I anticipate all our farms will spontaneously disappear in a clever NOD masterstroke, forcing us to subsist entirely on fungus bars while we rebuild. :sour:

If it wasn't a potentially global-scale problem, we wouldn't have been given a Plan Goal to increase our reserve by 12 points. In fact, that was the lowest value we could have chosen:

Turns out we don't get to "paranoid" level until we reach 45 points in reserve. Which I wouldn't have looked up without your prompting. So, thank you! Now how to gain 35 points more food in reserve over the next two years...
Ehh.

While personally I don't expect the Warlord Dogpile to hit us hard enough to necessitate that level of stockpiling yet, I do see the point and agree that we should work on it. And also continue to build up surpluses of just sheer Food production, because that's the other side. Ideally, you want to arrange matters so your stockpiles aren't really needed, and continuously making quite a bit more than everyone actually needs to eat is a good way to accomplish this.

Serious question: how much of the dislike for fungus bars comes from the Nod sabotage, and how much from the food itself?
Lots of both. The fungus bars genuinely seem to taste bad and/or have a virtually inedible texture. The part where Nod managed to slip tiberium into a bunch of them once just adds to the magic.

I suspect there are grim jokes that the tiberium improved the flavor.
 
Out of regard for @Derpmind , redrafting my draft plan to include freeze drying.

Swapped out the single Reykjavik die for Glider Development to save R. Swapped out one OSRCT die to ablatives, likewise.

BUDGET:
835/845 R
7/7 Free dice

Infrastructure 6/6 Dice 90 R
-[] Integrated Cargo System 695/800 (2 Dice, 30 R) (97% chance)
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 (3 Dice, 60 R) (97% chance)
-[] Security Review

Heavy Industry 5/5 Dice 100 R
-[] Continuous Cycle Fusion Plant (Phase 4) 76/300 (2 Dice, 40 R) (12% chance)
-[] Hover Chassis Development 0/60 (1 Die, 20 R) (89% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 (2 Dice, 40 R) (62% chance) (2/6 median to Phase 2)

Light and Chemical Industry 5/5 Dice 70 R
-[] T-Glass Foundries (Stage 2) 55/350 (4 Dice, 60 R) (60% chance)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (99% chance)

Agriculture 4/4 Dice 60 R
-[] Freeze Dried Food Plants 0/200 (2 dice, 40 R) (14% chance)
-[] Wadmalaw Kudzu Plantations (Phase 1) 0/150 (2 Dice, 20 R) (62% chance)

Tiberium 7/7 Dice 120 R
-[] Security Review
-[] Tiberium Processing Refits (Phase 3) 3/100 (1 Die, 20 R) (55% chance)
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 (2 Dice, 40 R) (90% chance)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 (1 Die, 20 R) (53% chance)
-[] Tiberium Vein Mines (Stage 2) 5/195 (2 Dice, 40 R) (49% chance)

Orbital 6/6 Dice + 1 Free Die 140 R
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 (7 Dice, 140 R) (96% chance) (7/9.25 median to Phase 2)
OR
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 (3 Dice, 60 R) (3/5.5 median)
-[] GDSS Columbia (Phase 1+2) (4 Dice, 80 R) (88% chance)

Services (3 or 4)/5 Dice 60 R
-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 (2 Dice, 40 R) (49% chance)
AND EITHER
-[] Some Cool Science Shit (1 Die, 20 R)
OR
-[] Domestic Animal Programs 0/200 (2 Dice, 20 R) (26% chance)

Military 8/8 Dice + 6 Free Dice 205 R
-[] Orca Refit Deployment 151/200 (1 Die, 15 R) (92% chance)
-[] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 (1 Die, 20R) (100% chance)
-[] LR Sensor System Deployment (Phase 2) 118/300 (2 Dice, 50 R) (36% chance)
-[] OSRCT Stations (Phase 1) 55/220 (2 Dice, 40 R) (11% chance to Phase 1)
-[] Shell Plants (Phase 5) 27/150 (2 Dice, 20 R) (84% chance)
-[] Ablative Plating Deployment (Stage 4+5) 45/200 (4 Dice, 40 R) (Phase 4, 17% chance to Phase 5)
-[] GD-3 Rifle Development 0/30 (1 Die, 10 R) (100% chance)
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (81% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Infrastructure)
-[] Security Review (Tiberium)
 
Aww come on people we need that Obital fusion testbed. It will get us in the treasury access to Zero-G Fusion which we can really use. What what will the "Craterscope" likely get us anyway? @BOTcommander, @Ithillid any comment?
 
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I'm not crazy about the space stuff, but Liquid Tiberium Power Cells, T-Glass Foundries, the Kudzu Plantations and Hover Chassis Development are all things I'm strongly in favor of. Throw in some plasma development and that plan has my vote.
 
Aww come on people we need that Obital fusion testbed. It will get us in the treasury access to Zero-G Fusion which we can really use. What what will the "Craterscope" likely get us anyway? @BOTcommander, @Ithillid any comment?
Figuring out whats kind of rocks (rocky and gassy) orbit around nearby stars is not cool enough? I mean maybe we are lucky and there is a habitable and uninhabited world right in the galactic neighborhood. No way that's not useful for the first years of sequelquest shenanigans.
 
True. I mean, arguably that's what tiberium is.

It's a seed colony ship, or at least a seed von Neumann machine that terraforms a target planet into a resource stockpile, which you can then use to send ahead a small mining expedition that will in turn rapidly manufacture all the infrastructure you'd want to support colonies... including the portal FTL infrastructure that appears to be the high end of C&C capabilities in the field of FTL.
Which is awesome, and one of my peeves of embracing more traditional FTL like ME's too early on, is that it becomes a real head scratcher why the Scrin never demonstrated that capability. It cheapens the Sword of Damocles that is Threshold 19 if the Scrin can waltz in some other way.

Tiberium as a von-neuman resource base for a burgeoning colony makes a lot of sense, and it raises that question of how GDI competes if it refuses to seed its colony systems with Tib. A normal FTL drive sort of cheapens that- it's like blowing up the relays only buying a few months. It feels disappointing
 
Ithillid on occasion has given away some details/concepts/theories on how it'd work that the Scrin avoid ME tech. They are one of the most ancient horrors lurking among the stars, avoiding the Reapers. And not using the ME works both with "The Reapers love everyone using Eezo stuff because that leaves very big trails for them to follow" and "using Eezo makes suns go boom" if an advanced civilisation is aware of it.
 
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Ithillid on occasion has given away some details/concepts/theories on how it'd work that the Scrin avoid ME tech. They are one of the most ancient horrors lurking among the stars, avoiding the Reapers. And not using the ME works both with "Eezo tech is a trap by the Reapers" and "using Eezo makes suns go boom" if an advanced civilisation is aware of it.
Let me be clear, it Eezo is not a Reaper Trap or some bullshit like that. More accurately, it is a form of FTL that is very bloody obvious if anyone is looking, and has the right tools. So if you are trying to hide from people who have the right tools, it is a good idea to not use it.
 
Let me be clear, it Eezo is not a Reaper Trap or some bullshit like that. More accurately, it is a form of FTL that is very bloody obvious if anyone is looking, and has the right tools. So if you are trying to hide from people who have the right tools, it is a good idea to not use it.
😓 Ok, sorry. Would "The Reapers love everyone using Eezo stuff because that leaves very big trails for them to follow" be more accurate?
 
I like the Columbia aspect of your plan If you integrate it I will likely vote for it. I also like the Railgun Munitions.
As was the case last turn, I am planning to post two versions of my plan- a Moon Mining plan and a Fly, Columbia! plan, identical except for different Orbital dice choices.

You are welcome to vote for either or both. Both will, as noted, contain Railgun Munitions.

I'm not crazy about the space stuff, but Liquid Tiberium Power Cells, T-Glass Foundries, the Kudzu Plantations and Hover Chassis Development are all things I'm strongly in favor of. Throw in some plasma development and that plan has my vote.
I'm having a hard time figuring out how to fund plasma weapon development and the stealth sensors in the same turn on a budget of 845 R while trying to activate nearly all of our forty-six dice, many of which need to be placed on projects that cost 20 R/die.

I'd love to do plasma weaponry, but there are good reasons why I'm instead putting seven dice on less glamorous, but hopefully effective, projects like shell production, ablative production, and the GD-3 development project.
 
I'm having a hard time figuring out how to fund plasma weapon development and the stealth sensors in the same turn on a budget of 845 R while trying to activate nearly all of our forty-six dice, many of which need to be placed on projects that cost 20 R/die.

I'd love to do plasma weaponry, but there are good reasons why I'm instead putting seven dice on less glamorous, but hopefully effective, projects like shell production, ablative production, and the GD-3 development project.
Yeah, I have a hard time arguing with that. My best idea, and this isn't a great one, would be to take a dice off OSRCT or ablative. Not sure that would be enough anyway. This quest system is rather larger scale then what I usually involve myself in, so I don't know how many actions can be taken.
 
Yeah, I have a hard time arguing with that. My best idea, and this isn't a great one, would be to take a dice off OSRCT or ablative. Not sure that would be enough anyway. This quest system is rather larger scale then what I usually involve myself in, so I don't know how many actions can be taken.
So in a Planquest, our "actions" are the dice we assign to categories. We can assign as many dice to an action as we have in that category+any free dice than we can allocate across all categories, so long as we can pay for all our dice with our Resources and occasionally Political Support/PS. We roll the dice, each die contributes a bonus, progress is made, projects complete.

The problem with what you are proposing is that you are taking dice off Deployment actions for Development actions right as we are about to undertake a major offensive. They would succeed, as Derpmind shows us with his excellent probability lists, but that would just unlock the actions to deploy them across our forces, not actually put them in the hands of our military where they can use them to blow up NODdies. It's much more valuable to us right now to be rushing out as many Deployment actions as we reasonably can, especially things that help multiple branches, like Sensors and ORSCT, or that really help out single branches, like Shells and Ablat.
 
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So in a Planquest, our "actions" are the dice we assign to categories. We can assign as many dice to an action as we have in that category+any free dice than we can allocate across all categories, so long as we can pay for all our dice with our Resources and occasionally Political Support/PS. We roll the dice, each die contributes a bonus, progress is made, projects complete.

The problem with what you are proposing is that you are taking dice off Deployment actions for Development actions right as we are about to undertake a major offensive. They would succeed, as Derpmind shows us with his excellent probability lists, but that would just unlock the actions to deploy them across our forces, not actually put them in the hands of our military where they can use them to blow up NODdies. It's much more valuable to us right now to be rushing out as many Deployment actions as we reasonably can, especially things that help multiple branches, like Sensors and ORSCT, or that really help out single branches, like Shells and Ablat.
Ah, so I'd have to take a die off something like Hover Development, which is unfortunately something else I want to work one.

Well, I can argue that as great as Hover would be for logistics and cost saving, I should point out that Plasma is a plan goal, and Hover isn't.
 
Ah, so I'd have to take a die off something like Hover Development, which is unfortunately something else I want to work one.

Well, I can argue that as great as Hover would be for logistics and cost saving, I should point out that Plasma is a plan goal, and Hover isn't.
Hover Development appears to be being done in Simon's plan with a Heavy Industry Die, not a Free Die, so we couldn't move that to Military anyways. You could argue that we should shift it to, say, Nuuk, for more progress on our CapGoods Plan Goal, but Hover Chassis is currently gating a load of neat stuff so I think one die on it atm isn't the end of the world.
 
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It's not that I have a problem with Hover Chassis, in fact I'm in favor of it. I just want to get started on Plasma, and I'm not sure where a die could be taken from to work on it.
 
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