[X] Plan Mining The Lines
[X] Plan Glaciers Ahoy!

I don't like leaving all our Services dice idle; certainly we don't need 5 dice on Tidal Power for it to complete, or to do YZ Purification yet. But this is otherwise a good plan for getting our income up using Glacier Mines next turn.

If I did cut the Game Studios, I'd use that and the loose 5R to activate a second die on Tidal Power. Since that makes meeting our Energy demands easier next turn (as Fusion might not get done then.) I have Game Studios active since Services are our second-highest dice bonus and it'll be our one +Consumer Goods project done next turn under my plan, but I can see the merits of doing this switch. What does everyone think?
Up to you. The game studios thing is almost done though, and the Tidal Power project has a fixed number of phases, so we're likely to run out of them at this rate in a couple turns anyway, so I don't think it much matters if you do more or less Tidal Power this turn.
 
Mildy worried at the prospect of not starting the Mecca/Jeddah Planned City project this turn but hopefully, the extra mitigation for the red zones helps a bit with that.
 
[X] Plan Mining The Lines

Probably the plan I agree with most. Though it doesn't have Tiberium inhibitors or Mecca.
And yes, I know Ithillid said it's not the end of the world if we don't take inhibitors this turn, but I'd still like them.
 
[X] Plan Mining The Lines

Not sure if it's been mentioned yet but isn't the second dice on the YZ MARV wasted? Overflow doesn't go anywhere because of the absence of adjacent hubs and it's fairly likely to complete with 1 dice?
 
[X] Plan Mining The Lines

Not sure if it's been mentioned yet but isn't the second dice on the YZ MARV wasted? Overflow doesn't go anywhere because of the absence of adjacent hubs and it's fairly likely to complete with 1 dice?
Read through the last 2 pages of discussion on this exact topic. The text in the last two updates has not been subtle; if we don't complete it this turn, it is very likely to be attacked by NOD (hell it might be attacked even as we finish). 1 Die is an 80% chance of success on the SuperMARV; that means there's a 20% chance that it doesn't complete, and the consequence of that failure could be a lot of dead refugees and losing the whole hub as NOD overtakes it and forces us out. 20% isn't high, but the potential loss is very steep; a 20% gamble is good or bad based on the price of failure, and most of us agree that in this scenario, the price is too steep to risk 20% on.

As an example, Russian Roulette is played with a 6 chamber revolver, and only 1 loaded bullet. All things being equal, this means you have a 5/6 chance of not shooting yourself. And yet anyone who takes the gamble is a madman. This is a very extreme example, and not reflective of this situation specifically, but does highlight why just looking at the odds isn't enough alone to make good decisions.
 
Not sure if it's been mentioned yet but isn't the second dice on the YZ MARV wasted? Overflow doesn't go anywhere because of the absence of adjacent hubs and it's fairly likely to complete with 1 dice?
Reread the update. That MARV facility is isolated on the Colombian coastline, hundreds of kilometers from any GDI base of note. It's surrounded by a shantytown of thousands and thousands of Yellow Zone refugees living packed together and living under barely tenable conditions because they're trying to get GDI protection.

And Nod is circling and probing the base garrison's defenses, such that only very active efforts by the garrison have kept Nod forces from getting into artillery range of the Reclamator Hub and the favelas around it. Since Nod would likely bombard the favelas with all kinds of horrible shit (e.g. tiberium-based chemical weapons), this is very bad.

Reading between the lines (and the QM pretty well confirmed this), that Reclamator Hub will come under attack in the very near future unless Nod is successfully chased away. And nothing at that site can chase Nod away, or even repel the attack, except a fully operational MARV fleet.

So while it's "wasted resources" in the sense that we could probably finish the fleet without the second die...

...

Basically, we have a choice.

For 1 die and 20 Resources, we can have an 80% chance of barely scraping together the MARVs in time to beat off a Nod assault, possibly with collateral damage to the favelas. We also have a 20% chance of Nod rallying and storming the Hub, overrunning the defenders, slaughtering the refugees, then planting demo charges, blowing the Hub and all the MARVs to bits, and sweeping the rubble into the sea.

For 2 dice and 40 Resources, barring a natural 1, we are assured of finishing the MARVs, probably in time for them to saddle up and drive over the Nod forward bases they were planning to use as jumping-off points for their attack.
 
And frankly, unless a plan does both these things they are not getting my vote. I consider them that important.
I strongly considered the Strat Planning, but I decided it could wait 1 turn while we ensure that we have a Capital Goods buffer.
I don't trust those traitorous NOD loving dice not to fail to complete those Capitol Good projects again.
 
[X] Plan Mining The Lines
its an oke plan

lets see if we can slow some rock and slowly start something in the yellow zones.
 
A problem with the plan Mining The Lines is that it doesn't specify a location for the new shipyard.
It would probably just default to the first option of Hampton Roads, which is pretty good since it's in a different ocean and hemisphere than the previous one in Yokohama.
The cruisers are also a lot more able to move between oceans than the hydrofoils, so I guess it's less important where they're built.
 
Maybe Dakar, since the Barbary Coast was mentioned to have a pirate/raider group, and Dakar is the closest shipyard.
We already have hydrofoils in the area, keeping the pirates under control (or at least not getting minuses to our logistics) is what they're for. GDI doesn't really have any business in the Mediterranean that's not related to the military or Tiberium shipments anyway. I doubt there's any civilian ship travel in a sea surrounded mostly by red zones.

Governor Cruisers aren't primitive ships limited by fuel and the wind. A modern ship can go anywhere in the world and make that their home port. We could send cruisers from Europe to Japan if we wanted, keeping an eye out for NOD subs and stealth ships of course.
A cruiser also takes 5-7 turns in order to be fully ready, so don't expect immediate action. A navy needs to be built years before the fight it's used in.
 
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Governor Cruisers aren't primitive ships limited by fuel and the wind. A modern ship can go anywhere in the world and make that their home port. We could send cruisers from Europe to Japan if we wanted, keeping an eye out for NOD subs and stealth ships of course.

*Looks at world map*

That presupposes secured and working canals. I don't think Panama and Suez are still a thing and, even if they are, they're likely easy for Nod to fuck with. That means any ship in one place will need to do the whole circumnavigation of the landmasses to reach their AOs. Nod would only need to station a few wolfpacks near the southern tips of South America and Africa to interdict any change of ocean or attrition forces in transit.

So, welcome back to the situation of the Age of Sails until Suez and Panama are back. South Africa (and Durban in particular) is in consequence a strategic location for all maritime transit. Strategically speaking, the best solution is likely to let Durban have the next shipyard to help secure high sea travel in the region without exposing assets in transit and then build a shipyard in Rosyth/Hampton Roads/Dakar to offer redundancy in case of an intensification of the sea war that would result in an interdiction of travel below South Africa, as a bare minimum.
 
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*Looks at world map*

That presupposes secured and working canals. I don't think Panama and Suez are still a thing and, even if they are, they're likely easy for Nod to fuck with. That means any ship in one place will need to do the whole circumnavigation of the landmasses to reach their AOs. Nod would only need to station a few wolfpacks near the southern tips of South America and Africa to interdict any change of ocean or attrition forces in transit.
Both passages are at high latitudes and prone to stormy weather, and Earth's climate hasn't become gentler with the rise of tiberium. Sustaining a "wolfpack" implies either large ships, small ships, or submarines. Nod doesn't really do large ships, small ships can't operate sustainably around those areas for very long, and as for submarines, we don't have a lot of evidence for Nod attack submarines.

So, welcome back to the situation of the Age of Sails until Suez and Panama are back. South Africa (and Durban in particular) is in consequence a strategic location for all maritime transit. Strategically speaking, the best solution is likely to let Durban have the next shipyard to help secure high sea travel in the region without exposing assets in transit and then build a shipyard in Rosyth/Hampton Roads/Dakar to offer redundancy in case of an intensification of the sea war that would result in an interdiction of travel below South Africa, as a bare minimum.
No see.

The key point here is that the shipyards aren't tools for securing inter-continental sea traffic, because the ships can and do go anywhere in much less time than it takes them to be built. Think of the situation during the World Wars. The areas in which the ships were fighting were not the areas in which the ships were built. You don't want your ships fighting out of the same naval base in which they were built if you can help it, because it means the precious construction yards and the partially built ships inside are far too close to the war zone.

If you're worried about Nod contesting control of, say, South Africa and the naval passage between the Atlantic and Indian Oceans, you don't respond to that by building big navy cruisers IN Durban. You build them somewhere else and let them steam south to Durban in big squadrons once there are enough of them ready.

The last time I can think of that someone tried to defend their control of a port city with a warship constructed in that same port city was when the Confederates tried it with the Merrimac, and that didn't work out too hot for them. :p

The rules are a little different for the hydrofoils, which are shorter-ranged and not really great for long ocean voyages even though I'm sure they can manage. But our big ol' cruisers and the older capital ship classes? Almost certainly nuclear powered and more than big enough to do well on the trip. They're much less location-dependent.
 
Reply function seems to not want to work properly for me so. @Cathon Grimeye that still doesn't change the fact that our cruisers can base anywhere they want unlike the hydrofoils. You can build a cruiser in Japan and have it patrol the Med quite happily since, as @Simon_Jester correctly pointed out, they're nuclear ships. To note: the QM said in Discord a while back that they were nuclear powered, not sure if he's changed that or not. That conversation then went to things like how few people tend to be housed near said shipyards and restrictions on their travel.

Granted, the biggest restriction nowadays is that many countries refuse nuclear-powered carriers from entering their waters due to concern over it being nuclear powered. A problem we don't have.

Also, Jester. The biggest danger with a submarine is that you don't have a lot of evidence it's there. Like, as much as I'm a proud Brit and happy to say our carrier group genuinely caught out the Russian sub that shadowed them in the Med there's every chance it let itself get caught as a warning or got caught due to a stray loud noise from within. An Australian sub also caught out a US destroyer on exercise by sneaking right under them, the US crew got a fright when sonar reported the bars of "Land down under" coming from roght below them.
 
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