It was costing us 2 STU per phase, the one we finished and the remaining 2 are now 1 STU per phase, hopefully we can retrofit the previous stages to free up some STU
Eh, that's optimistic. The effective benefit of the crit if we can't would be "what you expected to cost 12 STU now costs 9 STU." That's a 25% decrease, which is... pretty damn good for a crit. 50%, freeing up 6 STU, seems a bit excessive.
 
Eh, that's optimistic. The effective benefit of the crit if we can't would be "what you expected to cost 12 STU now costs 9 STU." That's a 25% decrease, which is... pretty damn good for a crit. 50%, freeing up 6 STU, seems a bit excessive.
I would imagine the retrofit if offered would require progression so it would take dice to apply it because currently the previous 3 phases still cost 2.
 
I'm tempted to try for repulsorplate production first, but I dunno. I'm honestly tempted to just bow out of planning entirely in the turn after Alloys Phase 5, dodge that debate, and see what people come up with.

TBH, to finish Boston without any major trouble we need to shelve either Alloys 6 or Repulsorplates.

Would prefer to shelve Alloys, we have other ways of increasing income.

Big Logistics boost Is probably preferable ATM. Plus long-term benefits.
 
[X] Decommission at 7 years (medium PS penalties if energy shortage)
We've known the plants needed replacing for a while now and have been working on it but we also have a bunch of plan goals we still need to finish so I'd like the extra bit of room in case something goes wrong. I don't want to delay decommissioning the plants until they fail because that is a little unpredictable. Some will fail early and some later and so that's more difficult to plan around so is most likely to go wrong and it has the harshest penalties for an energy shortage .
 
Today, the remnants of the tower, and the Visitor operations that surround it are a titanic ruin, now on the edges of the Initiative's grinding offensive into the Red Zone. Although much has been claimed by Tiberium, destroyed in the fighting over a decade ago, or otherwise lost, there are enough remnants to be interesting. Alloys that have lasted over a decade in the deepest of Red Zones, systems that appear to still be functioning, and a handful of other samples. While a small amount considering how much material GDI has already gone through from the Visitors, every piece helps.
It is a partial refresh on the Visitor Gatcha, yes.
Neat! And would getting access to more towers also provide partial refreshes?
Potentially. Depends on what has happened to them in the intervening years, and how badly they were damaged.
Interesting. Combined with the Threshold Tower Map below

The big one in southern Italy is Threshold 19, IE Kane's Penthouse. Source.
From this map and the one in the results post, it would seem that the tower we have secured is the one in the northern US, near Chicago. There are two others that might be secured with the on going Border Offensives: the one in Australia, and the one in Romania. There is also the one in northern Italy which is close to a region carved out by the local MARV hub.

While calling the idea politically radioactive is probably something of an understatement, with no human currently in political power not remembering in vivid detail the events of the Firestorm crisis, and the second closest that humanity has come to extinction likely ever. It is interesting and potentially quite useful, so long as the resulting intelligences are safe, and there are a wide array of secondary technologies surrounding it that are far more flexible than another way to produce artificial intelligences.

There is no probably about it. CABAL tech isn't so much radioactive as much as an ongoing nuclear explosion.

While it is exhausting, with multiple Deltas collapsing during testing as they pushed themselves too hard, the primed Tiberium produces about five percent more STUs.

Attempts to explain the methodology have gone, on average, fairly poorly, as the Deltas trained to do it have done so by means of ritual and mnemonics, using the still poorly understood powers over Tiberium to reshape it to their will. While analysis of primed tiberium is difficult, it seems that the Forgotten are inducing some form of cascading internal crystalline reshaping, essentially producing small amounts of stabilized trans uranics in the tiberium crystals themselves that can be extracted during the normal refinement process.

This is interesting, combined with talk about taking leaving the Deep Glacier Mines for a bit while the currently producing Zone Armor from Set 1 arrives to the Ground Forces and ZOCOM can step away from Blue and Green Zone commitments. Plus how the Containment Lines description supports Forgotten it may be worth while to do this in conjunction with Forgotten Experimentation. Containment Lines does mention that it may also put stress on ZOCOM, but surely it would be less so then deep Red operations.

Notably, this isn't really a list of programs we can undertake.

While we have a mandate to finish the current generation of Deep Red Zone projects, I think we need to keep it to containment lines and MARVs and inhibitors after that if any more Deep Red options arise. ZOCOM is under a lot of strain from the existing Deep Red stuff.
Essentially this. But also avoiding the RZ abatement and normal Glaciers as well.

Also
By essentially plugging the thing in backwards, while it does mean that Tiberium growth was slowed, it also pushed it away, primarily down into the ground. While not a difficult thing to fix, and solutions are already in place, it is a noticeable flaw in GDI's attempts to make use of Visitor technology to combat the threat of Tiberium.

The tib being pushed under ground is not good. It does bring the idea of making enhanced Tib spikes for the express purpose of potentially isolating the third aspect of the inhibitor the 'manual control' section. That seems critical to me as work on Tib control from the direction of Delta Forgotten and from the technological angle may give us clues for the ramshackle TCN option.

The first of the peaker plants, GDI's first attempt at building actual fusion power, have begun to fail this quarter. While not unexpected, and something that has little actual impact on grid stability, it is a worrying sign that GDI does need to build a strategy to deal with the coming failures across the fusion system. While politically the failures are seeing some interest in returning to a more fission based system, practically speaking this is akin to the senators and representatives in late 20th century America supporting clean coal technologies. It is infeasible for the amount of work required to build them relative to expanding fusion power for the same gains.

Looks like we are finally looking down the hard timeline for getting 2CCF online.

Aside from the 9 phases of CCF plants we built (16*9 = 144 Energy) we also constructed the precursor plants of:
-Fusion Power Prototype: 1 Energy in Q3 2055 (The first Fusion plant)
-Fusion Peaker Plants: 4 Energy in Q1 2056 (The single sub plant component for the CCF design)
-Synchronized Cycle Fusion Plants: 8 Energy in Q1 2057 (The prototype for the CCF design)
Therefore there were a total of 1+4+8+144 = 157 Energy from CCF and precursor plants. Therefore we need to produce 156 Energy in 6.5 or 7 years to replace the stuff that is going to go offline.
For the 7 year case that is 28 turns and therefore would mean an average 5.57 Energy per turn needed. 4 of that is covered by the DEA and therefore we would need 1.57 Energy per turn.
For the 6.5 year case that is 26 turns and therefore would mean an average 6 Energy per turn needed. 4 of that is covered by the DEA and therefore we would need 2 Energy per turn.

2CCF is approximately 4 dice needed per phase on average, and produces 19 Energy. Therefore, that is roughly 4.75 Energy per die. Therefore on average as long as we invested at least 1 die per turn into 2CCF, we should be good for both the 6.5 year and 7 year goals.

Personally I think we should stick to a stable 1-2 dice on 2CCF to give us a bit of a buffer and for use in Energy consuming projects.

The work this quarter has included a relatively small crisis. While connecting one of the station struts, an errant cut by a plasma torch punched through to a pressurized habitation section that was backstopping the brace. While the hole was small, and easily patched, it did require the evacuation of an entire section as a precaution, and is a reminder of just how fragile many of the Initiative's stations are.

Good safety procedures are always good. Kinda reinforces the need for a Hospital bay though.

[ ] Strategic Area Defense Networks (Phase 2)
Expanding the program to some selection of GDI's more vulnerable primary cities, locations like New York, Tokyo, and other strategic crossroads of global production, logistics, and population for the Initiative, will both defend against the potential for terror attacks, and protect critical infrastructure and governmental resources.
(Progress 285/285: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 445/320: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 125/365: 20 resources per die) (-2 Energy, -1 STUs) (Projected: 2 quarters to begin, 6 quarters to complete)

The last line is Phase 4 and it costs STUs. I somewhat expected the increase in Energy costs for Phase 4, but the STU cost is an unanticipated surprise. I guess it shouldn't have been though, we haven't built the Infernium Refits yet.
 
[X] Decommission at 6.5 years (low PS penalties if energy shortage)

Let's just get this done as soon as possible because the refits will get us at least +3 Energy each. Reaction post:

On the American plains stood one tower that was brought low by massed Initiative air power. Sixteen full wings of Initiative tactical air and a further four of transport air pounded their way through, Firehawks flying top cover as the transports lumbered in with a decidedly not loaded according to regulations delivery of bombs. A converted Ox is capable of carrying nearly twice the load of a mid 20th century strategic bomber, and while accuracy can be described as questionable at best, when the target is visible from orbit even VIII Bomber Command would have a hard time missing.

OK I'm having trouble understanding this. What exactly is the reputation of the VIII Bomber Command that it is used as the standard for missing?

Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2710/3800)‌ ‌(900 IHG)

STU Production and Consumption
Net: +8 per turn
Production: +27 per turn
Consumption: -19 per turn
14 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-11 Other (7 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
5 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])

If the processing capacity is 2710 and 900 of that is the new IHG processing then the amount of STU Produced is 28 not 27 as the 900 IHG capacity produces 10 not 9 STUs. Which means we have 9 STUs not 8.

"Why is there a research proposal for the development of cloned udders for milk production on my desk?"
"Because Secretary Thoki signed it, madam."

Doctor Samantha Hayden to her secretary Fukuyama Kiyohisa

I don't know who either of these are. Can someone help me out here? Who are these two characters? Just cameos/references? Or people we have as VIPs?

One thing that GDI has discovered is that the first generation of the inhibitors was actually marginally counterproductive. A Tiberium Accelerator has a threefold function. First, speeding the growth of Tiberium. Second, drawing subsurface Tiberium towards it. Third, they actually offer some degree of manual control over where the Tiberium spreads. By essentially plugging the thing in backwards, while it does mean that Tiberium growth was slowed, it also pushed it away, primarily down into the ground. While not a difficult thing to fix, and solutions are already in place, it is a noticeable flaw in GDI's attempts to make use of Visitor technology to combat the threat of Tiberium.

Yeah we need those improved Tib Spikes researched.

[ ] Coordinated Abatement Programs (Phase 1) (New)
While GDI and the Brotherhood of Nod have quite a few disagreements, and many elements within the Brotherhood worship Tiberium, not all of them do, and for those with more sane ideas about the crystals, allowing GDI abatement crews through their lines is a significant ask, but not an unreasonable one.
(Progress 82/190: 25 resources per die) (+2 Red Zone Abatement) [43]

Trust is a slippery commodity, hard to produce and harder still to keep from spoilage. All the theoretical work is done; the signatures have been gathered, the areas demarcated and agreements ratified by the Great and the Good but the real test is being found in all that theory being made practical.

Everyone seems to feel they are putting their head in the tiger's mouth, regional NOD forces know that an Initiative railroad laid to carry the heavy abatement equipment today could be turned to a military purpose tomorrow with great ease. The GDI pioneer teams have their own acute awareness that if anything were to kick off, they'd all be lying dead in the fields of crystal before a QRF got within a hundred miles. Decades of tensions are ready to boil over and there has already been one near-miss incident with a crew coming under small arms fire, work being halted for one week while the local NOD enforcer carried out 'disciplinary operations'.

All that said, work has begun at an encouraging pace and for now the uneasy peace holds.To call progress in this area tricky is probably one of the greater exercises in understatement that has been made in recent years. This project may yet represent the start of a new era, in some parts of the globe at least.

I'm still going to be using 2 Die on this in my plan for next turn, but I expect that we are in some way limited in the number of Dice we can use on this without causing an incident with NOD.

[ ] Human Augmentation Programs (Tech) (New)
While there are many areas where GDI is not particularly comfortable augmenting the human body, there are other areas where there is little good argument against it. Ranging from implanted hormonal regulators, to the array of genefixes that can be done to improve the health and wellbeing of the Initiative's population, there is much that can be done actively, rather than leaving it to the vagaries of evolution.
(Progress 124/120: 30 resources per die) [89]

It's 129 not 124 because of Seo's tech research bonus.

Edit: @Void Stalker you still haven't updated the Breaktrough Results post with the newest breaktrough.
 
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Alright. Some good results all around.

The Forgotten have come forward with a new technique, one that is without overstatement significant, in terms of GDI's ability to make use of STU based technologies. Specifically it is Atreides's band bringing out a method of essentially shouting at Tiberium with their brains to prime it to produce additional STUs using the same processes. While it is exhausting, with multiple Deltas collapsing during testing as they pushed themselves too hard, the primed Tiberium produces about five percent more STUs.
Huh. That's wild.

I'm not sure how we can take advantage of this.

Maybe study this until whatever signal can be artificially replicated?
Additionally, the Air Force is looking seriously at what is needed for development of repulsortech platforms of their own.
Hmm... yeah we definitely need to do Repulsorplates after alloys. Looks like they are going to be very important to air and space in the near future.
Politically, the rebuilds are a bit of a messy topic. While, on one hand, it is healing some of the scars of the war, and they are a secondary priority to begin with, at the same time, concerns over Tiberium have made what would have been a positive urban renewal program, that could have brought in good publicity and improved morale, something of a slump, with distinctly low public engagement. More directly, performing the rebuilds means de-housing thousands, many of which will not be able to return to their homes. For some, proximity to work and services in urban centers and low rent outweighed the cramped spaces, and now they must be shifted outwards, with waves of re-location spreading to other housing and shock-waves of shifting rental prices being anticipated by the populace.
Hmm...

That does kind of suck for the people that have to move. But we promised to do the project. Hopefully we gave them fair compensation.
Connecting the two sides of the North American continent with a secure Blue Zone rail line is something that would radically simplify supply problems. Rather than taking a twenty six thousand kilometer journey that, even with the Initiative's typical pace, takes over two weeks to complete, or a dangerous plane trip over a SAM infested Yellow Zone, or ion storm infested Red Zone territory, a cargo could be moved safely from coast to coast in less than 3 days under optimal circumstances, and certainly no more than a week under normal conditions.
Huh. I was expecting more about the newer cities getting connected, military supply lines, and expanding into red zones to assist the harvesting.

Guess stuff has been ticking along in the background and it doesn't have the same impact it would have had several turns ago.

Still, nothing bad about the results. We definitely need to do another phase if we manage to get all the way through the North American red zone. Seems like that rail route would dramatically improve logistics.

The middle of the road is to try to decommission at the seven year mark, leaving some of the time in service on the table, in exchange for a much more reliable pace of loss, and giving GDI some room to work with if progress on replacement plants is not as effective as could be hoped.
Middle of the road seems fine. Glad we're been consistently working on powerplants.
Continuing work on Reykjavik has seen new growth vats, new ropewalks, and most importantly, work on the very heaviest bundles, some of which are designed specifically to be used in revisions to the Mastodon platform.
That capstone seems like it could affect a bunch of stuff. Replacing servomotors entirely? Crazy stuff.

And it would boost the mastodon. Very nice.
while uptake has been middling at best, with a significant portion of GDI's population either lactose intolerant or significantly less lactose tolerant than the historical norm
I thought fixing lactose intolerance was one of the first things we did when we did human genome editing?
One thing that GDI has discovered is that the first generation of the inhibitors was actually marginally counterproductive. A Tiberium Accelerator has a threefold function. First, speeding the growth of Tiberium. Second, drawing subsurface Tiberium towards it. Third, they actually offer some degree of manual control over where the Tiberium spreads. By essentially plugging the thing in backwards, while it does mean that Tiberium growth was slowed, it also pushed it away, primarily down into the ground. While not a difficult thing to fix, and solutions are already in place, it is a noticeable flaw in GDI's attempts to make use of Visitor technology to combat the threat of Tiberium.
...crap. That's a big problem.

...

Yeah, we should probably do the Tiberium growth thing. We need some new options.
ZOCOM has certainly not had an easy time of it.
Hmm... What's the solution then? More suits?
This project may yet represent the start of a new era, in some parts of the globe at least.
Hopefully this goes well. Having some nod factions move to neutrality would be very helpful.
While GDSS Conestoga will likely take a year to complete, between the various elements of working up, it is hoped that future ships of the class will push down that timeline dramatically, aiming for a final production rate of between two and three new hulls a year out of Enterprise alone
Automatic Conestoga deployment! Excellent. Plan goal done.
The primary task for these ships will be the establishment of large scale colonies on and around the Moon.
This should help immensely when we start the colony stuff after the stations. Excellent news.
and is a reminder of just how fragile many of the Initiative's stations are.
Always a big concern. They should all be shielded but I do worry about a surprise nod attack destroying a station.
If GDI had construction drones capable of working at this speed, this is where they would shine.
Shame our robot expert was killed. :(
(Progress 125/365: 20 resources per die) (-2 Energy, -1 STUs)
Hmm... next phase has a stu cost. Unfortunate. Oh well.
While ZOCOM is not particularly happy with the sequence of developments
I'm not really clear on what they are unhappy about? Didn't they want their guard duties covered by the rest of the military so they could focus on red zone?
While the final results exist, they make approximately nobody happy.
Perfect! A excellent compromise.
Rather, their primary task will likely be to exist as a threat in being, a reason for the Brotherhood to back off on assassinations lest GDI go in on trying to do the same to their upper leadership.
Hey, if it stops the assassinations I'm all for it.
 
So, partial Scrin refresh is good. While ZOCOM is stretched, it still seems worth it to push another RZBO to get at other towers. We need whatever we can get outta their tech. And Nod's tech, but we seem to be doing well on that front. There's actually a pretty significant backlog for their stuff we haven't even touched yet.

And the Forgotten shouting at Tiberium makes it do what they want! That's amazing, and has definitely pushed Forgotten Experimentation up my priority list. More STUs is always worth it. And the Enhanced Tiberium spikes. We still have much to learn about managing Tiberium, as the Inhibitors have shown. Two dice on the Forgotten, one on the spike? Seems good to me.

And I will be pulling for the Bio AIs! That's so freaky and cool.


[X] Decommission at 7 years (medium PS penalties if energy shortage)

Just getting this out of the way, as I otherwise don't care much about how the power situation is solved, as long as it is. Personally I'm hoping for a project similar to DAE, but with Fusion Plants.

Building a new transatlantic rail is a great idea, and another reason to do RZBO, though it's unfortunate we seem to be hitting their current limits. Guess it's back to shuttles if we need more logistics.

That Reykjavik is going to make the Mastodon better warms my heart, I'm really hoping Fast Twitch Myomer becomes an available project soon. And the U-series continue to plug away and make everything easier. I remain fully in favor of finishing the whole project.

For me, the Reforestation text is a harsh reminder of how much Tiberium has taken from humanity. Taken from the Planet even. We might be dependent on it for the rest of human existence, but we should never forget it's wonders are paid in horror and desolation. But still, nice that we're making progress on cheese and meat. The meat in particular seems well suited for several deil style sandwich meats. That's what progress looks like to me.

In space, space stuff happened. New shipyards, stations getting farther along, nothing to complain about from me. Wanna do that oxygen thing next turn.

Services was good! The gene augmentation project was basic, but that seemed to be the point, so can't complain about that. Still hoping that unlocks some less limited options in future. Honestly, I don't think I like the comprises the Autodocs undertook, even if they were necessary to make people comfortable. But they're ready for prime time now, and that's what matters.

Now the military, starting with lasers nobody likes. Good. If they're not completely in love with them nobody will be tempted to stick more lasers then we can afford on a platform. It's a good enough laser, exactly what I want from GDI. SADN still looks like it needs a few more dice, but that's fine, we can drip feed those in while working on other things. Personally I'm very invested in getting the last of the Sharks and the Islands out and about. And while this isn't, technically, military? DAGGER teams will help us a lot. If Old Nod Stealth becomes an option? I'm putting it on any plan I make, just for them.

Those are my thoughts. Should do a Reread now, these updates are very information dense. Fun, but still. Thank you for writing, Ithillid!
 
New preliminary plan for Q3 2063 now that the turn post is out:

- Rails, Shuttles and Housing Refits,

- 5 Dice on Alloys and 3 Dice on Fusion Plans,

- 2 Die on Reykjavik and 2 Die on Bergen because of a persuivasive argument,

- 2 Die on Lab Meat Deployment because I want that done as soon as able and the rest on Reforestation Prep,

- Doing both Enhanced Tiberium Spikes and Forgotten Experimentation because the Spikes are now urgently needed while the Forgotten Experiments are noted to increase the long term means of survivability of Tiberium exposure which is something ZOCOM will appreciate. Also a Phase Each of Border Offensives and Coordinated Abatement because we can do it all with a single Free Die in Tiberium,

- Life Support Development with a slow rolled Columbia finish so Shala can catch up,

- Autodoc Deployment has 3 Dice in case it is needed and then finishing off Universities,

- An AA Dice goes here on Railgun Munition Factories to save us a turn or two before we can have Inferno Gel. SADN Phase 4 gets 3 Dice so it probably finishes next turn. Also does Unmanned Vehicles, Infantry Support Drones and Stealth Disruptors Deployment.

- Both another transfer of funds to InOps and some Trade. How much? I won't be able to tell until next turn, but I'm thinking somewhere between x2 and x4 on Consumer Goods Trade to get that properly started.

[ ] Plan Logistical Orbit v3.3:
-[ ] Infrastructure (5/5 Dice +27 bonus) 80 Resources:
--[ ] Rail Network Construction Campaigns (Phase 6) 1/260 15 RpD, 3 Dice = 45 R 42% ADC 55
--[ ] Suborbital Shuttle Service (Phase 2) 159/220 25 RpD, 1 Die = 25 R 82% DC 19
--[ ] Postwar Housing Refits (Phase 1) 114/160 10 RpD, 1 Die = 10 R 97% DC 4
-[ ] Heavy Industry (5/5 Dice + 3 Free Dice +34 bonus) 260 Resources:
--[ ] U-Series Alloy Foundries (Phase 5) 136/485 40 RpD, 5 Dice = 200 R 91% ADC 33
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305/595? 20 RpD, 3 Dice = 60 R 100%/11% ADC 1/72
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 100 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 20 RpD, 2 Die = 40 R 17% ADC 72
--[ ] Bergen Superconductor Foundry (Phase 4) 235/640? 30 RpD, 2 Die = 60 R 2/6 Median ADC N/A
-[ ] Agriculture (6/6 Dice +29 bonus) 50? Resources:
--[ ] Reforestation Campaign Preparations (Phase 1) 252/815 5 RpD, 4 Dice = 20 R 4/8 Median ADC N/A
--[ ] Laboratory Meat Deployment 0/??? 15? RpD, 2 Die = 30? R ???% ADC ???
-[ ] Tiberium (7/7 Dice +1 Free Die +39 bonus) 205 Resources:
--[ ] Red Zone Border Offensives (Stage 5) 158/210 25 RpD, 1 Die = 25 R 100% DC 1
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 0/180 20 RpD -5 PSpD, 2 Die = 40 R -10 PS 72% ADC 39
--[ ] Forgotten Experimentation 0/260 30 RpD, 3 Dice = 90 R 77% ADC 38
--[ ] Coordinated Abatement Programs (Phase 1) 82/190 25 RpD, 2 Die = 50 R 99% ADC 8
-[ ] Orbital (7/7 Dice +1 Free Die + Erewhon +34 bonus) 190 Resources:
--[ ] GDSS Columbia (Phase 5) (Updated) 643/1030 20 RpD, 3 Dice + Erewhon Die = 80 R 18% ADC 64
--[ ] GDSS Shala (Phase 4) 486/520/1485? 20 RpD, 4 Dice = 80 R 100%/ 4/12 Median ADC 1/ N/A
--[ ] Life Support Processor Development 0/80 30 RpD, 1 Die = 30 R 75% DC 26
-[ ] Services (4/4 Dice +35 bonus) 105 Resources:
--[ ] Autodoc Systems Deployment 0/??? 30 RpD, 3 Dice = 90 R ???% ADC ???
--[ ] University Program Updates 137/250 15 RpD, 1 Die = 15 R 38% DC 63
-[ ] Military (7/7 Dice +1 Free Die + AA Die +31 bonus) 140 Resources:
--[ ] Strategic Area Defense Networks (Phase 4) 125/365 20 RpD, 3 Dice = 60 R 65% ADC 44
--[ ] Infantry Recon Support Drone Deployment 0/160? 10 RpD, 2 Die = 20 R 67% ADC 42
--[ ] Railgun Munitions Factories (Phase 3) (Munitions) 50/165? 10 RpD, 1 AA Die = 10 R 51% DC 50
--[ ] Stealth Disruptor Deployment 0/180? 15 RpD, 2 Die = 30 R 49% ADC 52
--[ ] Unmanned Support Ground Vehicle Development (Tech) 0/80 20 RpD, 1 Die = 20 R 72% DC 28
-[ ] Bureaucracy (4/4 Dice +29 bonus) 60 R:
--[ ] Transfer Funding to InOps 60 RpT
--[ ] Trade Programs -5 PS per Action taken
---[ ] Sell Consumer Goods X ?: +5 Resources per Turn, -10 Consumer Goods
--[ ] Administrative Assistance Railgun Munitions Factories 2 Die
-[ ] Total Cost: 80+260+100+50?+205+190+105+140+60 = 1190?/1225
 
Repulsor plates definitely ought to be a priority now that the military in general is telling us it wants a replacement for the current generation in vehicles thanks to tech/doctrinal changes. If the Airforce is seriously investigating repulsorcraft of their own like the update says, it behooves us to develop any repulsor tech we feasibly can. We know second-gen repulsor plates have very real applications for aircraft and spaceflight so lets ensure that it's at least an option the Airforce can reasonably explore.
 
Honestly, HI future depends on how expensive Will getting population off planet be.

Current worst case scenario is 350 per 1K of population:
I can give you an absolute lower bound. This is assuming no new techs, no new infrastructure, no new anything after Q2 2063. This is intended to be pessimistic in the extreme. Primarily, it will be lunar habitations, looking at around 350 progress per thousand residents.

If those lunar habitats become available immediately after we finish current stations and if we finish them in 2063, then we should be able to reach Space pop goal without too many Free Dice, thus freeing them for HI.

That said, if we go this route we might have to abandon other space projects.
 
It just occurred to me that we may be getting another phase of Vein Mines that cost only 1 CG because of how much Red Zone Territory we took and the fact that we expanded the rail network.
 
[X] Decommission at 7 years (medium PS penalties if energy shortage)
Now we have gotten the new combat lasers ready to go it is time for:

[ ] Next Generation Armored Support Vehicles (Platform)
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. Its role will be filled by a mark 2 of the same name, intended to be roomier on the inside, with better armor shaping for the new ablat plates, and an upgraded weapons system. Additionally, there is need for a second core platform, built with tracks rather than wheels, in order to support much heavier armor and protect troops during direct assault and maneuvers in the face of ever heavier Brotherhood fire.
(Progress 0/80: 25 resources per die)

As even as producing enough of them to supply all of our army will take a lot of factories the first factory can supply a large part of ZOCOM and that is worth doing on its own and there might even be enough APC's left over to supply a few army formations that have swapped to zone armor as well.
 
As even as producing enough of them to supply all of our army will take a lot of factories the first factory can supply a large part of ZOCOM and that is worth doing on its own and there might even be enough APC's left over to supply a few army formations that have swapped to zone armor as well.
Do ZOCOM use APCs?
They can't be using those ones now, as they don't fit zone armor.
 
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