- Location
- MSC
Any idea why Cyan zone is not growing?
You'd think that Bannerjees would try to expand it, no matter the cost.
You'd think that Bannerjees would try to expand it, no matter the cost.
It is simply difficult.Any idea why Cyan zone is not growing? You'd think that Bannerjees would try to expand it, no matter the cost.
My bet would be that they are wanting to ensure security on whatever sort of inhibitor installations they are using, because trust is a very scarce thing among Nod.Any idea why Cyan zone is not growing?
You'd think that Bannerjees would try to expand it, no matter the cost.
...The alloy foundries lower the cost of further alloy foundry phases.[ ] U-Series Alloy Foundries (Phase 2)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to. Demand for these materials is nearly universal, and expanding existing production of them is the best means to satisfy it.
(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)
Oooh shiny. Soon please, as soon as we reasonably can.[ ] Second Generation Repulsorplate Development (Tech) (New)
While the first generation plates work, they are fundamentally less than useful in the overall scheme of things. Too inefficient, too power intensive, too fragile. However, the program has proven useful, with serious field testing operating in parallel with continued laboratory work, and it appears likely that it is possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)
Oh hey, alloys affected this![ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult,manufacturing substantially more carbon nanotubes is relatively easy and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/285: 20 resources per die) (+4 Capital Goods)
Appealing, but Capital Goods is scarce. Maybe soon.[ ] Home Robotics Factories (New)
While most of the designs are already in production, bringing them to the masses rather than keeping them for the Initiative proper's use will require a substantial number of new factories, and expansions to already existing facilities.
(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor)
Ahhh, there we go. Immense dice costs, negligible R/die cost. Once we get our Plan targets for other Agriculture stuff met, we can hammer on this and have the promised two phases done in, oh... four turns or so. And it'll be really cheap. I love this.[ ] Reforestation Campaign Preparations (Phase 1) (New)
While actively regreening the world is certainly premature, between the continued expansion of Tiberium underground and the continued war with the Brotherhood of Nod, some efforts can be taken immediately to stabilize vast amounts of now-barren land reclaimed from Tiberium and begin the long march towards rebuilding functional soils.
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
Oh hey, the alloys made Vertical Farming Projects cheaper![ ] Vertical Farming Projects (Stage 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
Worth trying. Might be worth two dice. I'm just glad it's cheap. I was afraid it'd be 20-25 R/die[ ] Poulticeplant Deployment (New)
Poulticeplants as a whole are not a revolution in battlefield or civil medicine. However, they are quite useful, both in providing a cheap and easy way to immediately treat wounds and in distributing manufacturing capacity down to the level of individual operating bases and apartments, meaning that the system is noticeably more resilient when it comes to disruption in service. (Plant Genetics)
(Progress 0/150: 15 resources per die) (+1 Health)
Oh boy, oh boy... this is a toughie. Although, uh... The IHG Tiberium Processing Plants project doesn't seem to actually have a boost to STU's. It says it will "noticeably increase GDI's supply," but no number is attached to that effect. Maybe someone else already addressed this. Also, notably, this is a separate project from the old refits of existing old plants so they can perform the H-G process at all.[ ] IHG Tiberium Processing Plants (Stage 1) (New)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this noticeably effective.
(Progress 0/190: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)
[ ] Tiberium Processing Refits (Phase 5)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/95: 20 resources per die) (+50 processing capacity [-250 during refits])
Well worthwhile. May lead to tiberium-eating goats, as opposed to the traditional outcome of tiberium eating goats.[ ] Tiberium Wildlife Experiments (New)
The example of India's Gana represents a starting point for the Initiative to build an attempt at an economic competitor. While current animal stocks are distinctly limited, and a limiting factor on the endeavor, having a set of serious prototypes may well allow for more expansive funding for rough terrain and limited logistics Tiberium harvesting methodologies.
(Progress 0/60: 20 resources per die) (-5 Political Support) (MS)
Hm. Looks like the alloy benefits affect the stations. That doesn't mean we shouldn't be aggressively working on the stations, though, because the opportunity cost of waiting several turns to finish them isn't worth it. However, it does make the alloy foundries themselves more attractive.[ ] GDSS Columbia (Phase 4) (Updated)
Rapid development of the station has left it with plenty of rough edges. While the habitation spaces will be massively expanded, more than doubling in capacity by the time the next wave completes, there will also be significant effort made towards tuning and refining existing systems.
(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1085: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)
[ ] GDSS Shala (Phase 2) (Updated)
With the core of Shala complete, a steel snowflake in space, it is ready for the first habitants, and more importantly the first of what will become a substantial set of experimental agronomy bays. While most are designated towards short term crops like wheat, rice, and peppers, some handful are planned for longer term options. These range from C. cassia and M. fragrans, to apples, pears, lemons and more. (Station)
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/270: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/540: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1085: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)
Be nice to do this.[ ] Conestoga Class Development (Platform)
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)
[ ] Occult Investigations (New)
While likely nothing more than nonsense, especially the parts that have been disproven by the scientific process, taking a good hard look at the records and materials that have been preserved may find some truths, either about the nature of Kane and his history, or possibly even uncover some knowledge about the universe that was previously misunderstood.
(Progress 0/30: 5 resources per die) (-5 Political Support) (MS)
Okay, SADN is something we really should start making progress on soon, if we can.[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/310: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/355: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
Oh nice, alloys cut the costs here![ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
This would be an appealing project to have before Karachi, so as to get a sense of what kind of stealthed installations are present in that region and along the Indian coast.[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/175: 10 resources per die) (Satellite)
We should probably do at least one more phase of this before Karachi.[ ] Railgun Munitions Factories (Phase 2) (Munitions)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
This is still "Very High Priority" and really, really shouldn't be neglected.[ ] Ground Forces Zone Armor (Set 1) (Phase 4) (Very High Priority)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
Tokyo (Progress 155/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
As I'd feared: low-R, high-dice project.[ ] GD-3 Deployment (Phase 1) (New)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most radical proposals include rapidly phasing out the GD-2 within Seo's time in office, more reasonable ones focus on the leading edge of the Initiative's military, and then cycling the production back as GDI deploys ever more units in Zone Armors.
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
With the timing information... maybe this is a Karachi-friendly project.[/quote] But there are so many...[ ] Hallucinogen Countermeasures Deployment
While not the revolutionary treatments desired, producing a small-scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/115: 25 resources per die) (Projected 2 quarters to begin, 6 quarters to complete)
Well, holy crap, I wasn't expecting this to be so cheap per die! Can't really get any good from it for Karachi, but I'm happy to kick it up the priority list in general.[ ] Stealth Disruptor Deployment (New)
While less overall effective than the still around nine kilometer range of current generation sensors, it is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)
Huh. The alloy foundries made the laser refits cheaper? Now that's a surprise! I'd kind of like to do this in time to help for Karachi, the prospect of a naval battle there makes me nervous, and one of the easiest ways for the Bannerjees to contest the landings would just be to huck antiship missiles at us.[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/430: 30 resources per die) (-1 STU, -2 Energy) (Projected: 2 quarters to begin, 24 quarters to complete)
Huh. That's definitely an interesting thing to work with, though I think I'd rather finish our weapon research projects first and THEN jump on this.[ ] Modular Rapid Assembly Prototype Factory (New)
The Chicago based program has been the overall most successful, and the most straightforward. While the program as a whole will need significant support from MARV hubs for actual functionality, it is primarily components off the shelf, and needs the least technological innovation to begin seeing impact in the field.
(Progress 0/335: 20 resources per die) (-2 Energy, -1 Labor, -1 Capital Goods) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)
Might be nice to do this on the caffeinated kudzu project just to get the +1 bonus to dice a little sooner, but we might not. I could see it either way.[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
Huh. Well, I'm very comfortable making that promise to Health and Welfare, and frankly I'd be happy to do the promises to the Air and Ground Forces. The Space Force promise, I dunno. The Talons promise... Well, we totally could do it, but I'd rather stick to the 20 R/die projects for now.[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
-[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
You have my sympathies.I cannot vote for any plans that don't do ths project. ⋟^◕ܫ◕^⋞
Damn, that's a good point- though I doubt we'd get the option immediately. Still, this should be a high enough priority to justify spending HI dice at all, which is really saying something given how many high-profile options we have there.Wasn't there something about the Nod processing plants using repulsorplates to make STUs at a higher efficiency? Might need this for another stage of processing improvements
Bad. I feel bad about it, because it's a genuinely popular and strongly desired project, and lack of vehicle availability is probably actually affecting the civilian economy because there's a lot of applications for which just being able to have a frickin' pickup truck- or more generally, the ability to independently move around from job site to job site without taking mass transit- actually matters.
At six dice per turn it's really pretty easy to do it all.I suppose that's what we get for agreeing to complete two phases of Reforestation Campaign Preparation without even seeing what the project would entail. Going to be a lot of work while we also have agriculture consumer goods to deliver.
That's hilarious and I love it, and I have no idea what would happen.
Like... at all? In any capacity? No more tiberium science of any kind? Not sure what you're suggesting here.
Because it is a fractional number at the moment. Because it is 450 producing 5 STUs instead of 500. So difficult to turn into a simple expression.Oh boy, oh boy... this is a toughie. Although, uh... The IHG Tiberium Processing Plants project doesn't seem to actually have a boost to STU's. It says it will "noticeably increase GDI's supply," but no number is attached to that effect. Maybe someone else already addressed this. Also, notably, this is a separate project from the old refits of existing old plants so they can perform the H-G process at all.
I think we're okay with a big push on vein mining for this turn. MARVs are worth considering for the near future, of course!Given the fact that all of these are locked off and that the Modular Rapid Assembly Prototype Factory has more functionality based on the number of MARV fleets we have, it might be a decent idea to invest in some MARV fleets if we want more Rpt other then from Tiberium Vein Mines.
I... think you're right, actually.Also since I have been away from the thread for a while can someone explain to me exactly which projects fall under the Department of Refits, and the Department of Munitions? Because on the surface then both seem like really good options but there seems to be no real clear indicator as to what projects they will affect in total, cause like the only projects on the board that has refits in the name is Infernium Laser Refits and Ferro Aluminum Armor Refits and the only two that have munitions in their names are Railgun Munitions Factories and Ultralight Glide Munitions Development. But there seem to be implications that these departments would affect more than that. This might be completely off base and my reading comprehension might just be shit, but it would set my mind at ease to have this explained.
The GO date for Karachi is probably only a little more than a year from now. There's no way we could invent these things from scratch and have them in mass-produced military vehicles, even on a low level, in time.I like to start work on new vehicels soon so they be ready for the fighting after we land in Karachi and i think there are two techs that will make those better:
[ ] Combat Laser Development (Tech)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)
[ ] Second Generation Repulsorplate Development (Tech) (New)
While the first generation plates work, they are fundamentally less than useful in the overall scheme of things. Too inefficient, too power intensive, too fragile. However, the program has proven useful, with serious field testing operating in parallel with continued laboratory work, and it appears likely that it is possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)
The hope is that one or more vehicles/ship will include refits of existing factories and/or shipyards so we can start the refit department then.
Capital Goods shortages are very unfavorable, and we'd probably get a lot of negative attention from the public at large even if the stockpiles can handle it. It would look bad. I'm not sure the benefits of those projects will turn out to be worth it.First-time contributor with a mildly crazy idea: We should take both Predictive Modeling Management and Long-Term Systematic Planning. It'll put us in deficit for Capital Goods, but we have a substantial reserve and every intention of going back into surplus with our plan goals long before we've dipped too far into it. In the meantime, having a solid dice curve and a revamp of project management will immediately begin paying dividends. I think it's worth considering.
Ah, good.
Ahhh. Sorry to pester you!Because it is a fractional number at the moment. Because it is 450 producing 5 STUs instead of 500. So difficult to turn into a simple expression.
2 phases of Shala and 1 of Columbia should put us at 99 PS, which we can then spend next turn. But right now I only want to do 1 MS project to see how much that raises things by (that and dice are tied up in non MS projects that I can do more than 1 free without cutting projects I want more).My main beef with catgirls right now is that the stations spit out so much PS that if we don't do -PS mad science, we're just going to end up wasting it. Biosculpting being PS-neutral bumps it down below Occult Investigations and Tiberium Wildlife for me.
Also, to put to question, what part of that smorgasbord of a statement do you think is correct, that there are only four projects that benefit from the departments, or that there is an implication of there being more going on?