If we have the ability to defy gravity then I can't help but feel our spacecraft would have utilized it. It seems strange that we have this project if we have effective gravity nullification already tucked away in a warehouse.
I suspect GDI anti grav tech is immature hence why it was shelved , the other possible reason is that the scirn tech we are researching is meant for space travel use rather than ground based use
 
pretty sure they provide political points
We have no guarantee of that. On the one hand, they're conspicuous symbols that Treasury is Doing Something. On the other hand, they're gigantic land battleships trundling along and crushing the land beneath their tracks in the relatively small, crowded Blue Zones where our population lives.

Not sure we'd win Political Support on net that way.

The GDI already has the tech to develop hovertanks , though we will have to spend research dice to develop a main battle tank hover craft
Yes, but our existing hover technology is vulnerable to ion storms. Bit of a problem there.

So we will be getting a Juggernaut upgrade action down the line then. Probably when we have enough artillery shells.
You are making an assertion without evidence.

The Juggernaut uses gigantic large-caliber artillery guns; it is not similar to the tube artillery we've been mass-producing. There is no reason to think that the limiting factor behind an upgrade is "we don't manufacture enough shells." There is, for that matter, no reason to think the Juggernaut will continue in service for the bulk of GDI's military, because it's not clear that it serves a purpose anymore. We have ample conventional artillery and are working on MLRS systems for further bombardment options. We developed those artillery systems in large part because of the inadequacy of the Juggernaut, which uses oversized guns and is too expensive for Ground Forces' purposes.

Ground Forces may continue the Juggernaut in service, or they may not. The Steel Talons will probably work out an upgraded version for themselves, but that doesn't mean it'll enter mass service any more than the Titan Mk. III is going to.

It is an upgrade to the factories and may net us something more to do after completed.
The factory refits are very specifically intended to increase production, not to alter the design, and the Firehawk is being explicitly singled out as an aircraft that is NOT likely to change or be replaced soon.

You are speculating baselessly here about the Firehawk.

You are overlooking two important things:

1) Every piece of Tiberium harvesting we do will at the bare minimum give us 1/5th of it's gains permanently (so we want to build up Tiberium harvesting to the point where we have 700*5 = 3 500 income to be able to use all our dice regardless of budget) so there is no reason to stop all Tib mining and we should start Blue Zone Tiberium mines at this point so that we don't have to play catch up when the mutation hits. We should leave glaciers specifically for the next plan to get more income sooner when we start it, but the rest of Tib mining should still be built up both for gains and abation so we decrease the amount of Tiberium infestation as much as we can.

2) MARV Hubs don't just provide abation and resources. I mean in the Red Zone they do, but we know that in the Yellow Zone they also provide Labor over time in exchange for Housing and we have no idea what they provide in the Blue Zone. We will need to build up the Yellow Zone MARV Hubs for the Labor gain soon, but that is a concern for the next plan. Although if we build up the military fast enough under this plan I would recommend finishing the Hub in YZ 5b.
I am overlooking neither of these things.

For (1) you are missing something very important: resource efficiency. It is a bad idea to expend large amounts of resources in exchange for a small return on investment. We cannot build up unlimited tiberium mining infrastructure; there is too much else that needs to be done. Thus, we need to be selective.

Certain projects are particularly useful for abatement (such as Red Zone Containment Lines and Yellow Zone Harvesting). These projects make sense to pursue at any time, including now. Sure, we lose a lot of the resource income they provide in the near future, but we don't lose the tiberium abatement, good enough.

Other projects are not useful for abatement, as they provide very little, but do provide relatively large resource income (such as Glacier Mining and Tiberium Vein Mining). These projects should not be undertaken at the end of a Plan, not only because we're relying on them to surge our income back for the next Plan, but because they have large up-front costs of Logistics and Capital Goods (respectively). We are short on those resources and have to work very hard if we want to build up substantial surpluses of them.

Tiberium vein mines simply do not provide enough mitigation to matter much, and the Capital Goods cost is crippling. We cannot afford to build them on a large scale. Not now. Just because the action has been unlocked and exists, doesn't mean it's feasible for us to do much with it at the moment, when we so urgently need Capital Goods and are still far from completing any of the megaprojects that give us massive amounts of them.

...

As for (2), the Yellow Zone hubs are not our only source of labor- though they help. The problem is that they have to be finished very quickly for fear of a military disaster. We may want to pursue them, especially if we can get Nod on the run in certain Yellow Zones or break the power of specific major warlords, but by nature each one is going to be risky and draw a lot of Nod aggression.

And I think you greatly overestimate the value of Blue Zone MARVs. It's conceivable that they do something much more useful than we have evidence for, but it's also conceivable that they're not useful. Think about it, the MARV was specifically designed to operate in Nod-infested Yellow Zones and into the Red Zones. That's why it's so big and heavily armed; it's not to make the thing more efficient as a tiberium harvester, but rather to make it defensible in areas where conventional harvesters would be vulnerable.

In the heart of our fortified Blue Zones, the MARV simply does not serve the same role- because it's not worried about attack by enemies and isn't in such a hostile environment. It becomes less efficient than its weight in conventional harvesters.
 
We have no guarantee of that. On the one hand, they're conspicuous symbols that Treasury is Doing Something. On the other hand, they're gigantic land battleships trundling along and crushing the land beneath their tracks in the relatively small, crowded Blue Zones where our population lives.

the blue zones are not that small as they cover whole geographic areas of space more than enough room for entire formations of building sized tanks to roam around without anyone ever seeing one in person , beside I can see how it would lead to political support "look at all those massive tanks the GDI assigned to our protection , makes me feel like my taxes are being well spent" , also I think the only reason we wouldn't get the political points is because Granger has the political outsider debuff
 
I think we should take some down-time from building MARVs for at least a few turns, because that way we can actually achieve a reasonable level of dice thrown into the rest of the military without spending literally all our Free dice on the Military category.

Which is good because it gives us Free dice to put elsewhere, say on Orbital (to do cleanup or stations or whatever) or Heavy Industry (for Nuuk, let's say).
We're one, maybe two dice off finishing our (likely) last MARV fleet for the Plan. 1 die on RZ-7 North is... *counts on fingers* I think 62% likely to complete. And it not only gets us income and mitigation, but secures Chicago against attack. I think we can and should space a single die for it next turn.
I think you're jumping to conclusions. People supported putting a single die on North Boston because they liked the rest of the plan; that doesn't mean they think North Boston is objectively superior to Nuuk overall. Because even the progress from that one die doesn't inherently give North Boston the advantage.
Boston vs. Nuuk was a major point of contention in last turn's discussion, and the three most popular plans all put dice towards Boston instead of Nuuk. So I think it's disingenuous to imply people voted for the leading plan without knowing of caring that it put a die on Boston.
 
We're one, maybe two dice off finishing our (likely) last MARV fleet for the Plan. 1 die on RZ-7 North is... *counts on fingers* I think 62% likely to complete. And it not only gets us income and mitigation, but secures Chicago against attack. I think we can and should space a single die for it next turn.
To clarify, when I was writing that, I meant to have a MARV construction pause after completing the Chicago MARV fleet.

Hm. I'm not sure if my own little draft reflected that. It should have.

Boston vs. Nuuk was a major point of contention in last turn's discussion, and the three most popular plans all put dice towards Boston instead of Nuuk. So I think it's disingenuous to imply people voted for the leading plan without knowing of caring that it put a die on Boston.
The question we need to ask ourselves is, was the North Boston versus Nuuk choice the pivotal one influencing that plan? I think a lot more people were influenced by questions like

People knew they were voting for a plan that put a die on North Boston, and there was no mass uprising in favor of putting a die on Nuuk instead (and scraping up 5 R from somewhere else). This, I freely admit. At the same time, there was almost no conversation on the subject at that time, whereas there was considerable conversation on it earlier that was by no means one-sided.

I don't really feel like I know what happened there, admittedly, but I don't think we should treat this as final consensus in favor of North Boston over Nuuk. Sometimes you just get weird results from a vote, especially if people are copy-pasting chunks of each others' plans, or if the thread gets heavily preoccupied talking about one aspect of the situation while not talking much about others.
 
If we have the ability to defy gravity then I can't help but feel our spacecraft would have utilized it. It seems strange that we have this project if we have effective gravity nullification already tucked away in a warehouse.
GDI's current hovertech is a further evolution on the OTL Wing In Ground Effect design combined with a less powerful and fuel guzzling version of the Orca VTOL engine.
It is not anti gravity.
 
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The Juggernaut uses gigantic large-caliber artillery guns; it is not similar to the tube artillery we've been mass-producing. There is no reason to think that the limiting factor behind an upgrade is "we don't manufacture enough shells." There is, for that matter, no reason to think the Juggernaut will continue in service for the bulk of GDI's military, because it's not clear that it serves a purpose anymore. We have ample conventional artillery and are working on MLRS systems for further bombardment options. We developed those artillery systems in large part because of the inadequacy of the Juggernaut, which uses oversized guns and is too expensive for Ground Forces' purposes.

The Juggernaut is a perfectly serviceable piece of equipment. GDI switched to producing non-mobile emplaced artillery because there was a demand for it, but when it comes to self mobile artillery the Juggernaut is a piece of equipment that is likely to remain in service for decades to come unless we switch to railgun artillery and the platform cannot support that. It has a good range, is accurate, has a good rate of fire, and all other inadequacies you imagine can be covered with shells.

And if you say 'but it is a mech', you do not understand C&C.

Also, MLRS will not replace gun artillery. It will supplement it, possibly displace it as the preferred method of artillery, but we are going to be seeing gun artillery for a long time yet.
 
@Ithillid actually, concerning the sequel quest if and when we get that far, have you considered using a more freeform setting? Like using Stellaris, Galactic Civilizations, or Master of Orion to template a custom campaign instead of a specific crossover.
Part of the reason I am using something as fixed as Mass Effect is because it has a lot of details already and I can work from them to fill in the rest. Something more freeform requires a lot more work to take from a generic battlefield into something where a planquest can actually meaningfully engage with it.
The Juggernaut uses gigantic large-caliber artillery guns; it is not similar to the tube artillery we've been mass-producing.
Actually it is very similar. In that you are using the exact same tubes for much of your artillery park.
 
The Forgotten are numerically very few in number... and frankly, they have a problem if they're going to stay on Earth indefinitely, because the Earth is going to get more and more unlivable. I'm not sure how deep into the Red Zones the Forgotten can survive now, but if tiberium overwhelms the Earth's biosphere, are they going to be able to make do without oxygen to breathe? To subsist entirely off tiberium energies as the supplies of carbon-based life for food dry up to nothing? How will they cope when the energetic liquid tiberium explosions start?

I'm not sure if Adapt was ever really a tenable long-term strategy unless we find a way to control tiberium so that its growth doesn't completely overrun what's left of the biosphere or threaten to literally blow up the whole planetary surface.

In theory maybe, but we'll need to find the levers to pull that even lead to that kind of adaptation research, and decide for ourselves how much effort is needed.

From a meta perspective, we know all three options are viable because all three are possible victory conditions.
Adaptation is merely the one we know the least about OOC because it's not part of the canon like the TCN or pretty intuitive like Evacuation.
We should bank some PI to pull the trigger on some Tiberium experimentation, which is a good fit for our successor's specialization.

@Ithillid, do we have an idea of how many Forgotten there are on Earth?
 
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The Juggernaut is a perfectly serviceable piece of equipment. GDI switched to producing non-mobile emplaced artillery because there was a demand for it, but when it comes to self mobile artillery the Juggernaut is a piece of equipment that is likely to remain in service for decades to come unless we switch to railgun artillery and the platform cannot support that.
I figure there's some chance of the Juggernaut being replaced, and some chance of it not. What it does, a decent self-propelled howitzer can do, in the same sense that a tank can do what the Titan Mk. I did.

And if you say 'but it is a mech', you do not understand C&C.
That is a bluntly unnecessary insinuation. Please credit me with not being a fool or an ignoramus.

However, even within C&C canon, the Predator tank supplanted the Titan 'mech, seemingly because of issues involving cost and ease of mass production. The precedent is there, though whether or not it is followed remains to be seen. The Juggernaut is, essentially, the SP howitzer version of the Titan chassis, and I could easily imagine it being supplanted by the SP howitzer version of the Predator chassis, for instance.

Also, MLRS will not replace gun artillery. It will supplement it, possibly displace it as the preferred method of artillery, but we are going to be seeing gun artillery for a long time yet.
I didn't say MLRS would replace gun artillery, but a combination of MLRS and self-propelled conventional artillery might (not will, might) supplant specifically the Juggernaut if they can outperform it in its intended role.

My actual point, though, was not "the Juggernaut is useless and crappy." It's "there is no specific reason to expect much in the way of upgrades for it." As a platform, it's likely to be supplanted NOT by a slightly updated version of itself, but by something radically different such as tracked self-propelled guns.

As an exception to this, the Steel Talons may field a 'Juggernaut Mk. IV,' especially as a test-bed for new artillery fire control system and the like, but then they field a lot of high-powered mutant hardware not seen elsewhere in Ground Forces.

Actually it is very similar. In that you are using the exact same tubes for much of your artillery park.
Hm. I think I may have been misremembering the Juggernaut's canonical gun caliber (200 mm), or thinking that our army tubes were using typical artillery calibers (155 mm being the most common standard). 8" guns don't see much use on land. And I think I filed away "Juggernauts have uncharacteristically big guns in something that looks a bit too much like a naval turret" to imply that they were of a caliber that one would normally consider unreasonable for land-based artillery (I think I misremembered it as 280 mm at some point, which would be just silly).
 
Part of the reason I am using something as fixed as Mass Effect is because it has a lot of details already and I can work from them to fill in the rest. Something more freeform requires a lot more work to take from a generic battlefield into something where a planquest can actually meaningfully engage with it.
might I recommend taping the tech tree from endless space 2 for ideas and material for a si-fi setting to add some spice to the mass effect setting , as a a lot of the stuff in there would fit with this style of quest with many of them being a bit of reflavoring away from fitting in as economy ,infrastructure and industry actions
endless-space-2.fandom.com

Technology

Technology is one of the core game systems in ES2. Much like "experience points" in an RPG, players are able to gain science points as they play, and these progressively unlock new abilities for their empire. These include new movement abilities for starships, new kinds of buildings, new kinds...

E: here is an example
High-Energy Magnetics this one would come across as an industrial action were we retool and upgrade our military factories
 
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Hm. I think I may have been misremembering the Juggernaut's canonical gun caliber (200 mm), or thinking that our army tubes were using typical artillery calibers (155 mm being the most common standard). 8" guns don't see much use on land. And I think I filed away "Juggernauts have uncharacteristically big guns in something that looks a bit too much like a naval turret" to imply that they were of a caliber that one would normally consider unreasonable for land-based artillery (I think I misremembered it as 280 mm at some point, which would be just silly).
Your first artillery project was a stopgap mix of existing tubes. 152mm smoothbores, 200mm rifles, 120mm mortar systems. That is partially why you have the improved artillery development program, because the military does want to actually reconfigure and refit to something more sane. Move to a baseline 150mm rifle, and an array of lighter guns.
 
Yes, but our existing hover technology is vulnerable to ion storms. Bit of a problem there.

:Citation Needed:

The factory refits are very specifically intended to increase production, not to alter the design, and the Firehawk is being explicitly singled out as an aircraft that is NOT likely to change or be replaced soon.

You are speculating baselessly here about the Firehawk.

Apologies for not making myself clear enough and stating that I was speculating about the Firehawk specifically. What I was trying to say was that it is an upgrade to the factories and may net us more military projects to do once fully done.

I am overlooking neither of these things.

For (1) you are missing something very important: resource efficiency. It is a bad idea to expend large amounts of resources in exchange for a small return on investment. We cannot build up unlimited tiberium mining infrastructure; there is too much else that needs to be done. Thus, we need to be selective.

Certain projects are particularly useful for abatement (such as Red Zone Containment Lines and Yellow Zone Harvesting). These projects make sense to pursue at any time, including now. Sure, we lose a lot of the resource income they provide in the near future, but we don't lose the tiberium abatement, good enough.

Other projects are not useful for abatement, as they provide very little, but do provide relatively large resource income (such as Glacier Mining and Tiberium Vein Mining). These projects should not be undertaken at the end of a Plan, not only because we're relying on them to surge our income back for the next Plan, but because they have large up-front costs of Logistics and Capital Goods (respectively). We are short on those resources and have to work very hard if we want to build up substantial surpluses of them.

Tiberium vein mines simply do not provide enough mitigation to matter much, and the Capital Goods cost is crippling. We cannot afford to build them on a large scale. Not now. Just because the action has been unlocked and exists, doesn't mean it's feasible for us to do much with it at the moment, when we so urgently need Capital Goods and are still far from completing any of the megaprojects that give us massive amounts of them.

...

As for (2), the Yellow Zone hubs are not our only source of labor- though they help. The problem is that they have to be finished very quickly for fear of a military disaster. We may want to pursue them, especially if we can get Nod on the run in certain Yellow Zones or break the power of specific major warlords, but by nature each one is going to be risky and draw a lot of Nod aggression.

And I think you greatly overestimate the value of Blue Zone MARVs. It's conceivable that they do something much more useful than we have evidence for, but it's also conceivable that they're not useful. Think about it, the MARV was specifically designed to operate in Nod-infested Yellow Zones and into the Red Zones. That's why it's so big and heavily armed; it's not to make the thing more efficient as a tiberium harvester, but rather to make it defensible in areas where conventional harvesters would be vulnerable.

In the heart of our fortified Blue Zones, the MARV simply does not serve the same role- because it's not worried about attack by enemies and isn't in such a hostile environment. It becomes less efficient than its weight in conventional harvesters.

o_O👇

[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])

[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)

[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 130/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)

[-] Intensification of Yellow Zone Harvesting (Stage 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required for a further intensification campaign.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)

[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation is problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)

[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)

So let me see:

- Tiberium Prospecting gives us a small amount of resources and no abation. Pass.

- Tiberium Vein Mines give us +1 YZ abatement and 20-30 resources. Eh we have bigger abatement income. So far anyways.

- Yellow Zone Tiberium Harvesting is still giving us Yellow Zone abatement and a +4 at that. Fair enough is high. So far anyways.

- Intensification of Yellow Zone Harvesting is something we should do as soon as it opens since while it is only 5-10 resources and gives only 1 abatement it is the final step in securing that region of the Yellow Zones as much as we can secure them right now. I don't expect to be getting this one before the next plan since it requires Yellow Zone fortress town as well.

- Red Zone Tiberium Harvesting is something to take nearer to the end of the turn so we can have multiple Glacier Mining operations ready to start.

- Red Zone Containment Lines is a 10-15 resources and a +3 RZ containment. For this stage. The text of the action points to diminishing returns on action that come after it. So yeah should take this one and should probably take the next one if we can. And should keep taking it even when it becomes less efficient because having a hard border with the Red Zones is a good idea.

- Tiberium Glacier Mining is something we should build up the space for now before the next plan and then take it when Granger retires.

So yeah I agree with you for this next turn. Good argument made. Same for the stuff I didn't even bother to quote.

the blue zones are not that small as they cover whole geographic areas of space more than enough room for entire formations of building sized tanks to roam around without anyone ever seeing one in person , beside I can see how it would lead to political support "look at all those massive tanks the GDI assigned to our protection , makes me feel like my taxes are being well spent" , also I think the only reason we wouldn't get the political points is because Granger has the political outsider debuff

So then we should do them after Granger retires?

We're one, maybe two dice off finishing our (likely) last MARV fleet for the Plan. 1 die on RZ-7 North is... *counts on fingers* I think 62% likely to complete. And it not only gets us income and mitigation, but secures Chicago against attack. I think we can and should space a single die for it next turn.

Fair enough, but should we finish RZ 7 South before the end of the plan to secure the American Red Zones completely also?
 
We are so worried about Kane MASTERSTROKEtm that we forget that we are also masterstroking NOD lol.
Phrasing

Meaningful contribution tax:
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)

With yet another attempt on the Scrin drives next turn and possibly an expensive mutation/mitigation research project too, if we're running very low on resources then two dice on this might be a resource efficient investment (and possibly one dice the turn after).

Well this and putting a free dice on the co-op action for a total of four - I'm not at all comfortable trying the action with just our three Bureaucracy dice.
But seriously though: phrasing
:p
 
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So then we should do them after Granger retires?
we should on do them after Granger retires if we find ourselves with plenty of dice and resources to convert into political capital and a pressing need for it as MARVs in the blue zones are honestly a waste , as there are no worth while tiberium fields nor any sort of military threat in the blue zones to justify the deployment of a MARV fleet when there are other places that need them more
 
Can we develop pure landship version of MARV, stipping all tiberium stuff for more fighting ability, for use in Blue Zones?

Seems sort of pointless tbh. Blue zones are the most defended already, and it would be better to do our fighting away from them.
If anything, GravTech based HoverMARVs might be a better long term option to research. Perhaps are a precursor to Global Stratospheric Transports.
 
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