[] Plan Evacuation Prep

Hope for the best and plan for the worst, we're going to need to get that data at some point and better now than in the middle of a panicked evacuation, if there turns out to be an unexpected flaw in the design we can actually work on fixing the problem before it becomes an issue. Also that extra .3k population isn't insignificant.
 
Normally, I'd be heavily against the VHD bay from a safety standpoint. But keeping in mind that it's going to be inhabited by the best of the best, and the GDI is already highly paranoid from a security and redundancy standpoint (and since we have xenotechs, such as Life Support that make it more viable), I think it's viable.

I could see doing the VHD bay last. That way if something does go wrong, they'll be well positioned to receive support from the rest of the station. (Spaceport, other residents, hospital, etc.)

I think it would increase the importance of the assembler bay though, to make sure that repairs are more timely. Hopefully, doing this very small experiment on Columbia will let us do future VHD in other areas as a form of mixed zoning, rather than a discrete bay.
 
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I think we need to bear in mind that this is experimentation. If we don't build a VHD bay on Columbia it's probably going to be a very long time before we ever experiment with that, and while it's not something we want to build, if it turns out we're in a position of "the liquid tiberium doomsday clock is eight years out, do what you can," we won't have time to test things; we'll want our designs ready to go.
 
I do not think the VHD is viable for long term habitation.

But it might be viable for layovers, when people are waiting a few days for the next craft to carry them onwards.
 
Notes on the turn:
Current Economic Issues:
Housing: +72 (9 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34 (+5 in reserve)(+5 per turn from sub-departments)
Logistics: +26 (-2 from military activity)
Food: +29 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23 (-8 from refugees)
Capital Goods: +25 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6
Consumer Goods: +242 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2760/3800)‌ ‌(900 IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140 (+20 per turn from Private Industry)
We should have everyone out of Low-Quality Housing who wants out next turn, if we get the arcologies finished.
Energy is looking much more comfortable, but we need to keep working at it to absorb the losses from offlining plants, and also possibly private industry eating some.
Other indicators are looking decently comfortable as well for now, but we can easily drop double-digits in several of them, so we need to pay attention on that.
Private Industry is now generating +10 Consumer Goods per turn, which I feel makes doing a trade deal with Nod regarding them next turn quite justifiable. Also, we're up from +15Rpt to +20 from taxes, which is nice.
Tiberium Spread
24.99 (+0.04) Blue Zone
0.06 (+0.01) Cyan Zone
23.05 (+.02) Yellow Zone (104 points of mitigation)
51.90 (-.07) Red Zone (86 points of mitigation)
Well, we've run out of Green Zone, and so YZ mitigation is just applying to GDI's share of what we claw from the Red Zones.

Politics
With campaigning for the coming election in full swing, GDI is preparing to see a significant shift in political fortunes, and a likely increase in polarization. With victory over the Brotherhood seemingly attained for the moment, and multiple warlords willing to work with GDI against their erstwhile brothers in arms, Litvinov is riding a notable high. While negotiation with the Brotherhood is always a fraught position, and one that the vast majority of the Initiative does not support, it has been somewhat successful so far, and the overall political winds await the fallout, positive or negative.
Hooray for Litvinov! Here's hoping that peace works out, at least with some of the major warlords.
On the other side, there is the 'dazzle camouflage' approach, more appropriate to the world of fashion than the battlefield. The simplest, and usually easiest way to use adaptive cloth, is to simply integrate a set of microcontrollers, and play regulated patterns across the cloth, with most patterns using simple geometric or natural arrays to create flashing visual interest. The other approach is to actually use a set of heat sensors placed against the body and apply the feedback from those to adjust the coloration on the surface.
Now we can have animated hawaiian shirts!
[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, they are still worthwhile from both environmental and economic perspectives.
(Progress 160/160: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods)
(Progress 36/155: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods) [nat 1, 95]
Income 1d3: [2] = +30 RpT

On 19th September, the Mount Belaya Tiberium mining complex detonated in a multi-kiloton explosion, throwing clouds of dust in a blast radius that covered much of the Anadyr highlands and the Siberian Blue Zone, with some clouds even reaching as far south as Hokkaido.

While it is difficult to find the cause due to a combination of factors, most notably the recording backups actually being within the blast radius of the detonation, the most likely answer is that the complex hit a previously unknown pressurized pocket of liquid Tiberium that created a fuel-air explosion and propagated back into the pocket.

Immediate casualties were limited to the few dozen men and women working the immediate mining complex largely working in the surface worksites, the maintenance barn, and the control center. Casualties from the after effects of the event are still trickling in, and are substantially higher, especially as GDI was forced to rush significant numbers of abatement assets into the region.

The political and practical consequences of the detonation are likely to be far more lasting. The blast was impossible to downplay, especially since the detonation of Temple Prime GDI has seen significant paranoia about the potential of liquid Tiberium explosions, and in light of the detonation, that paranoia has become not only justified, but if anything, understated. The Initiative has seen substantial public pressure to increase safety margins, and maintain far larger and more capable reserve forces to respond to future detonations, both of which will steal away significant assets that could otherwise be moved to the front lines of the war on Tiberium.
Well, that's an unfortunate boom. Note that at least this stage and maybe the next are not giving YZ abatement, but given our having run out of Green Zone, that's much less of a problem.
In Australia, the process has been complicated and hampered by the pattern of growth of the Tiberium. Back in the 2030s and 2040s, before the destruction of GDI's research program into liquid Tiberium in the Australian outback turned much of the area into a Red Zone, Tib had been substantively, although certainly far from entirely, controlled. The thing is that unlike most other Red Zones, Tiberium has not had the time to penetrate deeply into the soil. The veins and rivers of deep Tib simply don't exist in the Australian outback in the same way that they do elsewhere, with much of the Tiberium contamination distinctly shallow, with fragmented deeper incursions.
This has meant the need for far more inhibitors than initially budgeted for, and the construction of a number of small bases across the Outback to support them, due to the way that all human settlement has hugged the coast. While neither have actually stopped the project from completing, it has meant that many of the construction crews will need to be rotated back to the back lines for rest and relaxation in the coming months.

[ ] Red Zone Border Offensives (Stage 5)
A final major offensive across the northern section of Australia will see GDI make good the last of the gains of the Regency War, and reap the economic benefits of the conflict. While still a serious strain on the Zone Operations Command, it is one that likely can be borne, especially if GDI slows down on other red zone operations.
(Progress 245/210: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) [48]
Income 1d5: [2] = +20 RpT

The final phase of Red Zone Border offensives has been unleashed with Initiative teams forcing Tiberium back, one bloody step at a time. But forced back it has been, with the campaigns first formulated in the wake of the Regency War now completed, the grounds prepared to switch from securing against Tiberium attack to sieging the newly taken territory and cleansing a gaping, rotting wound in the Earth.
Australia having fewer deep veins of Tiberium is interesting, and may mean that mining out the Central Australian Red Zone could perhaps not result in an inland sea. I definitely think we should at least consider working on a Deep RZ Glacier Mine next turn.
One bright spot is in how the actual harvesting crews have begun to work together, with especially Yao but also Bintang and the Bannerjees encouraging the effort. While GDI and Brotherhood methodologies are distinctly different, and have different goals, the harvesting crews out at the tip of the spear have been able to exchange tips, tricks, and safety measures to try and help both of them stay safe in their toxic environments. At the same time, reports of fraternization have increased notably, with the two sides exchanging food, supplies, and a number of basic luxuries.
Again, yay for a common enemy helping with diplomacy.
"To unofficially Report, this meeting is Unnecessary. You have been Informed of My progress and issues to this time Previously. To unofficially Report, I have made Satisfactory progress in developing the Largest Ambulance ever constructed."

[Other officials question what that means.]

"This Hospital is constantly moving and meant to allow You wounded above Earth to Survive until they can be transported down. This is an Ambulance. To Officially State, I would like to go back to Working Now."
I love this. And hereby propose a small subsidiary station to follow in Columbia's orbit designed specifically for law offices. :D
The Sharks were, for the most part, too late for the Regency War, but have since proven themselves to be quite effective, both as submarine hunters, and as general service platforms. Dozens of old destroyers and frigates, the obsolescent verging on obsolete missile platforms of the late 20th and early 21st century, have been retired, most going immediately to the scrapyards as between rusting hulls, rapidly repaired battle damage, and decades of hard use, they are too worn out to actually be effectively converted into museum ships.
o7 to all those old ships... and I imagine that the sailors will be very happy to get off of them.
 
While few to none of the books are on wood pulp paper, there are many other options – most notably bamboo fiber, among others.
I would have thought hemp would be used instead of bamboo. Hemp is more sustainable than bamboo in that it produces seeds after every growth cycle, it has good lifespan, and is quite recyclable.

[] Plan A Good Spread
[] Plan Evacuation Prep
[] Plan Space Health Service
-[] High Density Housing
-[] Hospital Bay
-[] Assembler Bay
-[] Spaceport Bay
F0lk we already have a hospital bay locked in, this would put in a second hospital bay.
 
First is the absolute need to avoid becoming another Hassan, another Marcion, another puppet of the Initiative, beholden to Blue Zone masters and an easy target to rally the rest of the Brotherhood against. There is a long history of the Initiative using Brotherhood warlords as proxies in areas that it does not believe it can control, or to produce calm fronts where it can turn armies against warlords that more actively oppose them. It has never resulted in good outcomes for the warlords who accepted that poisoned fruit, or the people who followed them.

Harsh, but fair. This is, to be blunt, exactly what we are doing.


Adding Tiberium to the Chemical, Biological, Radiological, and Nuclear list.

As for the Bays. The thing I think we need to have is the Spaceport Bay, after that, the self repair of the Assembly Bay sounds helpful. I don't think the second hospital bay is needed. The current hospital is, as Erewhon aptly put it, the biggest ambulance ever built, when we get to further Stations and especially the Lunar Colony, we are likely going to build more hospitals locally.

The SCOP bay sounds like something we will need eventually, but that eventually is in decades as even Mars gets the equivalent W/m^2 sunlight as Earth's poles do. Even if we exponentially grow our space presence we have time to get SCOP later (and hopefully make it and CRP taste better by then too).

The Tourism Bay has a more subtle advantage then I initially realized as it gives us practice with getting people who don't have the significant amount of training to get into space and mess up. This then gives us practice for what to do if (when) we need to mass evacuate people. Cause you better believe dealing with bunch of people and kids way outside their comfort zones in a controlled environment is something we will need practice with. Ideally before we have to mass evacuate people. Getting the idiot proofing done will be necessary, especially if the testing is done by tourists.

With that I think the High Density Bay gives us the best balance between the ideal (Medium) and the OSHA violation waiting to happen (Very High), gives the following plan:

[] Plan Space Idiot Proofing
-[] High Density Housing
-[] Tourism Bay
-[] Assembler Bay
-[] Spaceport Bay
 
I do not think the VHD is viable for long term habitation.

But it might be viable for layovers, when people are waiting a few days for the next craft to carry them onwards.
Again, this is a prototype. We'll be building massive amounts of space housing elsewhere and people won't be made to live in this one VHD if they don't want to.* Seeing what the system is and is not suitable for is a big part of the point of building it.
_______________________________________

*(Though I assure you, we can find 1500 individuals willing to live in space under VHD conditions...)
 
Taxation Per Turn: +140 (+20 per turn from Private Industry)
Cha-ching! Look at it grow.
Free Market Party still grumps though.

The displacements that come with postwar housing refits have continued to produce discontent, although not particularly much. Essentially, the problem is that the postwar housing had become something of a place for unattached youth and the elderly, due to proximity to city centers, relative safety from Nod, and extremely low to negative rents all combining into an attractive package for the population that does not demand as much space as a family. For as much as the luxuries and improved ease of access to goods and services the refits offer are appreciated, the major complaints from those displaced are 'too expensive' and 'too large.'
Hrm. If we push out more Arcology room, then that should lower prices a bit, and might also revise how these refits are structuring things.
Having surplus HQ housing helps with people being able to live where they want to, rather than just where they can get the quality housing that they need.

In terms of practical use, expanding the number of landing strips has made it far easier to create a regular schedule of flights, with the Initiative craft crisscrossing the globe carrying whatever is needed. However, there is a second, often unspoken element to the program. These strips, and these shuttles, are also the staging ground for mass evacuations. Too few and too far between to actually move more than a few percent of the population in case of disaster, but it remains a few percent that can be moved in extremely short order, compared to the logistics of moving a similar number by road, rail or ship, let alone marshaling the fleets of conventional aircraft necessary to do the same thing.
Ominous.

For example, there is Ornicorp – a small, privately held team based out of Dublin – which is working on ultralight ornithopters. While almost completely outside the range of actual practical utility, the idea of flying like a bird – or at least a dragonfly – has often been of interest to large sections of the population.
Please tell me that GDIWife is banned.
Theoretically, an ornithopter is quite hard to have crash down, but...

"I want to see if I can use a piece of chameleon cloth as a TV screen, and upload an episode of 'Tiberium Love' on it."
The real test is whether you can play DOOM on it.

The political and practical consequences of the detonation are likely to be far more lasting. The blast was impossible to downplay, especially since the detonation of Temple Prime GDI has seen significant paranoia about the potential of liquid Tiberium explosions, and in light of the detonation, that paranoia has become not only justified, but if anything, understated. The Initiative has seen substantial public pressure to increase safety margins, and maintain far larger and more capable reserve forces to respond to future detonations, both of which will steal away significant assets that could otherwise be moved to the front lines of the war on Tiberium.
This is a rather concerning.
If we get restricted on vein mining as well, we can't do much as far as tib mining goes. ZOCOM are still too stressed to really push much further in red zones.

One bright spot is in how the actual harvesting crews have begun to work together, with especially Yao but also Bintang and the Bannerjees encouraging the effort. While GDI and Brotherhood methodologies are distinctly different, and have different goals, the harvesting crews out at the tip of the spear have been able to exchange tips, tricks, and safety measures to try and help both of them stay safe in their toxic environments. At the same time, reports of fraternization have increased notably, with the two sides exchanging food, supplies, and a number of basic luxuries.
This is very promising.


As far as the Bays go, I favour A Good Spread, as then we prototype lots of different things.
Building a bigger hospital facility is something that we'd be looking at in the future.
 
We should have everyone out of Low-Quality Housing who wants out next turn, if we get the arcologies finished.

I actually think we have everyone who wants out already out. Indeed it was noted that some people deliberately choose the lower quality housing for the negative rent it offers, location near to work, some people prefer fortress living for whatever reasons.

Just building Arcology complexes in the middle of nowhere for the sake of having high quality housing might not actually be the best use of our resources.

To a degree we need towns and a labour pool to work tib spikes in the middle of nowhere and so on. But I've been saying for a while. I'd actually prefer fortress towns as they provide defensive hardpoints where the populace can be easily evacuated from in emergencies and provide a regional hub to pin tiberium abatement efforts, (yellow/green zone intensification) to.

Not to mention securing some territory near the borders of Krukov and Stahl or in North America.
 
I actually think we have everyone who wants out already out. Indeed it was noted that some people deliberately choose the lower quality housing for the negative rent it offers, location near to work, some people prefer fortress living for whatever reasons.
Possible, but what I meant was that we'll be able to be certain that it's a choice.
So what you are saying is, we need arcologies on wheels...
What we need is the Visitor's "Advanced Gravitic Flight" tech, then we can build arcologies and have them fly themselves into orbit. :D
 
If we are using it as a test bed then may as well build vhdh, hdh and mdh with spaceport as the last. That way we get a very direct comparison. Also we can tell people it is a test bed so they don't freak out over vhdh being a thing.
 
[ ] Adaptive Clothing Development
While the Brotherhood of Nod primarily uses chameleonware as a means of providing a "smart" camouflage against a wide variety of backgrounds, the Initiative is more interested in civilian fashion uses of this technology, especially as many of the Initiative's uniforms make widespread use of localized camouflage already.
(Progress 66/60: 15 resources per die) [32]

Adaptive clothing technology is both notably practical and potentially amazingly impractical. The mechanism is fairly simple, and biomimetic. Guanine nanocrystals are layered into a non-fibrous, semi-transparent surface – the same basic mechanism used by chameleons to change the color of their skin, and controlled via electrical impulses.

On the practical side, the biggest thing is actually ease. With camouflage, the primary goal is not to be invisible, but to break up the outline and make it more difficult to localize an individual or vehicle. This may seem odd when the first step of not being killed is generally considered not being seen, but actual invisibility is hard, while not being noticed even when in field of view is substantially easier.

A standard pattern of camouflage makes that harder, however, even enhanced by coatings of texturing paint to make the lines significantly less distinct as is common procedure. The boron carbide plates that make up a significant part of the Initiative's infantry armor tend to leave noticeable profiles despite best efforts, but adding sections of adaptive camouflage to the softer sections – such as around the elbow and wrist joints, backs of the knees, and around the neck – significantly help in breaking up the outline of an Initiative soldier just that little bit more.

On the other side, there is the 'dazzle camouflage' approach, more appropriate to the world of fashion than the battlefield. The simplest, and usually easiest way to use adaptive cloth, is to simply integrate a set of microcontrollers, and play regulated patterns across the cloth, with most patterns using simple geometric or natural arrays to create flashing visual interest. The other approach is to actually use a set of heat sensors placed against the body and apply the feedback from those to adjust the coloration on the surface.

"You want to do what?"
"I want to see if I can use a piece of chameleon cloth as a TV screen, and upload an episode of 'Tiberium Love' on it."
You know if you hooked this up to a network of light sensors and studded around someone's body you could probably create a real time dynamic Thayer countershading system, maintaining the same apparent brightness across the whole body and hiding any shadows regardless of how the body is positioned. And the boron carbide plates could still be made to have adaptive camouflage by simply adding a layer of the cloth over the plate itself though this would probably increase the area of cloth needed per soldier and may be too expensive for widespread deployment.

If we are using it as a test bed then may as well build vhdh, hdh and mdh with spaceport as the last. That way we get a very direct comparison. Also we can tell people it is a test bed so they don't freak out over vhdh being a thing.
We already have a MDH bay set up so we already have the data regarding how well it works, no need to build another.
 
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With our newest technologies, we can get far higher densities than we ever before imagined.

Now, normally with stasis fields we could probably get slightly better than one person per 3 m^3. But when combined with our brain-in-a-jar technology, I think we can do a lot better than that! Assuming a cubic jar of 0.1m x 0.1 m x 0.1 m, or 0.001 m^3, we can fit in 1000 people per cubic meter!

So, with 1 million cubic meters of space station, we can fit the entire population of the GDI!

:V
(Not a serious proposal or analysis)
 
Preliminary 2063 Q4 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1610 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

-Post War Housing Refits Phase 2-3: 33/320 Progress ~4 dice median

Semi Required Projects:
-None

Infrastructure Total = 13 dice
45 Infrastructure dice for the rest of the Plan, 32 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. Additionally, we are going to need a several phases of 2CCF plants to support CCF replacement.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/1925 Progress ~22 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 3-7: 143/1830 Progress ~18 dice median
--Requires 5 Labor
--Provides 95 Energy
--Note: Total CCF Energy to be replaced is 152 Energy. We only need 24 Energy ready this plan for the shut down on Q3 2063, Q1 2064, and including the shut down in the first quarter of the next plan on Q1 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan with the knowledge that we don't strictly need more then 27 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 40 dice
45 Heavy Industry dice for the rest of the Plan, 5 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not explicitly require any additional projects. Bergen is not explicitly required, however it may be necessary to complete the 4th phase to increase our ability to produce the 2CCF for non-plan projects, including offsetting the CCF plants coming offline.

Required Projects:
-None

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 235/640 Progress ~5 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 5 dice
36 Light and Chemical Industry dice for the rest of the Plan, 31 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the Reforestation Projects, and the production of 1 Agriculture Consumer Good.

Required Projects:
-Reforestation Preparation Campaign Phase 1-2: 457/1625 Progress ~15 dice median

Semi Required Projects:
-Agricultural Consumer Goods: Must produce 1
--4 Provided by Shala
--Total Produced: 4

Agricultural Total = 15 dice
54 Agricultural Dice for the rest of the Plan, 39 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, an additional 20 RZ Mitigation, 300 Income and 470 Processing. Also, the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: ~9 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Improved Hewlett Gardener Process Refits: 65/1380 Progress ~15 dice median

-IHG Tiberium Processing Plants Stage 1-2: 0/320 Progress, ~4 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing

-Coordinated Harvesting Phase 2-3: 88/380 Progress, ~3 dice median
--Provides 4 RZ Mitigation

Semi Required Projects:
-Tiberium Vein Mines Phase 10-11: 22/330 Progress ~3 dice median
--Requires 4 Capital Goods
--Provides ~60 RpT
--Provides 1? YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 28/400 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/550 Progress ~6 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

Tiberium Total = 44 dice
63 Tiberium Dice for the rest of the Plan, 19 dice available, no free dice required.
Orbital Projects
Orbital currently requires the movement of 16,850 people to Space.

Required Projects:
-GDSS Columbia: 956/1030 Progress ~1 dice median
--Provides 2000 Space Population

-GDSS Shala: 367/1005 Progress ~7 dice median
--Provides 400 Space Population
--Provides 8 Food
--Provides 4 Consumer Goods

-Space Population Commitment of 16850
--14450 Space Population Commitment Remains post Shala and Columbia.
---Based on the average Bay efficiency of 350 Progress needed per 1000 Space Pop yields (Reference) a conservative estimate of 5057.5 progress required. This implies 57 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing due to the Housing Bays, the Alloy Foundries, and has the potential to decrease further due to the development and implementation of specific Techs.

Orbital Total = 64 dice
63 Orbital Dice for the rest of the Plan, 0 available, 1 free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/275 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

-Note: For heavy industry, military and tiberium there is the possibility that the AEVA will improve it enough to be worth it. Tiberium should save ~3 dice over the Plan and the one in Military should save about 1-2 (despite having a larger dice count 32 of the dice in military aren't being rolled and are there for the departments), the Heavy Industry AEVA also will save 1 dice, if we include Alloy Foundries.

Services Total = 2 dice
40 Services Dice for the rest of the Plan, 38 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 9 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Reclamator Hub Red Zone x2: 0/540 Progress ~7 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 20 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 56/230 Progress ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
-Air Force Total = 2 dice

Space Force
-Transorbital Fighter Development: 0/60 Progress ~1 die
-Space Force Total = 1 die

Ground Forces
-Ground Forces Zone Armor x4: 11/1300 Progress ~16 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 8 Labor

-Next Generation Armored Support Vehicles: 0/80 Progress ~ 1 die

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-Ground Forces Total = 10 dice

Navy
-Governor A Development: 0/40 Progress ~1 die median

-Governor A Deployment: 0/400? Progress ~5 dice median
--Requires 6 Energy?
--Requires 4 Capital Goods?
-Navy Total = 6 dice

Steel Talons
-At least 9 Steel Talon dice
-Steel Talons Total = 9 die

Military Total = 52 dice
63 Military dice for the rest of the Plan, 11 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 34 current, 5 in reserve
--24 Required by CCF Replacement (8 Q1 2064, 16 Q1 2065)
--8 Required by North Boston Chip Fabricator
--8 Required by IHG Processing Plants
--1 Required by Hospitals
--3 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--6? Required by Governor A Deployment
--95 Provided by ICCF
--36 Provided by DEA
--8 Provided by Bergen
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--2 Provided by RZ MARVs
--Net: 113 Energy

-Logistics:‌ 26
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 32 Logistics

-Food:‌ 29
--12 Provided by GDSS Shala
--1 Provided by Perennials Q4 2063
--Net: 42 Food

-Capital Goods: 25
--10 Required by Civilian Market
--4 Required by Vein Mines
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--4? Required by Governor A Deployment
--18 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--Net: 51 Capital Goods

-Consumer Goods: 226 current, Must produce 27
--27 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--4 Provided by GDSS Shala
--Total Produced: 49
--Net: 291

-STU: 6
--3 Produced by IHG Refits
--4 Produced by new income
--Net: 13

-Labor: 28, +0 per turn
--0 Provided by Growth
--2 Required by North Boston Chip Fabricator
--5 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--Net: -1
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~29 Labor, as such with no additional growth, we will not meet Labor requirements.

-Tiberium Processing: Must produce 470
--900 Provided by IHG Tiberium Processing Plants
--Total Produced: 900

-Income RpT: Must produce 480
--180 Provided by Private Industry (current 20 RpT/T tax growth)
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--60 Provided by Vein Mines
--50 Provided by RZ MARVs
--Total Produced: 485

-RZ Mitigation: Must produce 20
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--4 Provided by Coordinated Abatement
--6 Provided by RZ MARVs
--Total Produced 25

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 45 Total, 13 Required, 32 Available
Heavy Industry: 45 Total, 40 Required, 5 Available
Light and Chemical Industry: 36 Total, 5 Required, 31 Available
Agriculture: 54 Total, 15 Required, 39 Available
Tiberium: 63 Total, 44 Required, 19 Available
Orbital: 63 Total, 64 Required, 0 Available, 1 Free Die Required
Services: 36 Total, 2 Required, 34 Available
Military: 63 Total, 52 Required, 11 Available
Free: 54 Total, 1 Required, 53 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-Updated Completed Plan Goals
-Updated Tax Income Estimate and Removed Unrequired Income Generating Projects
-Updated New Labor Net Growth Estimate.

Note: Labor is now projected to be Net Negative given the current commitments and how we are no longer experiencing Labor net Growth. This is especially concerning given we will need additional Labor for further 2CCF projects to prevent Energy issues and additional Labor for other military factories.

Any questions/comments are welcome
 
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It doesn't change your analysis, Doruma, but we've paid off 3 of our Energy debt this turn.

Thanks for the analysis, it's always fun.
 
Even if it turns out the pessimists are right and VHDH isn't viable for long-term habitation we could probably convert it into a HDH bay later and they would still be very useful for evacuation efforts to the moon. Set up some VHDH stations in low earth orbit, use them as temporary housing for refugees delivered by a fleet of fusion shuttles, then transfer them via another set of fusion shuttles to some VHDH stations set up on a Lunar cycler orbit, then have a third group of shuttles move them to the moon when the cycler passes by. People would only have to live in those conditions for a matter of days and the shuttles could be constantly making short back and forth trips between Earth Surface-Low Orbit, Low Orbit-Lunar Cycler , and Lunar Cycler-Lunar Surface which would allow much higher evacuation rates since each trip should only be a matter of hours between pickups as opposed to the several days between loads of passengers there would be if you had to use shuttles to transport them to the moon the entire way.
 
While an evacuation pathway to the moon is rapidly appearing before us, what still isn't is any way to materially support the mass increase of the spaceside population.

Visitor Life Support tech can at least solve maintaining atmospheric conditions, but we seem far away from building sealed arcologies on the moon, which I would say is the absolute minimum for supporting a true evacuation.

I have to imagine we're nearing the point where the public is going to start taking seriously the idea that GDI might have privately written off 99% of humanity, and with that giving Nod an opening so large they couldn't even dare to imagine it. Opening the way to the moon alongside maximum density housing when there's nowhere to actually go might accelerate that perception.

At the same time, it's also hard to deny from the trend that this very turn could be Peak Ablation. And if that's the case, Earth's time is running too short to prioritize keeping the calm.
 
[X] Plan Evacuation Prep
-[X] High Density Housing
-[X] Assembler Bay
-[X] Spaceport Bay
-[X] Very High Density Housing
 
So, looking at Doruma's analysis, it seems like we're going to be at -1 Labor at the end of the plan.

Fortunately, we'll get back 1 Labor from power plant decommissioning.

Unfortunately, that does mean that we don't have enough labor for the following projects:
Nuuk 4 -2 Labor
Nuuk 5 -2 Labor
Repulsorplate Factories -2 Labor
Aquaponics Bays -1 Labor/phase
Dairy Ranches 3 -2 Labor
Railgun Munitions 3 -1 Labor (will autocomplete)
Even more Zone Suits -2 Labor/phase
Island-Class Assault Ship -2 Labor
Modular Rapid Assembly Prototype Factory -1 Labor.

Probably the easiest thing to do would be to go for even earlier decommissioning of the olf Fusion power plants. Then start cannibalizing old projects, recruiting from private industry, relaxing security requirements would be the other immediate boosts.


Medium term we have AI, more cap goods/energy, more health, more education, and conquest.

Long term we can have population growth from space and inhibitors.

I'm not sure if there are any military projects we can do to reduce the military's ever hungry maw for more bodies and new blood.
 
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Australia having fewer deep veins of Tiberium is interesting, and may mean that mining out the Central Australian Red Zone could perhaps not result in an inland sea. I definitely think we should at least consider working on a Deep RZ Glacier Mine next turn.

A bit of a pity; Australia is one of those places that would benefit considerably from an inland sea, because the inland areas are extremely dry terrain otherwise.
 
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