(1160+60)/1380 R budget
94+5+20+1-5-5-5 = 105 Political Support
6/6 Free dice (3 Heavy Industry, 2 Tiberium, 1+E Orbital)
[] Draft Plan Attempting to Brace for Impact
-[]
Infrastructure (5/5 Dice, +27 bonus, 80 R)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 (2 dice, 40 R) (63% chance)
--[] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
--[] Emergency CRP Installations (Phase 2) 31/70 (1 die, 10 R) (100% chance)
(-5 PS)
-[]
Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 150 R)
--[] 2nd Gen. CC Fusion Plants (Phase 4) 117/270 (2 dice, 40 R) (73% chance)
--[] Second Generation Repulsorplate Factories 365/525 (2 dice, 50 R) (72% chance)
--[] North Boston Chip Fabricator (Phase 5) 406/1805 (4 dice, 60 R) (4/16.5 median)
-[]
Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 4) 523/610 (4 dice, 120 R) (100% chance)
(+5 PS)
-[]
Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 1) 737/805 (2 dice, 10 R) (100% chance)
--[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 (2 dice, 20 R) (98% Phase 5, 5% Phase 6)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)
-[]
Tiberium (7/7 dice + 2 Free dice, +39 bonus, 230 R)
--[] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25 R) (73% chance)
--[] Red Zone Containment Lines (Stage 6) 54/180 (1 die, 25 R) (29% chance)
--[] Enhanced Harvest Tiberium Spikes 145/180 (1 die, 20 R) (100% chance)
(-5 PS)
--[] Tiberium Vein Mines (Stage 11) 4/165 (2 dice, 40 R) (78% chance)
--[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 (1 die, 20 R) (76% chance)
---[] Having more silos means more flexibility in case of disruptions to transport and refinery infrastructure
--[] IHG Tiberium Processing Plants (Stage 1) 0/150 (2 dice, 70 R) (85% chance)
---[] We really can't count on the xenotech plants showing up before the end of the Plan
---[] And we do need to increase total processing capacity as a Plan target
---[] And building these now gives us more redundancy in case something gets nuked
--[] Tiberium Inhibitor Deployment (BZ-1 Northern Europe) 0/75 (1 die, 30 R) (80% chance)
(+1 PS)
-[] Orbital (7/7 Dice + 1 Free dice + EREWHON!!!, +34 bonus, 180 R)
--[] GDSS Shala (Phase 5) 868/975 (2 dice, 40 R) (99% chance)
(+20 PS)
--[] Species Restoration Bay 0/255 (2+E dice, 60 R) (43% chance)
--[] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
--[] High Density Housing Bay 0/295 (1 die, 20 R) (1/3 median)
-[] Services (4/4 Dice, +35 bonus, 190 R, -5 PS)
--[] Primitive Prototype Portal Construction 279/400 (1 die, 100 R) (40% chance)
--[] Autodoc Systems Deployment 0/280 (3 dice, 90 R) (44% chance)
(-5 PS)
---[] Good for disaster response.
-[] Military (7/7 Dice + AA Die, +31 bonus, 150 R)
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 (AA die, 20 R) (97% chance)
--[] Stealth Disruptor Deployment 0/160 (2 dice, 30 R) (67% chance)
--[] Next-Generation Armored Support Vehicles 0/80 (1 die, 25 R) (72% chance)
--[] Island-Class Assault Ship Deployment 70/135 (1 die, 25 R) (82% chance)
--[] Governor-A Deployment 0/??? (1 die, 20 R) (???)
--[] Inferno Gel Development (Tech) 0/40 (1 die, 10 R) (100% chance)
--[] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)
---[] Forward Outlook: I hope for 2064 to be a space-navy year. Set 2 Ground Force Zone Armor also a priority. WISH there was room to cram in Zrbite guns this year, but not sure there really is.
-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Orca Wingman Drones
--[] Transfer Funding to InOps 1 die auto (-60 RpT)
--[] Predictive Modeling Management 1 die auto
This is a draft I threw together, inspired in large part by
@Rakuhn 's suggestions for "hardening" projects intended to brace for Karachi (more food stockpiles to support refugees or in case places get nuked, rollout of autodocs, and so on). Other priorities include at least beginning to 'flare off' the Political Support boost we get from
Shala and working on
Columbia bays.
There is also a heavy tiberium push, spread among many projects, including a BZ-1 inhibitor, finishing the enhanced yield spikes, further vein mines, and construction of silos and refineries. The refineries are a Plan target; I would argue that we cannot count on xenotech refineries becoming available in time to fulfill the Plan target for refinery capacity. Furthermore, the new IHG refineries and silos will give us more flexibility and infrastructure redundancy if al-Isfahani goes nuclear in a big way during the Karachi operations.
It is my opinion that predictive modeling will be in high demand next turn, so while I have some misgivings about the project myself, I am including it out of respect for the anticipated wishes of others.
Obviously some of these projects may be supplanted by other things that become available. Most trivially, we've been directly told that
Offshore Tiberium Harvesting may be coming back next turn, and if so it might replace vein mining in the queue. Any of a variety of research projects in Tiberium might replace the vein mines too.
Honestly I don't really understand the argument for getting a Ranching bay to help with Species Restoration.
It just seems obvious to me that if you want more Species Restoration, you add another bay that is specifically devoted to that. It'll be far more effective.
If they want to run 0g experiments or something on a goat they can just ship one up
The thing is that no matter how important we consider species restoration,
Shala isn't only or entirely about mashing the "restore species NOW dammit" button as hard as possible.
Shala is, after all a testbed for large scale space agriculture.
Being able to do animal husbandry in space is fairly important, to put it mildly. In the hopefully unlikely case where we don't get a TCN option, in the long run
all hope for Earth animals' survival is going to involve making sure they can cope with a space-based built environment. Cloning small numbers of animals from each of a variety of charismatic species is not going to be enough, and we're going to need to learn a lot about keeping animals healthy indefinitely in space. This is over and above the fact that an enforced vegetarian diet for all humans in space colonies is probably not desirable.
An animal husbandry bay is
both about practicing animal husbandry in space
and about building up our experience and expertise with space veterinary medicine and animal care in general. It wouldn't be a substitute for a species restoration bay, but we're talking about plans that already stack up three species restoration bays, or at least I am. One can readily argue that
at least for now, there is more to be gained by having some diversification than by just building a fourth of something we already have three of.
The way things are going, I wonder if there will even be another Director. GDI has gotten very awkward about technically being an unaccountable military dictatorship, and they might well grow out of it if the perceived need for a Director falls any further. We've already reached the point of "well, the position technically can order anything and have all of parliament arrested in the name of global security, but in practical terms would immediately start a civil war if that power were actually exercised or possibly even if it were just threatened".
I think we would simply see constitutional restrictions on the office of the director.
The beginning of Tib War III is still less than twenty years ago; every voting-age adult in GDI territory remembers it. The strategic pressures of wartime tend to favor a strong executive, and GDI has spent enough time at war that it's going to want the option to fall back on that. Constitutional reforms that limit the power of the director, either during or outside of a state of emergency, seem likely (and may have been going on in the background already). But we're not going to see the post simply abolished.