[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
[X] Plan All The Spinoffs And No Radicalization For You Mr IF


I do confess to feeling rather disarmed, I don't like the leading plan for it's space over-reach and inflexibility promise to the director (particularly in combination with one another) but I also feel I can't not chip into the variant that doesn't sabotage state stability. The popularity of the plan obligates me to contribute to the popularity of the plan.
Personally I disagree that the no IF plan will sabotage state stability. A fraction of IF becoming more radicalised probably doesn't mean a lot of people willing to use violence. I figure with a significant boost to InOps (as we're already providing) they aren't likely to achieve much
 
Personally I disagree that the no IF plan will sabotage state stability. A fraction of IF becoming more radicalised probably doesn't mean a lot of people willing to use violence. I figure with a significant boost to InOps (as we're already providing) they aren't likely to achieve much

You have your assumptions, I have mine. There are more ways to destabilise a state than terrorism.
 
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Fair enough. Frankly I'm more worried about keeping the ridiculous number of immigrants we just got happy than IF
Which might be harder when the IF leaders start agitating the 8% of the residents that voted for them to make the immigrant lives harder in small ways. Basically a "You want to be petty when we are trying to be reasonable? Ok, we can be petty right back." situation.
If you ever read any malicious compliance or neighbor from hell stories, you would know that there are many legal ways for making people feel unwanted. And with IF voter base being likely very motivated they can cause much bad blood without breaking any laws.
 
Vote closed
Scheduled vote count started by Ithillid on Aug 28, 2022 at 4:30 PM, finished with 444 posts and 113 votes.

  • [X] Plan Attempting To Go To Space (without Initiative First)
    -[X] 30% (770 Resources per turn) (-10 PS)
    -[X] Pick 3 industrial capstones. (-10 PS)
    -[X] 120 Consumer Goods points from the Treasury
    -[X] 40 Consumer Goods from Agriculture (-5 PS)
    -[X] 1200 points Income Increase (+ Everyone support)
    -[X] 20k: (+20 political support) (+++ Starbound Support)
    -[X] 40 Points of Red Zone Abatement
    -[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] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
    -[X] Party Promises
    --[X] Free Market Party (4 promises, 0 + 55 + 33 = 88 votes)
    ---[X] Increase GDI income by at least 800 points.
    ---[X] 30 resources in grants
    ---[X] Take 120 points of Consumer Goods (includes 100 goal)
    --[X] Market Socialists (6 promises, 200 + 155 = 355 votes)
    ---[X] Increase GDI income by at least 1200 (includes 800 goal)
    ---[X] Take 40 points of Abatement
    --[X] Militarists (6 promises, 250 + 274 + 140 = 664 votes)
    ---[X] Complete SADN Phase 4
    ---[X] Spend at least one die on Steel Talons projects every turn
    ---[X] Complete at least eight Ground Forces Zone Armor plants (includes 6 goal)
    ---[X] Complete ten of the following (weapons development) projects (includes 3 and 7 goals)
    ----[X] Since we have to specify, I'm promising...
    ----[X] Advanced ECCM Development, Stealth Disruptor Development, Infantry Recon Support Drone Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
    ----[X] No disrespect to the other projects. Fine with doing those too. But there's no political benefit to swearing to.
    --[X] United Yellow List (2 promises, 110 + 40 = 150 votes)
    ---[X] Increase GDI processing limit by at least 1200
    ---[X] Increase GDI income by at least 800
    --[X] Starbound (3 promises, 300 + 90 + 50 = 440 votes)
    ---[X] Commit to at least 20k population in space (counts as two, counts as three with the 10k goal folded into it)
    --[X] Socialist (3 promises, 200 + 190 + 26 = 416 votes)
    ---[X] Commit to at least 10k population in space
    --[X] Homeland Party (1 promise, 25 + 25 = 50 votes)
    ---[X] Complete all phases of Red Zone Border Offensives before 2064
    --[X] Reclamation Party (1 promise, 9 + 3 = 12 votes)
    ---[X] Complete all phases of Red Zone Border Offensives by End of Plan before 2064
    --[X] Biodiversity (1 promise, 9 + 5 = 14 votes)
    ---[X] Complete two phases of Reforestation Preparation
    --[X] Developmentalists (7 promises, 480 + 258 = 738 votes)
    ---[X] Commit to at least 10k Population in Space (already given freely)
    ---[X] Spend no more than 3 Free Dice on Military per turn (already given freely)
    ---[X] Build at least eight Ground Forces Zone Armor Factories (includes 4 goal)
    --[X] Litvinov Objectives
    ---[X] Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
    ---[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] Initiative First gets nothing
    [X] Plan Attempting To Go To Space (grudgingly with Initiative First)
    -[X] 30% (770 Resources per turn) (-10 PS)
    -[X] Pick 3 industrial capstones. (-10 PS)
    -[X] 120 Consumer Goods points from the Treasury
    -[X] 40 Consumer Goods from Agriculture (-5 PS)
    -[X] 1200 points Income Increase (+ Everyone support)
    -[X] 20k: (+20 political support) (+++ Starbound Support)
    -[X] 40 Points of Red Zone Abatement
    -[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] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
    --[X] Keeping BoA and CID for the Consumer Goods, to make hitting the target easier
    -[X] Party Promises
    --[X] Free Market Party (4 promises, 0 + 55 + 33 = 88 votes)
    ---[X] Increase GDI income by at least 800 points.
    ---[X] 30 resources in grants
    ---[X] Take 120 points of Consumer Goods (includes 100 goal)
    --[X] Market Socialists (6 promises, 200 + 155 = 355 votes)
    ---[X] Increase GDI income by at least 1200 (includes 800 goal)
    ---[X] Take 40 points of Abatement
    --[X] Militarists (6 promises, 250 + 274 + 140 = 664 votes)
    ---[X] Complete SADN Phase 4
    ---[X] Spend at least one die on Steel Talons projects every turn
    ---[X] Complete at least eight Ground Forces Zone Armor plants (includes 6 goal)
    ---[X] Complete ten of the following (weapons development) projects (includes 3 and 7 goals)
    ----[X] Since we have to specify, I'm promising...
    ----[X] Advanced ECCM Development, Stealth Disruptor Development, Infantry Recon Support Drone Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
    ----[X] No disrespect to the other projects. Fine with doing those too. But there's no political benefit to swearing to.
    --[X] Initiative First (3 promises, 25 votes, like I care)
    ---[X] Complete four phases of SADN (like we promised the Militarists)
    ---[X] Complete at least four Ground Forces Zone Armor Factories (like we promised the Militarists and Developmentalists)
    ---[X] Complete all remaining phases of Fortress Towns (Probably a good idea to do anyway)
    --[X] United Yellow List (2 promises, 110 + 40 = 150 votes)
    ---[X] Increase GDI processing limit by at least 1200
    ---[X] Increase GDI income by at least 800
    --[X] Starbound (3 promises, 300 + 90 + 50 = 440 votes)
    ---[X] Commit to at least 20k population in space (counts as two, counts as three with the 10k goal folded into it)
    --[X] Socialist (3 promises, 200 + 190 + 26 = 416 votes)
    ---[X] Commit to at least 10k population in space
    --[X] Homeland Party (1 promise, 25 + 25 = 50 votes)
    ---[X] Complete all phases of Red Zone Border Offensives before 2064
    --[X] Reclamation Party (1 promise, 9 + 3 = 12 votes)
    ---[X] Complete all phases of Red Zone Border Offensives by End of Plan before 2064
    --[X] Biodiversity (1 promise, 9 + 5 = 14 votes)
    ---[X] Complete two phases of Reforestation Preparation
    --[X] Developmentalists (7 promises, 480 + 258 = 738 votes)
    ---[X] Commit to at least 10k Population in Space (already given freely)
    ---[X] Spend no more than 3 Free Dice on Military per turn (already given freely)
    ---[X] Build at least eight Ground Forces Zone Armor Factories (includes 4 goal)
    --[X] Litvinov Objectives
    ---[X] Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
    ---[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] 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 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] 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] 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 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] 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] 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 Plowshares
    -[X]Plan Targets (-17 PS)
    --[X] Treasury Allocation: 30% (770 Resources) (-10 PS)
    --[X] Capital Goods (Pick 3) (-10 PS)
    ---[X] Complete Chicago Phase 5
    ---[X] Complete North Boston Phase 5
    ---[X] Complete Reykjavik Phase 5
    --[X] Consumer Goods: 120 points from the Treasury
    --[X] Food: 40 Consumer Goods from Agriculture (-5 PS)
    --[X] Income: 1200 points (+Everyone support)
    --[X] Space Population: 10k (+10 PS, Dev and Starbound support)
    --[X] Abatement: 60 points of Red abatement
    --[X] Spin off Forgotten Aid and Resettlement Commission (-2 PS) (+20 RpT)
    -[X]Politics (3265 votes)
    --[X]Free Market Party (55 votes)
    ---[X] Increase GDI income by at least 800 points.
    ---[X] Take 100/120 points of Consumer Goods (2 promises)
    --[X]Market Socialists (436 votes)
    ---[X] Increase GDI income by at least 800/1200 points (2 promises)
    ---[X] Take 40/60 points of abatement (2 promises)
    ---[X] Complete at least three phases of Blue Zone Arcologies
    --[X]Militarists (664 votes)
    ---[X] Deploy Island-class LHAs
    ---[X] Complete at least 6 Ground Forces Zone Armor plants
    ---[X] Complete all listed research/development projects (4 promises)
    --[X]Initiative First (0 votes)
    ---[X] Join a respectable party if you want a seat at the table
    --[X]United Yellow List (170 votes)
    ---[X] Complete three phases of BZ Arcologies
    ---[X] Increase GDI processing limit by 1200
    ---[X] Increase GDI income by 800
    ---[X] Refurbish post-war housing
    --[X]Starbound (440 votes)
    ---[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 (416 votes)
    --[X]Homeland+Reclamation (50+12=62 votes)
    ---[X] Complete all phases of Red Zone Border Offensives before 2064
    --[X]Biodiversity (34 votes)
    ---[X] Complete all Shala bays
    ---[X] Complete 2 phases of Reforestation Preparation
    --[X]Developmentalists (988 votes)
    ---[X] Commit to no Free dice on the Military (3 promises)
    ---[X] Make progress on at least one Development project every turn
    ---[X] Build at least four Ground Forces Zone Armor Factories
    --[X]Litvinov (6 promises)
    ---[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] Complete Improved Hewlett Gardener Refits before end of plan
    [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)
    -[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] 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)
    -[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)
    -[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] 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] 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 1200 points
    --[X] Take Four industrial Capstones
    --[X] Take 40 points of Abatement
    -[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 1200
    -[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] 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.
    [X] Plan: Moderation
    -[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)
    -[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] 80 points from the Treasury - With the public markets headed directly towards a massive and unpredictable takeoff, the treasury goals are primarily oriented towards providing goods less able to be produced by the markets. (-15 PS)
    -[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)
    -[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] Department Spin-Offs
    --[X] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
    --[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
    -[X] Free Market Party (55 votes)
    --[X] Increase GDI income by at least 800 points.
    --[X] 30 resources in grants
    --[X] Take 100 points of Consumer Goods
    --[X] Take 120 points of Consumer Goods
    -[X] Market Socialists (436 votes)
    --[X] Increase GDI income by at least 1200 points
    --[X] Take 40 points of Abatement
    --[X] Complete at least three phases of Blue Zone Arcologies
    -[X] Militarists (574 votes)
    --[X] Complete SADN Phase 4
    --[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 Three of the following projects
    ---[X] Advanced ECCM Development
    ---[X] Stealth Disruptor Development
    ---[X] Unmanned Support Ground Vehicle Development
    -[X] United Yellow List (170 votes)
    --[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 (440 votes)
    --[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 (416 votes)
    --[X] Increase GDI income by at least 1200
    -[X] Homeland (50 votes)
    --[X] Complete all phases of Red Zone Border Offensives before 2064
    -[X] Biodiversity (9 votes)
    --[X] Complete two phases of Reforestation Preparation
    -[X] Reclamation (12 votes)
    --[X] Complete all phases of Red Zone Border Offensives by End of Plan
    -[X] Developmentalists (480 votes)
    --[X] Spend no more than 3 Free Dice on Military per turn
    --[X] Build at least four Ground Forces Zone Armor Factories
    -[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] Department of Alternative Energy
    --[X] Munitions Department
    --[X] Refit Department
    --[X] Complete Improved Hewlett Gardener Refits before end of plan.
    [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)
    -[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] 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)
    -[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)
    -[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] 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] 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 1200 points
    --[X] Take Four industrial Capstones
    --[X] Take 40 points of Abatement
    -[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 1200
    -[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] 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.
    [X] Plan Attempting To Go To Space But Slower (without Initiative First)
    -[X] 30% (770 Resources per turn) (-10 PS)
    -[X] Pick 3 industrial capstones. (-10 PS)
    -[X] 120 Consumer Goods points from the Treasury
    -[X] 40 Consumer Goods from Agriculture (-5 PS)
    -[X] 1200 points Income Increase (+ Everyone support)
    -[X] 10k: (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
    -[X] 40 Points of Red Zone Abatement
    -[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] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
    -[X] Party Promises
    --[X] Free Market Party (4 promises, 0 + 55 + 33 = 88 votes)
    ---[X] Increase GDI income by at least 800 points.
    ---[X] 30 resources in grants
    ---[X] Take 120 points of Consumer Goods (includes 100 goal)
    --[X] Market Socialists (6 promises, 200 + 155 = 355 votes)
    ---[X] Increase GDI income by at least 1200 (includes 800 goal)
    ---[X] Take 40 points of Abatement
    --[X] Militarists (6 promises, 250 + 274 + 140 = 664 votes)
    ---[X] Complete SADN Phase 4
    ---[X] Spend at least one die on Steel Talons projects every turn
    ---[X] Complete at least eight Ground Forces Zone Armor plants (includes 6 goal)
    ---[X] Complete ten of the following (weapons development) projects (includes 3 and 7 goals)
    ----[X] Since we have to specify, I'm promising...
    ----[X] Advanced ECCM Development, Stealth Disruptor Development, Infantry Recon Support Drone Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
    ----[X] No disrespect to the other projects. Fine with doing those too. But there's no political benefit to swearing to.
    --[X] United Yellow List (2 promises, 110 + 40 = 150 votes)
    ---[X] Increase GDI processing limit by at least 1200
    ---[X] Increase GDI income by at least 800
    --[X] Starbound (3 promises, 300 + 90 = 390 votes)
    ---[X] Commit to at least 10k population in space
    --[X] Socialist (3 promises, 200 + 190 + 26 = 416 votes)
    --[X] Homeland Party (1 promise, 25 + 25 = 50 votes)
    ---[X] Complete all phases of Red Zone Border Offensives before 2064
    --[X] Reclamation Party (1 promise, 9 + 3 = 12 votes)
    ---[X] Complete all phases of Red Zone Border Offensives by End of Plan before 2064
    --[X] Biodiversity (1 promise, 9 + 5 = 14 votes)
    ---[X] Complete two phases of Reforestation Preparation
    --[X] Developmentalists (7 promises, 480 + 258 = 738 votes)
    ---[X] Commit to at least 10k Population in Space (already given freely)
    ---[X] Spend no more than 3 Free Dice on Military per turn (already given freely)
    ---[X] Build at least eight Ground Forces Zone Armor Factories (includes 4 goal)
    --[X] Litvinov Objectives
    ---[X] Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
    ---[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] Initiative First gets nothing
    [X] Plan Big Budget + Maximum Litvinov
    [X] Plan Civilian Development mk2, ghosting IF
    [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 1200 points
    ---[X] Take 100 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 1200
    --[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] 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
    [X] Plan Civilian Development mk2
    [X]Plan Attempting to create a Socialist Manifesto
    -[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]Capstone projects
    --[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]60 Consumer Goods from Agriculture - A major investment into multiple agricultural areas, major investment into consumer goods will ensure that there is plenty to be had, no matter the dietary restrictions involved. (+5 PS)
    -[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] 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.
    -[X] Spin off Commitments
    --[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
    --[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
    --[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
    --[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
    -[X]Parties
    --[X]Free Market Party (0/2/4/8) Seats:‌ ‌228 ‌seats‌ ‌Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
    ---[X] Increase GDI income by at least 800 points.
    ---[X] 30 resources in grants
    ---[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) 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
    ---[X] Increase GDI income by at least 1200 points
    ---[X] Take Four industrial Capstones
    ---[X] Take 40 points of Abatement
    ---[X] Take 60 points of Abatement
    ---[X] Complete at least three phases of Blue Zone Arcologies
    --[X]Developmentalists (0/6/9/12) 1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌
    ---[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]Socialist (0/1/2/4) Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌
    --[X]Militarists (2/5/6/8) Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
    ---[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] Modular Rapid Assembly System Prototypes
    ----[X] Buckler Shield Development
    ----[X] Unmanned Support Ground Vehicle Development
    --[X]Starbound (0/0/3/4) 461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
    ---[X] Gain at least 100 RpT from offworld mining
    ---[X] Fund all remaining probe missions
    --[X]United Yellow List (0/2/4/6) 176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
    ---[X] Complete three phases of Blue Zone Arcologies
    --[X]Homeland (0/1/-/-) 50 ‌seats (25; 25; 0 ; 0)
    ---[X] Complete all phases of Red Zone Border Offensives before 2064
    --[X]Biodiversity (0/1/2/-) 34 ‌seats (9; 5; 20; 0)
    ---[X] Complete all Shala bays
    --[X]Reclamation (1/1/-/-) 12 Seats (9; 3; 0; 0)
    ---[X] Complete all phases of Red Zone Border Offensives by End of Plan
    --[X]Initiative First (0/0/3/6) 335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
    ---[X] Complete all remaining phases of Fortress Towns
    ---[X] Complete at least four Ground Forces Zone Armor Factories
    -[X] Litvinov Objectives
    --[X] Every turn activate all Department dice
    --[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] Initiative First gets nothing"
    --[X] Initiative First gets nothing BECAUSE the treasury opposes their segregationist demands and as a result we are deliberately refusing demands which we have in fact promised to other parties.
 
Which might be harder when the IF leaders start agitating the 8% of the residents that voted for them to make the immigrant lives harder in small ways. Basically a "You want to be petty when we are trying to be reasonable? Ok, we can be petty right back." situation.
If you ever read any malicious compliance or neighbor from hell stories, you would know that there are many legal ways for making people feel unwanted. And with IF voter base being likely very motivated they can cause much bad blood without breaking any laws.
I figure that to be less of an issue than the treasury supporting a party which calls for segregation.

Not that the argument is relevant any more
 
Which might be harder when the IF leaders start agitating the 8% of the residents that voted for them to make the immigrant lives harder in small ways. Basically a "You want to be petty when we are trying to be reasonable? Ok, we can be petty right back." situation.
If you ever read any malicious compliance or neighbor from hell stories, you would know that there are many legal ways for making people feel unwanted. And with IF voter base being likely very motivated they can cause much bad blood without breaking any laws.
feel like they are already doing this
 
Well, hopefully with so much treasury focus on orbital we can pick up some bonuses for dice along the way as a result, due to hopefully new projects coming up, gonna be paying of massively on the road
 
So what is the possible viability/timetable of Karachi now?
Significantly better viability wise although we should still wait for a bit to get more ships out. I believe we won't do it this year, probably not the last year either

The longer we wait the more bote we have but the sooner we do it the less it has to be rushed and the less chance of something fucky turning up and stopping us
 
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I mean, if we could recruit him...
That... that sort of thing would require a lot of time. Time on the scale of "all leave earth because the Tiberium is reaching the mantle and will explode" for current GDI/NOD divisions to meld and bleed through and reform into new ones.

My point is that I think Stahl joining the GDI would require enough time have to passed that longevity is a necessary discovery.
 
That... that sort of thing would require a lot of time. Time on the scale of "all leave earth because the Tiberium is reaching the mantle and will explode" for current GDI/NOD divisions to meld and bleed through and reform into new ones.

My point is that I think Stahl joining the GDI would require enough time have to passed that longevity is a necessary discovery.
It was a joke. Mostly. I mean, just think of all the abatement we could do with the entirety of south america.

But yeah, not gonna happen
 
I mean, just think of all the abatement we could do with the entirety of south america.
My impression is much much less that one might think.
I have faith that Stahl is currently abating south america to a significant degree.

#IBeliveInStahl
-----
Edit: I'm drunk and petty and I'm certain it's been brought up before, but @Ithillid
1. What advantages to income/abatement could the GDI get from a sizable breeding population of Tiberum-Goats?
2. Can we please nick sizable breeding population of Tiberum-Goats?
 
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Looking at the 40 RZ Mitigation commitment:

The currently available Tiberium only projects (not counting the RZ Harveting/Glacier Mine Combo):
-Red Zone Border Offensives Phase 2-5: 101/800 Progress ~8 Dice median
--Provides 8 Energy
--Provides 12 RZ Mitigation
--Provides ~100 RpT

-Deep Red Zone Glacier Mining Phase 1-5: 0/1225 Progress ~13 Dice median
--Provides 5 Energy
--Provides 5 RZ Mitigation
--Provides ~325 RpT
--Requires 15 Logistics

-Red Zone Containment Lines Stage 6-8: 54/675 Progress ~7 Dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

Gives a total of 26 RZ Mitigation. For the remaining 14 we have two current options: the RZ Harvesting / Glacier Mines Combo and the MARV Hubs and Inhibitor Combo.

To get 14 RZ Mitigation with RZ Harvesting and Glacier Mines we would need 7 sets of the combo.
-Red Zone Harvesting Stage 12-20: 29/1200 Progress ~13 Dice median
--Provides 8 Energy
--Provides 8 Mitigation
--Provides ~140 RpT

-Red Zone Glacier Mines Stage 13-21: 38/1640 Progress ~17 Dice median
--Provides 8 Energy
--Provides 8 Mitigation
--Provides ~520 RpT
--Requires 40 Logistics

Note that I have included an extra phase of RZ Harvesting /Glacier Mines to ensure the same amount RZ Mitigation between the combos
-Total:
--Requires ~30 Dice
--Provides 16 Energy
--Provides 16 Mitigation
--Provides ~660 RpT
--Requires 40 Logistics

To get 14 RZ Mitigation with the MARV Hubs and Inhibitor Combo we would need 2 sets of the combo.
-RZ MARV Hub x4: 0/1340 Progress ~14 Dice median
--Provides 4 Energy
--Provides 12 Mitigation
--Provides 100 RpT
--Note we only technically need one additional MARV Hub in RZ 1 to unlock the Inhibitor there.

-RZ Inhibitor x2: 0/240 Progress ~3 Dice median
--Provides 4 Mitigation

-Total:
--Requires ~17 Dice median
--Provides 4 Energy
--Provides 16 Mitigation
--Provides 100 RpT

From this it is clear to see that the MARV / Inhibitor combo is far more efficient at producing RZ Mitigation as it produces the same amount for 13 less dice (not counting the dice needed for the Logistics cost), however given we also need to produce 1200 income, there is an argument to be made for the RZ Harvesting / Glacier Mine combo, as if we went for 8 sets of that combo with the other RZ mitigation producers in Tiberium that is a total of 1130 RpT, almost all of our commitment there.

However there is the enormous 40 Logistics cost that the Glacier Mines would incur. Also there is the need for Vein Mines to counter the sub-surface Tiberium, and ZOCOM is still stressed. While it is likely that we'll be able to get the Border Offensives and Deep Glacier Mines done thanks to the proximity of our forces and the sets of Zone Armor already produced while we rebuild our income to get more GFZA, it is a bit far out to project on if they could support the Glacier Mines.

Personally I come down on the side of MARV / Inhibitors for the the Mitigation and take up the slack in Income with Vein Mines with the dice saved, both directly and from not needing to support the insane Logistics cost.
 
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My impression is much much less that one might think.
I have faith that Stahl is currently abating south america to a significant degree.

#IBeliveInStahl
-----
Edit: I'm drunk and petty and I'm certain it's been brought up before, but @Ithillid
1. What advantages to income/abatement could the GDI get from a sizable breeding population of Tiberum-Goats?
2. Can we please nick sizable breeding population of Tiberum-Goats?
Iirc Stahl actually lets our abatement teams go through his territory.

(Tib goat petting zoo)
 
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