So @Ithillid do we get an autocomplete on Tube Artillery Deployment? I'm asking since next turn we just put a Die on it and it would autocomplete barring a critical failure just like Expanding Orbital Communications did last turn.
I think the autocomplete on Expanding Orbital Communications was because of the nanotube plating discount bringing the needed progress down where a Omake bonus would have sufficed to complete the project.
 
Right. Meme plan time (not really but anyway) - let's list all the development projects we had in Q4 2058. Besides Eezo and Havoc that is.

10R, Infrastructure - Communal Housing Experiments (yes a stretch no don't care)
20R, Agriculture - Wadmalaw Kudzu Development
25R, Tiberium - Improved Tiberium Containment Facilities Development
30R, Tiberium - Liquid Tiberium Power Cell Development
20R x3, Tiberium - Enhanced Harvest Tiberium Spikes
30R, Orbital - Conestoga Class Development
20R, Services - Tissue Replacement Therapy Development
20R, Services - Advanced Electronic Video Assistant Development
20R x2, Services - Early Prototype General Artificial Intelligence Development
25R x2, Services - Human Genetic Engineering Programs

So far, so good. Only 2 Free Dice needed on Services, to accomodate non-military developments. 5 Free Dice remaining. 305R consumed thus far, out of 740. 435R remaining.

Two questions.
1) Does anyone know if the Taxes are going to go up next turn? It's a difference between 740 and 745R in our budget.
2) So am I the only one who thinks that Human Genetic Engineering Programs option may or may not include research into Forgotten physiology? It may be another venue of research into adapting humans to Tiberium, besides the Emergency Infusions.

Now for Military. Up to 12 dice, up to 435R.

25R, Military - Prototype Plasma Weapons Development
15R, Military - Stealth Disruptor Development
10R, ZOCOM - Infantry Recon Support Drone Development
10R, ZOCOM - Backpack Rocket Launcher Development
15R, Air Force - Wingman Drone Development
20R, Air Force - Tactical Airborne Laser Development
15R, Air Force - Aurora Strike Bomber Development
20R, Space Force - Orbital Defense Laser Development
10R, Ground Forces - Railgun Munitions Development
10R, Ground Forces - Guardian Mark 2 Development
10R, Ground Forces - Armadillo HAPC Development
10R, Ground Forces - Mammoth Block Four Development
15R, Ground Forces - MBT-7 Paladin Development
10R, Ground Forces - GD-3 Rifle Development

It's already 14 projects for 195R, with an overflow on dice but still within budget (240R remaining).

15R, Navy - Escort Carrier Development
20R, Offensive Navy - Island Class Assault Ships
20R, Offensive Navy - Victory Class Monitor Development
15R, Defensive Navy - Shark Class Frigate Development
10R, Steel Talons - Mastodon Heavy Assault Walker Development
30R, Steel Talons - Tactical Plasma Weapon Development
25R, Steel Talons - Neural Interface System Development

That's 7 more projects (total 21 Military), for 135R (105R remaining).

I am forced to conclude that we need a minimum of 2 turns to clear out the Development Projects our Military has accumulated. If we focus on nothing but them.

Let's see if I can narrow it down. Steel Talons get Plasma Weapons (30R), Both Air Force and Space Force get their Lasers (20, 20), and general military also gets Plasma Weapons for maximum DEW/EW focus (25). That's the first order.

Navy only gets CVLs and Frigates, so that's two less projects to tackle. (Monitor and Assault Ship are tabled).

Okay, adding GD-3 and Railgun Munition to first order, both for 10R. With this we have knocked out 6 projects and have 21-6-2=13 projects still on the table, exactly enough for the Military+Free dice to complete the turn after.

Overall R&D across all topics for Turn 1 has cost us 2 Free Dice, 6 Military Dice, 5 Tiberium Dice, 4 Services dice, and an assorment of other dice (Orbital, Infrastructure, Agriculture). And also 305+115=420R, leaving us with only 320R to spend in other categories.

Could have been worse, really.

Edit - and on review if we are splitting the military RnD in two, we can also do the same to Services, and this will free both Free Dice and also allow us to complete the Green Zone Teachers. It's only a question of whether you want AI or Biology first. Would also free up 60-70R.
 
Last edited:
Need to remind everyone for next quarter to begin "Trying" to fix this clusterfuck of a Logistics Apparatus (Please god do Sub-Orbital) and also Tiberium Refining and Storage issue (Tiberium Processing Center) as we have legit zero room in any case for either. And if one or the other or both get hit. You can say any expansions of any system besides either goodbye. Just saying.
 
Need to remind everyone for next quarter to begin "Trying" to fix this clusterfuck of a Logistics Apparatus (Please god do Sub-Orbital) and also Tiberium Refining and Storage issue (Tiberium Processing Center) as we have legit zero room in any case for either. And if one or the other or both get hit. You can say any expansions of any system besides either goodbye. Just saying.
We did Tib Processing this turn, so we should have some breathing room there for a while..
 
You know what? I'll bite the bullet on suborbital shuttles. Seems like a plan doing lots of shells has the wiggle room for it.

[ ] Plan Deploy the Dakka from sub-orbit
Infrastructure (5 dice, 100R)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 R)
-[ ] Communal Housing Experiments, 1 die (10 R)
-[ ] Suborbital Shuttle Service (Phase 1), 2 dice (60 R, 18%)
Heavy Industry (4/4 dice, 85 R)
-[ ] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[ ] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)
Light and Chemical Industry (4/4 dice, 80 R)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
Agriculture (3/3 dice, 30)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
Tiberium (6/6 dice 135R)
-[ ] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
-[ ] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
-[ ] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 R)
Orbital (5 dice +2 Free, 140 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
Services (4/4 dice, 55R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 R, 18%)
-[ ] Domestic Animal Programs 0/200, 1 die (10 R, 0%)
Military (6 dice +5 Free, 115R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 1 die (15 R, 35%)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 6 dice (60 R, 93%)
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 740/740

18% chance to clear suborbital shuttle service. If not, clear a substantial section of it. So upside of suborbital shuttle is that the Himalayan BZ will absolutely love it while we wait for Karachi. I doubt we'll get shuttles done in one turn, but another die after that will guarantee it hopefully.

With 6 dice on shells, plus tube artillery, this should solve our shell problems and start going towards the 3 phases more of shell plants that we need. Keeping the dice on Tiberium containment because while we can use more red zone abatement, I think it will have long-term benefits. Maybe reducing Catalyst Missile damage, stronger defense against sabotage, or possibly making things like enhanced Tiberium spike safer.
 
Services: I'm not entirely happy here. I want to activate all four dice but I'm not sure where to take the Resources from (maybe shifting the partial vein mining die in Tiberium to a prospecting die?).
We're probably going to get a project to roll out the Tiberium Infusion treatments next turn. So expect to put at least one die on that, with the unknown factor of how much it'll cost.
Military: This area is complicated. I definitely want to sweep for security given that we're on the eve of war and it's been 3-4 years since the last sweep. That leaves nine dice. Three are for the Super Orca, three are for assorted "unfinished business" projects from last turn. I want to finally spend on OSRCT, which is two more... and because Resources are running scarce and to keep costs balanced, I'm spending the ninth and final die on consumables, specifically ablatives, because that's the project where we can advance by another phase the most quickly. I know it won't finish the phase, but there's only so much we can do with one die. I'd put it on shell plants, but the artillery upgrade already improves accuracy so that's getting worked on this turn anyway.
I'd argue that what we most want before the next war is another round of Fortress Towns. It'll create hardened defenses around the furthest extent of our territory, and give more defensive depth between our civilians and NOD attacks. (Between our +16 spare Housing elsewhere and how the next phase will be designed for quick evacuation, it should overall make our population safer.) Plus Fortress Towns are also arguably a requirement before doing another push into the YZ.

But Fortress Towns require more Shells. And while the new Tube Artillery is supposed to help the shell supply, it's not by itself enough to solve the shortage. So I think we should do another round of Shell Plants first before the other consumables.
 
We're probably going to get a project to roll out the Tiberium Infusion treatments next turn. So expect to put at least one die on that, with the unknown factor of how much it'll cost.
Hmm, that's a good point/idea. I'm not sure how to ensure there are Resources for it, but it's an idea.

I'd argue that what we most want before the next war is another round of Fortress Towns. It'll create hardened defenses around the furthest extent of our territory, and give more defensive depth between our civilians and NOD attacks. (Between our +16 spare Housing elsewhere and how the next phase will be designed for quick evacuation, it should overall make our population safer.) Plus Fortress Towns are also arguably a requirement before doing another push into the YZ.

But Fortress Towns require more Shells. And while the new Tube Artillery is supposed to help the shell supply, it's not by itself enough to solve the shortage. So I think we should do another round of Shell Plants first before the other consumables.
A fair point, and one that argues in favor of a plan like @AntiSanity 's that's aggressive about shell plant production. Although I'd probably take/settle for one that resolves to wrap up the shell plants in 2059Q2 and spend Infrastructure dice on fortress towns in 2059Q2 as well... but an aggressive push on that might also be tenable. Hmmmm.
 
So here's a draft plan based on the idea of mostly completing a round of fortress towns and a round of shell plants. These are 'soft' requirements, so if one finishes and not the other we just pour some more dice in next turn to fulfill the requirements. I haven't budgeted for a deployment in Services for the tiberium treatment, though. Still thinking about how to pay for that; I might grudgingly sigh and let the stealth detector dice go back down to being Orca dice.

(EDIT: This accidentally ate my previous draft plan and attached post, 'WELP Lives,' when I edited it mistakenly, two pages back, sorry. I'll be doing more draft plans anyway; this is sort of a branching variation on the theme)

TENTATIVE 2059Q1 BUDGET:
740 R
7 Free dice

735/740 Resources spent
7/7 Free Dice allocated



[] Draft Plan No Pasarán

Infrastructure 5/5 Dice 80 R
-[] Blue Zone Arcologies (Stage 3) 302/650 (2 Dice, 30 R) (2/3.5 median)
-[] Communal Housing Experiments 72/140 (1 Die, 10 R, -5 PS) (74% chance)
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 (2 Dice, 40 R) (37% chance)

Heavy Industry 4/4 Dice 85 R
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
-[] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)

Light and Chemical Industry 4/4 Dice 80 R
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 (4 Dice, 80 R) (28% chance)

Agriculture 2/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 2) 291/350 (2 Dice, 20 R) (high chance?)

Tiberium 6/6 Dice 135 R
-[] Improved Tiberium Containment Facilities Development 0/40 (1 Die, 25 R) (96% chance)
-[] Red Zone Containment Lines (Stage 5) 74/180 (2 Dice, 50 R) (92% chance)
-[] Offshore Tiberium Harvester Stations 0/200 (2 Dice, 40 R, -10 PS) (22% chance)
-[] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R) (1/2.25 median)

Orbital 5/5 Dice + 3 Free Dice 160 R
-[] GDSS Philadelphia II (Phase 5) 32/1425 (8 dice, 160 R) (8/20 median)

Services 3/4 Dice 45 R
-[] Green Zone Teacher Colleges 149/200 (1 Die, 5 R) (86% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 4 Free Dice 130 R
-[] Security Review
-[] Naval Defense Laser Refits 270/330 (1 Die, 15 R) (74% chance)
-[] Tube Artillery Deployment 184/200 (1 Dice, 15 R) (100% chance)
-[] Pacifier MAV Deployment 90/120 (1 Die, 10 R) (100% chance)
-[] Long Range Sensor System Deployment (Phase 2) 26/300 (2 Dice, 50 R) (2/4 median)
-[] Shell Plants (Phase 4) 3/300 (4 Dice, 40 R) (35% chance)

Bureaucracy 3/3 Dice
-[] Military Security Review (3 Dice)
 
So here's a draft plan based on the idea of mostly completing a round of fortress towns and a round of shell plants. These are 'soft' requirements, so if one finishes and not the other we just pour some more dice in next turn to fulfill the requirements. I haven't budgeted for a deployment in Services for the tiberium treatment, though. Still thinking about how to pay for that; I might grudgingly sigh and let the stealth detector dice go back down to being Orca dice.
I don't know if we want to build Fortress Towns simultaneously with Shell Plants, since it's a bit riskier that something might go wrong and our defenses there won't be that solid for a turn. Plus IIRC the previous gen naval defense tech might have had an application as static defenses for Fortress Towns, so there's a chance the Naval Defense Lasers might do the same.

Then again, by my own arguments we really do want those defenses built. And since we never know where or when NOD will attack, maybe it's not worth delaying, and it's perhaps soon enough to do them if we're building the shell plants on the same turn.

On a third hand, it's arguable that our Fortress Towns were already targeted by Krukov, and the next few pre-war NOD attacks will have different targets. So we probably don't need them before the next war breaks out and/or before we're ready to do another YZ push.
 

And you are awesome. Well at least the Red Zones are still shrinking. How is our mutation roll doing?:

*crickets* Well I'm sure it will be done when HousePet wakes up we will get the mutation rolls.

Pacifier Mobile Artillery Vehicle Deployment 95/120

How did you get that +5 when the other two Mathposts don't have it?:

-[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120

Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 +14 +76 = 90/120

Anyways new preliminary plan:

Political‌ ‌Support:‌ 75
SCIENCE Meter: 0?/4
Free‌ ‌Dice:‌ ‌7
Housing:‌ +15 (24 Low Quality)
Energy:‌ +13 (+3 Reserve)
Logistics:‌ +5
Food:‌ +21 ‌(+8 Reserve)‌ ‌
Health:‌ +11 (3 Consumed) ‌
Capital‌ ‌Goods:‌ +4 ‌
Consumer‌ ‌Goods:‌ +28
Labor:‌ +30
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1670/2320)‌ ‌

Yellow‌ ‌Zone‌:

Water:‌ +6
Abatement: 89

Red Zone:

Abatement: 70

Infrastructure: +26
Heavy Industry: +21
Light and Chemical Industry: +16
Agriculture: +16
Tiberium: +29
Orbital Industry: +16
Services: +21
Military: +18
Bureaucracy: +16

Security Reviews:
Agriculture 1 turn ago 2058 Q4
Light/Chem 2 turn ago 2058 Q3
Services 3 turns ago 2058 Q2
Orbital 5 turns ago 2057 Q4
Heavy Ind 6 turns ago 2057 Q3
Tiberium 7 turns ago 2057 Q2
Bureaucracy 8 turns ago 2057 Q1
Infrastructure 9 turns ago 2056 Q4
Military 12 turns ago 2056 Q1

[ ]Plan Stocking the Piles 1.0:

Infrastructure 5/5 Dice 70 Resources
-[ ] Blue Zone Arcologies (Stage 3) (Updated) 302/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Communal Housing Experiments (New) 72/140 10 Resources per Die -5 PS on Completion, 1 Die = 10 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 2 Die = 30 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 125/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 3 Dice = 60 Resources
Light and Chemical Industry 4/4 Dice 80 Resources
-[ ] Reykjavik Myomer Macrospinner 4/320 20 Resources per Die, 4 Dice = 80 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 6/6 Dice 150 Resources -10 PS
-[ ] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die = 25 Resources
-[ ] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die -4 E -2 Log on Completion, 2 Die = 60 Resources
-[ ] Offshore Tiberium Harvester Stations 0/200 20 Resources -5 PS per Die, 2 Die = 40 Resources -10 PS
-[ ] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[ ] GDSS Philadelphia II (Phase 5) 32/1425 20 Resources per Die, 8 Dice = 160 Resources
Services 4/4 Dice 50 Resources -15 PS
-[ ] Green Zone Teacher Colleges 149/200 5 Resources per Die, 1 Die = 5 Resources
-[ ] Emergency Tiberium Infusion Deployment 0/??? 15? Resources -5? PS per Die, 3 Dice = 45 Resources -15 PS
Military 6/6 Dice + 2 Free Dice 80 Resources:
-[ ] Pacifier Mobile Artillery Vehicle Deployment 95/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Tube Artillery Deployment 184/200 15 Resources per Die, 1 Die = 15 Resources
-[ ] Shell Plants (Phase 4) 3/300 10 Resources per Die -2 E on Completion, 4 Dice = 40 Resources
-[ ] Naval Defense Laser Refits 270/330 15 Resources per Die, 1 Die = 15 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice:
-[ ] Security Reviews Military 3 Dice DC 50

70+120+80+30+150+160+50+80 = 740/740

So here is what this plan does:

- 2 Die on Blue Zone Arcologies to keep them rolling and get another Stage done next turn.
- 1 Die on Communal Housing Experiments to finish it off. 74% chance and a DC of 27
- 2 Die on Integrated Cargo System to get started on that to patch one of our strategic weaknesses.

- 3 Dice on Continuous Cycle Fusion Plants for a 86% chance and an Average DC of 28 to complete Phase 3. We will need Phase 4 soon.
- 3 Dice on Nuuk to get started on that. Higher than 87% chance and an Average DC of 33 to complete.

- 4 Dice on Reykjavik to continue hardening our Myomer supply. 28% chance and an Average DC of 63 to complete.

- 3 Dice on Perennial Aquaponics Bays to finish a Stage of it and roll over to the next which is a plan goal. 100% chance and an Average DC of 2 to complete Stage 2. Rollover is key to how much of Stage 3 we'll need to do next turn.

- 1 Die on Red Zone Containment Lines as we need those done for the long term goal of Tiberium Abatement. More than 35% chance and a DC of 62 to complete.
- 2 Die on Tiberium Processing Plants Stage 2 as that is working towards removing one of our strategic weaknesses. More than 22% chance and an Average DC of 59 to complete.
- 2 Die on Offshore Tiberium Harvest Station to slow roll it. More than 22% chance and an Average DC of 69 to complete.
- 1 Die on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 to complete.

- 8 Dice on GDSS Philadelphia II to get Phase 5 Rolling.

- 1 Die on Green Zone Teacher's Colleges to get Litvinov her goals done. More than 85% chance and a DC of 15 to complete.
- 3 Dice on Emergency Tiberium Infusion Deployment at 15 Resources and -5 Political Support per Die because I'm assuming it will need at least 3 Dice. Going to do Tissue Replacement Therapy Development instead if not the case.

- 1 Die on Pacifier Mobile Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 1 Die on Tube Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 4 Dice on Shell Plants to try and complete Phase 4. More than 35% chance and an Average DC of 57 to complete. This will start on removing another of our strategic weaknesses.
- 1 Die on Naval Defense Laser Refits for a 74% chance and a DC of 27 to complete.

- 1 Die from Military and 3 Dice from Bureaucracy to do Security Reviews Military. 100% chance and a DC of 2 to complete. DC is 50 for Security Reviews since Q4 2058. Yeah this turn we just completed was the first one with a DC of 50 on Security Reviews.

We have 3 Strategic Weaknesses right now:

- Our Logistics supply needs to be much higher so it can handle the strain of war movement.

- Our Tiberium Processing is in bad need of retrofits. We need 2 Stages of Tiberium Processing Plants to unlock a Tiberium Processing Retrofit Action and we should do a round of Improved Tibrium Containment Facilites on top of that before the end of this plan.

- Our consumables stockpiles are lacking in stocked piles. We need to build up ammunition, ablatives and sensors for our Military to be able to function on a full war standing and also get them newer arms to work with so they can kick ass better.

The Tiberium Processing weakness can be plugged by the end of 2059. The Consumables weakness we will work on plugging troughout 2059. And the Logistics weakness can be plugged by doing Integrated Cargo Systems and then Railways (we need those for better evacuation of civilians during the incoming war) and Yellow Zone Fortress Towns.
 
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 3 Dice = 60 Resources
This alone is enough for me to vote for the plan, because nothing else is more cost in every term or as dice efficient in getting Capital goods in the future as Nuuk.

Capital goods requiring projects can be put on hold for a while, but the Capital goods production project itself cannot.
 
- Our Tiberium Processing is in bad need of retrofits. We need 2 Stages of Tiberium Processing Plants to unlock a Tiberium Processing Retrofit Action and we should do a round of Improved Tibrium Containment Facilites on top of that before the end of this plan.
Our current refineries are fine, a refit would allow them to process 20% more by giving a greater control over the output but that is not something that needs to happen soon. Once both promised stages of refineries have been completed we can process a 1200R per turn and will take years before we will use that all. We have 600R of unused capability right now so more is not needed at this time.
 
Our current refineries are fine, a refit would allow them to process 20% more by giving a greater control over the output but that is not something that needs to happen soon. Once both promised stages of refineries have been completed we can process a 1200R per turn and will take years before we will use that all. We have 600R of unused capability right now so more is not needed at this time.

And yet we are developing better tiberium silos as well. Completing the retrofit before the war starts will mean that NOD can't play silly buggers with our older locations by destroying Logistical links to our newer locations and then dogpiling the older locations because they have less resources to work with.
 
Tiberium Shall Set Us Free
Tiberium Shall Set Us Free
"For too long, we have fought by GDI's rules. For too long we have tried to match metal with metal, tank with tank, shell with shell."
"For too long we have let GDI challenge us on the battlefields or their choosing, played the game by their rules. And we have suffered."
"For this is not the way of Nod. It is not our way to get slaughtered in the open, instead of striking from the shadows. "
"We have to remind GDI that they have no command of the Red and Yellow zones. That their harvesters operate only by our sufferance, and that Tiberium is not theirs to control."
"We need to remind that that the crystal has but one master, and his name is Kane."
- Motivational Speech, recorded at a secret Nod Tiberium research facility near the Amazon Red Zone.




Project Lotus : Summary

With direct attacks against GDI infrastructure proving ineffective, a new paradigm is required. For this, we turn back to the oldest lessons of Kane. Strike from the shadows, break the enemies trust, and make them doubt one another. Project Lotus may not inspire the same awe as an Avatar warmech, but it will break down GDI just the same. By damaging crucial infrastructure, remining people to be afraid of Tiberium, and showcasing GDI's supposed experts for the frauds they are, it will set off a chain of reactions that will undermine the entire GDI warmachine from the ground up.

In concept, project Lotus is easily manufactured. Base resources can be acquired from the sonic fences that GDI has helpfully scattered all across the Red and yellow zones, which means that mass production of the weapon will be trivial. It can deployed easily in a wide variety of locations without requiring the construction of targetable infrastructure or reliance on an extense supply chain.

The weapon itself consists out a container, protected by modified sonic emitter. This emitter ensures that the container is safeguarded against Tiberium infiltration for a prolonged period, allowing it to be embedded inside actively growing tiberium crystals, where it will go unnoticed and will be picked up by passing GDI harvesters. The container will be unaffected, and shielded by the Tiberium, pass by all GDI scanning protocols until it ends up in the final refinery stages, where the industrial processes will inevitably break the container and activate it's payload. Though it's compartment is small, a variety of useful payloads have been developed. These consist of :
1) A miniaturized tiberium catalyst bomb, sure to set of a devastating chain reaction that will destroy the refinery facility and any nearby storage facilities.
2) A collection of catalysts derived from previous projects, disturbing the carefully managed refinery environment and releasing mass quantities of corrosive and mutagenic tiberium gas.
3) A tiberium seed crystal, catalyzing the developments of tiberium microcrystals which appears to be unnoticed in the final product but will, over the following months, slowly return to viable Tiberium.

Deployed along GDI harvesting operations, Project Lotus will result in a significant quantity of large scale industrial accidents among several major GDI refining facilities, causing a dramatic drop in GDI income, multiple tiberium containment breaches in blue Zones, and a dramatic reduction in popular support for the Treasure and it's obstinate support for further harvesting expansion.



Project Damocles : Summary

Nearly thirty years ago, Kane had a dream. The World Altering Missile would have released us from our physical forms, and freed us from the opression of GDI. Sadly, the intervention of Commander McNeil prevented it's deployement, and the missile and it's warhead were presumed lost in the pyramid's subsequent collapse. GDI presumed the missile destroyed, the warhead damaged beyond repair. But they also assumed Kane to be dead.

Though painstaking effort and secret operations, we have recovered, repaired and upgraded the original world altering missile, supercharging it with a secondary liquid tiberium core. If detonated in the upper atmosphere, it will cover the entire globe in world altering compounds, allowing for a global tiberium based ascension. No longer will be bound by pitiful shells of flesh, we will be eternal, and GDI will fall.

The first step to realize this goal is the acquisition of a GDI fusion craft, powerful enough to lift the upgraded missile warhead into it's desired orbit. The acquisition of a legitimate GDI craft is essential for this operation, because a premature detonation at the hand of GDI anti-satellite defenses could upset the whole plan. As such, conventional infiltration of GDI's space assets is an essential part of this plan, while utmost security is required to secure the fate of the weapon as long as it remains on the ground. As such, a dozen copies of the warhead have been made and spread across sympathetic Nod bases around the globe.

Ultra-Classified Note : The World Converting Warhead was lost at Cairo. The warheads, or which 10 copies exist across the globe, are fully functional oversized Tiberium Conversion bombs, each capable of setting of massive EMP's in orbit and disabling large chunks of GDI's orbital network with tiberium laced debris, but with no know conversion effect. This project exists entirely to distract GDI operations and create a symbol for sympathetic Nod forces to align around.
 
Throwing my hat into the ring again.

[]Plan Tokyo Drift
-[]Infrastructure 5/5 60R
--[] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R (median 1/5)
--[] Communal Housing Experiments 72/140 1 die 10R 74%
--[] Integrated Cargo System 0/800 3 dice 45R (median 3/11)
-[]Heavy Industry 4/4 + 2 105R
--[] Continuous Cycle Fusion Plant (Phase 3) 125/300 3 dice 60R 86%
--[] Tokyo Chip Fabricator (Phase 1) 0/125 3 dice 45R 97%
-[]Light & Chemical Industry 4/4 80R
--[] Reykjavik Myomer Macrospinner (Phase 3) 4 dice 80R 28%
-[]Agriculture 3/3 30R
--[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%
-[]Tiberium 6/6 115R
--[]Tiberium Vein Mines (Stage 2) 5/200 4 dice 80R 100% (median progress 200/200 + 105/200)
--[]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[]Railgun Harvester Factories
---[]Vladivostok 0/70 1 die 10R 71%
-[]Orbital Industry 5/5 100R
--[] GDSS Philadelphia II (Phase 5) 32/1425 5 dice (median 5/20)
-[]Services 4/4 70R
--[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
--[] Human Genetic Engineering Programs (New) 0/120 1 die 25R 18%
-[]Military 6/6 + 5 140R
--[] Long Range Sensor System Deployment (Phase 2) 26/300 2 dice 50R (median 2/4)
--[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[] Tube Artillery Deployment 184/200 1 die 15R 100%
--[] Shell Plants (Phase 4) 3/300 5 dice 50R 73%
--[] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[] Security Review 1 die auto

-[]Bureaucracy 3/3
--[] Security Reviews
---[]Military 3 dice auto
710/740R, 7/7 Free Dice

Infrastructure: Basically the same as WELP.

Heavy Industry: Tokyo instead of HIS, to diversify chip production in the wake of the Manchester attack. Up for debate, of course.

LCI: Reykjavik. Ho hum.

Agriculture: obligatory apocalypse hoarding.

Tiberium: This is the tricky one.

In order to be assured of using all the dice from Philedelphia 5, we need another 140 RpT. So if we plan to complete it in three quarters, we need to add around +47 RpT per turn, or in four quarters, +35 RpT.

140 RpT is on median 5.6 vein mines--round up to six to simplify the math--which means if we plan to do Philly in three quarters, we need to complete two vein mines per quarter, or in four quarters, one and a half. I'm gearing for the later, obviously.

Beyond that, research, and a token Railgun harvester, just to give ZOCOM a tad more breathing room.

Orbital: Philadelphia. No free dice. Needs must.

Services: Research. With our R surplus it's now easy to fund 20R/die research projects, so a full spread of that.

Military: Dice, dice, dice. We really need to do a consumables push, and that needs dice. I could free some one by switching to HIS, and that would give me 25R and a die to spend on...something. Not sure what.
 
Last edited:
I really want to get the income without vein mines as I want to save up the capital goods for the war factory refits we keep talking about completing them and then spending the capital goods on other projects.
 
I really want to get the income without vein mines as I want to save up the capital goods for the war factory refits we keep talking about completing them and then spending the capital goods on other projects.
Eh...only Offshore Tiberium Harvesters really compare in terms of RpT per die at the moment--and as @Faraway-R pointed out, there's maritime security concerns:

While I also like the idea, sadly it's not that simple. More precisely, while it's basically a Vein Mine but on shoals - it's a lot more open to Nod attacks in case of warfare picking up.

I will compare it to a Vein Mine - a Vein Mine is underground, does not stand out from its surroundings, and is well within the boundary of GDI controlled territories.

A Sea Platform sticks out like a sore thumb for anyone with eyes to see. And while Nod cannot simply walk to it they do have naval assets capable of destroying it if they decide to.

It's a good thing we have completed the Hydrofoil projects. It's gonna be primarily their job to defend these.

Everything else, we'd have to plow through three to four stages per turn with six to seven 25R dice, 150R per quarter. We can probably pay for it now, it's just bloody expensive.
 
Alright, when are you expecting them?

Honestly? I was expecting it around 2057.

I fully expected Inops to be wrong on nods timetable and they would hit us way sooner than inops expected nod to be ready. (because that's kind of a pattern. Inops see's nothing wrong and nod hits when they don't expect and busts GDI in the nose)

I argued against the megafocus on the tiberium stabiliser even. Saying we should focus on more military stuff then. 1 extra mutation roll without the stabiliser would not have been world ending.

So I'm just sitting here expecting the boot to drop any moment right about last last year.

Hell. If nod had rolled better for their attacks in eastern europe. or rolled worse on their assasination rolls against our friendly warlords in the middle east then either of those could have been the trigger for either nod deciding GDI was weak enough to attack in general. Or with our friendly warlords, split the brotherhood into a civil war that would have seen us dragged in on the side of the nod moderates.
 
Eh...only Offshore Tiberium Harvesters really compare in terms of RpT per die at the moment--and as @Faraway-R pointed out, there's maritime security concerns:
Yeah, we're at 75 PS currently, and while we have some other things that are likely to eat it, we also can get it back pretty easily. Offshore Harvester stations are probably going to be 3 dice, which is not a trivial chunk, but worth seeing what the next phase is like. But we'll be having hydrofoils and land-based air scouting pretty constantly for NOD activity.
 
Honestly? I was expecting it around 2057.

I fully expected Inops to be wrong on nods timetable and they would hit us way sooner than inops expected nod to be ready. (because that's kind of a pattern. Inops see's nothing wrong and nod hits when they don't expect and busts GDI in the nose)

I argued against the megafocus on the tiberium stabiliser even. Saying we should focus on more military stuff then. 1 extra mutation roll without the stabiliser would not have been world ending.

So I'm just sitting here expecting the boot to drop any moment right about last last year.

Hell. If nod had rolled better for their attacks in eastern europe. or rolled worse on their assasination rolls against our friendly warlords in the middle east then either of those could have been the trigger for either nod deciding GDI was weak enough to attack in general. Or with our friendly warlords, split the brotherhood into a civil war that would have seen us dragged in on the side of the nod moderates.
One extra mutation can likely easily be one of critical blocks of the world ending....
 
Back
Top