What the actual? Is this the first time NOD has rolled out non-human macroscale bioweapons?
No, they rolled out ones at Chicago. See here:
But the most significant are the inhuman. Dubbed the Afanc-class Bioweapons, it had been one of the main threats that Gideon introduced in the Battle of Chicago. The InOps had released their specs on the third-to-last major FOIA requests from the government watchdogs, so I will be brief. They were tough accounting for their frames. Body shapes and sizes had varied armament, most typically an array of laser weapons, however, though the most common had crocodilian frames. Their carapaces are unnaturally tough, a latticework of Tiberium and alloyed metal tough enough to require sustained autocannon fire to bring down. Their weapons were mostly externally expressed, with autocannons and laser weapons that were occasionally remote-operated. Others had internalized weapons, with laser-emitters emplaced within their maws that fires beams with enough width to bisect your average soldiers. The rest of the specs can be read in full- but that was the broad summary of it.

Except for one bit. Their DNA traces belonged to an amalgam of species not native to the Americas. The common pattern, as the matter of fact, belonged to Crocodylus palustris, the mugger crocodiles native to India. It was here that we first learned of the true danger the subcontinent had in store, but that's a tale for another time. For the time being though, the attack on Chicago signified two things. That in a full press assault, we will always prevail against the might of one major Warlord. But the second is that even in the absence of Kane's direct hand, and after all the well poisoning we did with General Hassan, the Warlords have shown cooperation in a worldwide manner. From the Afanc, the proliferation of Barghests, to even the Falak– it is a hallmark that NOD has as much capacity as us to innovate.


So, reactions:
Naval battle was painful, but strategically no worse than a draw. NOD found out how hard targets the Governors, as did we. We found out about several of their new tricks, or old tricks deployed in new ways. Personnel losses are ouchy, but we also got valuable combat experience for the survivors.

Arcologies should finish next turn, which will help with Housing further, possibly enough to do ICS if we can afford its costs.
ACS progression is nice, but we'll be wanting to toss any non-shipyard dice towards another round of Fusion for Energy. HI dice should not be going idle.
More resources, but we will need to push on Ground Forces Zone Armor soon, to garrison them. Or do more Factory Refits, to get the earlier ZA factories up to speed, rather than having to hand-make some parts.

We'll have a number of 1-die-to-complete projects, but next turn's military dice should probably mostly go to Naval Laser PD, and retooling the artillery, with one towards finishing the Hydrofoil shipyard.
 
On that note:

[]Plan Under Review Q3 2058
-[]Infrastructure 5/6 50R
--[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 62%
--[] Blue Zone Arcologies (Stage 2) 548/650 2 dice 30R 91%
--[] Security Review 1 die

-[]Heavy Industry 4/4 + 1 85R
--[]Tokyo Chip Fabricator (Phase 1) 0/125 3 dice 45R 96%
--[]Automated Civilian Shipyards 139/250 2 dice 40R 80%

-[]Light & Chemical Industry 1/4 0R
--[]Security Review 1 die

-[]Agriculture 0/3 0R

-[]Tiberium 6/6 + 1 210R
--[] Red Zone Tiberium Harvesting (Stage 11) 2 dice 50R 98%
--[] Tiberium Glacier Mining (Stage 11+12) 30/360 5 dice 150R 81%

-[]Orbital Industry 4/4 70R
--[] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/10)
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%

-[]Services 3/4 65R
--[] NOD Research Initiatives 124/160 1 die 30R 95%
--[] Scrin Research Institutions 160/350 1 die 30R 100%
--[] Litvinov Tax 1 die 5R

-[]Military 6/6 + 2 110R
--[]Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[]Orca Refit Deployment 0/200 1 dice 15R (median 1/3)
--[]Naval Defense Laser Refit 0/??? 3 dice 45R? ??% (median 3/??)
--[]Hydrofoil Shipyards
---[]Busan-Ulsan 69/85 1 die 10R 100%
--[]Orbital Nuclear Caches 0/175 1 die 20 R (median 1/3)
--[]Security Review 1 die

-[]Bureaucracy 3/3 + 3
--[]Security Review
---[]LCI 2 dice 99%
---[]Military 2 dice 99%
---[]Infrastructure 2 dice 99%

590/590R, 6/6 Free Dice, 6/13 Fusion Dice.

Slightly riskier than @Simon_Jester's Surefire Plan on Logistics: a 6% chance of passing neither Orbital Comms nor Automated Civilian Shipyards. And no ICS.

In exchange, we get Tokyo Phase 1, Wartime Refits and a start on Nuclear Caches. And four 15/r dice which I spread 1:3 on Orcas and Laser PD. That probably comes down to which of Orcas, Laser PD and Tube Artillery is more expedient to get out the door first.
 
Every time an update brings up transuranics and how important the processing facilities at Jeddah and Chicago are because they're the only ones that can make a reliable amount makes me nervous. No matter how many new defenses and naval vessels we put on guard duty.

Really think we should give ourselves some redudancy and get the new Tiberium processing centers up and running soon rather than waiting until we hit the processing limit.
 
Are we confident that there will be a Stage 12 for Glacier Mining and that it won't have a high Logistics cost? That last RZ Harvesting expansion sounded rough.
It was rough because Nod put up a fight, not so much because the area itself was hard to get to.

Wondering if we slow up a bit on Glacier chasing, and start on expanding our Processing Facilities. The Processing Facilities are also going to cost Logistics, and with the Integrated Cargo System likely 3 quarters away at best, we should ensure we can afford the Logistics cost of the Processing Facilities with existing Logistics projects.
Also, bear in mind that we have automated shipyards coming in for sure in Q3 under my plan ("Surefire Shipping"), which when combined with the probably-single-die effort to complete the commsats that can be easily tacked on in Q4... Well, as I understand it, we started with +4 Logistics, gained +2 Logistics from commsats, and lost -3 to apartments and a glacier phase. So now we're at +3.

With the automated shipyards we're at +12, which is more than enough to cover an unexpectedly expensive glacier phase, and we've got another easy +2 from commsats as low-hanging fruit for a total of +14 by Q4 if we really want it. There's enough left over there for the refining plants.

(Also, I suspect that having a broader spread of refineries might reduce the Logistics strain of some of our existing glacier mines, I dunno, could be wrong)

...

Beyond that, there's always railroads if we need to hammer the "Logistics NOW dammit" button; it's less efficient than ICS, but we can get it sooner. With arcologies and tidal power largely out of the way in Q3, we can slam out one more phase of railroads with reasonable confidence as an emergency measure. Not that I expect to need it.

(And if we aren't trying to rush two stages of Glacier Mining, we can be chill about whether the Civilian Shipyards complete or not.)
The problem is that we've got a bunch of extra dice compared to last plan, and a bunch of 20 R/die projects we really want to push, and we just plain can't fund them without getting our budget up to snuff. If we can't get something like 700 R/turn, we're constantly going to be leaving areas fallow just to support our operations elsewhere.

My other concern is the Shimmer Shield Development. We have a lot of stuff to roll out already.
While Shimmer Shields will potentially reduce the consumption of Hockey Pucks Ablats, I don't think we can afford to line up further Deployment projects right now.
See, the problem with this line of thinking is that it makes it nearly impossible to do any research. Shimmer Shields is a tech with a LOT of applications (among other things it's one of the few ways we have of protecting our space stations from gigantic Nod anti-satellite laser systems).

There is literally NO requirement that we do an immediate 'deployment' of the tech, but we need to know what can and cannot be done with it if we're going to plan around it. We can fuck ourselves over very easily by refusing to experiment with the fruits of our Nod/Scrin research on the grounds that "it's just more stuff to deploy" while ignoring the potential payoffs of the tech.

What the actual? Is this the first time NOD has rolled out non-human macroscale bioweapons?
Nah, we've seen cyborg zombie crocodiles and shit in the past few years. Now, them being able to bio-engineer squidoids that can credibly threaten to board and storm a naval cruiser underway is a bit of a surprise, but not really an outside context problem compared to other stuff.

What's the range of that plasma weapon? Comparable or superior to our railguns? Is it Scrin-derived? Do we cover our ships in Ablat?
Nod's had plasma guns since at least Tib War Two; the original ground attack version of the Banshee used 'em. Pretty sure they got ahold of some of that tech from the first time they got their hands on the Tacitus; subsequent access to the Tacitus and Scrin tech can only have made things easier.

Scaling them up to naval guns isn't much of a surprise.

I suspect that plasma weapons are significantly more effective against our anti-laser ablatives than lasers would be, if only because we optimized the ablatives against Nod's lasers and not against the much rarer plasma weapon tech.

Arcologies should finish next turn, which will help with Housing further, possibly enough to do ICS if we can afford its costs.
I think we can. ICS isn't actually more expensive per die than most of our other Infrastructure projects, besides tidal power and apartments. We should be able to largely finish the project in two turns of focused efforts, by which point even if we do no new housing in 2058Q4 or 2059Q1, we'll still be +4 up on Housing from where we started. And squeezing in one more phase of apartments at a slow-walk wouldn't be that difficult, and would help us not lose our gains in getting a lot of refugee families out of the fortress towns and shit like that.

ACS progression is nice, but we'll be wanting to toss any non-shipyard dice towards another round of Fusion for Energy. HI dice should not be going idle.
The problem is just that Heavy Industry dice are so goddamn expensive. If we weren't effectively committed to blowing 60 R on finishing our Nod/Scrin research, or if getting the Philadelphia up and running weren't a priority, or if we weren't still trying to expand the glacier mines, it'd be a lot easier to find the resources to activate the fourth die.

More resources, but we will need to push on Ground Forces Zone Armor soon, to garrison them. Or do more Factory Refits, to get the earlier ZA factories up to speed, rather than having to hand-make some parts.
Yes, but those are 20 R/die projects with significant Capital Goods cost... which in turn means more expensive Heavy Industry options. We can't start aggressively pushing those projects until we have our income up to a higher level than it is now- something like 700 RpT sounds more manageable, and I'd rather try for 750-800. But that's gonna take a while, especially since we only have about 1-2 more glacier phases before we need to pivot back to the slower and more CapGoods-intensive vein mining for a while, or the similarly expensive and less lucrative (but CapGoods-cheap) moon mining.

On that note:

[]Plan Under Review Q3 2058
-[]Infrastructure 5/6 50R
--[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 62%
--[] Blue Zone Arcologies (Stage 2) 548/650 2 dice 30R 91%
--[] Security Review 1 die
Ugh. Leaving Infrastructure dice fallow is just painful. We are badly hurting for everything Infrastructure provides us, and Infrastructure dice aren't even the really expensive ones.

-[]Heavy Industry 4/4 + 1 85R
--[]Tokyo Chip Fabricator (Phase 1) 0/125 3 dice 45R 96%
--[]Automated Civilian Shipyards 139/250 2 dice 40R 80%

-[]Tiberium 6/6 + 1 210R
--[] Red Zone Tiberium Harvesting (Stage 11) 2 dice 50R 98%
--[] Tiberium Glacier Mining (Stage 11+12) 30/360 5 dice 150R 81%

-[]Orbital Industry 4/4 70R
--[] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/10)
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
20% chance of the shipyards not completing. I don't know whether to expect the cost of Glacier Mines #11 and #12 to be more like -5 Logistics or more like -7 Logistics, but in either case, even if the commsats finish (and they might not), this plan means we're kind of fucked if the shipyards don't complete, because the commsats alone only bring us to +5 and that means our Logistics in Q4 are tight.

Also, investing only three dice in the Philadelphia this turn makes it nigh-impossible to be confident of completing Phase 4 in Q4, which we really really want to do. Much like the stabilizer, getting it done a turn early can have significant (if not transformational) long term knock-on consequences.

-[]Services 3/4 65R
--[] NOD Research Initiatives 124/160 1 die 30R 95%
--[] Scrin Research Institutions 160/350 1 die 30R 100%
--[] Litvinov Tax 1 die 5R
If you're gonna budget for a Litvinov tax in Q3 as opposed to accepting delay in that area, you should budget more than 5R. Most new projects these days are at least 10 R/die.

-[]Military 6/6 + 2 110R
--[]Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[]Orca Refit Deployment 0/200 1 dice 15R (median 1/3)
--[]Naval Defense Laser Refit 0/??? 3 dice 45R? ??% (median 3/??)
--[]Hydrofoil Shipyards
---[]Busan-Ulsan 69/85 1 die 10R 100%
--[]Orbital Nuclear Caches 0/175 1 die 20 R (median 1/3)
--[]Security Review 1 die
Given all the other sacrifices you make in this plan, I'm going to argue (painfully) against the orbital nuclear caches. I suggest turning the nuke cache die into a second Super Orca die. Then use the 5 R thus freed up to either increase the "Litvinov Tax" budget to something that might actually get the job done, or to convert a Tokyo die into a Shipyards die so we have assured +9 Logistics (which we need pressingly next turn), instead of assured -1 Labor (which we don't).

Slightly riskier than @Simon_Jester's Surefire Plan on Logistics: a 6% chance of passing neither Orbital Comms nor Automated Civilian Shipyards. And no ICS.
Yeah. I'm specifically trying to look forwards to making sure we have solid Logistics as soon as possible in the coming year of 2059, because we're going to have real problems on our hands when Nod goes 'hot' and starts hitting us all over the place. During this quest we've always been in a low-level state of warfare; everything going up to mid-level at once is going to mean that our existing Logistics, adequate to low-level warfare, becomes inadequate. We'd see many sectors forced on the defensive or undermined because we just can't get supplies to them.

Every time an update brings up transuranics and how important the processing facilities at Jeddah and Chicago are because they're the only ones that can make a reliable amount makes me nervous. No matter how many new defenses and naval vessels we put on guard duty.

Really think we should give ourselves some redudancy and get the new Tiberium processing centers up and running soon rather than waiting until we hit the processing limit.
I like the sentiment, but we really need the income because we're constantly leaving dice fallow. 1-2 more rounds of glaciers is about all we can get cheaply from Mecca-Jeddah-Medina's bonuses, and after that the immediate next logical target is the refineries (plus building railgun harvester factories that will probably provide some 'cheap' +RpT increase while making our overall military posture in the Red Zones better)

That or task more weapon satellites for each target in an attempt to overwhelm the defenses, no shield is perfect especially what Nod can rush together in the field.
I mean, the ion shielding on a battleship is likely to be about as good as Nod can construct on a mobile platform. It won't match the Temple Prime shields, but it's entirely possible that trying to just beat it down with brute force will be less efficient than using the same amount of ion cannon fire to sink the battleship's escorts and render it vulnerable to attack by conventional forces.
 
I mean, the ion shielding on a battleship is likely to be about as good as Nod can construct on a mobile platform. It won't match the Temple Prime shields, but it's entirely possible that trying to just beat it down with brute force will be less efficient than using the same amount of ion cannon fire to sink the battleship's escorts and render it vulnerable to attack by conventional forces.
Possibly, the military will have to weigh the options what with our lack of escort carriers or network ground bases capable of firing off heavy anti-shipping missiles.
 
I hope the centre-left in-thread realizes this now. You give a thumb and capital tears off the arm.
Again, the QM got so tired of hearing this kind of thing every time he gave us the option to make Left Moves in the economy, that he took away our power to even decide to make such moves and it's now all up to the NPC political simulator to figure out what happens.

Now that our nice things are broken, can you please not resume doing the thing that got our nice things broken in the first place? Because if you wanted Turn Economy Leftwards Quest, it got burned down.

And I'd say the same if someone came in posting about how the socialism is ruining the economy and we need to restore more capitalism. Because they weren't helping either.

Possibly, the military will have to weigh the options what with our lack of escort carriers or network ground bases capable of firing off heavy anti-shipping missiles.
Well, we do have plenty of options for focusing down a single Nod capital ship that happens to be magically immune to ion fire, as long as it is unescorted. Massed munitions barrages from Firehawks, railgun fire from cruisers and battleships, and ship-to-ship missile launches can all have an effect. I'm pretty sure that no one Nod battleship is going to have the same capability to largely shrug off sustained bombardment from such sources that an entire squadron of Guardians have. An entire Nod task force, by contrast, will be a tougher nut to crack.
 
OSRCT is not a hard counter to any particular Masterstroke, though. In this use case it's a stronger, global QRF.

Key word: stronger, not faster:

If it were closer to 'minutes' I'd consider it, but as it is 'hours' is plenty of time to heist a nuke. The drop of an ORSCT is more on the scale of an airborne assault than a QRF action, and that's how we should use them.
It might be a case of "re-fight the last war", but I can't help but feel that OSRCT would have made a big difference at Cheyenne Mountain. It's a general buff to our QRF's globally, which is a big deal. You need to remember that NOD already has sizable nuclear arsenals, possibly larger than the GDI given the latter's preference for ion strikes,and as such making a play for our nukes is a low-risk scenario. It's a very high-impact one, yes, but one that's not that likely. In comparison, OSRCT provides us with a soft-counter to any attempted Masterstroke that doesn't directly target the orbitals. Just my 2 cents.
 
I mean, we've got a ton of new advances to apply to our next generation of ion cannons (potentially including vehicle/naval ion cannons). Peaker Fusion, NOD heatsinks, scrin plasma tech, proliferation of super conductors, more spacelift for more/bigger ion cannons, and whatever the gacha gives us next.

That particular arms race is just reaching the point where in the next few years we want to modernize the weapon system.
 
It might be a case of "re-fight the last war", but I can't help but feel that OSRCT would have made a big difference at Cheyenne Mountain. It's a general buff to our QRF's globally, which is a big deal. You need to remember that NOD already has sizable nuclear arsenals, possibly larger than the GDI given the latter's preference for ion strikes,and as such making a play for our nukes is a low-risk scenario. It's a very high-impact one, yes, but one that's not that likely. In comparison, OSRCT provides us with a soft-counter to any attempted Masterstroke that doesn't directly target the orbitals. Just my 2 cents.
OSRCT is very important and desirable, but I'm concerned that just getting the first phase of the station up and running won't be enough to make a significant counter-Masterstroke difference by itself unless the dice are very close. Given very limited time and budget, I'd rather hard-counter one category of threat than squishy-super-soft counter a wide variety of threats.

I mean, we've got a ton of new advances to apply to our next generation of ion cannons (potentially including vehicle/naval ion cannons). Peaker Fusion, NOD heatsinks, scrin plasma tech, proliferation of super conductors, more spacelift for more/bigger ion cannons, and whatever the gacha gives us next.

That particular arms race is just reaching the point where in the next few years we want to modernize the weapon system.
I'm not sure that just making the ion cannons bigger is a viable counter to Nod ion disruptors. It might help, but brute-forcing them is probably going to be harder than bypassing them.
 
OSRCT is very important and desirable, but I'm concerned that just getting the first phase of the station up and running won't be enough to make a significant counter-Masterstroke difference by itself unless the dice are very close. Given very limited time and budget, I'd rather hard-counter one category of threat than squishy-super-soft counter a wide variety of threats.

I'm not sure that just making the ion cannons bigger is a viable counter to Nod ion disruptors. It might help, but brute-forcing them is probably going to be harder than bypassing them.
the trick is when you make them big enough you can target just outside the disruptors range and still hit what you wanted with the thermal blast
 
I mean, we've got a ton of new advances to apply to our next generation of ion cannons (potentially including vehicle/naval ion cannons). Peaker Fusion, NOD heatsinks, scrin plasma tech, proliferation of super conductors, more spacelift for more/bigger ion cannons, and whatever the gacha gives us next.

That particular arms race is just reaching the point where in the next few years we want to modernize the weapon system.
Honestly, if we want nextgen, revolutionary weapons tech rather than evolutionary stuff, then funding the Talons' projects are the way to go since they are *the* cutting edge in revolutionary weapons tech for GDI.

That plasma weapons tech has been sitting there for a while. Who knows what other weapons tech it (and the Talons' other projects) might gate.
 
See, the problem with this line of thinking is that it makes it nearly impossible to do any research. Shimmer Shields is a tech with a LOT of applications (among other things it's one of the few ways we have of protecting our space stations from gigantic Nod anti-satellite laser systems).

There is literally NO requirement that we do an immediate 'deployment' of the tech, but we need to know what can and cannot be done with it if we're going to plan around it. We can fuck ourselves over very easily by refusing to experiment with the fruits of our Nod/Scrin research on the grounds that "it's just more stuff to deploy" while ignoring the potential payoffs of the tech.
I disagree with the line of thinking about this line of thinking!

If we aren't likely to pursue deployment of Shimmer Shields now, then it makes no difference to the technology if we complete it now or later.
However, when we are resource constrained, such as now, throwing 20R at something instead of getting deployments done is a (mild) extravagance.
Rolling out a deployment a turn earlier does make a difference.

And another point: The Orca Refit Package was developed a year and a half ago. Development project can expire.
If we leave the Orca Refit idle for too long, we'll either get PS penalised or we'll have to redevelop it, wasting the initial expense.
We are about to complete another round of research as well. Shimmer Shields might be about to be redundant.
 
On another side note, it's been said it would take a decade or so to outfit everyone in YZ with a new type of civilian environment suits. Did this mean literally 1 billion or only the ones GDI is hosting?
So I am going to claim that my question is the reason we are getting an update about the Environment Suits now, it's been most of a decade after all. :)
Environment Suits
On a more positive note, the P2050 Civilian Environment Suit produced by GDI has become a staple addition of aid supplies, with significant numbers of updated models being provided to the Caravanserai as Hajj packages due to the ability of the Commanders of the Hajj to penetrate deep beyond GDI's zone of influences. The Commanders and their subordinates then would use the Suits both as bargaining chips– as the P2050s are of standardized high-quality beyond most of what most Warlords can produce– and pilgrim aid both. A quick estimate shows that ten percent of the elderly Hajj pilgrims are saved from untimely and life-threatening medical complications due to the suit's insulation, even as the Caravanserais travel unimpeded without worrying about GDI's Ion Cannons. Not only that, nearly the entire production of the suits by this point are being sent out beyond GDI borders as basic humanitarian goods. The P2050 now can be found not only in GDI territories, but– allegedly, as the InOps are unable to truly confirm– across all Brotherhood of Nod regions except for the most radical and hardliner of the factions.
So yeah.

Emilia Litvinov.
After bending Parliament to her will, as much as possible anyway, Litvinov has turned her eyes to the bureaucracy of government, especially looking at the Treasury.

Seo,
While your efforts to integrate the refugees into the workforce have been exemplary, I believe that more investment will need to be made in education, especially in the Green Zones. Beyond the educational side of affairs, my administration is looking to further improve integration and immigration systems, and will be expecting the Treasury to take a leading role in that. While much of the work will be assigned to the Welfare department, they will need your support. I expect to be able to send you program proposals in the coming weeks, and will expect you to give them all due attention.
Beyond that, I look forward to collaborating on a number of future projects to better serve the people of the Initiative and the world. If there are tasks that you believe will be useful, but require other departments, please send them to my desk.
Sincerely,
Director Litvinov
Now, remember when we were introduced to Drives? Well, this here is a good example of how we aren't going to have to manage only Seo's Drive. We are also going to have to manage Litvinov's at a minimum.

Saw that coming.

I'm assuming that the ground force zone armor factories are going to equip a lot more people per factory than the ZOCOM ones did.

I do think we probably want to proliferate Zone Armor sooner than later. India's only handing out these goodies for cash and prizes, they've probably got worse on the backburner. I'd much rather not have our conventional infantry fighting horrific biological killing machines (got enough of that with the Scrin let's be real) when we could have our mechanized horrific killing machines take them on instead.
So I agree with both of you. And, on one hand, it's far too costly to complete Set 1... But I do think that completing a factory or two will relieve pressure off of ZOCOM just a tad.



Now let me see something. @Ithillid I think the Reclamator Hubs option lacks its Resources per die blurb.

It was 20 RpD, I think.

Now let me calculate the cost of more or less completing the Middle East Tiberium Processing Hub, complete with MARV Fleet.

Assume in Q3 we spend Tiberium 6/6 dice +1 free die like Simon suggests. 50+150=200R, and 80%-ish odds on completing the harvesting and glacier mining. That's it.

Now, for MARVs. They are built using military dice, btw.

In Q3, spend 2 military dice for 40R on a Red Zone-1 South Reclamator Hub (progress 0/105, 80% chance).
In Q4, spend 4 more dice and 80R for a Super MARV Fleet (progress 0/210, 84% chance).



So yeah, this is the price of MARV. 40R on the first turn, then 80R on the second turn, from military dice so competing with a lot of other stuff. And the reason I want to begin the construction in Q3 is because it is by necessity a non-rollover 2-stage project. We can't just drop 6 dice into it and have it built by the end of the quarter, we need prep work done separately.

And I can see the writing on the wall - with the more neutral Nod Warlords in the area being singled out for inter-Nod assassination, Mecca-Jeddah and Medina are very likely going become targets. Best harden Middle East with a MARV, as soon as possible. I don't want to give the Nod hardliners a window of opportunity.
 
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If we aren't likely to pursue deployment of Shimmer Shields now, then it makes no difference to the technology if we complete it now or later.

Shimmer shields is an integrated technology. That means it'll be integrated into the next military unit that can carry it during its development phase, rather than a separate deployment. There are also civilian applications, those will also be integrated into whatever project gets built. So I don't expect to see a separate "Shimmer shields factory." Precisely because it will go into other development projects is why we should do it earlier.

It's similar to how the Quick Air-to-air missile development was rolled into the the Universal Rocket Launch System development when they were completed at the same time. In this case shimmer shields can get rolled into the next mech or ship if we do the shield dev before it.

We are about to complete another round of research as well. Shimmer Shields might be about to be redundant.

When research like Nod and Scrin technologies complete, it can take around a year or more after before the projects become available. Not to mention that it's only a chance of better shield technologies and not a guarantee. It's better to do shields now.
 
the trick is when you make them big enough you can target just outside the disruptors range and still hit what you wanted with the thermal blast
At that point what you want is a nuke.

I disagree with the line of thinking about this line of thinking!

If we aren't likely to pursue deployment of Shimmer Shields now, then it makes no difference to the technology if we complete it now or later.
See, that's the thing. We are quite likely to pursue at least some projects that make use of Shimmer Shields. Obvious candidates include integrating them into fortifications, retrofitting them to aircraft or warships on an experimental basis, attaching them to our space stations, and importantly trying to design them into the Havoc, something we're likely to develop and deploy SOON even if not LITERALLY NOW.

Repetitively delaying them turn after turn is directly inhibiting us from considering important projects or locking us out of potentially useful options, because we don't even know what is or is not possible without pursuing the development project. We can't even plan our future deployment intentions because we don't know what the shields will do.

And another point: The Orca Refit Package was developed a year and a half ago. Development project can expire.
If we leave the Orca Refit idle for too long, we'll either get PS penalised or we'll have to redevelop it, wasting the initial expense.
The only projects that have given us PS penalties this way are ones that we left waiting for nearly two whole Plans. This is unrealistic.

As to the assertion that future Scrintech might make shimmer shields obsolete, it is very likely that multiple types of shielding will stack, integrate, or complement each other. Doing at least basic research into what can be done with one type is unlikely to be retroactively invalidated by researching another "better" type.

So yeah, this is the price of MARV. 40R on the first turn, then 80R on the second turn, from military dice so competing with a lot of other stuff. And the reason I want to begin the construction in Q3 is because it is by necessity a non-rollover 2-stage project. We can't just drop 6 dice into it and have it built by the end of the quarter, we need prep work done separately.

And I can see the writing on the wall - with the more neutral Nod Warlords in the area being singled out for inter-Nod assassination, Mecca-Jeddah and Medina are very likely going become targets. Best harden Middle East with a MARV, as soon as possible. I don't want to give the Nod hardliners a window of opportunity.
The problem here is that there's so much stuff we need to do globally to prepare for the coming war that a six-die investment on fortifying any one region, however critical, is wobbly. I think we may be more free to try this in Q4-Q1, because then we'll have more overall income to blow doing a big slab of 20 R/die projects across the board.
 
So about developing Scrin tech in particular - I strongly doubt that there exists any realistic way for it to become redundant.

There is one, but it's unavailable and therefore unrealistic - and it's called Tacitus.

Other Scrin techs come from the same general batch of wreckage and, the point is, if the Visitors never bothered to replace this tech, I doubt they have anything on the rolled tech table that is actually a replacement for it.

Finally, Nod tech should be considered inferior to Scrin Tech, so it also shouldn't have replacements on the rolled table.


So no, Scrin Tech in general and Shimmer Shields in particular shouldn't become obsolete in the foreseeable future.
 
The problem here is that there's so much stuff we need to do globally to prepare for the coming war that a six-die investment on fortifying any one region, however critical, is wobbly. I think we may be more free to try this in Q4-Q1, because then we'll have more overall income to blow doing a big slab of 20 R/die projects ac
It's still the most obvious Masterstroke target, and 300 Processing Capacity that, if lost, will set us back severely. It's more than 1/6th of GDI's entire income, and closer to home, something that will likely drop us back to Q1 2059 income values.

Far from the only target but all our centralized industrial complexes are usually deep in Blue Zones away from danger, as opposed to deep in Yellow Zones.

Edit - Sorry for doubleposting.
 
I hope the centre-left in-thread realizes this now. You give a thumb and capital tears off the arm.
1. we don't control the economy to that degree anymore, we are just a part of the government, but not the government itself.
2. if we are gonna omega oversimplify concepts and ideas to a meaningless level then let me give you one too. You offer a communist some bricks to finish their house, they will take your entire house instead.

See how that makes no sense? no context just political signaling that's utterly meaningless.
 
Where did you get that from? 5 sets total is rediculously expensive.

Discord.

It's ZOCOM, leading edge elements of Ground Forces, frontline forces of Ground Forces, second line forces of Ground Forces, deep garrisons/reserves IIRC.

And yes, that is really expensive. We aren't expected to roll out the remaining 4 sets this plan. Frankly, rolling them out 1 set per plan is quite reasonable.
 
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