Well GDI anti stealth sensors work well in Ion Storms since TW2. Aka the environment literally inimical to any and all electronic machinery and detection equipment. So yes, GDI sensors are quite bullshit. Not completelly bullshit!hax but well in bullshit territory.

You are underestimating the magnitude of the difficulty. Neutrinos are "go through a light year of lead" without interacting with them on average, if you're lucky you'll might pick up the source from a fucking supernova, make sure any interactions you pick up with your ultrahypersensitive detectors are not false fucking positives from interacting with literally anything else or random error because the resolution is that fucking bad and there's that much relative noise from things that aren't neutrinos.

They have to bury these things under mountains to minimize interactions with anything else.
 
Alright time for the first draft of my plan for next turn:

Free Dice: 6
Fusion Dice: 9
Housing: +12 ( 28 population in low quality housing) (2 points of refugees)
Energy: +11 ( +2 reserve Energy)
Logistics: +9
Food: +11 ( +8 in reserve)
Health: +5 (2 consumed by emergency refugee healthcare)
Capital Goods: +5
Consumer Goods: +5
Labor: +31
Tiberium Processing Capacity: 1300/1480

Yellow Zone
Water: +11
Mitigation Points: 88

Red Zone
Mitigation Points: 61

Resources Available: 640

[ ]In the Eye of the Maelstrom v2.0:
Infrastructure 5/5 dice 90 Resources:
-[ ] Blue Zone Arcologies (Stage 2) 35/600: 15 Resources per Die, 2 Die = 30 Resources
-[ ] Yellow Zone Fortress Towns (Phase 3) 25/200 20 Resources per Die, 2 Die = 40 Resources
-[ ]Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 1 Die = 20 Resources
Heavy Industry 5/5 dice 80 Resources:
-[ ] Continuous Fusion Plant (Phase 1) 0/350 20 Resources per Die, 1 Die = 20 Resources
-[ ] North Boston Chip Fabricator (Phase 4) 628/1200 15 Resources per Die, 4 Die = 60 Resources
Light and Chemical Industry 4/4 dice 60 Resources:
-[ ] Chemical Fertilizer Plants 0/200 15 Resources per Die, 3 Die = 45 Resources
-[ ] Johannesburg Personal Robotics Factory 0/250 15 Resources per Die, 1 Die = 15 Resources
Agriculture 3/3 dice 50 Resources:
-[ ] Yellow Zone Aquaponics Bays (Phase 4) 44/160 15 Resources per Die, 2 Die = 30 Resources
-[ ] Wadmalaw Kudzu Development 0/40 20 Resources per Die, 1 Die = 20 Resources
Tiberium 5/5 dice 100 Resources:
-[ ] Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 3 Die = 60 Resources
-[ ] Tiberium Stabilizer Deployment ???/??? 30? Resource per Die 20? Resources per Fusion Die, 2 Fusion Dice = 40? Resources
Orbital 3/3 Dice 40 Resources:
-[ ] Inner System Survey Probes 0/90 15 Resources per Die 10 Resources per Fusion Die, 2 Fusion Die = 20 Resources
-[ ] Lunar Regolith Harvesting (Phase 1) 321/350 30 Resources per Die 20 Resources per Fusion Die, 1 Fusion Die = 20 Resources
Services 4/4 Dice 45 Resources:
-[ ] Advanced Prosthetics Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[ ] Expand Medical Schools 0/300 10 Resources per Die, 3 Die = 30 Resources
Military 5/5 Dice + 3 Free Dice 130 Resources:
-[ ] Remote Weapons System Deployment Predator 225/350 10 Resources per Die, 1 Die = 10 Resources
-[ ] Universal Rocket Launch System Deployment (Phase 1) 235/300 15 Resources per Die, 4 Dice = 60 Resources
-[ ] Governor Class Cruiser Shipyards
--[ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 3 Dice = 60 Resources
Bureaucracy 3/3 + 3 Free Dice:
-[ ] Expand Union Support 4 Dice
-[ ] Forgotten Conference 2 Dice

90+80+60+50+100+40+45+130 = 595/640

Alright this is the first draft of my plan for the next turn. I've used all but 2 Dice in Light and Chemical Industry.

My plan is to continue Blue Zone Arcologies with 2 Die,
do some Yellow Zone Fortress Towns (2 Dice on that since we need Mecca done still),
do a Die on Mecca in Infrastructure and 3 Dice in tiberium,
start doing Continuous Fusion Plant and continue pushing North Boston
Chemical Fertilizer Plants and Johannesburg Robotics because I don't know what else or if anything else we will get in Light and Chemical Industry
Agriculture is Yellow Zone Aquaponics and Wadamalaw so we can go towards completing the plan and doing a high priority herb
I guessed how much the Tiberium Stabilizer Deployment would cost, if the Forgotten Conference doesn't need Dice this time I'll switch them here
Orbital has completing the first Phase of regolith mines and doing Inner System Survey Probes as Carter Quest is about to finish that
Services is going after expanding medical schools and inventing better prosthetics so our people can live better lives
Military this turn is minimal in that I'm just trying to finish off what we were doing last turn
Bureaucracy is going for Unions and for the Forgotten Conference if dice are needed for it again, if not I'll switch to Tib Stabilizer Deployment

I got the Continuous Fusion Plant info from this by the GM:

Okay, so the next project is the end of the tech tree for right now.
[ ] Continuous Fusion Plant (Phase 1)
With the Initiative having finally cracked the secrets of sustaining a fusion reaction, it is time for a major series of test plants. (more to come)
(Progress 0/350: 20 resources per die) (+++++ Energy)
(Progress 0/300: 20 resources per die) (+++++ Energy)

Also let's do the second mathpost for Carter Quest this time since only @Lightwhispers did it again:

Mathpost is easy this time:
Mission: Orbital Scan(Mercury) 31/50
Mission: Surface Exploration Venus 58/150

Gravitic Drive Shuttle Design 373/300
Regolith Sinterer Development 204/100
Hard Case Space Suit Development 378/300


Mission planning office needs more coffee, R&D department are overachievers.

No missions went boom, and a decent spread on prospecting, it looks like.

Mission: Orbital Scan (Mercury) 26+5 = 31/50
Mission: Surface Exploration Venus 48+10 = 58/150
Gravitic Drive Shuttle Design 268+85+20 = 373/300
Regolith Sinterer Development 0+86+78+40 = 204/100
Hard Case Space Suit Development 210+57+71+40 = 378/300


Disclaimer: I don't fully grok Carter Quest yet so this mathpost is on shaky ground.
 
This is my personal thoughts on this draft plan, but 2 dice on Tiberium Stabilizer is way too few. We sort of need it way faster and earlier due to the nature of Tiberium mutation. Because mutation will continuously reduce our abatement numbers, the earlier we have the stabilizer the more effective it will be at keeping our abatement high. The more effective it is, the more time we buy until Tiberium eats the Earth. Right now, we should be beating canon GDI's timeline for brink of Earth uninhabitability by going past 2062 when Kane shows up with a deal. We can further extend this deadline getting the stabilizer network up as fast as possible.

I believe the QM also stated on the discord that the stabilizer will be a massive project too. This makes me think we need 5+ dice going into the stabilizer project for the next few turns.
 
I believe the QM also stated on the discord that the stabilizer will be a massive project too. This makes me think we need 5+ dice going into the stabilizer project for the next few turns.
Did anyone think that a project that cuts the maximum mutation rate in half (we had some debate, I was originally thinking 1d5, was convinced to switch to 1d4+1 as a better option) would be anything but absolutely massive?
 
Did anyone think that a project that cuts the maximum mutation rate in half (we had some debate, I was originally thinking 1d5, was convinced to switch to 1d4+1 as a better option) would be anything but absolutely massive?

Yes well you missed my question to you so let me state it more clearly:

Do we need dice to start the Forgotten Conference next turn?
 
Last we've heard, the Tiberium Stabilizer will be about a 0/2000 project, and will cost 30R per die. And we won't be able to get a Fusion dice discount, either. If it's exactly 0/2000, I have it as taking between 22 and 26 dice on the Array. (Between 660R and 780R.) So any plans for the next three turns will be heavily dependent on funding the Stabilizer.
 
Alright with new information here is a new version of my plan:

Free Dice: 6
Fusion Dice: 9
Housing: +12 ( 28 population in low quality housing) (2 points of refugees)
Energy: +11 ( +2 reserve Energy)
Logistics: +9
Food: +11 ( +8 in reserve)
Health: +5 (2 consumed by emergency refugee healthcare)
Capital Goods: +5
Consumer Goods: +5
Labor: +31
Tiberium Processing Capacity: 1300/1480

Yellow Zone
Water: +11
Mitigation Points: 88

Red Zone
Mitigation Points: 61

Resources Available: 640

[ ]In the Eye of the Maelstrom v2.1:
Infrastructure 5/5 dice 95 Resources:
-[ ] Blue Zone Arcologies (Stage 2) 35/600: 15 Resources per Die, 1 Die = 15 Resources
-[ ] Yellow Zone Fortress Towns (Phase 3) 25/200 20 Resources per Die, 2 Die = 40 Resources
-[ ]Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 2 Die = 40 Resources
Heavy Industry 5/5 dice 80 Resources:
-[ ] Continuous Fusion Plant (Phase 1) 0/350 20 Resources per Die, 1 Die = 20 Resources
-[ ] North Boston Chip Fabricator (Phase 4) 628/1200 15 Resources per Die, 4 Die = 60 Resources
Light and Chemical Industry 2/4 dice 30 Resources:
-[ ] Chemical Fertilizer Plants 0/200 15 Resources per Die, 2 Die = 30 Resources
Agriculture 3/3 dice 45 Resources:
-[ ] Yellow Zone Aquaponics Bays (Phase 4) 44/160 15 Resources per Die, 3 Dice = 45 Resources
Tiberium 5/5 dice + 2 Free Die 190 Resources:
-[ ] Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 2 Die = 40 Resources
-[ ] Tiberium Stabilizer Deployment ???/??? 30 Resource per Die, 5 Dice = 150 Resources
Orbital 3/3 Dice 40 Resources:
-[ ] Inner System Survey Probes 0/90 15 Resources per Die 10 Resources per Fusion Die, 2 Fusion Die = 20 Resources
-[ ] Lunar Regolith Harvesting (Phase 1) 321/350 30 Resources per Die 20 Resources per Fusion Die, 1 Fusion Die = 20 Resources
Services 4/4 Dice 40 Resources:
-[ ] Expand Medical Schools 0/300 10 Resources per Die, 4 Die = 40 Resources
Military 5/5 Dice + 3 Free Dice 120 Resources:
-[ ] Remote Weapons System Deployment Predator 225/350 10 Resources per Die, 2 Die = 20 Resources
-[ ] Universal Rocket Launch System Deployment (Phase 1) 235/300 15 Resources per Die, 4 Dice = 60 Resources
-[ ] Governor Class Cruiser Shipyards
--[ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Die = 40 Resources
Bureaucracy 3/3 + 1 Free Die:
-[ ] Expand Union Support 4 Dice


95+80+30+45+190+40+40+120 = 640/640

There 5 Dice on Tiberium Stabilizer Deployment. Lost only the use of 2 Die on Light and Chemical Industries and all the research projects I wanted to do next turn.
 
Last we've heard, the Tiberium Stabilizer will be about a 0/2000 project, and will cost 30R per die. And we won't be able to get a Fusion dice discount, either. If it's exactly 0/2000, I have it as taking between 22 and 26 dice on the Array. (Between 660R and 780R.) So any plans for the next three turns will be heavily dependent on funding the Stabilizer.
I'm pretty sure it will get the Fusion Die discount, but will only be able to use Tiberium dice, not Orbital.
Also let's do the second mathpost for Carter Quest this time since only @Lightwhispers did it again:
Why? I already did it, so there's no point I can see in posting the numbers again.
 
In this case? Because it is a useful argument for doing Inner Planets next turn.
The most efficient thing to do is never spend money on probes. SCEDQuest will get everywhere eventually with the money they have. If anything spend money on the skywatch system so we can start probing the asteroid belt again.

Not saying that giving money does not help :V
 
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The most efficient thing to do is never spend money on probes. SCEDQuest will get everywhere eventually with the money they have. If anything spend money on the skywatch system so we can start probing the asteroid belt again.

Not saying that giving money does not help :V
I'll keep it in mind, but I'm waiting to see if the Fusion Dice are available for the Tiberium Stabilizer Deployment Megaproject before changing my plan again. Also if we can even do that Megaproject without first clearing the orbitals more.
 
Vote closed
Scheduled vote count started by Ithillid on Sep 5, 2021 at 12:21 PM, finished with 194 posts and 103 votes.


New Trait for Seo: Orbital Focus: +5 to station building
Ithillid threw 2 100-faced dice. Total: 162
93 93 69 69
Ithillid threw 4 100-faced dice. Reason: RER Total: 152
9 9 67 67 36 36 40 40
 
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Well hey, we must be doing something right if Nod wants to kill us.

Wait, Director Granger, not Doctor Granger? So not on us, but on the other Granger. Eh, still. Clearly he's doing something right.
 
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Wonder what NOD did and what they burned to try and take a crack at the Director, who is probably the most heavily protected person on the planet.
 
Trying to kill the retiring military director would only be good for pushing GDI to a more military focus, no? In that case, they WANT us to focus on military to the exclusion of something else. Possibly orbital, since with good ASAT orbital is essentially an all-GDI zone. Possibly Tiberium, since if we anti-mutate it that goes against Nod's beliefs.
 
I think Nod just want a win after far too many set backs, because while they might got what they tried to do, the cost became too high and will be higher after GDI deploy their shinny new toys.
 
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