I would go with the Union first, then start working on getting the Leopard working. We need the lift capacity more.
 
Pretty good turn overall. From the discussion, it seems everyone is in agreement that we continue the Tiberium funding level and start ramping up the military spending where possible. Probably best to wait and see what the new options and the discounts look like, that will change things quite a bit I think.
 
Well if we ever want to reduce costs for a turn to focus on matters like the military, Tiberium Algae is our cheapest option in the Tiberium category. So it's not like the dice will go to waste or have to be idle.
And clean water is certainly important to the future of Earth.
 
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Pretty good turn overall. From the discussion, it seems everyone is in agreement that we continue the Tiberium funding level and start ramping up the military spending where possible. Probably best to wait and see what the new options and the discounts look like, that will change things quite a bit I think.
Yeah, main point of contention seems to be "Schools are a waste of money that we could be using for Tiberium!" vs "Schools are cheap, important for ensuring we keep having people who know what the hell they're doing, give us PS, and weaken NOD, WE NEED SCHOOLS!"
 
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[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.
The first fusion rocket achieved orbit in early March 2051, carrying a two hundred ton test payload. After spending two days in orbit, it made a retropulpuslive landing in Hampton Roads, This test platform has since been designated GSS Union, the first of the Union class ships. While the aircraft platform is still under development, the Union being proved viable has caused a reconsideration of the Tower platform, leaving two designs still in the competition. The Aerodyne had its first launch near the end of the month, carrying a somewhat lighter payload, and made safe launch and landing from Langley AFB. Designated GSS Leopard, the Aerodyne design has also been accepted into service.
The next step will be to begin serial production, substantially reducing launch costs, especially with how fusion engines have far more generous DeltaV budgets than any chemical rocket. While initial startup costs will remain substantial, as both designs are extensively reusable, they will cut costs over time. Current proposals are for a New York facility for the Union class, and a Glasgow based facility to begin construction of the Leopard class.
(Progress 49/80: 10 resources per die) (Unlocks further options)
A minor error here @Ithillid. I believe that Fusion Heavy Lift Experiments results are supposed to be 113/80. It did complete after all.

Secondary refugee camps have been established around the world. Even with massive investments into their security and health systems, the new wave of camps are far less secure and substantially more violent than the previous round. Much of this violence has come from clashes with increasingly bold NOD confessors and agitators proclaiming to speak the Word of Kane, prophesying the return of their "Messiah" and the promises of "Divination." While these seem to be operating in isolated cells, it is a worrying escalation in activities. This makes moving the bulk of the population of these secondary camps into more permanent habitation a high priority. However, these camps have also dealt with nearly half of the remaining population in search of houses, a substantial improvement on the situation three months ago, let alone this time last year.
Folks, we have a potential problem here. Are we sure that Nod infiltrators are not in the Services bureau?

The construction of the Yellow Zone refugee camps and the reconstruction of the Yellow Zone in general is basically the Global Defense Initiative's somewhat more benevolent take on the South Vietnamese Strategic Hamlet program during the Vietnam War or the British New Village program during the Malayan Emergency. During the Vietnam war and the Malayan Emergency, the ruling government battled with communist insurgents that had popular support and appeal among the rural population in the countryside. The government attempted to cut off popular support for the Communist guerrillas by moving the rural population into newly constructed villages that would be guarded by government forces. With the rural population moved into villages or hamlets, the idea was that the ruling authorities would be able to stem the critical flow of material, information, and recruits from peasant sympathizers to the guerrillas. The new camps were guarded by soldiers, police, and were partially fortified to stop people from escaping. This served the twofold purpose of preventing those who were so inclined from sneaking out and voluntarily aiding the guerrillas, and of preventing the guerrillas from sneaking in and extracting aid via persuasion or brute force. The rural population would be provided protection, economic support, and aid by the government, thereby strengthening ties with the government. It was hoped this would lead to increased loyalty by the rural population towards the government. While the British achieved a degree of rather brutal success, the Strategic Hamlet program failed miserably and ended up strengthening the Viet Cong. Why was this the case?

One reason was the Strategic Hamlet program involved forced resettlement. This caused the rural population to resent the government and to turn towards the communists instead. This reason alone would not have been enough to cause the failure of the program. After all the British had done the same in the Malayan Emergency. The main problem was that the South Vietnamese government was unable to properly protect the hamlets. This failure was partly due to poor placement of the hamlets. Ignoring the "oil-blot" principle (establish first in secure areas, then spread out), the South Vietnamese government began building strategic hamlets as quickly as possible and seemingly without considering "geographical priorities," according to a U.S. official. The randomly placed hamlets were isolated, not mutually supporting, and tempting targets for the Vietcong. Each hamlet was given a radio with which to call for South Vietnamese army support, but in fact ARVN forces were unreliable in responding to calls for help, especially when attacks occurred after nightfall. The villagers were also given weapons and training, but were only expected to hold out until conventional reinforcements arrived. Once it became clear that ARVN could not be relied upon, many villagers proved unwilling to fight even small Vietcong detachments, which could then capture the villagers' weapons. "Why should we die for weapons?" asked one Vietnamese peasant.

Additionally, the Strategic Hamlet program was supervised by a Viet Cong agent! In 1962, Ngô Đình Nhu, President Diem's brother, headed the Strategic Hamlet Program, attempting to build fortified villages that would provide security for rural Vietnamese. The objective was to lock the Viet Cong out so that they could not operate among the villagers. Colonel Phạm Ngọc Thảo supervised these efforts, and when told that the peasants resented being forcibly removed from their ancestral lands and put into forts they were compelled to build, he advised Nhu it was imperative to build as many hamlets as fast as possible. The Ngôs were unaware Thảo, ostensibly a Catholic, was in fact a communist double agent acting to turn the rural populace against Saigon. Thảo helped to ruin Nhu's scheme by having strategic hamlets built in communist strongholds. This increased the number of communist sympathizers who were placed inside the hamlets and given identification cards. As a result, the Viet Cong were able to more effectively penetrate the villages to access supplies and personnel.

We can see some parallels in GDI's war against the Brotherhood of Nod. Unlike the Soviet plan quest where players planned a war against a conventional foe, the conflict between GDI against the Brotherhood of Nod is a guerilla war like the Vietnam War and the Malayan Emergency that just happens to be on a worldwide scale. Instead of communist guerillas operating in rural areas with much popular support from rural populations battling a government that dominates urban areas, we have the religious cultists of the Brotherhood of Nod operating in tiberium infested Yellow Zones with much popular support from the Yellow Zone population of Earth battling GDI which dominates the Blue Zones of Earth.

If the Global Defense Initiative wishes to defeat the Brotherhood of Nod and to reclaim the Earth from the green rock menace, it must not repeat the mistakes of the Strategic Hamlet program. Fortunately, we are not doing forced resettlement at least so far. The most important thing for us to do is to ensure that the newly constructed yellow zone refugee camps and housing is adequately guarded from infiltration and attack from the Brotherhood of Nod and its sympathizers. Despite our desire to make up for GDI's historic neglect of the Yellow Zone population, it would be most unwise to expand our Yellow Zone housing efforts too quickly, and allow the new housing and the refugee camps to become breeding grounds for Nod recruitment. We need to strengthen the military to provide adequate protection for our efforts to win over the Yellow Zone population away from Nod. We also must root out any Nod infiltrators inside the GDI Treasury bureaucracy to prevent them from sabotaging our efforts in the same manner that Colonel Phạm Ngọc Thảo sabotaged the Strategic Hamlet program.

Additionally while it would be a long way off in the future, we could move some of the Yellow Zone population onto orbital habitats which could act as strong strategic hamlets as the Brotherhood of Nod has no real space presence. The few ways that Nod could threaten the orbital habitats are with anti-satellite weapons which could be guarded against with a robust ASAT defense system and with Nod infiltrators who could be carefully screened out of the populations.
 
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Hmm.. who are we planning to audit right now?
 
I was thinking Bureaucracy but now BoredStudent is swaying me to Maybe Services.
Investigating the investigators.

The Investigation Department is hereby ordered to investigate itself.
The Investigation Department investigated its actions and found no evidence of themselves secretly being NOD spies. They are very relieved.

Jokes aside, having a spy in management would give NOD operatives excellent cover for their nefarious deeds.
 
I was thinking Bureaucracy but now BoredStudent is swaying me to Maybe Services.

With three dice in Bureaucracy for Security Review should we spend all three dice on a single sector to guarantee a good result on the investigation, or spread them out over multiple sectors so we can get as many investigations done as soon as possible?
 
Well that went well over all, I still think it's time to start increasing our spending for the military though since it seem to me that things will start to heat up again. After all we can't be caught flat-footed by NOD.

OOC we have an idea of when things are going to heat up again, since LEGION reawakens in 2052, activates the Marked of Kane, and proceeds to go nuke the Cheyenne Mountain complex. We don't know what else happens past that, but we could be looking at a re-intensification of Nod attacks because the total obliteration of one of GDI's most high security facilities is not going to go unnoticed.

We can't really do any pre-emptive actions beyond ramping up defences and rapid response forces because we don't know that Kane is actually still alive, and even if we did, he's in an indestructible stronghold that we literally can't access. But we should probably be investing somewhat into shoring up against attacks, even if we can't divert much dice from it.
 
OOC we have an idea of when things are going to heat up again, since LEGION reawakens in 2052, activates the Marked of Kane, and proceeds to go nuke the Cheyenne Mountain complex. We don't know what else happens past that, but we could be looking at a re-intensification of Nod attacks because the total obliteration of one of GDI's most high security facilities is not going to go unnoticed.

We can't really do any pre-emptive actions beyond ramping up defences and rapid response forces because we don't know that Kane is actually still alive, and even if we did, he's in an indestructible stronghold that we literally don't have access to. But we should probably be investing somewhat into shoring up against attacks, even if we can't divert much dice from it.
While I don't remember much about the Timeline(it's been a long time for me) we don't need to be proactive here as long as we just start working on some of the low hanging fruit in the military stuff will help us immensely down the road.
 
I have gone over our security reviews in past turns so far. Here they are for everyone's reference:

Infrastructure department: last review Q2, 2050. Results: Clean
Heavy Industry department: never reviewed.
Light and Chemical Industry department: never reviewed
Tiberium department: last review Q2 2051. Results: Mostly Clean. Nod collaborators arrested.
Agriculture department: last review Q3 2050. Results: Dirty, Nod infiltration cleared out.
Orbital Industry department: last review Q3, 2050. Results: Clean
Services department: never reviewed
Military department: never reviewed
Bureaucracy department: never reviewed

Let me know if I've missed anything :)

Edit: missed the latest security review for the Tiberium department. Added it
 
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We do have the dice to review 2 departments with 3 dice each. I'd say do Military and Light and Chemical this turn.

Military because a compromised military is the most dangerous potentially.

Light and Chemical because it's the easiest to source things for irregular warfare (IED components, poisons, gas, etc) for hitting civilian or soft targets.

That said Bureaucracy and possibly services are the places potentially covering for resources being redirected by NOD

So maybe 2 dice on Light and Chemical, Military and Bureaucracy. 2 dice for DC60 should be enough and ticks off 3 departments as well as using dice that might otherwise be wasted.
 
@Ithillid I am curious. For the purposes of the quest and the writing of potential omakes, how do you treat the Tiberium timeline? Do you treat the Tiberium timeline as following after the events of the Allies campaign of the first Red Alert game as Westwood had planned or do you prefer to treat the Tiberium timeline as basically the same as OTL until 1995 with the arrival of tiberium and the creation of GDI like how EA generally treats it? You mention the creation of the FC-47/AC-47 gunship in the Vietnam War in the Harbinger Gunship Development description. Things and events such as the Vietnam War, the Yugoslav Wars, and the UN intervention there that caused Nod commander Anton Slavik's hatred of GDI and loyalty to Nod in his backstory would probably be butterflied away in a timeline where Stalin's USSR overrun Europe and then was crushed in my opinion.
 
@Ithillid I am curious. For the purposes of the quest and the writing of potential omakes, how do you treat the Tiberium timeline? Do you treat the Tiberium timeline as following after the events of the Allies campaign of the first Red Alert game as Westwood had planned or do you prefer to treat the Tiberium timeline as basically the same as OTL until 1995 with the arrival of tiberium and the creation of GDI like how EA generally treats it? You mention the creation of the FC-47/AC-47 gunship in the Vietnam War in the Harbinger Gunship Development description. Things and events such as the Vietnam War, the Yugoslav Wars, and the UN intervention there that caused Nod commander Anton Slavik's hatred of GDI and loyalty to Nod in his backstory would probably be butterflied away in a timeline where Stalin's USSR overrun Europe and then was crushed in my opinion.
Mostly treat it as same as OTL. I have tried to assemble a timeline that makes sense with Red Alert, but it really does not chronologically line up all that well. Stalin is over a decade dead by the time that either the M16 existed. If I wanted to make everything line up, I would need to go a lot further back with substantial timeline changes, and write up basically everything at least out to to the late 19th century, potentially even the 18th century. And that is a lot more work than I can really line up on my plate. Command and Conquer has never been the most self consistent of series anyway.
 
Q3 2051
Q3 2051

Memo: Military Appropriations
Dr. Granger,
At this time, GDI Ground Forces Command has low confidence in our ability to halt any substantial Brotherhood offensive at this time. The dispersal of assets has stretched already depleted forces to the breaking point, and the lack of significant force multiplier assets has left many units in precarious positions. At this time, GDI Ground Forces Command advises that the deployment of new assets be prioritized over all else, especially in light of increasing NOD activity.
-Cosigned Air Force, Navy, Space Force, ZOCOM, Steel Talons.

Edit: Clarification
Fusion Dice cut the cost of an investment in space by 1/3rd. So something that costs 30 costs 20 when using a lift die.

Resources: 305 + 0 in reserve
Political Support: 20
Free Dice: 5

Tiberium Spread
14.86 Blue Zone
33.57 Yellow Zone
51.68 Red Zone

Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Significant Shortages (--)
Logistics: Barely enough(=)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: 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 33/500: 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 0/400: 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 100/300: 20 Resources per die) (+++ Logistics)

[ ] Blue Zone Residential Construction (Phase 2)
With much of the infrastructure for new housing construction already in place, even more substantial housing development can be created. Much like the previous series, these are standardized apartment blocks, built to be cheap and cramped, but sustainable. While few would call them comfortable, they are far better than any existing yellow zone accommodations.
(Progress 31/200: 10 resources per die) (- Labor, ++++ Housing)

[ ] Urban Metros (Phase 2)
With rolling stock, if not a solved problem, one that is increasingly being fulfilled, as production orders have been placed, and are now waiting for the factories to produce enough vehicles. The further programs will be constructing new connections. Construction of trams, light rail, and subways are all substantially bigger projects than the rolling stock, however, they are going to be a requirement in the face of the doubling, or tripling of urban densities envisioned in the new plans. Most cities are going to rely heavily on trams, rather than subways or light rail, primarily because they require less in the way of dedicated infrastructure. However, in many cases, it will be one part of an integrated system combining local, regional, and long distance connections, drawing nearly every blue zone into a single, integrated mass transport system.
(Progress 48/150: 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 0/200: 10 resources per die) (- Labor +++ Energy)

[ ] Monument Restoration Program
While many monuments around the world from the Pyramids to the White House have suffered damages or been destroyed in the decades that Tiberium has been ravaging the world, the restoration of surviving monuments will serve well to memorialize why we fight. Not just for the sake of destroying Tiberium, or the Brotherhood of NOD, but also for preserving a history and a way of life. While not the most functional of projects, it is likely to be popular, and one that will not require much investment, especially in comparison to the mass building programs (Progress 0/100: 10 resources per die) (+5 Political Support)

[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)

Heavy Industry (3 dice)

[ ] 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)

[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods)

[ ] Union Class Construction Yard
Most space craft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)

[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)


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)

[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)


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)


[ ] 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 Fencing (Phase 1)
Around the limits of the Blue Zones there are now thousands of redoubts, and tens of thousands of outposts. However, these are not enough. Even with all of the effort of harvesting operations, Tiberium can still encroach on the limits of the Blue Zones. By deploying long lines of sonic fencing, backed by Shatterer QRFs, Blue Zones around the world can be further secured by a thin backing line. While it will not be enough to stop substantial incursions, the small leaks left by redoubts and outposts can be more easily handled, and deposits that are too large can be subsumed rather than having to be harvested first. (Progress 0/400: 15 resources per die) (Contributes to plan goal)

[ ] Blue Zone Perimeter Redoubts (Phase 2)
With the first wave of redoubts constructed, and Tiberium beginning to be pushed back, there are now two paths forward. First is repositioning the redoubts forwards, as the ones in the back of the formation get left behind, and second is constructing a thicker band of redoubts. While the first wave were intended to be mutually supporting, it was more technical than practical. Adding more redoubts, and creating an interlinking support network will allow far more to be done to beat back Tiberium,
(Progress 2/200: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)

[ ] Blue Zone Perimeter Outposts (Phase 2)
With the first wave of outposts completed, further work needs to be done. There are two key parts to this. First is moving forward, a creeping line of outposts moving deeper into yellow zones, especially aiming to link up to Harvesting operations deeper into the yellow zones. Both will require a further wave of new construction, and reinforcements, especially as many of the easily secured areas are behind the lines by this point.
(Progress 72/150: 20 resources per die) (small additional income trickle [5 Resources]) (contributes to plan goal)


[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While the deeper yellow zone operations require much more substantial resource commitments to harvest, especially with the Brotherhood ramping up operations once more, the new operations can be expanded, much as the previous wave has been.
(Progress 0/300: 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 3)
At this time, no further Tiberium Glacier mines can be effectively placed, at least without severely compromising the security of the site.
(Progress 136/200: 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)

[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] Expand Orbital Communications Network (Phase 1)
The communications potential of satellites has been known for nearly a century. While GDI has often invested in such satellites, the current network has begun to show its age, between holes punched by the war, power failures, and the Kessler effect caused by NODs nuclear strike, many of GDI's orbital satellites need prompt replacement. While other fires have left this one on the backburner, it has come time to begin working to make good the damages above, as well as below. (Progress 0/150: 15 resources per die)


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 3)
While camps around the world are already beginning to degrade, and the Brotherhood of NOD has been increasingly restive, a further series of camps can be constructed to house the rest of the needy population. While this would likely not be the most politically popular, especially in lieu of expanding housing programs, it would be able to at least temporarily solve the ongoing housing crisis.
(Progress 142/600: 5 Resources per die) (++++ Housing,)


[ ] 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)

[ ] 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)

[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)


** 2 Hour Moratorium on Voting **
 
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[ ] Union Class Construction Yard , [ ] Leopard Class Construction Yard
I'm not seeing the difference between these. Does the difference come about after they are built?
p.s.
I see the lore difference but not the game play difference. Will the game play come about after more development?
 
Nice to see we're back online after that NOD cyber attack.:V

And the military just gave us a kindly worded letter to give them their upgrades. I'd advise helping them out before they escalate beyond letters.

Also aggregate plant savings:
100 points off Blue Zone reconstruction
200 points off Yellow Zone reconstruction
50 points off Rail Links
50 points off Run of River

I guess it's not bad for a little 200 point project, plus whatever future savings it would give.
 
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Hmm looking at it I think we should roll out Sonic Mobile Artillery Development for our next gen artillery. An age old classic is having better ranged indirect support then the enemy.

Remote Weapon Systems Development Predator also seems like good low hanging fruit to enhance our armored capabilities for our forces.

The Wolverine Mrk3 also massively expands the utility of existing mechanized forces as I see it.

Anything beyond that i'm not very particular on but I really think we should invest in our finite ground forces, and prepare the Talons for real use in case anything goes hot.
 
[ ] Union Class Construction Yard , [ ] Leopard Class Construction Yard
I'm not seeing the difference between these. Does the difference come about after they are built?
p.s.
I see the lore difference but not the game play difference. Will the game play come about after more development?
Some of both. Basically, at the stage of development you are at, the differences between the two are not particularly substantive. When it comes to dragging 150-200 tons of stuff up the gravity well, it tends not to matter much if the stuff is carried up by a rocket or an airplane. When it comes to doing more complicated stuff, it starts mattering.
 
Right, Vague Plan v2.0. Thoughts, people?

[] No-Longer-So-Vague Plan v2
-[] Yellow Zone Reconstruction (Phase 1) 0/400 6 dice (90 Resources)
-[] Power Grid Reconstruction (Phase 2) 100/300 3+1 Dice (40 Resources)
-[] Red Zone Tiberium Harvesting Phase 2 2/150 4 Dice (100 Resources)
-[] Tiberium Algae Contamination 0/400 2 Dice (20 Resources)
-[] Tiberium Health Services 66/100 1 die (20 Resources)
-[] Primary Schooling 0/300 2 dice (10 Resources)
-[] ASAT 0/50 1 die (10 Resources)
-[] Boron Carbide Composite Suits 0/75 1 die (10 Resources)
-[] Security Review Bureaucracy 3-1+1 Dice (DC 60)
-[] Forgotten Outreach 0+3 Dice (DC ??)
5 Resources Left Over

EDIT: Made edits on suggestions of Discord, namely removed a load of Free Dice from Schools, shunted them into Military, and put the Free Dice into Forgotten Outreach.
 
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