Also Qatar loyalists give us at least 1 free dice which means we can use that to do a security review on tiberium next turn.
 
[X] Yellow Zone Volunteers
[X] Qatar Loyalists
[X] Edinburgh Virtual Intelligence Research Centre

Playing with fire here but I hope we can master it. The ex Nod people are the big security concern but we should also screen the Yellow Zone volunteers as many Nod supporters are probably among the refugee camps where the volunteers will be recruited from.
 
We are already on very thin ice politically sous getting ex nod traitor that already stabbed us in the back once sound like a horrible plan.

Sorry phone text.
 
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We are already on very thin ice politically sous getting ex nod traitor that already stabbed us in the back once sound like a horrible plan.

Sorry phone text.
This would be true if we're Stalin's subordinates, but Our boss and Stalin are entirely different type of person. One won't purge us just because we're not very well liked in the party.

As for the NOD infiltrators. Well, that's just a fact of life that it's near impossible to find one of our apparatus to be clean from them. For Qatar's loyalists, I'm quite confident to declare that they'll have some genuine spies from Kane himself, but chances are they'll also have their own internal problems to worry for most of the part (Like y'know trying to out-sus others as impostors)
 
We might get killed or imprisoned for doing those thing but I see nothing good going down that road.

I see lots of long term problems and maybe some help with tib but who knows was else in down that road.
 
I agree, i view this as a mistake with many looking at the bonuses and only seeing the con as a negative number. If these guys have a traitor and that traitor does something public enough then all our efforts could be in vain.
Even worse, with Nod this could mean instead of beating back Tib, it could worsen it.
 
[X] Qatar Loyalists
[X] Edinburgh Virtual Intelligence Research Centre
[X] Yellow Zone Volunteers
 
Actually wait, Granger only gets a +5 to Tiberium, not a +10. So the Qatar Loyalists and their Nod Tiberium secrets are 200% better for our Tiberium progress than writing Einstein a blank check, not 50%. DEFINITELY in "too good to be true" territory, but man they baited the trap incredibly well and I'm still a very vocal supporter of sticking our collective dicks directly into the obvious trap despite it being an obvious trap.
 
Granger gave us +10 to services and +5 to tiberium. Also -20 PS is a lot considering how Granger has reduced options for PS gain compared to the other candidates. It pretty much locks us out of PS options until we can do some of the increases and with our current resource income that will take a while to get around to
 
I mean, having NOD infiltrators inside the one group of people we suspect the most of being infiltrators really doesn't seem that bad?
 
Granger gave us +10 to services and +5 to tiberium. Also -20 PS is a lot considering how Granger has reduced options for PS gain compared to the other candidates. It pretty much locks us out of PS options until we can do some of the increases and with our current resource income that will take a while to get around to

Right now we're throwing everything we have at the Tiberium infestation and we're still losing ground. If the Qatar loyalists can help us stop the Blue Zone shrinkage it's gonna be worth it. Cause right now we don't need PS options we need to get the Tiberium options done ASAP.
 
[X] Yellow Zone Volunteers
[X] Edinburgh Virtual Intelligence Research Centre
[X] Dr. Joseph Takeda
 
The other side of taking the Qatar loyalists is that it may encourage other NOD defectors or open up non-violent ways of dealing with NOD. The planet being overrun with tiberium and hostile aliens are strong arguments for a rethink of what side you are on.
 
Q2 2051
Q2 2051


Resources: 240 + 90 in reserve
Political Support: 20
Free Dice: 5


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




Infrastructure (6 dice)

[ ] Blue Zone Reconstruction Phase 2
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight.
(Progress 33/600: 10 Resources per die) (+ Logistics, + Health)

[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/600: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)

[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/350: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 1)
With millions of people dehomed or displaced during the war, and the widespread destruction of the conflict, there is the opportunity for one of the largest campaigns of urban reconstruction in human history. Building on a standardized plan, residential units can provide rationalized transport networks, communal recreational spaces, and distribution points. While the housing blocks are not particularly artistic, they will provide quite a number of units, with pre planned spaces to grow into as needed.
(Progress 0/200: 10 resources per die) (- Labor, +++ Housing)

[ ] Urban Metros (Phase 1)
While much of the battle damage has been cleared out, there are many lasting injuries from the war. The most pressing of which is the lack of urban rolling stock. Ranging from busses and trams to subway cars and personal vehicles, many were destroyed outright during the war, and many more were seized and used to shore up the Brotherhood of NOD's shaky logistical backing, or converted into technicals. While it will require a substantial investment to even begin to replace these units, it is an investment that needs to be made.
(Progress 0/100: 15 resources per die) (+++ Logistics)

[ ] Run of River Campaigns
While subject to seasonal flooding and droughts, Run of River dams and hydro plants can serve as a safe means of producing power, without the security concerns of high dams. Even though they are not as substantial a power source as additional nuclear reactors, they are a substantially easier system to create, and require far less maintenance.
(Progress 0/250: 10 resources per die) (- Labor +++ Energy)

Heavy Industry (3 dice)

[ ] 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)


[ ] 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)


[ ] Manchester Silicon Chip Fabrication
A silicon chip is one of the most critical pieces of technology across GDI's entire system. Computer systems reliant on these appear in everything from recreation, to heavy manufacturing, to nearly every piece of military equipment more advanced than the GD2, and even the GD2 requires a small number of these for its peripherals. The war sharply constricted chip fabrication, with most extant systems either falling to NOD control or being destroyed. By setting up new facilities in secure blue zones, GDI can begin filling vital supply chains again. (Progress 0/150: 15 resources per die) (- Labor, + Capital Goods, +++ Consumer Goods, ++ Logistics, + Health)

[ ] North Boston Chip Fabrication (Phase 1)
While the Manchester chip fabrication plant has not yet broken ground, a series of destroyed blocks in North Boston provide a substantial area to set up a serious fabrication capacity. Far larger and with much more room to grow than the Manchester facility, it will also need a far more substantial investment into its infrastructure. The first steps will be to clear away destroyed buildings, and to establish a single unified system, with power, water, and logistics linkages for importing raw materials and exporting finished goods. (Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)

Light and Chemical Industry (3 dice)


[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)


[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)

[ ] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 0/100: 15 resources per die) (makes military developments cheaper)

[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 0/100: 5 resources per die) (++ Consumer Goods)



Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)

[ ] 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)

[ ] Biofuels plantations
While trace amounts of Tiberium found in soil grown crops render it unfit for human consumption, and biofuels have long been supplanted by other power sources, biofuels are and remain a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die) ( - Labor + Energy)

[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)

Tiberium (6 dice)

[ ] Blue Zone Perimeter Redoubts (Phase 1)
While Tiberium outbreaks in the Blue Zones have been fought back substantially, yellow zones have continued to break into Blue Zones, converting fertile ground into glowing green crystal. By building a series of fortified redoubts along the perimeter of Blue Zones around the world, harvesting operations can ensure continued perimeter security.
(Progress 40/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Blue Zone Perimeter Outposts (Phase 1)
Running a good hundred kilometers beyond the line of redoubts, preparing small outposts can begin taking pressure from both intercepting NOD incursions, and prevent major Tiberium outbreaks from expanding further. Each is intended to be a small encampment, little more than a barracks, a small harvesting operation, and some perimeter turrets that can be easily deconstructed and pushed further out as needed.
(Progress 0/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Yellow Zone Tiberium Harvesting (Phase 3)
Phase 3 of Yellow Zone harvesting is essentially an expansion of phase 2, and works in conjunction with the expansion of Blue Zone Perimeter measures. Rather than trying to simply contain areas around mining operations, Yellow Zone Tiberium Harvesting measures are being retasked to focus mining on larger outcroppings near blue zones. While each of these is a more substantial node, they also require a far more substantial security presence, as they are a favorite of NOD harvesting efforts. This only means that fewer of them can be targeted per phase however.
(Progress 71/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] Red Zone Tiberium Harvesting (Phase 2)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. Rather than being a substantially different approach, simply expanding the number of harvesting facilities is enough to continue to bring in yet more resources and continue to fight Tiberium growth. (Progress 2/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)

[ ] Tiberium Glacier Mining (Phase 2)
With the initial Italian mining site fully online and operational, opening a new further site will be a substantial increase in the income. The addition of the new Italian site will also make a far more substantial logistics system a requirement, instead of the V-35 transport system.
(Progress 115/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources])


[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)



Orbital Industry (3 dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

[ ] 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)

Services (3 dice)

[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 66/100: 20 Resources per die) (- Labor, +++ Health)

[ ] 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)


[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)

[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)

[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 0/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)

Military (3 dice)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 0/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/150)

Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)

[ ] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)


Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)

[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)


Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)

[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/100: 30 resources per die)

Ground Forces
[ ] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 0/75: 10 Resources per die)

[ ] 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 in 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)

[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)

[ ] Railgun Refits
The first GDI asset to use a combat specified railgun was the Mark II Mammoth assault walker. Equipped with two heavy hypervelocity railguns, it was a terrifying foe for the Brotherhood in the Second Tiberium War. By the Third Tiberium War, the walker had been retired, but descendents of its railguns had lived on, being fitted to about a quarter of GDI's mechanized forces. During the war, the railgun proved itself time and time again, having better penetration, and allowing the tank to carry more ammunition than the 152mm smoothbore that had been the original weapon. However, railguns are also substantially more expensive, and need an entire separate equipment line to manufacture.
(Progress 0/200: 15 Resources per die)

Navy

[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)

[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)

Steel Talons

[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)

[ ] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 0/40: 10 resources per die)


[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)

Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 15 resources per die)


Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)

[ ] Demobilize the Steel Talons
The Steel Talons have not served their military role. While many of their ideas have merit, they would be better used as a dedicated Research and Development Bureau, rather than as a mobilized military force. While this will be difficult due to their political support, it is within your remit as Director of the Treasury (-5 PS) (DC 100)



Bureaucracy (3 dice)

[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)


** 2 Hour Moratorium on Voting**
Adhoc vote count started by Ithillid on Mar 28, 2021 at 8:23 AM, finished with 76 posts and 45 votes.
Ithillid threw 1 3-faced dice. Reason: Yellow Zone Volunteers Total: 2
2 2
Ithillid threw 1 3-faced dice. Reason: Qatar Loyalists Total: 3
3 3
 
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We rolled well on the free dice and several new options including ones that give PS.

Should be 6 dice

[ ] North Boston Chip Fabrication (Phase 1)
While the Manchester chip fabrication plant has not yet broken ground, a series of destroyed blocks in North Boston provide a substantial area to set up a serious fabrication capacity. Far larger and with much more room to grow than the Manchester facility, it will also need a far more substantial investment into its infrastructure. The first steps will be to clear away destroyed buildings, and to establish a single unified system, with power, water, and logistics linkages for importing raw materials and exporting finished goods. (Progress 0/150: 15 resources per die) (- Labor)

[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight for an expanded cargo bay,
The first is missing the rewards the second rewards and costs

The yellow zone refugee camps does not have its progress from this turn.
 
[ ] 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 141/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)

[ ] 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 0/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)
These actions were both finished last turn.
 
[ ] Plan Orbital Teams and support
Infra 3/4 45 R +4
-[ ] Urban Metros (Phase 1) 0/100 3 dice: 45R
HI 3/3 30 R +4
-[ ] Aggregate Plants 41/200 3 dice 30 R
LC Ind 3/3 +1 free 30 R +4
-[ ] Lithium Battery Plants 0/200 3 dice 30 R
-[ ] High Energy Capacitor Plants 0/100 15R
Agri 1/3 10 R +4
-[ ] Pharmaceuticals greenhouses. 65/100 1 dice 10 R
Tiberium 6/6 + X free 200 R +9
-[ ] Yellow Zone Tiberium Harvesting (Phase 2) 71/100 1 dice 20R
-[ ] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60R
-[ ] Blue Zone Perimeter Outposts (Phase 1) 0/150 3 dice 60R
-[ ] Blue Zone Perimeter Redoubts (Phase 1) 40/200 3 dice 60R
-[ ] Security revieuw
Orb 1/3 10 R +2
-[ ] Fusion Heavy Lift Experiments 49/80 1 dice 10 R
Services 3/3 15 R +19
-[ ] Yellow Zone Refugee Camps (Phase 2) 319/600 3 dice 15 R
Military 3/3 50 R -1
-[ ] AP Ammunition Plants 0/60 1 dice 50 R
-[ ] Orbital Strike Combat Teams 0/150 2 dice 40R
Bureau 3/3
-[] Security revieuw: 3 Bureau dice + 1 Tiberium dice
345/350

The Metros will improve logistics in cities to compensate for the logistics needed for glacial mining by freeing up vehicles
The Aggregate plants will make infra projects cheaper so that where I used the fewest dice.
Lithium Battery Plants will improve logistics a bit and make some military projects cheaper probably most of the vehicles.
High Energy Capacitor Plants will make railguns cheaper and only costs 100 progress.
That is why I am going for AP plants and orbital teams for the military as those I don't expect to get cheaper and the orbital teams will give us a rapid response against NOD attacks.
Tiberium a lot of dice to protect the blue zones and a phase of glacier mining for income
yellow zone is almost done so a single dice will give a bit more income and mitigation for the yellow zones.
There are several more turns till the election and the end of the first plan so let's continue to work on the refugee camps and do the publishing once those are done
A security review of the tiberium teams is done as there the Qatar defectors are working.
 
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