Is this work on one or must finish one? And these can totally be the military development projects? They don't have to be from other categories if we don't want to?
Work on. And part of the reason for this is that you have a pretty sizable development backlog. Not just scrin and nodtechs, but also some home grown hardware that has been languishing in some cases for years.
 
Initiative First (0/0/3/6)
[ ] Complete all remaining phases of Fortress Towns
[ ] Complete four phases of SADN
[ ] Complete at least four Ground Forces Zone Armor Factories

Like those are okay choices. I'd even say like the Blue Zone Arcologies are okay if they don't get to pick who lives there.

Getting into a pissing contest is stupid. IF is on the last steps. Will they go terrorist? Probably. And they'll lose all but the hardcore when they radicalize. As those who don't like the current direction of GDI but aren't ready to kill over it will ditch.

Not doing something because they want it is dumb. That's like not building roads because the Klan adopted a highway mile and likes clean roads.

We're treasury. If us supporting or not supporting something causes them get crazy? InOps can handle it. If they get too toxic the government can censure them. And if they go full stupid? The Army exists. Hell we got a bunch of dudes in power armor who can drop by to explain why they've fucked up if needed. From orbit no less.
 
70PS, 770RpT -> 815R available Q1 2062

[X] Plan Civilian Development mk2
-[X] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
Capital Goods
-[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
Consumer Goods
-[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
Food
-[X] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)
Income
-[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
Space Population
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
Abatement
-[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
Spin off Commitments
-[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
Parties
-[X] Free Market Party (0/2/4/8) 4: 88
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 120 points of Consumer Goods
-[X] Market Socialists (4/6/7/9) 6: 355
--[X] Increase GDI income by at least 800 points
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 120 points of Consumer Goods
--[X] Take 40 points of Abatement
-[X] Militarists (2/5/6/8) 5: 524
--[X] Deploy Island class LHAs
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete at least eight Ground Forces Zone Armor plants
--[X] Complete Three of the following projects
---[X] Zrbite Sonic Weapons Development
---[X] Missile Drop Pod Development
---[X] Modular Rapid Assembly System Prototypes
-[X]Initiative First (0/0/3/6) 1 option we're doing anyway to show that we're not ignoring them - we're deliberately not choosing the others. Some because they're bigoted nonsense, some because they don't meet policy goals.
--[X] Complete at least four Ground Forces Zone Armor Factories
-[X]United Yellow List (0/2/4/6) 3: 150
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Refurbish post war housing.
-[X]Starbound (0/0/3/4) 3: 440
--[X] Gain at least 100 RpT from offworld mining
--[X] Fund all remaining probe missions
--[X] Commit to at least 10k population in space
-[X]Socialist (0/1/2/4) 4: 426
--[X] Commit to at least four industrial capstones
--[X] Increase GDI Income by at least 800
--[X] Increase GDI Income by at least 1200
--[X] Commit to at least 10k Population in Space
-[X]Homeland (0/1/-/-) 50
--[X] Complete all phases of Red Zone Border Offensives before 2064
-[X]Reclamation (1/1/-/-) 12
--[X] Complete all phases of Red Zone Border Offensives by End of Plan
-[X]Developmentalists (0/6/9/12) 9: 988
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] Spend no more than 3 Free Dice on Military per turn
--[X] At least one Development project Every Turn
--[X] Build at least four Ground Forces Zone Armor Factories
--[X] Build at least eight Ground Forces Zone Armor Factories
Total delegates: 3033: 75% support
-[X]Litvinov Objectives
Minimum of 3 goals required, more will result in a happier Litvinov.
--[X] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
--[X] Spend no more than two free dice per turn on Military.
--[X] Department of Alternative Energy
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.

--

[X] Plan Civilian Development mk2, ghosting IF
-[X] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
Capital Goods
-[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
Consumer Goods
-[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
Food
-[X] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)
Income
-[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
Space Population
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
Abatement
-[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
Spin off Commitments
-[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
Parties
-[X] Free Market Party (0/2/4/8) 4: 88
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 120 points of Consumer Goods
-[X] Market Socialists (4/6/7/9) 6: 355
--[X] Increase GDI income by at least 800 points
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 120 points of Consumer Goods
--[X] Take 40 points of Abatement
-[X] Militarists (2/5/6/8) 5: 524
--[X] Deploy Island class LHAs
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete at least eight Ground Forces Zone Armor plants
--[X] Complete Three of the following projects
---[X] Zrbite Sonic Weapons Development
---[X] Missile Drop Pod Development
---[X] Modular Rapid Assembly System Prototypes
-[X]Initiative First (0/0/3/6) New phone, who dis?
-[X]United Yellow List (0/2/4/6) 3: 150
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Refurbish post war housing.
-[X]Starbound (0/0/3/4) 3: 440
--[X] Gain at least 100 RpT from offworld mining
--[X] Fund all remaining probe missions
--[X] Commit to at least 10k population in space
-[X]Socialist (0/1/2/4) 4: 426
--[X] Commit to at least four industrial capstones
--[X] Increase GDI Income by at least 800
--[X] Increase GDI Income by at least 1200
--[X] Commit to at least 10k Population in Space
-[X]Homeland (0/1/-/-) 50
--[X] Complete all phases of Red Zone Border Offensives before 2064
-[X]Reclamation (1/1/-/-) 12
--[X] Complete all phases of Red Zone Border Offensives by End of Plan
-[X]Developmentalists (0/6/9/12) 9: 988
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] Spend no more than 3 Free Dice on Military per turn
--[X] At least one Development project Every Turn
--[X] Build at least four Ground Forces Zone Armor Factories
--[X] Build at least eight Ground Forces Zone Armor Factories
Total delegates: 3033: 75% support
-[X]Litvinov Objectives
Minimum of 3 goals required, more will result in a happier Litvinov.
--[X] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
--[X] Spend no more than two free dice per turn on Military.
--[X] Department of Alternative Energy
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.

Edit for approval voting
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
[X]Plan Attempting to create a Socialist Manifesto
 
Last edited:
Initiative First (0/0/3/6)
[ ] Complete all remaining phases of Fortress Towns
[ ] Complete four phases of SADN
[ ] Complete at least four Ground Forces Zone Armor Factories

Like those are okay choices. I'd even say like the Blue Zone Arcologies are okay if they don't get to pick who lives there.

Getting into a pissing contest is stupid. IF is on the last steps. Will they go terrorist? Probably. And they'll lose all but the hardcore when they radicalize. As those who don't like the current direction of GDI but aren't ready to kill over it will ditch.

Not doing something because they want it is dumb. That's like not building roads because the Klan adopted a highway mile and likes clean roads.

We're treasury. If us supporting or not supporting something causes them get crazy? InOps can handle it. If they get too toxic the government can censure them. And if they go full stupid? The Army exists. Hell we got a bunch of dudes in power armor who can drop by to explain why they've fucked up if needed. From orbit no less.
We're not saying not to do these things, we're saying not to give Initiative First any credit for us doing those. I am completely in support of us achieving all of these goals in the next plan, I just don't believe we should work with a party who's other goals were essentially segregation and a soft coup in order to do so, especially when we can get all the votes we need without giving them support
 
I have a feeling that when it comes to the IF we have a case of "Damned if you, Damned if you don't."

We do anything for them we might make them feel recognized and they might either demand more or become more reasonable. Or they just stay pissed we didn't do everything.

We do nothing and they could fall apart or become even more radicalized and do something incredibly stupid and dangerous.

The real question we must ask ourselves is what can we do to contain the situation?

Also can we have politcal parties investigated? If so, why haven't we investigated the IF? If not, why not?
Writ investigation, keep in mind that GDI, while it is a democracy, is also a surveillance state where InOps will scrutinize everyone to a extent that no one truly has privacy if InOps believes it warranted.

Nod has seen to it that GDI has to be that way to survive. Pretty much every party will be spied on by InOps.
 
We're not saying not to do these things, we're saying not to give Initiative First any credit for us doing those. I am completely in support of us achieving all of these goals in the next plan, I just don't believe we should work with a party who's other goals were essentially segregation and a soft coup in order to do so, especially when we can get all the votes we need without giving them support
I still think completely edging them out looks bad in a democracy, especially if any plan makes promises to even smaller parties.

I think we should promise one thing, probably the Ground Armor as we are totally doing that anyway. Not enough to get their votes, but check the box on something we are promising to do and prove that WE can get behind democracy by NOT going out of our way to snub a percentage of our population, no matter how much we disagree with them.
 
I see a significant part of the government is telling us something along the lines of "focus on civilian development, not the military". Time to focus on industry and increasing the markets.
 
This is what I came up with.
High budget, and relatively high goals, but they are mostly flexible as to how they are achieved.

107 PS
-30 Allocation
-2 Spin offs
=75

Allocation
[ ] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)
-We have too much to get done, and we overloaded out PS for this. And it is more cost effective than spinning of the bureaus..?

Capitol Goods
[ ] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
-Chicago and Reykjavik are trivial and useful. North Boston should be achievable. But whether we can do Nuuk or Bergen will depend on what sort of awesome engineers we can recruit.

Consumer Goods
[ ] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-I'm confident we can do this, and it gets us loads of votes without locking in awkward commitments.

Food
[ ] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
-I think we should recruit someone to boost our Agriculture anyway, and this basically completes our Consumer Goods requirements. We could go higher, but I want to retain flexibility.

Income
[ ] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
-Didn't we do that in the last plan? Easy.

Space Population
[ ] 7k - A reasonable population for a four year plan, around 7000 is a program that would involve rapid construction and sizable investments in increasing orbital lift efficiencies. While not quite inspirational, it does indicate a reasonable pace of investment.
-I think aiming too high here is a risk. This still requires Columbia Bays, and I don't want to be in a situation where our Orbital overcommitments suck up all our free dice again. We can still overachieve, if it turns out to be possible.

Abatement
[ ] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.
-We've got some good RZ options already, and I expect we'll be getting a SMARV upgrade too. This commitment gets us lots of votes.

Spin off Commitments
[ ] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
[ ] Resettlement Spending (-5 from Resettlement) (-1 PS)
-Parliament obviously wants us to shed a bit of political control. So why not? This is also what the PS was for.

(You must take at least 2001 votes worth of promises from any coalition)
Votes:
88 FMP
486 MSP
664 Mil
25 IF
150 UYL
390 Star
426 Social
14 Bio
480 Dev
=2723
It appears that just making some slightly ambitious commitments gets use tons of votes by default...

Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
Free Market Party (0/2/4/8)
-[ ] Increase GDI income by at least 800 points.
[ ] 30 resources in grants
[ ] 60 resources in grants
[ ] 90 resources in grants
-[ ] Take at least four Capital Goods Capstones
-[ ] Take 100 points of Consumer Goods
-[ ] Take 120 points of Consumer Goods
[ ] At least one Columbia bay must be allocated to Space Tourism

Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
Market Socialists (4/6/7/9)
-[ ] Increase GDI income by at least 800 points
-[ ] Increase GDI income by at least 1200 points
-[ ] Take Four industrial Capstones
[ ] Take Five industrial Capstones
-[ ] Take 100 points of Consumer Goods
-[ ] Take 120 points of Consumer Goods
-[ ] Take 40 points of Abatement
-[ ] Take 60 points of Abatement
[ ] Take 80 points of Abatement
-[ ] Complete at least three phases of Blue Zone Arcologies
-[ ] Complete at least five phases of Blue Zone Arcologies
[ ] 30 resources in grants
[ ] 60 resources in grants

Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
Militarists (2/5/6/8)
-[ ] Complete SADN Phase 4
[ ] Complete ASAT Phase 6
[ ] Deploy Island class LHAs
-[ ] Spend at least one die on Steel Talons projects every turn
-[ ] Complete at least six Ground Forces Zone Armor plants.
[ ] Complete at least eight Ground Forces Zone Armor plants
[ ] Complete at least twelve Ground Forces Zone Armor plants.
-[ ] Complete Three of the following projects
-[ ] Complete Seven of the following projects
[ ] Complete Ten of the following projects
[ ] Complete All of the following projects
-[ ] Advanced ECCM Development

Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
Initiative First (0/0/3/6)
[ ] Build at least two phases of Blue Zone (Specialized) Arcologies
[ ] Remove Yellow Zoners from Blue Zone Universities
[ ] Deregulate Blue Zone Businesses
[ ] Nominate an Initiative First Deputy and Commit to stepping down after this term
-[ ] Complete all remaining phases of Fortress Towns
-[ ] Complete four phases of SADN
-[ ] Complete at least four Ground Forces Zone Armor Factories
[ ] Spend at least one free die on Military every turn

United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
United Yellow List (0/2/4/6)
-[ ] Complete three phases of Blue Zone Arcologies
[ ] Increase GDI processing limit by at least 1200
-[ ] Increase GDI income by at least 800
[ ] Department of Core Crops
[ ] Build at least 10 points of backed food reserves, and 20 additional food reserves.
[ ] Refurbish post war housing.

Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
Starbound (0/0/3/4)
[ ] Gain at least 100 RpT from offworld mining
[ ] Fund all remaining probe missions
[ ] Commit to at least 10k population in space
[ ] Commit to 20k population in space. (Counts as two)

Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌ ‌
Socialist (0/1/2/4)
-[ ] Complete at least five phases of Blue Zone Arcologies (counts for two)
-[ ] Commit to at least four industrial capstones
-[ ] Increase GDI Income by at least 800
-[ ] Increase GDI Income by at least 1200
[ ] Commit to at least 10k Population in Space

Homeland‌ ‌Party‌‌: 50 ‌seats (25; 25; 0 ; 0)
Homeland (0/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives before 2064

Biodiversity‌ ‌Party‌: ‌34 ‌seats (9; 5; 20; 0)
Biodiversity (0/1/2/-)
[ ] Complete All Shala Bays
-[ ] Complete two phases of Reforestation Preparation

Reclamation Party: 12 Seats (9; 3; 0; 0)
Reclamation (1/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives by End of Plan

Developmentalists:‌ ‌1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌
Developmentalists (0/6/9/12)
[ ] Increase GDI processing limit by at least 1200
-[ ] Increase GDI income by at least 800
-[ ] Increase GDI income by at least 1200
-[ ] Commit to at least four industrial capstones
[ ] Commit to five industrial capstones
[ ] Commit to at least 10k Population in Space
[ ] Spend no more than 3 Free Dice on Military per turn
[ ] Spend no more than 1 Free Die on Military per turn
[ ] Spend no Free Dice on Military
[ ] At least one Development project Every Turn
-[ ] Build at least four Ground Forces Zone Armor Factories
[ ] Build at least eight Ground Forces Zone Armor Factories
[ ] Build at least twelve Ground Forces Zone Armor Factories

Litvinov Objectives
Minimum of 3 goals required, more will result in a happier Litvinov.
[ ] Every turn activate all Department dice
[ ] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
-[ ] Spend no more than two free dice per turn on Military.
[ ] Department of Alternative Energy
-[ ] Munitions Department
-[ ] Refit Department
-[ ] Hand off at least 20 points of Capital Goods to market over course of plan.
-[ ] Complete Improved Hewlett Gardener Refits before end of plan.
I think we should restrict ourselves on the Military spending anyway. We have more than enough Mil dice. And those Military Sub-Departments will be good anyway.
 
Two plans one without IF promises one with

[X] Plan All The Spinoffs
-[X] Treasury Allocation
--[X] 25% (655 Resources per turn) - A small reduction in percentage will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently, especially with the potential for massive growth in both harvesting and the civilian economy.
-[X]Plan Goals
-[X] Capital Goods
--[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
-[X] Consumer Goods
--[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-[X] Food
--[X] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
-[X] Income
--[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
-[X] Space Population
--[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
-[X] Abatement
--[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
-[X] Spin off Commitments
--[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
--[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
--[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
--[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
--[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
--[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
-[X]Parties
-[X]Free Market Party (0/2/4/8)
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 120 points of Consumer Goods
-[X] Market Socialists (4/6/7/9)
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 120 points of Consumer Goods
--[X] Take 40 points of Abatement
--[X] Complete at least three phases of Blue Zone Arcologies
-[X] Militarists (2/5/6/8)
--[X] Complete SADN Phase 4
--[X] Complete ASAT Phase 6
--[X] Deploy Island class LHAs
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete All of the following projects
---[X] Advanced ECCM Development
---[X] Stealth Disruptor Development
---[X] Inferno Gel Development
---[X] Binary Propellant Exploration
---[X] Military Particle Beam Development
---[X] Infantry Recon Support Drone Development
---[X] Zrbite Sonic Weapons Development
---[X] Ultralight Glide Munitions Development
---[X] Transorbital Fighter Development or follow on heavy ship development
---[X] Missile Drop Pod Development
---[X] Combat Laser Development
---[X] Modular Rapid Assembly System Prototypes
---[X] Buckler Shield Development
---[X] Unmanned Support Ground Vehicle Development
-[X] United Yellow List (2/4)
--[X] Complete three phases of Blue Zone Arcologies
--[X] Increase GDI income by at least 800
--[X] Department of Core Crops
--[X] Refurbish post war housing.
-[X] Starbound (3/4)
--[X] Gain at least 100 RpT from offworld mining
--[X] Fund all remaining probe missions
--[X] Commit to at least 10k population in space
-[X] Socialist (2/4)
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
-[X] Biodiversity (0/1/2/-)
--[X] Complete two phases of Reforestation Preparation
-[X] Developmentalists (0/6/9)
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] Build at least four Ground Forces Zone Armor Factories
-[X] Litvinov Objectives
--[X] Department of Alternative Energy
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.

[X] Plan All The Spinoffs And No Radicalization For You Mr IF
-[X] Treasury Allocation
--[X] 25% (655 Resources per turn) - A small reduction in percentage will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently, especially with the potential for massive growth in both harvesting and the civilian economy.
-[X]Plan Goals
-[X] Capital Goods
--[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
-[X] Consumer Goods
--[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-[X] Food
--[X] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
-[X] Income
--[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
-[X] Space Population
--[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
-[X] Abatement
--[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
-[X] Spin off Commitments
--[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
--[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
--[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
--[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
--[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
--[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
-[X]Parties
-[X]Free Market Party (0/2/4/8)
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 120 points of Consumer Goods
-[X] Market Socialists (4/6/7/9)
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 120 points of Consumer Goods
--[X] Take 40 points of Abatement
--[X] Complete at least three phases of Blue Zone Arcologies
-[X] Militarists (2/5/6/8)
--[X] Complete SADN Phase 4
--[X] Complete ASAT Phase 6
--[X] Deploy Island class LHAs
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete All of the following projects
---[X] Advanced ECCM Development
---[X] Stealth Disruptor Development
---[X] Inferno Gel Development
---[X] Binary Propellant Exploration
---[X] Military Particle Beam Development
---[X] Infantry Recon Support Drone Development
---[X] Zrbite Sonic Weapons Development
---[X] Ultralight Glide Munitions Development
---[X] Transorbital Fighter Development or follow on heavy ship development
---[X] Missile Drop Pod Development
---[X] Combat Laser Development
---[X] Modular Rapid Assembly System Prototypes
---[X] Buckler Shield Development
---[X] Unmanned Support Ground Vehicle Development
-[X] Initiative First (3/6)
--[X] Complete all remaining phases of Fortress Towns
--[X] Complete four phases of SADN
--[X] Complete at least four Ground Forces Zone Armor Factories
-[X] United Yellow List (2/4)
--[X] Complete three phases of Blue Zone Arcologies
--[X] Increase GDI income by at least 800
--[X] Department of Core Crops
--[X] Refurbish post war housing.
-[X] Starbound (3/4)
--[X] Gain at least 100 RpT from offworld mining
--[X] Fund all remaining probe missions
--[X] Commit to at least 10k population in space
-[X] Socialist (2/4)
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
-[X] Biodiversity (0/1/2/-)
--[X] Complete two phases of Reforestation Preparation
-[X] Developmentalists (0/6/9)
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[x] Build at least four Ground Forces Zone Armor Factories
-[X] Litvinov Objectives
--[X] Department of Alternative Energy
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.

EDIT: made the following changes to my plans
FMP
dropped [] 30 resources in grants
Market Socialists
dropped [] 30 resources in grants
Developmentalists
dropped [] At least one Development project Every Turn
Socialist
Changed [] Complete at least five phases of Blue Zone Arcologies to [] Increase GDI income by at least 1200
 
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This is Derpmind's budget as I mostly liked it. I am not going maximum Litvinov and am adding one check box of initiative support for something we would do and our promising anyway, just checking the box so they are not ignored. We don't get the Initiative First votes. They are not happy. But we don't take the step of specifically excluding granting any credit to a party when we are doing the thing anyway. I also added completing four armor factories and removed only one free die to military limiter in Development. I don't think it matters but even Litvinov is willing to thumbs up two dice so I figure why not risk it when it grants no extra votes.

Its still a 6/8 litvinov plan, I just removed the two I think are most restraining.

If we go from four factories promise to 6 promised we get the next bracket of Military support. We will almost certainly build those anyway but we also don't need to be tied down by promises we don't need to make, especially if we are both limiting our free dice to Military and focusing on development projects and or steel talon work. But I could be convinced.

[X] Plan Big Budget + checking 1 IF box
-[X] Budget and Goals
--[X] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)
--[X] Pick 3 - While only committing to completing three industrial capstones is likely to require calling in some favors, it will provide significant flexibility for the future. (-10 PS)
--[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
--[X] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
--[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
--[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
--[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
--[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
--[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
--[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
--[X] Total: 820 RpT, 45 PS
-[X] Party Promises
--[X] Free Market Party 0/2/ +55
---[X] Increase GDI income by at least 800 points.
---[X] Take 120 points of Consumer Goods
--[X] Market Socialists 4/ +200
---[X] Increase GDI income by at least 800 points
---[X] Increase GDI income by at least 1200 points
---[X] Take 100 points of Consumer Goods
---[X] Take 120 points of Consumer Goods
---[X] Take 40 points of Abatement
--[X] Militarists 2/5/ +524
---[X] Spend at least one die on Steel Talons projects every turn
---[X] Complete Three of the following projects
---[X] Complete Seven of the following projects
---[X] Complete Ten of the following projects
---[X] Complete All of the following projects
--[X] Initiative First 0/0/3/6 + 0
---[X] Complete at least four Ground Forces Zone Armor Factories
--[X] United Yellow List 0/2/ +150
---[X] Increase GDI processing limit by at least 1200
---[X] Increase GDI income by at least 800
---[X] Department of Core Crops
--[X] Starbound 0/0/3/ +440
---[X] Gain at least 100 RpT from offworld mining
---[X] Fund all remaining probe missions
---[X] Commit to at least 10k population in space
--[X] Socialist 0/1/2/ +416
---[X] Increase GDI Income by at least 800
---[X] Increase GDI Income by at least 1200
---[X] Commit to at least 10k Population in Space
--[X] Homeland 0/1/ +50
---[X] Complete all phases of Red Zone Border Offensives before 2064
--[X] Biodiversity 0/1 +14
---[X] Complete two phases of Reforestation Preparation
--[X] Reclamation 1/1/ +12
---[X] Complete all phases of Red Zone Border Offensives by End of Plan
--[X] Developmentalists 0/6/ +738
---[X] Increase GDI processing limit by at least 1200
---[X] Increase GDI income by at least 800
---[X] Increase GDI income by at least 1200
---[X] Commit to at least 10k Population in Space
---[X] Spend no more than 3 Free Dice on Military per turn
---[X] Build at least four Ground Forces Zone Armor Factories
--[X] Total: 2,599 seats, out of 4000 seats total. 65% support.
-[X] Litvinov Objectives

--[X] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium --[] Department is excepted.)
--[X] Spend no more than two free dice per turn on Military.
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.
--[X] Total: 6/8 Litvinov Objectives, Happy Litvinov

approval voting

[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
[X]plan: All Spin-offs, Minimum Extra Promises, IF Version
 
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[X] Plan Big Budget + Maximum Litvinov
[X] Plan Plowshares
[X] Plan: All Spin-offs, Minimum Extra Promises
[X] Plan: Moderation
[X] Plan All The Spinoffs
[X] Plan Attempting To Go To Space (without Initiative First)
[X] Plan Civilian Development mk2, ghosting IF
edit: since the anti if plan have had the lead for the entire vote and it now very close between this too gonna take off the space one but will add it back on if things get close again
these plan all don't give the IF anything
 
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[X] Plan Big Budget + Maximum Litvinov
[X] Plan Plowshares
[X] Plan: All Spin-offs, Minimum Extra Promises
[X] Plan: Moderation
[X] Plan All The Spinoffs

Let's not give the racists/zonists any talking points come the next election. IF can be let into the government once they kick out the racists, not a moment sooner.
 
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[X] Plan Big Budget + Maximum Litvinov
[X] Plan Plowshares
[X] Plan: All Spin-offs, Minimum Extra Promises
[X] Plan: Moderation
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
Ah-hem.

[X] Plan All The Spinoffs And No Radicalization For You Mr IF
-[X]Parties
-[X]Free Market Party (0/2/4/8)
--[X] Increase GDI income by at least 800 points.
--[X] 30 resources in grants
--[X] Take at least four Capital Goods Capstones
--[X] Take 120 points of Consumer Goods
-[X] Market Socialists (4/6/7/9)
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 120 points of Consumer Goods
--[X] Take 40 points of Abatement
--[X] Complete at least three phases of Blue Zone Arcologies
--[X] 30 resources in grants
-[X] Militarists (2/5/6/8)
--[X] Complete SADN Phase 4
--[X] Complete ASAT Phase 6
--[X] Deploy Island class LHAs
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete All of the following projects
---[X] Advanced ECCM Development
---[X] Stealth Disruptor Development
---[X] Inferno Gel Development
---[X] Binary Propellant Exploration
---[X] Military Particle Beam Development
---[X] Infantry Recon Support Drone Development
---[X] Zrbite Sonic Weapons Development
---[X] Ultralight Glide Munitions Development
---[X] Transorbital Fighter Development or follow on heavy ship development
---[X] Missile Drop Pod Development
---[X] Combat Laser Development
---[X] Modular Rapid Assembly System Prototypes
---[X] Buckler Shield Development
---[X] Unmanned Support Ground Vehicle Development
-[X] Initiative First (3/6)
--[X] Complete all remaining phases of Fortress Towns
--[X] Complete four phases of SADN
--[X] Complete at least four Ground Forces Zone Armor Factories

-[X] United Yellow List (2/4)
--[X] Complete three phases of Blue Zone Arcologies
--[X] Increase GDI income by at least 800
--[X] Department of Core Crops
--[X] Refurbish post war housing.
-[X] Starbound (3/4)
--[X] Gain at least 100 RpT from offworld mining
--[X] Fund all remaining probe missions
--[X] Increase GDI Income by at least 1200
--[X] Commit to at least 10k population in space
-[X] Socialist (2/4)
--[X] Complete at least five phases of Blue Zone Arcologies (counts for two)
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
-[X] Biodiversity (0/1/2/-)
--[X] Complete two phases of Reforestation Preparation
-[X] Developmentalists (0/6/9)
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] At least one Development project Every Turn
--[x] Build at least four Ground Forces Zone Armor Factories
 
[X] Plan All The Spinoffs And No Radicalization For You Mr IF

Let's not give the racists/zonists any talking points come the next election. IF can be let into the government once they kick out the racists, not a moment sooner.
Er you may want to change that last plan to [] Plan All The Spinoffs
 
[X]plan: All Spin-offs, Minimum Extra Promises
-[X] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
Capital Goods
-[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
Consumer Goods
-[X] 100 points from the Treasury - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)
Food
-[X] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)
Income
-[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
Space Population
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
Abatement
-[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
Spin Offs:
-[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
-[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
-[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
-[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
Parties:
-[X] Free Market (0/2/4/8)
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 100 points of Consumer Goods
--[X] 30 resources in grants
-[X] Market Socialists (4/6/7/9)
--[X] Increase GDI income by at least 800 points
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 40 points of Abatement
--[X] 30 resources in grants
-[X]Militarists (2/5/6/8)
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete at least eight Ground Forces Zone Armor plants
--[X] Complete SADN Phase 4
--[X] Complete ASAT Phase 6
-[X] Initiative First N/A
-[X]United Yellow List (0/2/4/6)
--[X]Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
-[X]Starbound (0/0/3/4)
--[X] Commit to at least 10k population in space
-[X]Socialist (0/1/2/4)
--[X] Commit to at least four industrial capstones
--[X] Increase GDI Income by at least 800
--[X] Increase GDI Income by at least 1200
--[X] Commit to at least 10k Population in Space
-[X]Homeland (0/1/-/-)
--[X] Complete all phases of Red Zone Border Offensives before 2064
-[X]Biodiversity (0/1/2/-)
--[X] Complete two phases of Reforestation Preparation
-[X]Reclamation (1/1/-/-)
--[X] Complete all phases of Red Zone Border Offensives by End of Plan
-[X]Developmentalists (0/6/9/12)
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] Spend no more than 3 Free Dice on Military per turn
--[X] At least one Development project Every Turn
--[X] Build at least four Ground Forces Zone Armor Factories
--[X] Build at least eight Ground Forces Zone Armor Factories
-[X] Litvinov Objectives 5/3
--[X] Spend no more than two free dice per turn on Military.
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.
107 -10 -5 +10 -1 -30 -1 -10 -10 - 20

30 PS

Votes:88 (Free Market) + 355(Market Socialist) + 524 (militarist) + 150 (UYL) + 390(Starbound) + 426 (Socialist) + 50 (Homeland) + 14 (Biodiversity) + 12 (reclamation) + 978(Developmentalists) =2987/2001 Needed.


[X]plan: All Spin-offs, Minimum Extra Promises, IF Version
-[X] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
Capital Goods
-[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
Consumer Goods
-[X] 100 points from the Treasury - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)
Food
-[X] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)
Income
-[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
Space Population
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
Abatement
-[X] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
Spin Offs:
-[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
-[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
-[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
-[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
Parties:
-[X] Free Market (0/2/4/8)
--[X] Increase GDI income by at least 800 points.
--[X] Take at least four Capital Goods Capstones
--[X] Take 100 points of Consumer Goods
--[X] 30 resources in grants
-[X] Market Socialists (4/6/7/9)
--[X] Increase GDI income by at least 800 points
--[X] Increase GDI income by at least 1200 points
--[X] Take Four industrial Capstones
--[X] Take 100 points of Consumer Goods
--[X] Take 40 points of Abatement
--[X] 30 resources in grants
-[X]Militarists (2/5/6/8)
--[X] Spend at least one die on Steel Talons projects every turn
--[X] Complete at least six Ground Forces Zone Armor plants.
--[X] Complete at least eight Ground Forces Zone Armor plants
--[X] Complete SADN Phase 4
--[X] Complete ASAT Phase 6
-[X]Initiative First (3/6)
--[X] Complete all remaining phases of Fortress Towns
--[X] Complete four phases of SADN
--[X] Complete at least four Ground Forces Zone Armor Factories
-[X]United Yellow List (0/2/4/6)
--[X]Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
-[X]Starbound (0/0/3/4)
--[X] Commit to at least 10k population in space
-[X]Socialist (0/1/2/4)
--[X] Commit to at least four industrial capstones
--[X] Increase GDI Income by at least 800
--[X] Increase GDI Income by at least 1200
--[X] Commit to at least 10k Population in Space
-[X]Homeland (0/1/-/-)
--[X] Complete all phases of Red Zone Border Offensives before 2064
-[X]Biodiversity (0/1/2/-)
--[X] Complete two phases of Reforestation Preparation
-[X]Reclamation (1/1/-/-)
--[X] Complete all phases of Red Zone Border Offensives by End of Plan
-[X]Developmentalists (0/6/9/12)
--[X] Increase GDI processing limit by at least 1200
--[X] Increase GDI income by at least 800
--[X] Increase GDI income by at least 1200
--[X] Commit to at least four industrial capstones
--[X] Commit to at least 10k Population in Space
--[X] Spend no more than 3 Free Dice on Military per turn
--[X] At least one Development project Every Turn
--[X] Build at least four Ground Forces Zone Armor Factories
--[X] Build at least eight Ground Forces Zone Armor Factories
-[X] Litvinov Objectives 5/3
--[X] Spend no more than two free dice per turn on Military.
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.

107 -10+15 -5 +10 -1 -30 -1 -10 -10 - 20
30 PS
Votes:88 (Free Market) + 355(Market Socialist) + 524 (militarist) + 25 (IF) 150 (UYL) + 390(Starbound) + 426 (Socialist) + 50 (Homeland) + 14 (Biodiversity) + 12 (reclamation) + 978(Developmentalists) =3012/2001 Needed.
 
We are willing to reach out to former nod and even have a truce with a current warlord.

Surely we can try and reach out to our own citizens? People here are acting like IF is as bad as nod.

[X] Plan All The Spinoffs And No Radicalization For You Mr IF
 
[X] Plan Big Budget + Maximum Litvinov
[X] Plan Plowshares
[X] Plan: All Spin-offs, Minimum Extra Promises
[X] Plan: Moderation
[X] Plan All The Spinoffs
Edit:
[X] Plan Attempting To Go To Space (without Initiative First)
 
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