Helsinki C-35 Factories looks quite interesting, as a quick boost to Logistics with some PS could be useful for getting the next stage of Tiberium Glacier Mining online.
In my opinion Helsinki is for a few turns from now, as we have the Chips and the Christchurch Plant as critical needs in that category. And really the only thing stopping us from getting more Glacier Mining is our lack of Red Zone stuff atm.

Personally I'd prefer a military review instead, but you'd have to pull a die off of Boron Carbide for it so your choice. Forgotten are good too. Otherwise it's a good enough plan, no Chips but lots of factories.
 
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In my opinion Helsinki is for a few turns from now, as we have the Chips and the Christchurch Plant as critical needs in that category. And really the only thing stopping us from getting more Glacier Mining is our lack of Red Zone stuff atm.


Personally I'd prefer a military review instead, but you'd have to pull a die off of Boron Carbide for it so your choice.
Yeah given that we have a -1 to each dice and how we roll we kind of need 2, if we can get enough of the plants up and running I plan on using a free dice next turn on military review while reaching out to the forgotten this turn
 
Yeah given that we have a -1 to each dice and how we roll we kind of need 2, if we can get enough of the plants up and running I plan on using a free dice next turn on military review while reaching out to the forgotten this turn
Fair enough, although if your plan goes through I really feel we're going to need to dump 3 Free Dice into HI next turn to get Chips and Christchurch up and running.
 
Yes. It is + consumer goods every turn for basically the rest of the game.



ah,people doing shitty products and driving the economy through fidget spinners and other silly shit
oldie but goodie

but yeah i really like this one,3 turns in the future plues whatever actions we take and we will curb the crysis

10 turn in the future and we might as well have to take actions to counter the excesive surpluss of goods
 
Holy shit. That's 6 factories. How far behind on military stuff are we???
Very far behind. We did precisely one military project before we started in on our Military Binge last turn. It got to the point where we got a letter from Literally All The Military begging us for money and informing us that they literally could not hold onto any more Tiberium Mines.

Also, @Void Stalker, Yellow Zone Reconstruction should be at 65/400, not 0/400.
 
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Fair enough, although if your plan goes through I really feel we're going to need to dump 3 Free Dice into HI next turn to get Chips and Christchurch up and running.
Infra to take care the last underlying issues before working on Consumer and Capital Goods, hopefully we can cut dice back there next turn (plus 7 dice on military and additional income) because the Chips factory is my top priority from projects i did not pick it hits too many things. Just we are way behind on military and tiberium is still killing us and also provides income we need to activate more dice (oh for the day we can use all of our dice) plus slowing the spread which means that is less tiberium tearing up our building projects



Holy shit. That's 6 factories. How far behind on military stuff are we???
We have built 1 military factory everything else has been trials which is development but does not produce equipment. Hence why i have 4 dice on 2 plants and trying to finish 1st phase of ASAT.

Next turn my thoughts are: 2 dice on zone suit factory, 1 dice to finish up whichever factory from this turn did not finish, 2 dice on an apollo factory and 2 dice on development with 1 dice on security review.

Also, @Voidstalker, Yellow Zone Reconstruction should be at 65/400, not 0/400.
Thank will update
 
Infra to take care the last underlying issues before working on Consumer and Capital Goods, hopefully we can cut dice back there next turn (plus 7 dice on military and additional income) because the Chips factory is my top priority from projects i did not pick it hits too many things. Just we are way behind on military and tiberium is still killing us and also provides income we need to activate more dice (oh for the day we can use all of our dice) plus slowing the spread which means that is less tiberium tearing up our building projects

Next turn my thoughts are: 2 dice on zone suit factory, 1 dice to finish up whichever factory from this turn did not finish, 2 dice on an apollo factory and 2 dice on development with 1 dice on security review.
The Chips are more to boost the Military, the fluff is saying it's critically vital to the military. Similar with Christchurch, not so much for the Number Go Up and more because it's fucking up our ability to produce tanks.

I was thinking 3 Dice Wolverines Retrofitting, 3 Dice Railguns Retrofitting, 1 Die wrapping up Orbit Dropping Development. Am good with that batch of military spending in and of itself though. Do think that we will need to be shunting the dice to HI instead though, because again, it's fucking up our ability to actually produce tanks.
 
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Orbital Industry (3 dice) (1 Fusion Lift Die)
Do we have a Fusion Lift Die? I thought we had to build one of the two Construction Yards first.
We have built 1 military factory everything else has been trials which is development but does not produce equipment. Hence why i have 4 dice on 2 plants and trying to finish 1st phase of ASAT.

Next turn my thoughts are: 2 dice on zone suit factory, 1 dice to finish up whichever factory from this turn did not finish, 2 dice on an apollo factory and 2 dice on development with 1 dice on security review.
Then why does your plan have us do Red Zone Mining this turn, perhaps the most dangerous mining job and likely to have our forces run into heavy NOD resistance?
 
Congrats, we put out those fires.
Prepare for a whole new wave of fires!

Time for remaining housing shortages, capital goods, consumer goods, silicon chips, military, and the ever present danger of Tiberium.
We can probably finish just in time for it to all be wrecked by the next war.
 
We should give serious thought to starting those grant programs ASAP, yes they will be a permanent resource sink, but they also give an additional + in their specific area every turn after, taking pressure off us to get that done in the long run.


Do we have a Fusion Lift Die? I thought we had to build one of the two Construction Yards first.
We got one free FL for completing the research project, we have to build the construction yards if we want more.
 
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We should give serious thought to starting those grant programs ASAP, yes they will be a permanent resource sink, but they also give an additional + in their specific area every turn after, taking pressure off us to get that done in the long run.
We have nowhere near enough money for that, though. If we had the slack then I'd be for it, but we really don't. Although if some of them were Capital Goods I might go for them anyways.
 
The Chips are more to boost the Military, the fluff is saying it's critically vital to the military. Similar with Christchurch, not so much for the Number Go Up and more because it's fucking up our ability to produce tanks.

I was thinking 3 Dice Wolverines Retrofitting, 3 Dice Railguns Retrofitting, 1 Die wrapping up Orbit Dropping Development. Am good with that batch of military spending in and of itself though.
We have done quite a bit of trials we need to actually implement stuff. Though @Ithillid does Myomer works drop progress needed for the Walker plants or just development side?


Then why does your plan have us do Red Zone Mining this turn, perhaps the most dangerous mining job and likely to have our forces run into heavy NOD resistance?
Because we need to stop tiberium spread and we need more income, also why I am putting 4 dice onto zone factories and will continue doing so. We cant keep on ignoring tiberium spread and our lack of income- just look at how much progress we are behind each turn from lack of resources to activate all of our dice

We should give serious thought to starting those grant programs ASAP, yes they will be a permanent resource sink, but they also give an additional + in their specific area every turn after, taking pressure off us to get that done in the long run.
Those are a trap right now as each one we take means one less dice active (more for some projects, for the per turn cost we can use 3 dice on schools). We badly need income and cannot afford to lose income
 
High Energy Capacitor Plants discounts:

Reclaimator Hubs: 0/200 to 0/125 each.
Apollo Fighter Factories: 0/75 to 0/70 each.
Orbital Strike Regimental Combat Team Development: 0/80 to 0/75.
Orbital Strike Combat Teams: 0/150 to 0/125.
High Orbit Ion Cannons: 0/100 to 0/75.
Railgun Refits: 0/200 to 0/150.
Mastodon Heavy Assault Walker Development: 15 resources per die to 10 resources per die.

Gonna be honest. While in some cases High Energy Capacitor Plants has gotten us heavy discounts, overall it doesn't seem to have been worth doing for our current problems. I made a bet and, unfortunately, it hasn't paid off.
 
It's not the trials I'm worried about, it's not having the specialized materials required to build the military equipment, or the factory breaking down and us not having the spare parts to fix it.
I mean next turn I am looking at 2 dice on works plant because that reduction in progress needed for all our walker plants will be huge and dice on the Manchester Chip plant. Ideally monuments is done and we will not need 6 dice to finish yellow zone rebuild so we can shift resources to HI

High Energy Capacitor Plants discounts:

Reclaimator Hubs: 0/200 to 0/125 each.
Apollo Fighter Factories: 0/75 to 0/70 each.
Orbital Strike Regimental Combat Team Development: 0/80 to 0/75.
Orbital Strike Combat Teams: 0/150 to 0/125.
High Orbit Ion Cannons: 0/100 to 0/75.
Railgun Refits: 0/200 to 0/150.
Mastodon Heavy Assault Walker Development: 15 resources per die to 10 resources per die.

Gonna be honest. While in some cases High Energy Capacitor Plants has gotten us heavy discounts, overall it doesn't seem to have been worth doing for our current problems. I made a bet and, unfortunately, it hasn't paid off.
A reduction of 5 on fighter factories (plus reduction to projects we have not unlocked) is useful. I plan on 2 dice on Apollo next turn if enough projects finish this turn and given that we are at 1d100-1 per dice that 5 helps. Reclaimator hubs will also help long term.


Yaay, even more projects we won't be able to afford.
Now? No, long term yes but the bigger thing is that short term it makes all our walker projects take less progress to get the plants up and running and improves quality somewhat so something we can slot 1 or 2 dice on in future turns until we finish even as we knock out plants to really spool up our military.
 
Because we need to stop tiberium spread and we need more income, also why I am putting 4 dice onto zone factories and will continue doing so. We cant keep on ignoring tiberium spread and our lack of income- just look at how much progress we are behind each turn from lack of resources to activate all of our dice
But, once again, we can't get more tiberium mining until we have more military assets! Doing those projects is just asking our military forces to get killed and/or political pushback as they refuse to support the Treasury Department's efforts. I want resources as much as you do, but we can't buy those resources in blood.

I'm going to do Blue Zone Perimeter Fencing (Phase 1), since it'll give us more Mitigation without needing us to take more ground. No, it won't get us resources, but it also won't get us fired, or worse, let NOD get some kind of debilitating military victory.
 
I mean next turn I am looking at 2 dice on works plant because that reduction in progress needed for all our walker plants will be huge and dice on the Manchester Chip plant. Ideally monuments is done and we will not need 6 dice to finish yellow zone rebuild so we can shift resources to HI


A reduction of 5 on fighter factories (plus reduction to projects we have not unlocked) is useful. I plan on 2 dice on Apollo next turn if enough projects finish this turn and given that we are at 1d100-1 per dice that 5 helps. Reclaimator hubs will also help long term.
As long as we can get the chips or Christchurch done next turn. Preferably both over the next couple turns.

Tbf next turn we should be at +1, but that 5 definitely still helps.
 
But, once again, we can't get more tiberium mining until we have more military assets! Doing those projects is just asking our military forces to get killed and/or political pushback as they refuse to support the Treasury Department's efforts. I want resources as much as you do, but we can't buy those resources in blood.

I'm going to do Blue Zone Perimeter Fencing (Phase 1), since it'll give us more Mitigation without needing us to take more ground. No, it won't get us resources, but it also won't get us fired, or worse, let NOD get some kind of debilitating military victory.
We still have the forces for one more push. Currently my thoughts are Red Zone this turn, glacier phase 3 and blue zone outposts phase 2 next turn (we can put 1 or 2 dice on each so more resources for other categories) that combined with 1 or 2 plants coming online this turn and another 1 to 3 next turn means we keep pace with military need and get the resources to spool up our other categories.

As long as we can get the chips or Christchurch done next turn. Preferably both over the next couple turns.

Tbf next turn we should be at +1, but that 5 definitely still helps.
My hope is 3 dice on chips next turn and then if that does not finish it put more the next turn
 
Nani the f*** do you get that from? If that were true, we'd have done Red Zone mining last turn. Unless this is something we were supposed to know last turn, but no one shared with the thread?
Reading the results of previous turns? It sounds like there is still some flex but not much though GDI is still expanding just without new equipment (outside of the ammo plant providing more supplies). I thought people went for algae decom since that helps prevent decay of our sea based logistics (as in we would start losing +s from sea based traffic in the near future if we had not done it).
 
Reading the results of previous turns? It sounds like there is still some flex but not much though GDI is still expanding just without new equipment (outside of the ammo plant providing more supplies). I thought people went for algae decom since that helps prevent decay of our sea based logistics (as in we would start losing +s from sea based traffic in the near future if we had not done it).
That and also we had very little flex. Although I think with the multiple factories going up this turn we'd be able to push it with the Red Zones.
 
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