New to the quest. Very glad that I found it, and as always with wonderful works sad that I finished it.
Some thoughts:
Resources: 715 + 0 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+15 from Taxes)
Operating at 0 reserve long term seems unhealthy.
17.73 Blue Zone
3.63 Green Zone
22.96 Yellow Zone (88 points of abatement)
55.58 Red Zone (70 points of abatement)
Great progress from the start of the quest! For some reason I suspect that dropping Red Zone under 50% of Earth will be a major milestone and bring rewards.
Also kinda sad that there was barely any mention in question of Yellow and Red shrinking back when that happened for the first time.
Current Economic Issues:
Housing: Major Surplus (+16) (23 population in low quality housing) (1 points of refugees)
Energy: At Capacity (+1) (+3 in reserve)
Logistics: Limited Surpluses (+7)
Food: Major Surpluses (+21) (+8 in reserve)
Health: Steadily Improved (+11) (3 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surpluses (+3)
Consumer Goods: Significant Surpluses (+28) (+5 from private industry)
Labor: Significant Surpluses (+30) (+4 per turn)
Tiberium Processing Capacity (1645/1720)
Yellow Zone
Water: Notable Surpluses (+6)
Looks like we want to keep building arcologies and that we have plenty of space for refugees, wasn't there some action in the past to go look for those? Some proposal from the navy.
Always need more Energy...
Wow that's some massive Food surplus. How did that happen?
Excellent Health I am happy to see!
Capital goods need another big push, I am thinking that robotics factory to diversify from chip production. Btw I am rather worried about basically the entire (GDI) worlds chip production being in Boston, that really needs spreading out.
Quite the cushion Consumer Goods wise, can safely ignore for a while looks like which is nice.
Tiberium Processing needs focus this turn at long last.
Military Confidence
Ground Forces : Decent
Air Force : Decent
Space Force : Decent
Steel Talons: Low
Navy: Decent
ZOCOM: Decent
Just Talons left now to bring up to Decent. Havoc project right?
Infrastructure (5 dice)
[ ] Blue Zone Arcologies (Stage 3) (Updated)
A further wave of arcology construction will include the first Arcology Complexes, clusters of multiple arcologies that operate in conjunction and can support each other, built since the Third Tiberium War. Additionally, a further wave of construction in the secondary and tertiary cities will spread out the arcology housing, allowing for availability in more locations.
(Progress 95/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
This is nastily expensive for the amount of housing it gives... shame that its the housing people want and it has to be done. This will be eating a lot of Infra dice.
[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for Fortress Towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures. With certain lessons from the Northern Campaign integrated, the newer towns on the edges would be built with expectations of swift retaking or failing that, equally swift evacuation.
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die (+4 Housing)
Yellow Zone Intensification seems important, but dunno how much of a priority, and we cant really space the dice from the Arcologies I don't think.
[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
Given the cost of Arcologies and that four of them would be needed to rehouse people out of that low quality housing, I think that this is necessary especially since we will be getting even more refugees in the future surely. Two phases I am thinking maybe, unless the Communal Housing below is done.
[ ] Communal Housing Experiments (New)
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 0/140: 10 resources per die) (+8 Housing) (-5 PS)
This looks very promising! Not for everyone, but some wouldn't mind and some would even prefer it. It gives lots of cheap Housing and could discount/boost Arcologies! I think it should be done this turn, its even R cheap. Could obviate the need for apartment complexes.
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
It is time for this one I think, we have a healthy Logistics buffer giving us the time to focus on it. Staggeringly more effective than all the other options.
[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/700: 20 Resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1400: 20 resources per die) (+5 Housing, -4 Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)
Seems fine as it is to me.
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/75: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/150: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/300: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/600: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1200: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor)
Part of our promises and it looks pretty decent number wise, comparing to most other Logistics options. There will also surely be other effects of connecting the Himalayas much strongly with the rest of the GDI.
Wait, we promised
four phases of this? Ouch. That's one more than Chicago and that fourth stage does not look very cost effective number wise.
Heavy Industry (4 dice)
[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative has a fusion design that can work, it is still likely to be more expensive in certain metrics than the production of yet more nuclear and renewable power stations. These conventional systems are well known, reliable, and functional.
(Progress 20/550: 10 resources per die) (-1 Labor, +16 Energy)
[ ] Continuous Cycle Fusion Plants (Phase 2)
With the plant design standardized and more fully tested, it is time to begin rolling out the designs enmasse. While still somewhat more resource intensive than traditional fission plants, they are much faster to build. Furthermore, the completion of this phase would signal the maturing of the cycle plants and mark a milestone in furthering energy security for the GDI.
(Progress 22/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
(Progress 0/300: 20 resources per Die) (+16 Energy)
(Progress 0/300: 20 resources per Die) (+16 Energy)
I love fusion. We should really be maintaining an energy surplus if we can, as is we cant complete any power hungry project without issues if we roll badly here. All the four Heavy Industry dice here I think, and maybe some more on top.
[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy)
We do this anytime soon and I bet its gonna get nuked or something... we really need another chip production site.
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 Energy)
Such as this one. We have a surplus of Consumer Goods though, so better pick another option for our Capital Goods right now...
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy)
That's a lot of capital goods. Shame about that Energy cost but still very nice! Seems like something to do up to Phase 2-3 after this round of Fusion is done.
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
Its basically worst Nuuk looks like, lets not.
Light and Chemical Industry (4 dice)
[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
(Progress 0/250: 10 resources per die) (+5 Consumer Goods, +1 Health -1 Energy, -1 Capital Goods, -3 Labor)
We already have these in the Yellow zones, and that labor cost... I like the +1 Health though. Still, there are better options for CG production.
[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
We have plenty of both right now, but for 206 Progress this looks pretty nice for when we need more.
[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+4 Capital Goods, +2 Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects) (+5 Political Support)
I would like to race for the next stage here for that discount, everyone has been screaming at us for more Zone Suits recently, its Ground Forces absolute highest priority, and we have promised to build quite a lot of mechs for Steel Talons. Not like there is anything better to do with light industry dice.
[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+1 Energy)
(Progress 0/190: 30 resources per die) (+1 Capital Goods, +2 Energy)
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics)(+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
This looks very, very not worth it? I guess that it will unlock some other actions or something?
Agriculture (3 dice)
[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 Capital Goods)
Poor farmers, because they are not getting this anytime soon.
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
Juicy! We can wait for our Food and CGs, and that's a
lot of CGs for that Progress. and Political Support!
[ ] Yellow Zone Aquaponics Bays (Phase 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 22/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/250: 10 resources per die) (+8 Food, +2 Consumer Goods, -8 Water)
Yellow Zones are not good places to grow food. We gave them some native production, should be enough for quite a while I think. Really Tiberium and denying the land to Nod aside Blue Zones are just better for everything, food, housing, industry... so long as there is space at least. Good thing we need to mine Tiberium and abate it, otherwise we would have a lot more trouble convincing people to expand out and help those yellow zoners.
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
Dunno why we would do this instead of Perennial Aquaponics. Didn't this action have political support way back by the way?
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
You can live without meat just fine and the numbers don't look all that good I think? There will be time for eggs and milk luxuries later.
[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)
Well those are some horrible numbers, but there should be some other effect of this perhaps on military armor and you guys presumably prioritized it for a reason? So maybe one phase?
[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
I keep getting surprised and confused each turn this hasn't been done already, much less when the silk plant was done before it for some reason? What gives, it's High Priority for a reason, and we even promised it.
[ ] Freeze Dried Food Plants
Freeze Drying effectively turns most food into permanent, shelf stable systems. While building additional plants to process food in this way will be expensive, it should significantly reduce waste, and increase the lifespan of the stockpiles noticeably.
(Progress 0/200: 20 resources per die) (+4 Food, increases efficiency of stockpile actions, -1 Energy)
[ ] Strategic Food Stockpile Construction (Phase 1)
Beginning to lay in a set of additional stockpiles, these can be cached in strategic positions to feed the Initiative's population in case of a shortage. Many of these will be forward positions, in the Green Zones so that those populations will not have to be evacuated in the case of distribution shortfalls.
(Progress 0/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
[ ] Extra Large Food Stockpiles
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)
We are making a lot of food right now, but there are also those perennial bays and the tea/coffee plant to develop.
Tiberium (6 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
It would take a
lot for this to be worth it. Operations outside of the Blue Zone would have to be very unsafe and underground veins all tapped
[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
A pretty good, safe source of Resources. There are better options though so long as we don't let Nod control the outside of Blue Zones.
[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)
The underlined part feels important but on further thought probably isn't, in practice. Number wise though, this should probably be done only if we want to focus on Yellow Zone Mitigation.
[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
Excellent source of Resources and kicks Nods ass! Also opens up more Glacier Mining which is great... well, was. It seems to cost a lot of Logistics now? So many Resources though, and kicking Nods ass is its own reward.
[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
Cheap, decent Resources, lots of mitigation, whats not to like? Lies behind Red Zone Tiberium Harvesting in priority I think.
[ ] Tiberium Glacier Mining (Stage 13) (Updated)
There are currently no open glacier faces for expansions of mining activity.
(Progress 38/180: 30 resources per die) (-5 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 Stage available)
A staggering amount of resources and just for about three dice! Shame about that Logistics, but it should be viable and very worth it after the reorg.
[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
Highest priority, needs focus now. Well, enough focus to finish it next turn, because Energy... actually, we have just enough to run these if we spend the reserve, so we can finish it this turn if we want to or roll well!
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
Our most efficient source of Abatement. We are already beating the Tiberium back with just mining efforts, but attacking Yellow Zone means expanding Blue Zone which would have all sorts of nice effects surely, Yellow Zones are hard and nasty to live and do stuff in. Should also be very politically popular with yellow zoners.
[ ] Railgun Harvester Factories (Updated)
The Railgun Harvester is a significantly heavier design than previous Harvester systems and so requires a new series of factories. While by the standards of military production these will be overall fairly limited, they will provide a noticeable increase in income, especially from more heavily contested regions.
-[ ] Porto (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Vladivostok (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Bissau (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Maputo (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[ ] Dandong (Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
There was that mention of possible soon obsolescence, that Progress to RPT ratio is not great, and that Labor and Energy cost on top... I don't think so.
[ ] Offshore Tiberium Harvester Stations (New)
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
Well that's a rather nice income to cost ratio, politics aside. We have higher priorities for Tiberium dice though, and there is that political cost, so wait till the outrage calms down some first I think.
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
Ok, so this would allow us to store Tiberium we mine that we lack the capacity to process? I dunno seems better to just build those processors and stockpile the finished materials and parts.
[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-5 Political Support)
We have fusion, but these things can be pretty small... might ZOCOM use them for their gear? They operate in Red Zones anyway, contaminating stuff with it might not be a major issue maybe? Not a priority though.
[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-5 Political Support per die)
I don't know, I don't like this one. We are mining Tiberium because its precious yes, but also to reduce the amount of it on Earth, accelerating its growth much less when there is so much of the stuff out there to mine? I don't like it.
Looks like it might give +% to GDI wide Resource income though, which would huge.
You bet that Nod would steal and abuse this tech to the ground if they don't already have it though.
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels. (Station)
(Progress 362/710: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support)
(Progress 0/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
Those tasty, tasty dice... one day.
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) ( 2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (3 available Bays) (10 Political Support)
[ ] 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. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)
I was happy when you guys and gals (and other) picked the goal of getting Earth back at the start, saving its biosphere and history, and I don't intent to switch to running away to space now. Colonizing yes, long term that's vital, but evaccing no.
So not a fan, anytime soon. There are far higher priorities. Though i suppose that these are an easy source of political support if we ever need it.
[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material. (Station)
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
(Progress 0/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (2 available Bays) (10 Political Support)
That name keeps tripping me, I would have expected something like Vulcan or Hephaestus station and Enterprise being a ship... Anyway number wise looks utterly terrible but there are probably lots of hidden effects to expanding it, and I am looking forward to seeing what those Bays do.
Really space wise I wonder if we will be bringing up Tiberium with us? Its a staggeringly potent mining tool, and there are plenty of asteroids and moons out there few would miss, possibly including the Luna itself. Lifting stuff out of Earth gravity well sucks, and such an operation should massively kickstart our space expansion if Tiberium can survive there.
Also, I keep expecting GDI non-Tiberium based mining and industry tech to be strongly lagging behind where they should be given the miraculous nasty green rock.
[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)
You know I have noticed some names I recognize from Mass Effect, like Eva Core, Hackett... I have been wondering if we will find Eezo on Mars. Eezo is not a transuranic element though, its some weird exotic matter stuff...
[ ] Orbital Cleanup (Stage 8)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
Oh I
like this one! Every orbital dice we can spare from from station construction I think. Low Orbit Support Satellites look very promising, ortillery is the ultimate high ground and we really should milk our monopoly on it all we can.
[ ] Conestoga Class Development (New)
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)
Long term vital, short and medium term meh. We have far too much to do on Earth and its orbit.
[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non-tiberium based mining and refining infrastructure.
(Progress 0/170: 20 resources per die) (+5 Resources Per Turn)
(Progress 0/155: 20 resources per die) (+5 Resources Per Turn)
[ ] Lunar Regolith Harvesting (Phase 2)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/340: 20 resources per die) (+2 Light Metals)
[ ] Lunar Heavy Metals Mines (Phase 1)
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 20 resources per die) (+20 Resources per turn)
(Progress 0/385: 20 resources per die) (+2 Heavy Metals)
(Progress 0/375: 20 resources per die) (+2 Heavy Metals)
(Progress 0/365: 20 resources per die) (+2 Heavy Metals)
(Progress 0/355: 20 resources per die) (+2 Heavy Metals)
(Progress 0/345: 20 resources per die) (+2 Heavy Metals)
(Progress 0/335: 20 resources per die) (+2 Heavy Metals)
Lack of Tiberium means that you need to hunt down, mine, and refine all the elements you need again. Nasty. Dunoo why Lunar Rare Metals lack a +x Rare Metals tag and why they give such a trifle of Resources? Anyway of these three, not that Im in a hurry to do any of them, Regolith and its Light Metals look like the best start.
Services (4 dice)
[ ] Green Zone Teacher Colleges
Providing enough highly qualified teachers has always been a struggle in the Green Zones, especially with the refugees filling the region. Building dedicated teachers colleges will help alleviate some of those problems, and aid Litvinov's education mandate.
(Progress 0/200: 5 resources per die)
Looks like a priority. We can pretty much print factories and stuff with our tech and Tiberium, but educated workforce is a very different matter...
Good teachers are worth their weight in gold. And even a bad teacher tends to be a lot better than none.
[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (+2 Health, +4 Labor, -4 Capital Goods, -2 Energy)
We don't lack for Labor currently and +2 Health is not worth 300 Progress so this wont be happening for a while.
[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)
Very promising! If we can spare the die, lets, this is a hostile world and we really could use cloned organs and stuff.
[ ] Prosthetics Deployment Initiatives (Phase 3)
With significant production placed towards the area, further development will begin targeting not only those of working age, but many who will never work again. Work towards this will be politically popular, especially with the United Yellow List and the Socialist parties.
(Progress 2/160: 15 resources per die) (-1 Health, +1 Labor per turn)
(Progress 0/320: 15 resources per die) (-1 Health, +1 Labor per turn) (+5 Political Support)
We don't lack for Labor right now, but I support this on moral grounds and we have enough Health currently. I am thinking Teachers then this for Services priority unless something better comes up below.
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular.
(Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)
Lots of political support but really this is so... meh. Also kek that -Health... professional sport is not healthy allright.
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
Oh this could do a world of good psychologically. I like this one quite a bit, lots of political support too. Same priority as Prosthetics to me.
[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 Political Support per die)
F**k that political cost, it will prolong and ease great many lives. I am tempted to do it before Prosthetics and Domestic Animals if the PS loss can be afforded
[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 0/60: 20 resources per die)
[ ] Early Prototype General Artificial Intelligence Development (Updated)
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-10 PS)
Oh these are both immensely promising... probably best to walk before we try to run, especially with the history of that crazy Nod AI, and do the EVAs (Electronic
Video Assistant? What?). Once more my priority list needs to be reshuffled, especially with the (hopefully) single die cost of AEVA. Second or third Service priority perhaps.
[ ] Human Genetic Engineering Programs (New)
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)
That's new. Yeah this is needed long term, but is last on my priority list of all current Service options. Even sports should come before gene engineering.
Military (6 dice)
[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)
The very
moment we can afford that Capital Goods cost...
[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 resources per die)(Very High Priority)
Very High Priority is Very High Priority. Lets. Really we could dump all 6 Military dice here, not like the followup would not be at least High Priority surely.
[ ] ASAT Defense System (Phase 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 30 resources per die)
High Priority is all I have to say about it.
[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)
Shiny, but lets work through the massive backlog of Military factories and stuff we need to build first perhaps?
[ ] Stealth Disruptor Development
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)
[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)
Zone Operations Command
[ ] Reclamator 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.
Would be nice but is not tagged as priority and so can wait. Well other than that one started MARV hub maybe.
[ ] Pacifier Mobile Artillery Vehicle Deployment (New)
The Pacifier will be a significant addition to the GDI arsenal. It shares enough components with other hover vehicles like the Shatterer, Slingshot, and ZMEV patterns that it can draw from their factories rather than needing a dedicated production line. Spreading out production will also ensure that no single strike can destroy this piece of the production system.
(Progress 0/120: 10 resources per die) (-2 Energy) (High Priority)
High Priority, but most likely less so than many other High Priorities such as sensors or Zone Armors or what have you. That said its pretty cheap.
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
[ ] Backpack Rocket Launcher Development
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 10 resources per die)
Nice but will have to wait until they get a priority tag.
Air Force
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
Needs doing this turn, this way, way overdue.
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that. Due to the nature of the development likely being an add-on, the expected laser breakthroughs are not going to make this step redundant.
(Progress 0/40: 20 resources per die)
[ ] Aurora Strike Bomber Development
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 0/40: 15 resources per die)
Shiny and promising but have to wait given our Military backlog and lack of a priority tag.
Space Force
[ ] Orbital Strike Regimental Combat Team Stations (Phase 1)
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch. (Station)
(Progress 0/220: 20 resources per die) (High Priority)
(Progress 0/195: 20 resources per die)
(Progress 0/295: 20 resources per die)
(Progress 0/395: 20 resources per die)
They have been calling for it for a while... rapid reaction is a very useful thing, I would like to do this some times soon.
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 resources per die) (High Priority)
I really don't like that Ion Cannon blocking shield, we need this one fast. Will also hopefully be a nasty surprise to the next Nod warlord or other high value target that thinks themselves safe.
[ ] Skywatch Telescope System
While no longer a requirement for further exploration of the solar system, a constellation of Skywatch telescopes will be useful for the Space Force as well, an early warning tripwire in case of another alien invasion or asteroid bombardments.
(Progress 0/95: 10 resources per die)
Meh.
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)
Seems like it would make out stations safer and provide ortillery nukes? Seems pretty important but lacks even the High Priority tag so who knows when we will get to it.
Ground Forces
[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-2 Energy)
High priority indeed, if we can spare anything from the Very High Priority actions two dice here would be nice. If we can spare the Energy that is.
[ ] Tube Artillery Deployment
Refitting the existing factories producing the 152mm guns that are currently in GDI's stockpile will be a somewhat limited process, but one that offers significant increases in ammunition efficiency for all GDI forces. Additionally, diverting some number of Guardian APC chassis towards the artillery command variant will see improved efficiency of fire direction.
(Progress 0/200: 15 resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 resources per die) (-2 Energy) (High Priority)
(Progress 0/150: 10 resources per die) (-1 Energy)
(Progress 0/150: 10 resources per die) (-1 Energy)
The army has been screaming for more shells for a while now, but I suppose that new artillery would need new shells so doing that first makes some sense... depends on how hard the production lines would be to adjust. Better do build more shell plants first I think.
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die) (High Priority)
Huh, this got a High Priority tag. Interesting.
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)
VHP is VHP. Seems like Very High Priority military actions will be eating all our military dice for a while yet...
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)
[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die)
Nice toys, but they are not getting build anytime soon with our backlog.
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New York (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] London (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/200: 20 resources per die) (-2 Labor, -4 Energy, -1 Capital Goods)
Ground boys highest priority, and I would very much like every soldier outside of the Blue Tone to have sealed armor too. We dont have the Energy right now and are almost out of Capital Goods though, and there is that discount to be had from the myomer factory...
Should free up lots of Labor when military transitions to less, but power armored infantry I would think. Would also allow a lot heavier infantry weapons and help a lot against flamethrowers and such.
[ ] GD-3 Rifle Development (New)
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
Upgrading to power armor infantry weapons will be a nasty surprise to Nod elites.
Navy
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die) (High Priority)
[ ] Naval Defense Laser Refits
The Navy requires laser refits across the fleet, including the newer Governors. While it will not be improving the very lightest units, it will provide significant improvements in the defensive umbrella that most naval units can provide. While it is a noticeably intensive refit, requiring significant effort to run additional power conduits through the ship, and involves losing out on some of the antiaircraft firepower, the protections are definitely worthwhile.
(Progress 121/330: 15 resources per die)
Wait why is the carrier High Priority and the point defense lasers not? They were repeatedly called out as Navy's highest priority in story I believe.
(Offensive Navy)
[ ] Island Class Assault Ships
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)
[ ] Victory Class Monitor Development
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to antisubmarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)
(Defensive Navy)
[ ] Shark Class Frigate Development
The Shark Class is to be a shorter, thinner, and overall much lighter version of the Governor, including lacking the systems for longer range bombardment systems. Instead, it is primarily oriented towards relatively short ranged air defense, and the constant antisubmarine warfare patrols, filling out GDI's need for convoy escorts.
(Progress 0/40: 15 resources per die)
Nice. Will take ages to get to them though. Militaries are expensive...
Steel Talons
[ ] 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 0/30 : 10 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 0/30: 10 resources per die) (High Priority)
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)
[ ] Neural Interface System Development (New)
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)
Steel Talons have the lowest confidence we promised them a
lot so probably toss a die to Havoc this turn? I hope that promising them so much was/will be worth it.
Cool toys though, Neural Interface especially.
Bureaucracy (3 dice)
[ ] Security Reviews (Updated)
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 50 + 1 operations die)
[ ] Make Political Promises (New)
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)
[ ] Interdepartmental Favors (New)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)
Ugh, politics. I'm not touching this.