Q1 2051 Results
Resources: 240 + 110 in reserve
Political Support: 40
Free Dice: 2
Tiberium Spread
14.75 Blue Zone
33.81 Yellow Zone (18 points of mitigation)
51.54 Red Zone (8 points of mitigation)
Current Economic Issues:
Housing: Critical Shortages (-----)
Energy: Severe Shortages (--)
Logistics: Significant shortages (--)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall sufficient (+)
Labor: Practically unlimited
[X] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units. (progress 433/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics) (Blue Zone Reconstruction Phase 2: 33/600)
Massive effort from hundreds of engineering teams across the world have begun to make good on the damage caused by years of war across the planet. While many buildings have been damaged beyond repair, or completely demolished, many more require only a bare minimum of repairs. Although millions more people still require housing, even with overcrowding of apartments and homes, it has resulted in a fairly substantial improvement in overall health, especially as GDI has prioritized those at risk of Tiberium exposure. At this point, while there is far more reconstruction that needs to be done, the efforts can begin to diversify. Ranging from establishing massive new housing initiatives, to consumer goods, to mass transit, there is still far more work to do.
[X] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 41/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)
Near almost every major city, and aggregate manufacturing plant, either large or small, has sprung up. While a relatively simple resource made up of a mix of sand, gravel and water, aggregate in its various forms can have wildly varying properties depending on the nature of its components. However, current progress has meant that the plants are little more than hollow shells, and mounds of raw material. Substantially more work needs to be done, ranging from the erection of complex machinery to assembling the trucks needed to deliver from the plants to worksites.
[X] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 100/300: 10 Resources per die) (- Labor, +++++ Energy)
The VVER, a transliteration of водо-водяной энергетический реактор, or vodo-vodyanoi energetichesky reaktor, is one of the oldest still functioning reactor designs. First built in the 440 pattern in the late 1950s, the design, with a number of updates, is going strong nearly a century later. However it is anything but a simple construction. While the reactor cores can be mass produced, they require substantial installation, and a nearby fresh water supply, both to occasionally refresh the internal water supplies, and for a tertiary cooling loop. While some of this construction has been completed, most sites have barely broken ground, let alone been readied to receive the actual pressure vessels.
On the other hand, solar and wind deployment have been far more substantial. Most solar systems are updraft towers, tall smokestacks like assemblies placed over a greenhouse. While space intensive, updraft towers provide a more consistent source of energy than photovoltaic, and are less demanding to manufacture. Vertical wind turbines have entered mass deployment, finding their way to the top of many of the high rises GDI has erected, or rebuilt as part of the Blue Zone reconstruction efforts.
[X] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids are currently unable to reach. (Progress 154/150: 10 resources per die) (+ Energy)
While a solar tarp is nowhere near the capacity of a power plant, or for that matter, as efficient, they can still for serve to sterilize water, supply power for basic tooling and communication, create heat when paired with a resistance coil, and serve to fill some of the other needs of a family.
While current production is still far from being able to supply every group in every yellow zone, they have become increasingly common sights in the yellow zone refugee camps, taking up some of the strain off of our more conventional power systems. While more will be issued over the coming months and years, the restoration of our power grids and subsystems will increasingly supplant them. However, GDI's ground forces have expressed an interest in acquiring these devices, primarily for the sake of reducing batteries, and helping to take some of the load off of gas turbines and nuclear reactors.
[X] Sonic Fencing Manufactory
One of the demands that will be dramatically increasing in coming months and years is going to be for Sonic Fences, which use small scale harmonic emitter arrays to slow or halt the growth of Tiberium. When strung out along a line, these units can either channel growth away from a space, or be used to contain a growth. (Progress 251/200: 15 Resources per Die) (Contributes to plan goal)
A wave of new sonic fencing manufacturers have begun to come online. While the actual surplus is comparatively small, they are being used as emergency lines, akin to sandbags in the path of a flood. Only a few hundred kilometers have been laid so far around the world, but in the coming years and months, a few score kilometers every month adds up.
[X] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 65/100 10 resources per die) ( --- Labor + Food, + Health)
Massive fields of isolated glass houses have sprung up in blue zones around the world. Each is climate and humidity controlled, a carefully managed microclimate. At this point, many of the seeds have been planted. Ranging from fruit, spices and herbs (many of which double as antifungal additives to a wide array of dishes) to cannabis, cocoa, and foxglove, the greenhouses are intended to provide both a source of long term health benefits from fruits, herbs, and their extracts, and a source of many easy to produce stimulants, painkillers and other medications. While some elements are dual use, increasing the presence and availability of secondary market recreational substances and luxury goods is an acceptable secondary benefit, although one that will have to be carefully monitored.
However, while the seeds have now been planted, the fields will still need to be personally monitored, and will need even more hands for harvesting. Both will need a series of individual houses to be constructed, and a further expenditure of resources to find good candidates for the jobs.
[X] Blue Zone Tiberium Abatement (Phase 3)
The final phase of Tiberium containment requires erecting Tiberium spikes to contain and safely extract underground Tiberium deposits. Rising well over a hundred feet into the air, a Tiberium spike uses a solar panel array and battery bank to constantly mine and process Tiberium 24/7. While some substantial progress has already been made, far more is required before Blue Zone defenses can turn outward to begin pushing encroaching yellow zones back.
(Progress 440/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)
Fighting back Tiberium in the Blue Zones has often been GDI's highest priority. Spikes and silos dot the horizon from nearly every site in every blue zone, ever visible reminders of the costs that fifty years of living with the green rock has cost humanity. No field of poppies will mark this place of battle, but it does represent a significant turning point in post war abatement efforts. For now those engineering teams must turn outward. Turn towards the vast stretches of the Blue Zone perimeters, and begin fighting back Tiberium.
Plans for the future are simple, but in war everything is simple, and nothing is easy. The next step is to begin setting up a new wave of outposts and redoubts, a flexible line in the border zones, and concentrate mining efforts there. Behind them, a line of sonic fencing running for thousands of miles will provide a basic defensive network, and in turn are backed by military bases linked by constant patrols. Our analysts confidently believe this should be enough to stop NOD from re enacting what they did in 2047, our military grumbles that this is anything but a sure thing. Even so, our accomplishments here will be a substantial effort towards the overall goals of the Initiative.
[X] Yellow Zone Tiberium Harvesting (Phase 2)
Phase 2 of developing Tiberium Harvesting, once harvesting operations are set up, and resource areas secured, is to begin fencing in tiberium outcroppings. Harmonic Resonance technology was discovered and originally fielded at Hammerfest during the Second Tiberium War. However, it was interwar development of the systems that created the "fences" Essentially, a fence is a series of sonic disruptor pylons that shake the crystal apart at a molecular level.
(Progress 171/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)
In the last months, Tiberium outbreaks around the world have had containment measures put in place, often in a matter of days. While only small pockets of the yellow zones have been contained and the ground remains severely contaminated, these mining efforts have slowed tiberium spread and the new containment efforts have begun pushing it back in localized areas.
The fundamental methodology has been an intensification of harvesting via deploying additional harvesters to existing refinery operations, the deployment of sonic fencing to contain and channel the worst of the outbreaks and a small handful of new mining facilities.
Any further expansions will have to wait for more substantial investments in this area; not only for several thousand more kilometers of sonic fencing, but also investing in security as many further outcroppings are deep in NOD controlled territory.
[X] Tiberium Glacier Mining (Phase 1)
Most of the global Tiberium presence is tied up in large Tiberium Glaciers carving through the land near the heart of most Red Zones. While methods have been theorized to attack these masses of Tiberium, none have yet been applied in mass. However, before the war, the Tiberium Spike proved to have the capability to use resonant harmonics and shock liquefaction to safely draw Tiberium deposits to the surface. Similar technology can be used to fracture off Tiberium from Glacier surfaces, which can then be harvested conventionally. While setting up the tools will be expensive, it will also be a substantial stream of resources.(Progress 315/200: 30 resources per die) (additional income trickle [40-60 Resources])
The first of the glacier mines are already set up, attacking glaciers south of Rome in the Italian Red Zone. The shattering teams break up the green rock every other hour, and for two hours the collectors sweep through the space. Operations are an almost never ending task, every day the miners carve back the rock, inch by painstaking inch, and every night, it regrows, almost to the point that it was the last morning. Carried back by VTOL transports to ships off the coast, it is loaded into cargo ships, and transported north, to southern France, where it is shipped overland to the Northern European blue zones.
The mining site itself is wrapped in sonic projectors and anti aircraft sites, a necessary precaution in an age of NOD Shadows, and Tiberium encroachment. While a second Italian site is already close to completion, only requiring the sonic mining tools, VTOLs and an allocation of harvesters, and additional sites currently being planned around the world, massive new investment is required before they can begin operations.
[X] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 49/80: 10 resources per die) (Unlocks further options)
Getting to orbit is all about getting to a certain speed in a certain direction. (Anyone who says that just getting to a certain altitude is "getting into orbit" is BSing.) This can be measured as the change in velocity: you start out going at speed A and you want to end at speed B, so you want to change your velocity by (B-A). For a given engine pushing a given amount of mass, you'll need a certain amount of fuel to achieve a given change in speed & direction. Note that the mass includes the mass of any fuel needed to take that engine further. For instance, if you want a spaceship that can go from Earth orbit to the Moon, you need to include all the fuel it'll need for that trip, in the mass that you're putting into Earth orbit in the first place. So for this rocket equation, the change in velocity (often called the "delta-v") equals the effective exhaust velocity (a property of the engine you're using) times the natural log of the ratio of the starting mass (the "wet mass", including the fuel you'll be using) to the ending mass (the "dry mass", the spaceship's mass after all that fuel is used and removed from the spaceship).
Fusion does not break that dynamic, but does substantially shift it. The highest power ever tested from a chemical rocket had an exhaust velocity of about five kilometers per second, using a trimix of Lithium, Fluorine, and Hydrogen. For reasons that should be obvious this was never implemented. Fusion methods have calculated exhaust velocities well in excess of a hundred kilometers per second. While the lesser mass of the propellant, and likely higher dry mass of the rocket means that it is almost certainly well under twenty times as efficient, it is still a substantial improvement in performance.
At this time, three main design approaches have been proposed and have begun testing. First is a fairly conventional tower design. A Fusion lower stage, below a more conventional orbital maneuvering upper stage. While almost certainly the cheapest to implement, it is also the most limited, as delivery mass is located near the top of the design, and only relatively dense objects could be safely launched, due to less dense objects likely changing the center of mass and the wind resistance profile. Second is the spheroid approach. By bringing the mass down, around the central fusion core, it is more flexible, but remains a pure lifting design, only really capable of a gravity turn. Finally, there is the most radical school of design rests on spaceplane projects, like Skylon, or the older project Skyraker. While all three are Single Stage to Orbit designs, the third has far greater maneuvering capability in atmosphere, potentially allowing for it to maneuver around atmospheric issues along its flight path. However, it also has a far longer flight path in atmosphere than the other two designs. While none are as of yet proven viable, construction work has started on testbed platforms for all three, and will require another infusion of funding for completion of the testing.
[ ] Yellow Zone Refugee Camps (Phase 2)
In camps around the world, millions of people have food, water, and shelter thanks to the efforts of GDI. However, millions more remain without. Additionally, the good sites that can be secured by already existing deployments of GDI ground and naval forces have been nearly exhausted, meaning that significantly more construction, and an organic garrison will be needed. To do this, we will need to both redouble our efforts to construct a healthcare apparatus and more permanent shelters at existing camps, and begin to establish new camps. While some camps have been technically established, there is far more to be done before they can be called ready.
(Progress 319/600: 5 Resources per die) (++++ Housing, + Health)
The second wave of refugee camps have begun construction. Prefabricated shelters, standardized environmental suits, and regular food supplies have begun slowing the rate of deaths. While this new wave of refugee camps are further out from Blue Zones and are more exposed to both NOD infiltration and Tiberium poisoning, they are still substantially safer and healthier than almost all of the smaller scrapes and hovels that were in use before.
Tensions in the camps have often flared as kinks are worked out in the supply chains and the food supplies have been irregular in many cases. While they have been getting better overall, they have not kept up with the drastic expansions in the served population.
[X] Super MARV Development
The Mammoth Armored Reclamation Vehicle served the Initiative well in the years leading up to the Third Tiberium War. Heavily armed and armored, and mounting an almost complete harvesting and first stage processing system, the MARV was able to cut through surface level Tiberium deposits. However, during the war, the limited self repair functionality, and the limits of its four modular weapons mounts made it vulnerable to air attacks. A third trailing tracked section offers a location for even more Tiberium storage, and two more mounting points for modular hardpoints. (Progress 69/40: 15 resources per die)
The MARV as designed is a powerful weapon of war and has proven itself in hundreds of battles. While occasionally defeated such as in the African Red Zone in 2047, each destruction saw the use of overwhelming NOD firepower and repeated attack waves, often using stealth assets to destroy MARV.
The critical flaw in MARV is its limitation of its Tiberium harvesting and refining methodology. While standard harvesters rake through the topsoil, collecting even relatively small crystals, the fixed harvesting array on a MARV on the other hand cannot sweep the Tiberium instead only collecting the large surface crystals. While admittedly able to collect a substantial amount of resources and able to cut through Tiberium fields, it is also far less than could be collected, and the remaining Tiberium crystals grow back faster than hoped meaning the area must undergo additional sweeps.
The "super" version of the MARV is intended to solve both of these problems. An additional trailer section behind the main gun turret adds much more space for weaponry and more storage for Tiberium while retaining the (admittedly limited) mobility that makes the MARV functional. This adds two sections for additional gun mounts and more tiberium storage. For the latter problem, the "mouth" of the MARV has been completely redesigned. A pair of sweeper arms, effectively upscaled from the standard Harvester, and able to sweep through the topsoil to bring smaller crystals up and into the MARV, have been installed and are intended to draw Tiberium into its mouth for processing. This will unfortunately render MARV immobile while the sweeper arms are deployed, but we believe this is to be a good trade off.
Rather than refitting existing MARV plants, the current goal is to build a series of new construction yards, a concession to the fact that the Super MARV is even more excessively armed, armored, and expensive than the "Standard" design.
[X] AP Ammunition Plants
Armor Penetrating ammunition is generally fairly simple. While most bullets use a heavy core, most often lead, but sometimes other materials, AP ammunition relies on an open face, and a hard core. The early versions typically used steel, while later versions generally used tungsten, or tungsten carbide cores. When even more penetration is needed, the general move is away from full caliber rounds, often switching towards something that more resembles APCR or APDS. While a modern round for the GD2 already exists, it was not manufactured anywhere near the numbers to replace standard ball ammunition for most of GDI's soldiers. By switching field fabrication units to use the new process, and expanding back line ammunition manufacturing, GDI rifles and machine guns will have a significantly better chance against heavily armored enemy infantry, such as the Black Hand, or Confessors.
(Progress 38/60: 10 Resources per Die)
GDI has, for the last twenty years, relied on a 6mm Case Telescoped round. While not quite as lightweight as a purely caseless round, as used in the Cobretti Raptor after the First Tiberium War, the telescoped round is substantially more reliable. While half of the project, the powder and cases, are basically no work at all, the other half is substantially more difficult, as existing ammunition plants need effectively all new machinery to replace the standard bullet molds.Those have been a constant problem, between delays in supply, bullet fabrication throwing off production ratios, and delamination between the brass jacket and the tungsten core. While the performance of the ammunition is still more than acceptable, the Quality Control issues have so far prevented large scale rollouts of new production.
[X] Recruitment Drive
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 50/70/90) (increases die allocations) (can have political consequences) (142)
Vote for all options you want to recruit. The three with the highest vote total will be selected.
[ ] Vice Admiral Harrison Carter
A longtime member of the Initiatives Space Command, Vice Admiral Harrison Carter has been a longtime proponent of expanding orbital infrastructure and movement towards mass evacuation of the worst of the Yellow Zones. While this has often made him unpopular in the political circles of the Initiative, the expanding Red Zones and the Third Tiberium War has revitalized his career, and catapulted him into the highest echelons. Recruiting him for the Treasury will give you someone who is deeply familiar with the equipment, approaches, and scientific baseline of the Space Command. However, he will also expect you to make use of his talents.
- Officer of the Space Command (+5 to Orbital dice)
- Military Experience (+5 to Military Dice)
- -5 Political Support
[ ] Yellow Zone Volunteers
The Yellow Zone Refugee camps have plenty of hands to offer. While few of those hands are skilled, and fewer trained in modern construction techniques, there are enough of them that if spread between existing construction teams, they can allow a few more to be organized. While they will expect their efforts to help the Yellow Zones, or at least allow them and their families into Blue Zones, they will expand the infrastructural capacity of the Initiative at this critical moment.
[ ] Qatar Loyalists
During the Third Tiberium War, Killian Qatar was one of Kane's highest commanders, and a part of his inner circle. However, with the fortunes of the conflict turning against the Brotherhood, her faith in him was shaken, and she allied with GDI. The Return of Kane, and the use of nuclear weapons against GDI forces in Sydney, broke that alliance, and Qatar's power. While many of her loyalists were killed off in a series of purges, some have survived, and are seeking succor with the Global Defense Initiative.
- +1d3 Free dice
- +15 to Tiberium Dice
- -20 Political Support
[ ] Edinburgh Virtual Intelligence Research Centre
The Electronic Video Agent system has been a common element in GDI Military efforts since the First Tiberium War. However, it has remained a military innovation. By investing into a wider deployment of these systems, the logistics networks of the Initiative should be substantially streamlined.
- +5 to Services
- -20 Resources (one time cost)
[ ] Dr. Joseph Takeda
Responsible for one of GDI's more successful (although sabotaged by the Brotherhood of NOD) attempts at developing infantry scale energy weapons. Dr. Takeda is a talented scientist and researcher, who has focused his career towards military development. While already a part of the Treasury system, rapidly promoting him should allow him to begin filling out his subordinates within the military system
- +3 to Military dice
- +1 Military die