to unlock more tiers of Glacier Mining and weaken NOD), and we will be starting to focus more on Military Stuff, but we still need to be doing cheap PS projects in order to not have to make painful compromises to not get fired.
 
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It's a little early to be comparing plans when we don't have the info to actually make any plans yet. For all we know, Aggregate Plants has given us discounts heavy enough to fit in additional projects, or a bad event roll could mean we'll need to prioritize a new project over even Tiberium.
 
And the fact that Tiberium is a major problem, one that I am throwing the entire department at, by the way, does not take away from the fact that we still need to do PS stuff to recover from our hiring of the NOD Qatar Guys. And we are throwing money at the military next turn in my plan, and will be continuing to do so as our current crisises drop to +s or otherwise manageable levels.

We will continue to do lots of Tiberium Stuff (including the Red Zone stuff, to unlock more tiers of Glacier Mining and weaken NOD), and we will be starting to focus more on Military Stuff, but we still need to be doing cheap PS projects in order to not have to make painful compromises to not get fired.
You are not using free dice, you are also pursuing algae which 1) does not provide additional income which we still need badly as we have a lot of dice unactivated each turn and 2) (slightly contributes to plan goal) is algae vs (contributes to plan goal) on all the other options besides glacier mining. You also are underestimating how much effort it takes to spool up in Military. As is we have had very little investment into the military, that need to change and that is a higher priority than most items in your proto plan. Also spending a dice on Rail Link when logisitics is not at a shortage but housing is.
 
Right. 5 resources per die is obviously too expensive, we can't afford that! And it's not like we will ever need new experts, like in ten years or so. I'm sure they will conjure themselves from thin air! It's not like millions of uneducated children will create any problems, right? Right?
 
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Right. 5 resources per die is obviously too expensive, we can't afford that! And it's not like we will ever need new experts, like in ten years or so. I'm sure they will conjure themselves from thin air! It's not like millions of uneducated children will create any problems, right? Right?
Too expensive when we cannot activate all of our dice? Yes right now we have to prioritize and yeah if that means putting off school until Q4 or Q1 to make sure our people are actually able to survive and that we actually can keep on working on slowing tiberium growth and securing the resources we need to actually pursue projects? Absolutely.
 
I don't think that pursuing Rail Link and Algae Decontamination are a waste of time. Although perhaps not as critical as some things.
We will need more logistical capacity soon, and even with break even there are supply issues with something as basic as Food.
Red Zone Rail Link would certainly help. (But Yellow Zone Reconstruction is likely critical for all the people stuck in them and for reducing the NOD supporter base.)
And hasn't been any shipping upgrade options, which might be because of Tiberium Algae hazards. (Unusable Rivers and Lakes is certainly a restriction on transport.)
However, Red Zone Tiberium Harvesting also really needs heavy work done on it. Red Zones are still expanding like crazy.
 
Services: Dice +19 (Using Anydice's 'At Least' button.)
--[] Primary Schooling 0/300 3 Dice 15R 3.42%
--[] Primary Schooling 0/300 4 Dice 20R 35.97%
--[] Primary Schooling 0/300 5 Dice 25R 76.57%
--[] Primary Schooling 0/300 6 Dice 30R 95.13%

Depending on how many spare free dice and resources we have, we could do it in one or two turns. Two turns with no free dice would be decent, but one turn with 2 free dice is also an option. I'll note that if we want to push Yellow Zone Reconstruction (Phase 1) next turn, that's an Infrastructure project and so frees up our Services dice. But we also really want to put a single die to finishing Tiberium Health Services. (20 R, 86% with one die.) Soooo maybe 2 dice Primary Schooling and 1 dice Tiberium Health Services this turn, then finish Primary Schooling with an extra die (if needed) next turn?

Edit: I forgot that it's possible this will be discounted by aggregate plants, sorry. So this might be inaccurate.
 
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Services: Dice +19 (Using Anydice's 'At Least' button.)
--[] Primary Schooling 0/300 3 Dice 15R 3.42%
--[] Primary Schooling 0/300 4 Dice 20R 35.97%
--[] Primary Schooling 0/300 5 Dice 25R 76.57%
--[] Primary Schooling 0/300 6 Dice 30R 95.13%

Depending on how many spare free dice and resources we have, we could do it in one or two turns. Two turns with no free dice would be decent, but one turn with 2 free dice is also an option. I'll note that if we want to push Yellow Zone Reconstruction (Phase 1) next turn, that's an Infrastructure project and so frees up our Services dice. But we also really want to put a single die to finishing Tiberium Health Services. (20 R, 86% with one die.) Soooo maybe 2 dice Primary Schooling and 1 dice Tiberium Health Services this turn, then finish Primary Schooling with an extra die (if needed) next turn?
We only have 305 resources this turn (down from 330 this past turn), and Tiberium is going to take a lot of that to keep the effort going to improve our income and keep mitigation increasing. As it is we are still facing shortages in housing and power so yellow zone reconstruction in infra (90 -aggregate discount) and blue zone power phase 2 are likely to get to most that. If we roll well on the income increases though we might be able to fit in schools next quarter since tiberium and infra are likely to be relatively steady in the amount of resources they take and there are cheaper military options to take to spool up. Unlikely we can use all the service dice unless we have really good income gains but we can still start chipping away at it in Q4 most likely without undercutting our ability to act and slow and then stop the spread of tiberium.


I don't think that pursuing Rail Link and Algae Decontamination are a waste of time. Although perhaps not as critical as some things.
We will need more logistical capacity soon, and even with break even there are supply issues with something as basic as Food.
Red Zone Rail Link would certainly help. (But Yellow Zone Reconstruction is likely critical for all the people stuck in them and for reducing the NOD supporter base.)
And hasn't been any shipping upgrade options, which might be because of Tiberium Algae hazards. (Unusable Rivers and Lakes is certainly a restriction on transport.)
However, Red Zone Tiberium Harvesting also really needs heavy work done on it. Red Zones are still expanding like crazy.
As of right now they are- logisitics is neutral while housing is still negative and rail link is competing directly with housing. Algae decontam is also not as useful to stopping tiberium spread right now as the blue, yellow and red zone projects are and on top of that does not provide income in the only category that increases our income. Without more income we have to spend more turns without activating all of our dice which is slowing our recovery. We also are far from the point of stopping the shrinkage of blue and yellow zones outside of lucky dice rolls. At a later time will we take those actions? Yes, but right now there are more important actions to take.

Rail link is the one we will take sooner as once we finish yellow zone reconstruction (or are at the point we only need a few dice to finish) is when I expect we start bouncing infra dice between logistics and permanent housing projects. So likely we start rail logistics Q1, but with very good dice rolls on Yellow Zone Reconstruction we might slip a couple dice onto it Q4.
 
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As of right now they are- logisitics is neutral while housing is still negative and rail link is competing directly with housing. Algae decontam is also not as useful to stopping tiberium spread right now as the blue, yellow and red zone projects are and on top of that does not provide income in the only category that increases our income. Without more income we have to spend more turns without activating all of our dice which is slowing our recovery. We also are far from the point of stopping the shrinkage of blue and yellow zones outside of lucky dice rolls. At a later time will we take those actions? Yes, but right now there are more important actions to take.
This is agreeing with everything I said, but somehow feels like a rebuttal?

I think we should be careful with how we interpret the +/- values.
Food: Sufficient production, significant inefficiencies in distribution (+)
^ This indicates that Logistics is nowhere near fine. I'm guessing it is because the +/- value we get is an average value across the entire planet. Logistics being '=' doesn't mean that everywhere has sufficient Logistics.
 
This is agreeing with everything I said, but somehow feels like a rebuttal?

I think we should be careful with how we interpret the +/- values.

^ This indicates that Logistics is nowhere near fine. I'm guessing it is because the +/- value we get is an average value across the entire planet. Logistics being '=' doesn't mean that everywhere has sufficient Logistics.
It is a rebuttal to the first sentence of if they are a waste of time or not. On how actions that in a few turns or so could be considered are at the present time a distraction.

On the +/- that does give the overall situation which is why once we get to neutral we do not want to ignore those categories however things that are at neutral or + are at a much better spot than those in the -. With us still being in triage phase good enough for now is the situation with three areas. Long term we are going to want to smooth things out so that the +/- is reflective of everywhere. But for the short term we still need to rebuild our overall shortages and get our foundation in order. Thus housing and power (and tiberium which if track on the +/- scale would still be worse than what housing was when we started this quest)

As is Rail Link is one of the natural actions to follow up on once Yellow Zone Reconstruction Phase 1 finishes and housing is no longer in crisis mode. Us being in a resource shortage is also impacting our ability to smooth things outs since we are having to leave idle dice each turn.
 
Just to clear things up, but @Ithillid how bad has the Tiberium Algae situation become? And what sort of effects are we likely to see if we don't start up decontamination of it?
 
Speaking of the fusion rockets, should we go with one or both of them?
One, the Union class, is a reusable rocket that can carry up to 200 tons. While that carrying capacity is great it's still restricted to the fact it's a rocket and can only do rocket things.
The other, the Leopard class, is a spaceplane that has a lower maximum payload but is more maneuverable seeing as how it's a plane and not a rocket.

While being more flexible is a plus we do need to get a lot of weight into space.
 
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