Question, what will the GD-3 have over the GD-2?

Minor improvements in cost, weight, ergonomics and combat capabilities.

It's an incremental improvement over the GD-2, useful, but in general the sort of thing that GDI expects to deploy in great numbers away from the front line, where weapons capable of throwing down with Gana are needed, rather than something back line security can use to make Shadow Teams regret being engaged.

Ithillid on Discord about the GD-3 specifications said:
Broadly, the GD-3 is intended to be a firmly second line weapon. Something that is issued in various configurations to the Home Guard, Law Enforcement, various protection units. Basic chemical kinetics.
 
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@Ithillid

Uh... So just to be clear here, is the GD-3 in any meaningful way more useful against the biomonsters Nod has been deploying? Is that an actual design goal? Or is it only/primarily intended to be optimized for rear area troops that aren't expected to fight much of anything often, least of all biomonsters?

Because I'm really only interested in doing the rifle project right now as an anti-biomonster response, albeit a stopgap one. I'd hate to vote to spend time and effort on a weapon that doesn't do what I think it does.
 
Uh... So just to be clear here, is the GD-3 in any meaningful way more useful against the biomonsters Nod has been deploying? Is that an actual design goal?

Because I'm really only interested in doing the rifle project right now as an anti-biomonster response, albeit a stopgap one.

It is not.

Ithillid on Discord explaining the design specification for the GD-3 said:
Broadly, the GD-3 is intended to be a firmly second line weapon. Something that is issued in various configurations to the Home Guard, Law Enforcement, various protection units. Basic chemical kinetics.

What we will see here is a diversification of the GD arms family. Some variants of the GD-3 will be useful against the Gana, one option discussed is a single person serviced 20mm autocannon throwing HE shells around, but the GD-4, GD-5 and GD-6 (laser, particle projector, and plasma) will do most of the front line fighting due to superior performance versus battlefield Nod forces, and are expected to themselves be obsoleted by a continued roll out of Zone Armour equipment and weapons that make optimal use of the extra capabilities a Zone Armour offers.
 
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It is not.

What we will see here is a diversification of the GD arms family. Some variants of the GD-3 will be useful against the Gana, one option discussed is a single person serviced 20mm autocannon throwing HE shells around, ...
There's some conflict here. Would this or would this not be a weapon we'd be developing as part of the GD-3 project?

Because if it would, then that's at least relevant to the biomonster threat. If it wouldn't, then the GD-3 is largely irrelevant to the biomonster threat and there's no real reason to prioritize it over another die on something else that costs 10 R/die in the military category (and there is no shortage of examples).
 
Stop: This is really not okay
this is really not okay
The AI is an aproximation of Kane, isn't it? Just stupid. And baleful. And uncool. And thus the *perfect* tool of catharsis. And it's probably inserted in some new FPS to kill and kill again.

In fact, it's absolutely unacceptable to advocate for the torture of entities in fiction, regardless on how you feel about it's level of competence or usefulness. This AI may not be the 'cool', but suggesting to put it into an FPS to serve as a tool of catharsis is both disgusting and incredibly inappropriate.

So with that in mind, take 25 and a few days out of the thread. Do not ever suggest or even joke about things like this in the future.

 
Draft plan for next turn with the aim of getting ahead of Nods growing capabilities in the air ahead of Karachi with a few other boosts for the armed forces.


-[ ] Plan Higher Skies
Resources: 850 + 10 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)

Current Economic Issues
Housing: Major Surplus (+30) (17 population in low quality housing)
Energy: Major Capacity Surpluses (+8) (+4 in reserve)
Logistics: Limited Surpluses (+7)
Food: Major Surpluses (+17) (+10 in reserve)
Health: Steadily Improved (+12) (1 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+5)
STUs: Massive Surpluses (+13)
Consumer Goods: Significant Surpluses (+28) (+5 from private industry)
Labor: Significant Surpluses (+37) (+4 per turn)
Tiberium Processing Capacity (1770/2370)
Green Zone
Water: Notable Surpluses (+6)



Infrastructure 6/6 dice 60R
-[ ] Integrated Cargo System 695/800 2 dice 30R 97%
-[ ] Blue Zone Apartment Complexes (Phase 2) 28/160 3 dice 30R 99%
-[ ] Security Reviews Infrastructure 1 Die


Heavy Industry 5/5 dice 100R
-[ ] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
-[ ] Hover Chassis Development (New) 0/60 1 die 20R 84%


Light and Chemical Industry 5/5 dice 75R
-[ ] T-Glass Foundries (Stage 2) 55/350 5 dice 75R 91%

Agriculture 4/4 dice 40R
-[ ] Perennial Aquaponics Bays (Stage 3) 207/350 3 dice 30R 97%
-[ ] Wadmalaw Kudzu Plantations (Phase 1) 0/150 1 die 10R


Tiberium 7/7 dice 120R
-[ ] Tiberium Processing Refits (Phase 3) + Phase 4 3/200 3 dice 60R 97%
-[ ] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[ ] Railgun Harvester Factories (Porto) 0/70 1 die 10R 82%
-[ ] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 82%


Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 die 60R
-[ ] Orbital Cleanup (Stage 8) + Stage 9 13/170 3 dice 30R 94%


Services 5/5 dice 70R
-[ ] Prosthetics Deployment Initiatives (Phase 4) 146/320 3 dice 60R 94%
-[ ] Domestic Animal Programs 0/200 2 dice 20R 26%


Military 8/8 dice +7 free dice +1 administrative assistance dice 295R
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[ ] Shell Plants (Phase 5) 27/150 3 dice 30R 99%
-[ ] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
-[ ] Orca Refit Deployment 151/200 1 die 15R 92%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
-[ ] Tactical Plasma Weapon Development 0/40 1 administrative assistance die 30R 76%


Bureaucracy 4/4
-[ ] Security Reviews Infrastructure 2 dice
-[ ] administrative assistance 2 dice


Used :

850/860R
All free dice with no idle dice in any category.


Predicted Changes:

Domestic Animal Programs not tallied due to extremely low chance of completion
Railgun Harvester changes and Apollo changes listed in brackets dues to completion chance
+85-105 resources (+95-115 if both railgun harvesters complete)
+17 Log
+6 housing
-2 Labour (-4 if both railgun harvesters complete)
+12 Energy (+8 if both railgun harvesters complete) (= or -4 if all three Apollo factories complete)
-3 Cap Goods
-1 STUs
+4 Food
-1 Health
+100 processing capacity
+1 labour per turn
+16 Con Goods over 16 turns
+5 PS
+3 YZ mitigation


Resources: 935-955 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
(945-965 if both railgun harvesters complete)


Predicted Economic Issues
Housing: Major Surplus (+36) (17 population in low quality housing)
Energy: Major Capacity Surpluses (+20) (+4 in reserve) (+16 if harvesters complete) (+4 if Apollos complete)
Logistics: Major Surpluses (+24)
Food: Major Surpluses (+21) (+10 in reserve)
Health: Steadily Improved (+11) (1 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+2)
STUs: Massive Surpluses (+12-13)
Consumer Goods: Significant Surpluses (+28) (+5 from private industry) (+16 over 16 turns from Perennials)
Labor: Significant Surpluses (+35) (+4 per turn) (+33 if harvesters complete)
Tiberium Processing Capacity (1770/2470)
Green Zone
Water: Notable Surpluses (+6)
 
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New preliminary Probability Array for next turn. If you have any suggestions, anything you'd like to see added/removed/changed, or notice anything that might be an error, please notify me.

I'd like to note, with the Philadelphia II completing, many of our larger projects effectively will cost a die less, or more. Our numbers have gone up. 📈
Infrastructure 6 dice +33
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 3%, 7 dice 105R 26%, 8 dice 120R 66%, 9 dice 135R 91%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 57%, 3 dice 60R 97%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 17%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 2 dice 30R 3%, 3 dice 45R 54%, 4 dice 60R 94%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 5 dice 75R 2%, 6 dice 90R 27%, 7 dice 105R 70%, 8 dice 120R 93%
-[] Integrated Cargo System 695/800 1 die 15R 44%, 2 dice 30R 97%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 34%, 3 dice 90R 90%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 4%, 5 dice 135R+ 40%, 6 dice 160R+ 82%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 3%, 7 dice 185R 26%, 8 dice 210R+ 66%, 9 dice 235R 91%
-[] Chicago Planned City (Phase 4) 3/600 6 Tib dice 120R 19%, 7 Tib dice 140R 62%, 8 Tib dice 160R 91%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 87%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 44%, 3 Tib dice 60R 94%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 5%, 5 Tib dice 100R 46%, 6 Tib dice 120R 87%, 7 Tib dice 140R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 2%, 10 Tib dice 200R 15%, 11 Tib dice 220R 47%, 12 Tib dice 240R 78%, 13 Tib dice 260R 94%
--Note: Infra/Tib dice makes this complicated.
--Note: Ask me later for Karachi Sprint numbers. I'm not sure on how to display the various configurations yet, so yeah.
Heavy Industry 5 dice +28
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 5 dice 50R 3%, 6 dice 60R 27%, 7 dice 70R 67%, 8 dice 80R 92%
-[] Continuous Cycle Fusion Plants (Phase 4) 76/300 2 dice 40R 12%, 3 dice 60R 70%, 4 dice 80R 97%
-[] Continuous Cycle Fusion Plants (Phase 4+5) 76/300 5 dice 100R 4%, 6 dice 120R 30%, 7 dice 140R 70%, 8 dice 160R 93%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
--Note: For North Boston I used the die bonus for Q1 2060 to save some time.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 19%, 2 dice 30R 86%, 3 dice 45R 99%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 22%, 5 dice 75R 69%, 6 dice 90R 94%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 9 dice 135R 4%, 10 dice 150R 21%, 11 dice 165R 52%, 12 dice 180R 79%, 13 dice 195R 93%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 62%, 3 dice 60R 97%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 14%, 6 dice 120R 54%, 7 dice 140R 86%, 8 dice 160R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 12 dice 240R 5%, 13 dice 260R 21%, 14 dice 280R 47%, 15 dice 300R 74%, 16 dice 320R 90%
-[] Reserve Heavy Industrial Resources 1 die auto
-[] Hover Chassis Development 0/60 1 die 20R 89%, 2 dice 40R 100%
Light and Chemical Industry 5 dice +23
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 40%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 16%, 3 dice 45R 72%, 4 dice 60R 96%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 6%, 8 dice 160R 28%, 9 dice 180R 62%, 10 dice 200R 86%, 11 dice 220R 96%
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 12%, 8 dice 160R 42%, 9 dice 180R 74%, 10 dice 200R 92%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 44%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 17%, 4 dice 120R 66%, 5 dice 150R 93%
-[] T-Glass Foundries (Stage 2) 55/350 3 dice 45R 13%, 4 dice 60R 60%, 5 dice 75R 91%
-[] Civilian Glider Development 0/40 1 die 10R 100%
Agriculture 4 dice +23
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 62%, 3 dice 45R 95%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 6%, 5 dice 75R 40%, 6 dice 90R 78%, 7 dice 105R 96%
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%, 3 dice 30R 97%
-[] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 36%, 3 dice 30R 87%, 4 dice 40R 99%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 63%, 3 dice 30R 96%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 38%, 3 dice 45R 88%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 40%, 4 dice 80R 84%, 5 dice 100R 98%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 43%, 3 dice 45R 90%
-[] Spider Cotton Plantations (Phase 1+2) 0/180 4 dice 40R 25%, 5 dice 50R 69%, 6 dice 60R 93%
-[] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%, 3 dice 30R 96%
-[] Wadmalaw Kudzu Plantations (Phase 1+2) 0/450 5 dice 50R 15%, 6 dice 60R 54%, 7 dice 70R 84%, 8 dice 80R 97%
-[] Wadmalaw Kudzu Plantations (Phase 1+2+3) 0/900 10 dice 100R 5%, 11 dice 110R 22%, 12 dice 120R 49%, 13 dice 130R 75%, 14 dice 140R 91%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Freeze Dried Food Plants 0/200 2 dice 40R 20%, 3 dice 60R 75%, 4 dice 80R 97%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150? 1 die 10R 27%, 2 dice 20R 88%, 3 dice 30R 99%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +36
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 41%, 3 dice 15R 94%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 49%, 3 dice 60R 95%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 2%, 4 dice 80R 42%, 5 dice 100R 87%, 6 dice 120R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 3 dice 60R 2%, 4 dice 80R 42%, 5 dice 100R 87%, 6 dice 120R 99%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 7 dice 140R 2%, 8 dice 160R 21%, 9 dice 180R 59%, 10 dice 200R 88%, 11 dice 220R 98%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 51%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 17%, 3 dice 75R 80%, 4 dice 100R 99%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 6%, 2 dice 50R 83%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 8%, 4 dice 100R 60%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 10%, 2 dice 60R 86%, 3 dice 90R 99%
-[] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 58%, 3 dice 90R 97%
-[] Tiberium Processing Refits (Phase 3) 3/100 1 die 20R 55%, 2 dice 40R 99%
-[] Tiberium Processing Refits (Phase 3+4) 3/200 2 dice 40R 42%, 3 dice 60R 94%
-[] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 46%, 4 dice 80R 92%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 52%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 32%, 2 dice 60R 95%
-[] Railgun Harvester Factories 0/70 1 die 10R 82%, 2 dice 20R 100%
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%, 2 dice 40R 90%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 32%, 2 dice 40R 95%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 12%, 3 dice 60R 75%, 4 dice 80R 98%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 67%, 3 dice 60R 15PS 98%
-[] Visceroid Research Programs 0/120 1 die 15R 37%, 2 dice 30R 98%
Orbital Industry 6 dice +23
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 64%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 10%, 7 dice 140R 42%, 8 dice 160R 78%, 9 dice 180R 95%
-[] GDSS Enterprise (Phase 4) 0/765 8 dice 160R 7%, 9 dice 180R 31%, 10 dice 200R 65%, 11 dice 220R 88%, 12 dice 240R 97%
-[] GDSS Enterprise (Phase 4+5) 0/2300 Placeholder
-[] GDSS Shala - Same as Columbia
-[] Orbital Cleanup (Stage 8) 13/85 1 die 10R 67%, 2 dice 20R 99%
-[] Orbital Cleanup (Stage 8+9) 13/170 2 dice 20R 55%, 3 dice 30R 94%
-[] Orbital Cleanup (Stage 8+9+10+11+12) 13/425 4 dice 40R 4%, 5 dice 50R 33%, 6 dice 60R 73%, 7 dice 70R 94%
-[] Conestoga Class Development 0/60 1 die 30R 84%, 2 dice 60R 100%

-[] Asteroid Belt Survey Probes 16/45 1 die 15R 100%
-[] Outer System Survey Probes 0/190 2 dice 30R 26%, 3 dice 45R 81%, 4 dice 60R 98%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R 43%, 3 dice 60R 90%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 3 dice 60R 4%, 4 dice 80R 40%, 5 dice 100R 81%, 6 dice 120R 97%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R 15%, 4 dice 80R 563%, 5 dice 100R 92%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%, 5 dice 100R 29%, 6 dice 120R 67%, 7 dice 140R 90%
-[] Lunar Heavy Metals Mines (Phase 1+2) 0/780 9 dice 180R 12%, 10 dice 38% 200R 11 dice 220R 67%, 12 dice 240R 88%, 13 dice 260R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +28
-[] Automatic Medical Assistants 0/300 3 dice 60R 17%, 4 dice 80R 69%, 5 dice 100R 95%
-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%, 3 dice 60R 94%
-[] Professional Sports Programs 0/250 2 dice 20R 3%, 3 dice 30R 51%, 4 dice 40R 91%
-[] Domestic Animal Programs 0/200 2 dice 20R 26%, 3 dice 30R 84%, 4 dice 40R 99%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 26%, 3 dice 60R 84%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 29%, 2 dice 50R 93%
Military 8 dice +25
-[] Advanced Laser System Development 0/60 1 die 30R 86%, 2 dice 60R 100%
-[] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%, 3 dice 75R 88%, 4 dice 100R 99%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 43%, 3 dice 60R 92%
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 86%, 2 dice 50R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 29%, 5 dice 25R 74%, 6 dice 30R 95%
-[] Strategic Area Defense Networks (Phase 1) 4 dice 80R 29%, 5 dice 100R 74%, 6 dice 120R 95%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 16%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/250 3 dice 60R 44%, 4 dice 80R 87%, 5 dice 99%
--Alt: 2 Mil 1 Tib dice 60R 52%, 2 Mil 2 Tib dice 80R 94%
-[] Proto MARVs 0/110 1 die 20R 41%, 2 dice 40R 91%
-[] MARVs 0/160 2 dice 40R 56%, 3 dice 60R 95% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 16%, 3 dice 60R 73%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 80%, 2 Mil 2 Tib dice 80R 99%
-[] Super MARVs x2 0/420 4 dice 80R 4%, 5 dice 100R 34%, 6 dice 120R 75%, 7 dice 140R 95%
--Alt: 2 Mil 2 Tib dice 80R 8%, 2 Mil 3 Tib dice 100R 54%, 2 Mil 4 Tib dice 120R 90%

MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 90%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 5%, 3 dice 60R 54%, 4 dice 80R 92%
--Alt: 2 Mil 1 Tib dice 60R 63%, 2 Mil 2 Tib dice 80R 96%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 55%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 36%, 2 dice 40R 93%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 74%, 2 dice 40R 100%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 28%, 3 dice 60R 83%, 4 dice 80R 99%
--Alt: 2 Mil 1 Tib dice 60R 88%, 2 Mil 2 Tib dice 80R 99%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Defender Revision 1 die 15R 100%

Air Force
-[] Orca Refit Deployment 151/200 1 die 15R 92%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories 0/80 1 die 15R 61%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%, 3 dice 60R 97%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 55/415 3 dice 60R 2%, 4 dice 80R 35%, 5 dice 100R 81%, 6 dice 120R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 7 dice 140R 16%, 8 dice 160R 52%, 9 dice 180R 83%, 10 dice 200R 97%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 11 dice 220R 6%, 12 dice 240R 25%, 13 dice 260R 55%, 14 dice 280R 80%, 15 dice 300R 93%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 4%, 3 dice 60R 52%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 46%, 2 dice 20R 95%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 51%, 3 dice 60R 95%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%, 2 dice 30R 96%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 15%, 4 dice 60R 65%, 5 dice 75R 93%
-[] Shell Plants (Phase 5) 27/150 1 die 10R 18%, 2 dice 20R 84%, 3 dice 30R 99%
-[] Shell Plants (Phase 5+6) 27/300 3 dice 30R 27%, 4 dice 40R 77%, 5 dice 50R 97%
-[] Railgun Munitions Development 0/60 1 die 10R 86%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 61%, 3 dice 30R 96%
-[] Ablat Plating Deployment (Stage 4+5) 45/400 4 dice 40R 27%, 5 dice 50R 72%, 6 dice 60R 95%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 22%, 3 dice 60R 79%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 86%, 2 dice 50R 100%
Bureaucracy 4 dice +23
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 89%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 40%, 4 dice 84%, 5 dice 98%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 34%, 3 dice 86%, 4 dice 99%
Last Security Review
Military 2 turns ago 2059 Q1
Agriculture 3 turns ago 2058 Q4
Light/Chem 4 turns ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
 
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It frees up the -250 Processing we're using to retrofit the plants, BUT we can only throw one die at it at a time because Processing Limits.
I believe that's gone away. The limit wasn't mentioned this turn:
[ ] Tiberium Processing Refits (Phase 2)
A second round of updates will continue to focus on blue zone plants, building substantial redundancies into the prewar system and preparing for more distributed operations. While it will only add a marginal amount of resources, it will be a substantial asset in the future, as it provides a greater allowance of resources.
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
(Progress 0/100: 20 resources per die) (+50 processing capacity [-250 during refits])
 
These two project have no further stages, so there isn't much point to throwing that many dice at them.
You may disagree, but completing Perennials is a plan goal that I would like to see crossed off as soon as possible so that we can focus on Kudzu and other projects.
As for T-Glass, it is something I would like to see done fairly quickly.
Is there any benefit to rushing this?
It brings up the processing cap and helps increase the amount of STUs we have available later without consuming additional logistics and so on. Also, it prevents them from sitting around forever.

As a collective we have a bad habit of starting a project or chain of them with the intention of finishing them only to get distracted by something new or another priority crops up in the middle of doing it and we stop doing it only to either never return or wait until next plan to return. Whilst a completely clear docket is bad, I want to get projects in that we have a good chance of finishing so that the list shrinks and we get nice bonuses for completing.
 
You may disagree, but completing Perennials is a plan goal that I would like to see crossed off as soon as possible so that we can focus on Kudzu and other projects.
Perennials and Kudzu are both plan goals. One less dice on Perennials still gives a 68% chance of completion this turn, and that die could be used on the Kudzu. There is no bonus for focussing dice on one project.
Same with the T-Glass. 60% chance of completing with one less die. And we could use that to be slightly closer to completing the next Myomer Factory upgrade.

As a collective we have a bad habit of starting a project or chain of them with the intention of finishing them only to get distracted by something new or another priority crops up in the middle of doing it and we stop doing it only to either never return or wait until next plan to return. Whilst a completely clear docket is bad, I want to get projects in that we have a good chance of finishing so that the list shrinks and we get nice bonuses for completing.
We also have a bit of a collective habit of fixating on one project at the expense of others. Which I'm not specifically accusing you of doing here. I just see the Processing Refits as something we can achieve with a long term commitment of continuous funding. So I was wondering if there was a benefit to finishing it early that I had missed.
We could be obtaining another stage of RZ Containment Lines instead. (Or more Harvester Factories. But that would be power generation risky and I can't decide on whether or not I'm going for Apollo Factory upgrade yet. It is tempting to try for the Neural Interface System first...)
 
We could be obtaining another stage of RZ Containment Lines instead. (Or more Harvester Factories. But that would be power generation risky and I can't decide on whether or not I'm going for Apollo Factory upgrade yet. It is tempting to try for the Neural Interface System first...)
As a note if we are to try and do Karachi then ZOCOM can do Karachi and only Karachi. That means no additional responsibilities like the RZ containment lines which fall under their purview.
 
Perennials and Kudzu are both plan goals. One less dice on Perennials still gives a 68% chance of completion this turn, and that die could be used on the Kudzu. There is no bonus for focussing dice on one project.
Same with the T-Glass. 60% chance of completing with one less die. And we could use that to be slightly closer to completing the next Myomer Factory upgrade.
This is very true, both are plan goals and there is no bonus for focussing on a single project. But, I would rather be assured of 2 completed projects than to see Kudzu also sit on a 68% chance of completion as well along with a tiny portion of myomers. We do need myomers, on that we are agreed but I'd like to see T-Glass out of the way before focussing on myomers. I would also like to see Bergen get some love as that will likely synergise into other developments and projects as well along with providing us with a trickle of energy.

Kudzu and myomers are focus for next plan though we will see he I feel on the point maybe moving a perennials die.
We also have a bit of a collective habit of fixating on one project at the expense of others. Which I'm not specifically accusing you of doing here. I just see the Processing Refits as something we can achieve with a long term commitment of continuous funding. So I was wondering if there was a benefit to finishing it early that I had missed.
We could be obtaining another stage of RZ Containment Lines instead. (Or more Harvester Factories. But that would be power generation risky and I can't decide on whether or not I'm going for Apollo Factory upgrade yet. It is tempting to try for the Neural Interface System first...)
So, getting this out the way is mainly just for bringing our existing infrastructure up to speed sooner rather than later so that we can play with more STUs and plan for actually expanding our refinery network as and when we need it later.
On the point of RZ Containment Lines I would rather not stress ZOCOM too much ahead of potentially needing them to help in the fight for Karachi and as such am sticking with funding more harvesters to help bolster their capabilities slightly instead. Additionally, under my plan additional factories could leave us with either no evergy left or even less than we are potentially going to hit if all the factories finish and I'd rather not cut too much deeper than I already am.
So, for the extra Apollo factories. It has been indicated to us that Nod is further closing the air-gap with additional next-generation aircraft that outclass our existing stock of Firehawks in a fight by enough of a margin that I would like them moved from fighter-bombers to CAS aircraft and 2nd-line fighters. Sort of like how the US Air National Guard maintain some older planes just in case the country is invaded and the USAF is tied down reacting to high-priority threats. Don't get me wrong, the Firehawk is still an excellent aircraft but it's getting to that time where going out to fight in one is going to start looking like a death sentence.

With Nod coming towards parity with our existing forces, I am aiming to not just move the goalpost that they need to reach, but to steal that goalpost and run away with it. I am intending to make them strain their more limited resources harder to keep up with us in the air. Neurohelmets would be nice and I may see what I can do next turn or in the next few turns but my current focus is on getting the tech ready and aircraft deployed to give Nod pilots a run for their money.
 
Here's a more boring plan, but it focuses on getting consumables ready *before* Karachi starts. It uses 1 die on the Infrastructure Security Review, but that's still a 89% chance, which I consider acceptable.
It finishes ICS, has a decent chance of doing a phase of Fortress Towns to increase Green Zone security, and puts some work on Apartments to prep for the probable massive refugee influx from Karachi.
More Energy is a gimme, Hovertrucks are going to be useful, and tossing a die at Nuuk to get that started.
BZ Light Industrial Sectors is one of the two projects that gives +Health, and the other takes too many Capital Goods.
Perennials and Kudzu are gimmes, but aren't urgent projects, so 2 dice on each.
Tiberium gives a >50% chance of completing one RZ inhibitor, doesn't overdo Tiberium Power, and goes for resources from Offshore harvesting and a Railgun factory.
Orbital is Lunar mines, which gives moon rocks for ORSCT drop troopers to shoot at NOD. And they use drills, so it's boring! :D
And then Military gets all the dice to actually roll out the deployments to supply needed consumables and detectors. And 2 phases of ORSCT.

Plan Boring but Practical
Infrastructure 6 dice +33 80R
-[] Integrated Cargo System 695/800 2 dice 30R 97%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 57.2%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 17%
-[] Security Review
Heavy Industry 5 dice +28 100R
-[] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 1 die 20R
-[] Hover Chassis Development (New) 0/60 1 die 20R 89%
Light and Chemical Industry 5 dice +23 50R
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 4 dice 40R 84.2%
-[] Civilian Glider Development 0/40 1 die 10R 100%
Agriculture 4 dice +23 40R
-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 67.6%
-[] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 2 dice 20R 52%
Tiberium 7 dice +36 130R
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%
-[] Tiberium Inhibitor Deployment (Red Zone-6) 0/120 1 die 30R 32%
-[] Tiberium Inhibitor Deployment (Red Zone-7) 0/120 1 die 30R 32%
-[] Railgun Harvester Factories (Vladivostok) 0/70 1 die 10R 82%
-[] Security Review
Orbital Industry 6 dice +23 120R
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 6 dice 120R 80.3%
Services 5 dice +28 70R
-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 63.4%
-[] Domestic Animal Programs 0/200 3 dice 30R 83.8%
Military 8 dice +25 260R 7 Free Dice
-[] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[] Orca Refit Deployment 151/200 1 die 15R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 55/415 5 dice 100R 81%
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 2 dice 30R 96%
-[] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 60.8%
Bureaucracy 4 dice +23
-[] Security Reviews: Infrastructure DC50 1 die 89%
-[] Security Reviews: Tiberium DC50 2 dice 100%
-[] Interdepartmental Favors 1 die auto

850/860R

Likely results:
+18 Logistics
-6 Labor
-4 Capital Goods
+8 Energy
+7 Consumer Goods
+4 Food over 16 turns, +16 Consumer Goods over 16 turns
+45-55 resources per turn
+1 Labor per turn
+15 Political Support
-3 Food
 
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Draft plan for next turn with the aim of getting ahead of Nods growing capabilities in the air ahead of Karachi with a few other boosts for the armed forces.

-[ ] Plan Higher Skies...
Interesting. A tightly monofocused plan, which makes significant compromises (we can't spend dice on Capital Goods production under a plan like this, we need the Energy too much) in exchange for being very good at a specific area.

Agriculture 4/4 dice 40R
-[ ] Perennial Aquaponics Bays (Stage 3) 207/350 3 dice 30R 97%
-[ ] Wadmalaw Kudzu Plantations (Phase 1) 0/150 1 die 10R
I think this is a bad allocation choice. There is no rollover that we know of from this stage of Perennials. As such, it is probably a bad idea to invest three dice when two might complete the action. I'd recommend a two-and-two allocation.

Tiberium 7/7 dice 120R
-[ ] Tiberium Processing Refits (Phase 3) + Phase 4 3/200 3 dice 60R 97%
-[ ] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[ ] Railgun Harvester Factories (Porto) 0/70 1 die 10R 82%
-[ ] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 82%

Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 die 60R
-[ ] Orbital Cleanup (Stage 8) + Stage 9 13/170 3 dice 30R 94%
1) We may not be able to spend more than one die on refinery refits this turn; we haven't been able to before.

2) I suggest that you reallocate some of the dice you throw at the refinery refits to tiberium power plant construction, since your plan is very Energy-hungry.

3) I suggest that one of the railgun harvester factories be in Maputo, because that's a location on the Indian Ocean that permits relatively easy shipping of manufactured harvesters to Karachi.

4) I'm more than a little uncomfortable with the diversion of effort from Plan commitments to do Orbital Cleanup, and also suggest that we might want to be doing moon mining rather than Enterprise construction at this time. If you want to know why I make that suggestion, I can explain in more depth.

Military 8/8 dice +7 free dice +1 administrative assistance dice 295R
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[ ] Shell Plants (Phase 5) 27/150 3 dice 30R 99%
-[ ] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
-[ ] Orca Refit Deployment 151/200 1 die 15R 92%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 61%
-[ ] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
-[ ] Tactical Plasma Weapon Development 0/40 1 administrative assistance die 30R 76%
As noted, this is intensely mono-focused, but that's not inherently a bad thing. The main problem I see is that it's unclear whether the vastly expanded Apollo production will do us as much good as would spending the dice on consumables.

Also, why in particular are you focusing on the Shark-class? The Navy wants escort carriers more, and given how shipyard construction works in this game, it's probably best if we only work on one class of ships at a time.

You may disagree, but completing Perennials is a plan goal that I would like to see crossed off as soon as possible so that we can focus on Kudzu and other projects.
The Plan doesn't care which quarter we complete the project in. How much we can accomplish is determined by how many dice we have available. As such, wasting dice purely to finish the project faster is a very bad idea; it just means we have less projects done at the end of the Plan.

The same argument applies to the T-Glass foundries, though at least in that case we get +25 RpT from completion, so there's a really significant reward to finishing the project sooner.

It brings up the processing cap and helps increase the amount of STUs we have available later without consuming additional logistics and so on. Also, it prevents them from sitting around forever.
Unless we can stockpile STUs, and we've been given no indication that we can... how does increasing the STU surplus directly benefit us before we have ways to spend it?

Just asking.

As a collective we have a bad habit of starting a project or chain of them with the intention of finishing them only to get distracted by something new or another priority crops up in the middle of doing it and we stop doing it only to either never return or wait until next plan to return. Whilst a completely clear docket is bad, I want to get projects in that we have a good chance of finishing so that the list shrinks and we get nice bonuses for completing.
Could you please list some concrete examples of this, because I have no clear idea what you're talking about.

The only projects we've fundamentally "abandoned" are ones that we dropped because something else genuinely more rewarding came up, or because "finishing" the project would be a gigantic megaproject that doesn't even give us what we really need anyway. For instance, we didn't "finish" Chicago because it's not an efficient way to fulfill our goals compared to doing other, different types of Tiberium projects. We didn't "finish" North Boston because there just wasn't much reason to roll something like thirty Heavy Industry dice on it in a hurry.

Just because a project has higher phases doesn't mean that completing the higher phases of the project is automatically a good idea and more important than anything else that could be done with the same resources.

This is very true, both are plan goals and there is no bonus for focussing on a single project. But, I would rather be assured of 2 completed projects than to see Kudzu also sit on a 68% chance of completion as well along with a tiny portion of myomers. We do need myomers, on that we are agreed but I'd like to see T-Glass out of the way before focussing on myomers. I would also like to see Bergen get some love as that will likely synergise into other developments and projects as well along with providing us with a trickle of energy.
So... with the perennials, this basically sounds like "it would offend my sense of tidiness if the project doesn't complete next turn, and I'm willing to waste dice to ensure that this doesn't happen."

With the T-Glass you have a better argument simply because the T-Glass foundries provide a significant immediate mechanical benefit for completion. An extra +1 Consumer Goods ready within this Plan for doing the Perennials a quarter earlier is a droplet in a flood for us; we don't need it. An extra +25 RpT a quarter earlier would make a real difference somewhere along the line.

So, for the extra Apollo factories. It has been indicated to us that Nod is further closing the air-gap with additional next-generation aircraft that outclass our existing stock of Firehawks in a fight by enough of a margin that I would like them moved from fighter-bombers to CAS aircraft and 2nd-line fighters. Sort of like how the US Air National Guard maintain some older planes just in case the country is invaded and the USAF is tied down reacting to high-priority threats. Don't get me wrong, the Firehawk is still an excellent aircraft but it's getting to that time where going out to fight in one is going to start looking like a death sentence.
The big question is whether this merits a total realignment of our entire industrial policy to slam out all three Apollo factories NOW NOW NOW.

To me your plan feels like it overcompensates- like, this is one problem identified out of many, and you're throwing half a dozen dice at it to activate every possible action and delaying our efforts to do anything about the Capital Goods target we need to hit.
 
As per usual you raise some fairly good points and most of them are roughly what I expected.

I think this is a bad allocation choice. There is no rollover that we know of from this stage of Perennials. As such, it is probably a bad idea to invest three dice when two might complete the action. I'd recommend a two-and-two allocation.
Fair point, it is something that I may consider changing to on the next revision as I said to HousePet.

1) We may not be able to spend more than one die on refinery refits this turn; we haven't been able to before.

2) I suggest that you reallocate some of the dice you throw at the refinery refits to tiberium power plant construction, since your plan is very Energy-hungry.

3) I suggest that one of the railgun harvester factories be in Maputo, because that's a location on the Indian Ocean that permits relatively easy shipping of manufactured harvesters to Karachi.

4) I'm more than a little uncomfortable with the diversion of effort from Plan commitments to do Orbital Cleanup, and also suggest that we might want to be doing moon mining rather than Enterprise construction at this time. If you want to know why I make that suggestion, I can explain in more depth.
So, for these I'll address them in bullet points in the order they were presented.

1) I'm basing this on the fact that the limitation warning is no longer present and that we have more than 500 spare processing capacity. It is my understanding that the dice limitation was based on the amount of slack in our processing capacity as I believe that when it was first presented we did not have 500 processing capacity to spare to complete multiple phases.

2) Maybe. I still really want to complete a few phases of refits but we'll see because you are right about the energy cost of the plan. Let's be honest here, I constructed and consumed an entire phase of fusion plants for this.

3) I genuinely did not know that and will be shifting a factory there, thank you for than info.

4) I may take you up on doing moon mining over Enterprise, this conversation has been had before and I'm beginning to lean into it. As for cleanup, that's something I want done to the level of getting Low-Orbit Support Satellites. Anything beyond that is a stretch goal. I want to know what these satellites are are they may synergise nicely with OSRCT, ASAT and provide other bonuses. Low-orbit recon sats to see what Krukov is up to more clearly, low-orbit comms sats for improved RZ comms, low-orbit lasers for ASAT, the list of possible items goes on and on. If any of them help with the Karachi push and the upcoming focus on OSRCT then I for one want to see them in the wild.

As noted, this is intensely mono-focused, but that's not inherently a bad thing. The main problem I see is that it's unclear whether the vastly expanded Apollo production will do us as much good as would spending the dice on consumables.

Also, why in particular are you focusing on the Shark-class? The Navy wants escort carriers more, and given how shipyard construction works in this game, it's probably best if we only work on one class of ships at a time.
So, for the Apollos it is unclear if there will be an immediate boon for our forces. Much like with shipyards the fighter plants take some time to hit full saturation but as I will explain below we are starting to run into the limit of just how many Apollos we already have and are looking like we're starting to hit the end of the Firehawks days as a frontline fighter.

As for the Shark in particular? Yes, the navy wants carriers more and their opinions are important since they actually run the navy. However, at the moment our ASW and convoy escort duties are being filled mainly by Governor-class cruisers with some carriers and with hydrofoils in the littorals. But, freeing up the fleet carriers still leaves the majority of our cruisers tied to convoys where they cannot as effectively fulfil the role compared to a dedicated ASW escort. Additionally, freeing up carriers without also freeing up cruisers may mean that our carriers are relying on battleships or sticking to the coasts more often for additional security.

Building frigates on the other hand releases the majority of the cruisers on convoy duty for other duties like carrier escort, shore bombardment and pirate hunting. Sure, one might still sail with a convoy for added security in certain regions but it will tie up Nods raiders more effectively than the carriers alone could. Not to mention that when pushing karachi those cruisers will be invaluable for hitting fortified Nod positions, yes, carriers would also be ideal for this but it's either a pill we'll have to swallow or we alternate frigate and carrier yards. Working on one overall would be great but freeing up both cruisers and carriers would prove incredibly advantageous for either the next war or the push for Karachi.

The Plan doesn't care which quarter we complete the project in. How much we can accomplish is determined by how many dice we have available. As such, wasting dice purely to finish the project faster is a very bad idea; it just means we have less projects done at the end of the Plan.

The same argument applies to the T-Glass foundries, though at least in that case we get +25 RpT from completion, so there's a really significant reward to finishing the project sooner.

Unless we can stockpile STUs, and we've been given no indication that we can... how does increasing the STU surplus directly benefit us before we have ways to spend it?

Just asking.
It is very true that the plan does not care but I am to a degree thinking ahead with the STUs in that we may very well need plenty of them quickly and I would rather have them available before they are needed so that we avoid having to rush production for them. It is true that we don't gain an immediate benefit from having extra STUs and I too am unsure as to whether or not we can stockpile them but we will need them for our gacha techs. Though, we may be able to since we can already stockpile energy, cap goods and food. All of which are valuable to our efforts and gained an option to stockpile through having that surplus over regular production and being things that we will absolutely need to have stockpiles of in the event of a general war.

So... with the perennials, this basically sounds like "it would offend my sense of tidiness if the project doesn't complete next turn, and I'm willing to waste dice to ensure that this doesn't happen."

With the T-Glass you have a better argument simply because the T-Glass foundries provide a significant immediate mechanical benefit for completion. An extra +1 Consumer Goods ready within this Plan for doing the Perennials a quarter earlier is a droplet in a flood for us; we don't need it. An extra +25 RpT a quarter earlier would make a real difference somewhere along the line.
I won't lie, it does offend my sense of tidiness though as said above I may change it next revision.

The big question is whether this merits a total realignment of our entire industrial policy to slam out all three Apollo factories NOW NOW NOW.

To me your plan feels like it overcompensates- like, this is one problem identified out of many, and you're throwing half a dozen dice at it to activate every possible action and delaying our efforts to do anything about the Capital Goods target we need to hit.
From what I've seen of what we've been told, Nod has been making a concerted effort to gain at least parity with us in terms of air power. They unleashed new cybernetically controlled fighters, we started building more Apollos to even the score and made the QAAM, they built better Venoms, the Orca was redesigned, they've deployed more grav-drive fighters too, the new Orcas are being rolled out. We are now starting to see their fighters getting even better, with additional capability enhancements that will push them past what the Firehawk can likely handle. If their goalpost is parity, then I want to kick that post several miles down the road. The Apollos can't be everywhere and I feel that it is time for them to become the frontline Initiative fighter jet to deal with Nod. I don't want rid of the Firehawk, but it can perform CAS duties well, works well as a naval aircraft and can serve well as a second-line fighter.

The ground power of Nod is being handled acceptably and will be bolstered again for karachi but if we want to take Karachi we need air power and that means Apollos with Wingman drones securing the skies while Firehawks and Orcas dismantle Nod positions. With the focus on OSRCT too we need to ensure our air superiority. OSRCT at Phase 3 and 4 will be more than a rapid reaction force. By that point you're looking at a fairly significant force that you can deep-strike with to the point of likely landing troops behind Nod lines during the initial assaults to cut off and surround Nod units on a larger scale.

For things like OSRCT I am treating them like paratroops which means we need to be able to keep Nod air power off of their heads at all times otherwise we risk turning a D-Day into a Market Garden or really a Dunkirk where despite the air forces best efforts our troops are caught behind Nod lines with Nod planes flying overhead to hit them.

OSRCT is my next priority along with bolstering cap goods but for now the air force is my biggest military priority.
 
So, for the Apollos it is unclear if there will be an immediate boon for our forces. Much like with shipyards the fighter plants take some time to hit full saturation but as I will explain below we are starting to run into the limit of just how many Apollos we already have and are looking like we're starting to hit the end of the Firehawks days as a frontline fighter.
See, I'm not saying you're wrong here, but I am saying that I think you're reacting too hard by slamming all the way over from one end of the scale to the other. All our other military problems didn't go away just because this military problem has just now been brought to our attention. All the stuff that was important before is still important now.

I'm not saying "don't build more Apollos," but the present military situation doesn't give me reason to think we should treat that as an emergency requirement that overrides all other issues and should totally dominate our planning. That kind of sudden huge shift in priorities is what you do if you are specifically expecting to lose the war otherwise.

I feel like you're acting as if Nod's air power has suddenly become like... ten times greater or something, so that we have to reform everything right the fuck now.

A more gradual, measured approach that lets us engage with more crises at the same time would be better, I think.

As for the Shark in particular? Yes, the navy wants carriers more and their opinions are important since they actually run the navy. However, at the moment our ASW and convoy escort duties are being filled mainly by Governor-class cruisers with some carriers and with hydrofoils in the littorals. But, freeing up the fleet carriers still leaves the majority of our cruisers tied to convoys where they cannot as effectively fulfil the role compared to a dedicated ASW escort. Additionally, freeing up carriers without also freeing up cruisers may mean that our carriers are relying on battleships or sticking to the coasts more often for additional security.

Building frigates on the other hand releases the majority of the cruisers on convoy duty for other duties like carrier escort, shore bombardment and pirate hunting. Sure, one might still sail with a convoy for added security in certain regions but it will tie up Nods raiders more effectively than the carriers alone could. Not to mention that when pushing karachi those cruisers will be invaluable for hitting fortified Nod positions, yes, carriers would also be ideal for this but it's either a pill we'll have to swallow or we alternate frigate and carrier yards. Working on one overall would be great but freeing up both cruisers and carriers would prove incredibly advantageous for either the next war or the push for Karachi.
...Doesn't this basically involve you arguing that you know better than the Navy does what classes of ships the Navy needs? If they think they need escort carriers to cover convoys, why argue?
 
Carriers are power projection. They can cover a huge amount of area around a convoy and point the other ships where they need to go.

As far as finding threats and killing them before they harm convoys, and in navel combat in general, carriers are king.
 
Honestly, Karachi sprint feels like GDI saying "Fuck it" and starting TW4 themselves, because waiting for Kane is for suckers and NOD.
 
Honestly, Karachi sprint feels like GDI saying "Fuck it" and starting TW4 themselves, because waiting for Kane is for suckers and NOD.
Karachi sprint is the equivalent of GDI going up to NOD's house with a big grin before smashing a window and throwing in a grenade.

We just have to make sure we are prepared to survive the inevitable reprisal.
 
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