Gonna go over my opinions on the new projects. Some of this will be a bit redundent, as current plans are already doing many of these.
[ ] Advanced Tunnel Borer Development (Tech) (New)
While digging holes is something that GDI has gotten remarkably good at, the Brotherhood was at one point a master of the field, connecting large parts of the world through a network of tunnel systems, allowing them to move forces safe from GDI airborne and orbital surveillance. Adapting their technology, if not their ambitions is likely to open new areas where the Initiative can make connections, and speed construction.
(Progress 0/80: 15 resources per die)
Absolutely we need to do this. Anything that might improve Vein Mines, as one of our major income sources, is highly needed yesterday. Even if it only has a small effect, we're going to be doing many Vein Mines in the future. This also seems likely to have other effects elsewhere, hopefully stuff that will help further fortify Karaz Himalaya. (AKA BZ-18.)
[ ] Offshore Tiberium Harvester Stations (Phase 4) (New)
With the Initiative Navy becoming noticeably stronger and the systematic reduction in the Brotherhood's ability to contest inshore development, it is now sufficiently safe for new offshore harvesting stations in the Bering Strait, off the coast of Australia and New Zealand, and a number of other sites.
(Progress 0/150: 20 resources per die) (+20 resources per turn)
This is great for us. We have a really big income goal, and this gets us a bit more income without exerting ZOCOM or costing us CG. That said, there's also no rush to do this yet, so it's one more thing we want among other Infrastructure stuff.
[ ] High Energy Capacitors Development (Tech) (New)
While capacitors are nothing new, Visitor based designs are nearly twice as efficient as any currently produced formats, and therefore have a number of places where a better capacitor is deeply needed. While there are obvious answers like electromagnetic weaponry, there are applications everywhere from fusion reactors and computer chips, to medical equipment.
(Progress 0/60: 20 resources per die)
One of the earliest projects we built was a capacitor factory. They're used
everywhere, not least in the railguns our military uses massive amounts of. I predict this is going to have big effects once rolled out, so we really want to do this research soon.
[ ] Organ Farming Programs (Tech) (New) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably pigs, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 0/120: 10 resources per die) (-4 Consumer Goods, +2 Health)
I think this is another must take. On the one hand, we have an impending labor shortage, and last time we dealt with that using prosthetic medical technology, so cloned human organs should hopefully help put many people back on their feet. On the other hand, this helps advance our medical technology, which is always a high priority for us in general. On the third cloned hand,
this is a Mad Science project using Agriculture dice: I can't wait for us to have
literal organ farms!
[ ] Xenotech Tiberium Refinery Development (Tech) (New)
While there are many mysteries of the Visitors' Tiberium refining capabilities, and most have not even seen the first steps towards solutions, a dark horse program started during the Third Tiberium War has borne fruit, even as it was running out of samples to test with. Although far from the efficiencies observed during the war, it is a substantial upgrade to GDI's ability to manufacture using Tiberium.
(Progress 0/180: 35 resources per die)
This is an obvious high priority project. This gets us more STUs, and we have an endless hunger for STUs. We also have a plan goal for more refining capacity, so it only makes sense to do this research first before building more refineries. Here's to hoping it won't cost too much to roll them out.
[ ] Liquid Tiberium Refining Development (Tech) (New)
While liquid Tiberium is distinctly unstable, this actually has some significant potential upsides - namely that it is much easier to break apart into molecules. The tricky part is doing that in a way that both produces something useful, and does not result in rapid unscheduled violent disassembly of the refineries due to runaway exothermic events.
(Progress 0/180: 20 resources per die)
It's important that we work on this immediately. Our Vein Mines keep running into pockets of liquid tib, and we desperately need a way to safely deal with liquid tib so we can avoid more massive explosions with planet-wide effects. And we can't stop doing Vein Mines because underground tib and underground liquid tib is running rampant.
It also sounds like we could gain resources from refining liquid tib... I can't say that really matters though, and GDI focuses on safety over profit anyways.
[ ] Civil Sensory Augmentics Development (Tech) (New)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful when human mounted, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 0/120: 20 resources per die)
We have nine new projects in Services.
NINE. That makes choosing where to put our Services dice realy damn difficult. Anyways: This is one of two new medical techs, and due to the impending Labor shortage, that bumps its priority up quite a bit. Our previous first generation vision tech was, uh, a
very early version that not many people elected to use, but even that still gave +1 Labor. Even aside that, this will help us treat all the people who get laser blindness and advance that area of medical tech. I hope no one gets too squicked about surgically implanting alien-derived sensors into people's skulls...
[ ] Civil Prosthetics Development (Tech) (New)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 0/120: 20 resources per die)
I'd rank this as a top priority. Our previous Labor shortage was solved in part by us producing lots of prosthetic limbs. Only some of which were able to return people to the Labor pool. As a development project combining Visitor, Nod,
and GDI technology, I think we can expect some pretty good results from this. So I predict that this will be the most impactful medical tech in terms of helping blunt our Labor losses.
[ ] Phage Engineering Development (Tech) (New)
While an area GDI has little experience in, phages are an older branch of medicine than antibiotics. The problem has always been in finding strains aimed at the right pathogen, hardy enough and effective enough to counteract whatever is sickening the patient. While custom building bacterio- and virophages to the patient is not a requirement, reverse engineering the Brotherhood's phage treatments will greatly enhance the Initiative's ability to treat many infectious diseases.
(Progress 0/40: 15 resources per die)
In general, medical technology is always a high priority for us. But between the other medical techs and how crowded Services is right now, I think this ends up being a relatively low priority for us. We still really want this, but unfortunately I expect it'll end up on the backburner for a while.
[ ] Biowarfare Countermeasures Development (Tech) (New)
While the Brotherhood of Nod has typically avoided human targeting bioweapons (on the microscale at least) there has always been the fear of not only some form of superplague, but also various attack vectors against many of the pieces of biotech that GDI relies on, especially in fields like myomers and fuels. Improving preparations to defend against this will take effort, and likely some revisions to the product to include additional hardening.
(Progress 0/40: 15 resources per die)
This is medical tech... but I don't expect it to give us +Health. What it will do is help protect us against one of Nod's strategic MAD weapon vectors. Which, well, I personally dont expect Karachi to trigger a biological attack, but on the other hand it's be better to be safe than sorry. I can't tell you how important you feel this is, but hopefully it won't be too hard to roll out once we get around to doing this.
[ ] Rage Engine Development (Tech) (New)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)
I reckon this is a "low" priority medical tech similar to Phage Engineering, though this is for psychological treatments rather than infectious diseases. And good PTSD treatment is something GDI desperately needs.
[ ] Wet AI Development (Tech) (New) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)
On the one hand, this could help us with out Labor shortage, and we can create new, squishier AI friends! On the other hand... goodness this is problematic
at best. It's also expensive, and as an entirely new field, probably going to remain expensive too. I think we're going to do this eventually, even if just for the science alone, but not anytime soon. Edit: As
@Nottheunmaker points out, we have a lot of medical tech that will help with this, we we'll want to work on that stuff first.
[ ] Stasis Box Development (Tech) (New) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)
This looks like a really useful technology: Boxes that stop or slow time inside them will be fantasitc for storing
stuff no matter what that stuff is. This could have a lot of useful effects nearly everywhere. It's also going to cost STUs, but we're not too low on those. Yet. We'll see. Personally I'd want to work on our medical techs first, and Services is rather crowded right now, but we shouldn't sit on this for too long given how universaly useful it looks to be.
[ ] Projected Hardlight Development (Tech) (New)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)
This is Holodeck technology, like from Star Trek. I am really excited for us to do this. It's also, unfortunately, competing with
everything else in Services, so I don't expect us tomget around to this anytime soon. Which is sad. (Sidenote, this does have applications in making better interfaces for military uses. We might want this before/during designing new military Platforms.)
[ ] Drone Control Hub Development (New) (Tech)
The Visitors were, from what GDI can tell, an incredibly automated force, with only a bare handful of actual intelligences running the entire affair. Much of the work was offloaded onto various forms of EVA equivalents, managing the networks of drone systems across their invasion force. While replicating that level of automation with current computing technology is impossible, many advances in the practice and theory of large drone swarms can still be made while isolinear and other computer technologies mature.
(Progress 0/180: 20 resources per die)
This feels like a Military tech snuck its way into Services. It seems more useful for improving our military drones than anything else. It.. might help us with Labor? Maybe giving drone swarms that EVAs and AI can control better? I'm not sure on this one, but my gut feeling is that this just isn't a priority for us anytime soon.
Gonna call it quits here for now. There are 10 new Military projects and this post is big enough as is. I do want to pick this up again later. (And I see I've been a bit ninja'd by
@Nottheunmaker, so I better hurry up and post.)
