Edit: As an introduction, let me say that this was something that I started writing as a Command and Conquer fanboy and really writing for Command and Conquer fanpeople. However, with people less familiar with the setting now participating, I felt I needed to offer some more explanation.
In 1995, Tiberium fell to Earth. Initially it was hailed as a wonder material, a self-growing source of every possible material, an end to scarcity and a gateway to a new age of wonders. It was not to be. Fueled by Tiberium, the Brotherhood of NOD, an international terrorist organization and cult led by the enigmatic Kane, started a war for global dominion. Opposing them were the Global Defense Initiative, a multinational military alliance sanctioned by the UN. Since then the world has been embroiled in a constant state of conflict while Tiberium slowly poisoned the land and destroyed all life in its path. Three years ago, an alien invasion came in an attempt to mine the planet for its Tiberium, turning the Third Tiberium War from a hard fought victory into a Pyrrhic one.
It is January 2050. The Third Tiberium War is over. The Scrin are all but destroyed. The Brotherhood of Nod lies shattered, with the best of its troops dead at the base of Tower 19. However, the damage to the world is extensive. After the detonation of the Liquid Tiberium under Temple Prime, and the damage done by the Scrin invasion, there are few remaining Blue Zone pockets, areas kept free of Tiberium infestation, and the Red Zones, completely uninhabitable wastelands, cover nearly half the planet.
The GDI Treasury was once a simple creature of financial management. However, as the nation states collapsed in the early 21st century, ever more power fell into its grasp. While this was initially a matter of owning mines and factories for vertical integration, and the ability to turn Tiberium directly into useful objects, GDI's expanding mission has forced it to become an engine of financial planning, covering everything from consumer goods and food, to space stations and arms factories.
As the new leader of the GDI Treasury after the fall of the disgraced Redmond Boyle, the previous Treasury Secretary turned incompetent Acting Director-General, it is your duty to lead the Initiative's industrial might into a new era and new challenges.
The Leader
[ ] Vice Admiral Harrison Carter
A longtime member of the Initiatives Space Command, Vice Admiral Harrison Carter has been a longtime proponent of expanding orbital infrastructure and movement towards mass evacuation of the worst of the Yellow Zones. While this has often made him unpopular in the political circles of the Initiative, the expanding Red Zones and the Third Tiberium War has revitalized his career, and catapulted him into the highest echelons.
Officer of the Space Command (+5 to Orbital dice)
Competent Administrator (+5 to all dice)
Heavy Metal (-5 to Light and Chemical Industry dice)
[ ] General Svetlana Cherdenko
General Svetlana Cherdenko spent much of the Third Tiberium War as a Brigadier General, leading the men and women of ZOCOM from the front. Having been recently promoted, her loyalty to GDI is unimpeachable, and in a Treasury tainted by Redmond Boyle, her reputation as a straight shooter is something that GDI's political leadership is banking on.
Veteran of the Third Tiberium War (+5 to Military dice)
Tiberium Poisoning (5 percent chance of death per year)
The Establishment Favorite (+10 starting political support)
[ ] Melissa Wu
Melissa Wu worked her way up through the Treasury department. Making her start in the Services Branch, Melissa became Boyle's 2nd in command shortly before the beginning of the Third Tiberium War. With Boyle the last remaining councilor, she was the acting director of the treasury throughout the conflict. While not directly implicated by Boyle's excesses, his directives have left Melissa in an unenviable position despite her talents.
Protege of Redmond Boyle (-10 starting political capital)
Financial Genius (+20 resources per turn)
Headstrong ( -1d5 political support per year)
[ ] Doctor James Granger
Doctor Granger, no relation to the General, has primarily found his life's work in GDI laboratories across the world. A political outsider, and dark horse candidate, Dr. Granger was tapped primarily as he is one of the best surviving scientists that has studied Tiberium. With the expansion of the Red Zones, Dr. Granger's work needs to be applied, now more than ever.
Tiberium Researcher (+5 to Tiberium dice)
Civilian Minded (+10 to Services dice, -5 to Military dice)
Political Outsider (lesser political support gains)
With the spread of Tiberium fully out of control, GDI must place its hopes on a single massive project. While most plans will rest on meeting political, social, and economic goals, this first plan will be based on resolving the ongoing Tiberium Crisis to an acceptable level. While choosing one plan over the others will not lock out much, if anything, it will change what metrics you are being judged by in three years.
The Plan:
[ ] Tiberium Abatement
By focusing efforts on expanding sonic fencing and deploying additional harvesting and reclamation units, GDI can begin the slow push back of the green menace. While it is a long and hard path, the overall plan remains the same.
Tiberium must be purged and Earth Reclaimed
Return to prewar policies.
Extensive project requirements
The conservative option
[ ] Orbital Evacuations
Reversing the spread of Tiberium has failed. Much of the progress made in the decades before the third tiberium war has been reversed, and we lack the capacity to drive back Tiberium once more. By building up our orbital infrastructure we can begin the path towards being a multi planet species, and ensure our survival.
Harnessing the power of existing orbital infrastructure, and that of the remaining blue zones, the initiative will take part in the largest relocation of human lives in history.
Will abandon surface investments due to Tiberium encroachment.
A moderate option
Mostly relies on separate pools of resources to Tiberium abatement.
[ ] Tiberium Adaptation
Some GDI scientists have warned of increased Tiberium spread, and argue that the only possible solution is to adapt like the Brotherhood of Nod has to Tiberium.
We cannot beat the Tiberium Scourge.
Focuses on biosciences and mutation as means to adapt human life to Tiberium.
Extremely Radical
Politically unpopular
This quest will work on the VNSKh system from Blackstar. However there are some differences. While the Global Defense Initiative at the end of the Third Tiberium War is a command economy, and one that is barely functioning, it in ideal is a state capitalist system. This means that the Initiative will have to liberalize, and offer opportunities for freedom of speech, elected government and private ventures.
The three main resources that you will need to pay attention to are dice, political support, and resources.
Dice represent specialized construction and development teams, and a degree of attention from above. Dice cost resources, and sometimes political support. These represent an upper limit, and not all have to be spent.
Political Support is a representation of how popular your policies and programs are. While GDI office politics are significantly less cutthroat than the USSR or Chelska's the overall support of the people and your peers is required. While a character may not be purged for incompetence or diverting from the overall aims of the Global Defense Initiative, having low political support is likely to get them asked to resign.
Finally resources are a vague representation of the human and material resources of the Global Defense Initiative. These can be increased overall through the production of your own materials, logistical capabilities, and human development. Still, it is far more effective to get re-assignments of resources then it is to wait for the slow trickle up.
Do note that all options will be given with in-character logic and perspectives, and depending on who is chosen, that will color a lot of options. While the average GDI bureaucrat is competent and effective, they are not infallible, and almost all have their own agendas and aims.
There will be both failures and successes, and Tiberium is likely to be an ever present threat. While GDI will typically not push for obviously impossible metrics, consistently exceeding plans will push up the expectations.
Once a leader and plan have been selected, I will open votes for resources and dice allocations.
I am going to call the vote here, for plan Reclamation.
Turn 0.5
Dr. Granger
Congratulations on your appointment as Chairman of the Global Defense Initiative Treasury. I have full confidence in your ability, and in your program. While the road ahead will be hard, and the dangers many, we will persevere, and eventually succeed. This is a path that can only be trod with honor, and with dignity. Be sure to remember that in your world of spreadsheets.
Sincerely,
Director, Global Defense Initiative: Jack Granger
♦ Topic: New Treasury Secretary
In: Boards ► Government and Policy
Jeffery Anders (Original Poster) (GDI Liason)
Posted On Jan 5th 2050:
The most recent of General Granger's new appointments is Dr. James Granger. Formerly of the Edinburgh Tiberium Research Institute, Dr. Granger promises a new wave of Tiberium abatement measures as part of a long term recovery program for the world economy. Granger will lead a team of experienced professionals and crisis hardened veterans to begin fixing the problems created by Redmond Boyle, the Third Tiberium War, and the Scrin invasion.
Dr. Granger's work on Tiberium processing and toxicity can be found here, here, and here.
Please join me in welcoming a new face for the Treasury Department.
Memo: Current Economic Situation
In short, chairman, we don't even know how bad the situation is. The power grids are fragmented enough that traffic on GDI forums is down to between ⅙ and ⅕ normal use. Similarly, food production has significant surpluses in some areas, and severe shortfalls in others. With the end of the war, millions of soldiers recruited for the war effort are doing little besides sitting in camps, while refugee camps starve.
Additionally, tiberium spread is currently uncontrolled. The war has spread Tiberium into many of the surviving blue zones, and the subsequence Serejavo blast, and Scrin invasion both spread Tiberium further.
(Edit: Starting Political Support is 50)
First, a level of commitment is needed:
[ ]15% of GNP: An actual cut in discretionary spending could be reasonably popular amongst the people as this would indicate high confidence in the plan. In practice, this would allow the Initiative to have more resources for other tasks. (+20 Political Support, 75 Resources per turn)
[ ]20% of GNP: The initial proposal for the resources committed to the Treasury and involves only moderate rearrangements of resources to accomplish policy. (100 Resources per turn)
[ ]25% of GNP: A moderate increase in allocation and a more aggressive economic policy is adopted to free up resources for immediate response to the Tiberium threat. (-5 Political Support, 125 Resources per turn)
[ ]30% of GNP: A number of significant shifts away from other projects are started to ensure resources can be freed up for accomplishing the investment plan. (-20 Political Support, 150 Resources per turn)
[ ]40% of GNP: While allocating a full forty percent of GDI's resources to development is possible, it would require significant sacrifices in other areas and would be difficult to sustain long term. If results are not achieved soon, it will likely lead to your removal. (-30 Political Support, 200 Resources per turn)
Second, Dice Allocations. While there are many possible combinations, please select two of the following to be the focus. Each field will begin with three dice, while the focus fields will receive four.
[ ] Infrastructure
[ ] Heavy Industry
[ ] Light and Chemical Industry
[ ] Tiberium
[ ] Agriculture
[ ] Orbital Industry
[ ] Services
[ ] Military
Votes will open in two hours. Please vote by plan.
Q1 2050
Resources: 125 + 125 in reserve
Political Support: 45
Free Dice: 2
Infrastructure (4 dice)
[ ] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have done massive damage to cities and blue zones across the world. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering. (progress 0/400: 10 Resources per die)
[ ] Yellow Zone Reconstruction (Phase 1)
While Yellow Zones are unavoidably tiberium poisoned, they also play host to large portions of the Global Population. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. (Progress 0/600: 15 Resources per die)
[ ] Rail Link Reconstruction (Phase 1)
The wars shattered the high speed rail linkages that connected major cities around the world. Reconnecting these is one significant step in the process of beginning to rebuild by connecting local surpluses. (Progress 0/400: 20 Resources per die)
[ ] Water Purification Systems
Ensuring access to clean water is one of the necessities of life, especially when so much of it has been polluted by Tiberium. The construction and reconstruction of water purification facilities can begin offering this to settlements across the world. ( Progress 0/100: 5 Resources per die)
Heavy Industry (3 dice)
[ ] Aggregate Plants
While many things can be constructed out of Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 0/200: 10 Resources per die)
[ ] Logistical Shipyards
While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere. (Progress 0/150: 15 Resources per die)
[ ] Blue Zone Power Grid Reconstruction (Phase 1)
While few operations are as power intensive as GDI's operational bases, the destruction of much of the world's electrical power network has left many without the ability to cook food, heat their homes, or engage in the Initiative's E-Government systems. (Progress 0/200: 5 Resources per die)
Light and Chemical Industry (3 dice)
[ ] Prefabricated Shelter Plants
While constructing larger housing systems is obviously preferable, in exigencies, single person and single family prefabricated shelters can be erected significantly faster. By constructing plants in secure Blue Zones, the process of new and reconstructed settlements can be done both faster and more cheaply. (Progress 0/100: 10 Resources per die)
[ ] Emergency Environmental Suit Plants
Many in the Yellow Zones wear cobbled together environmental isolation suits, generally derived from old Second Tiberium War era life support units, or even older chemical warfare equipment. With a small amount of effort, a new civilian specification environment suit can be rolled out as part of Yellow Zone relief measures. (Progress 0/100: 10 Resources per die)
[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are too dispersed or isolated to bring water to in a reasonable manner. By building cabinet sized small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die)
[ ] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, a small trickle of electricity can be provided in a portable package. While fully insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids cannot (Progress 0/150: 10 resources per die)
Agriculture (3 dice)
[ ] Blue Zone Aquaponics Bays
With most of the world's farmlands poisoned by Tiberium, hybrid fish and vegetable farms are able to produce a well balanced diet, although they do not produce as much total food as some other options. (Progress 0/200: 10 Resources per die)
[ ] Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste. (Progress 0/100: 10 Resources per die)
[ ] Pharmaceuticals greenhouses.
For the plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses using specially treated soil can be constructed. While too limited for significant food growth, these can supply much needed biologically derived pharmaceuticals. (progress 0/100 10 resources per die)
[ ] Biofuels plantations
While the trace amounts of Tiberium found in soil grown crops renders it unsafe for human consumption, and the vast majority of GDI's assets do not use biofuels, it is a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die)
[ ] Tighten Rationing Measures
While unpopular, in some cases rations can be cut to ensure that there is enough food to go around. (1 die, reduces food requirements)
[ ] Starvation
The most extreme form of rationing, Starvation rations significantly ease the pressure on food distribution, however they will soon lead to many either searching for new sources of food, or starving.
[ ] Meagre
While enough to keep skin and bones together, Meagre rations will produce significant unrest. This is likely to be taken as a sign that GDI continues to not care about the problems that populations in yellow zones face, especially with a lack of media distribution systems.
[ ] Reestablish Statistical Planning Systems
The many statistical planning systems and indicators that the Initiative relied on to establish the needed supplies of food have been heavily disrupted by the war. By conducting census work and creating distribution plans, GDI can soon move forward towards ensuring that everyone has enough to eat. (progress 0/50: 5 resources per die)
Tiberium (4 dice)
[ ] Blue Zone Tiberium Abatement (Phase 1)
Many former Blue Zones have had significant surface level tiberium contamination. By starting harvesting operations, we can both increase income significantly, and begin reducing Tiberium spread. (Progress 0/200: 20 resources per die) (small additional income trickle) (contributes to plan goal)
[ ] Yellow Zone Tiberium Harvesting (Phase 1)
While the Yellow Zones have more extensive Tiberium infiltration, they can also serve as a significantly larger source of Tiberium to fuel the Initiative's efforts. By establishing outposts near extant Tiberium veins, a slow but steady trickle of resources can be added to the stockpiles (Progress 0/100: 20 resources per die) (small additional income trickle) (slightly contributes to plan goal)
[ ] Tiberium Algae Decontamination
Tiberium Algae was a significant problem in the 2nd Tiberium War, and one that had been solved. However, new growths have been found in most major lakes and rivers. By focusing our efforts on water purification, and establishing naval harvesting systems, these new infestations can be beaten back. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)
[ ] Tiberium Management Surveys
At this time, any expression of Tiberium spread is merely an estimate. By reconnecting satellite observation systems, and routine ground and air surveying, an accurate accounting of Tiberium spread can be completed. (progress 0/50: 10 resources per die)
Orbital Industry (3 dice)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and as a center of administration for the Initiative. While at this point merely laying the framework of the station, even marginal progress will serve as a powerful symbol of the Initiatives continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes can offer scans and land rovers, they are too limited for expansive development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)
Services (3 dice)
[ ] Tiberium Health Services
While healthcare has been a right for all, few effective treatments have been found for Tiberium exposure. While the best we can do at the moment is alleviate symptoms, building a network of specialist clinics is a significant first step in helping the millions exposed. (Progress 0/100: 20 Resources per die)
[ ] Yellow Zone Refugee Camps (Phase 1)
The war has created massive numbers of refugees. While building camps is far from providing housing for all, by centralizing populations along transport routes, it becomes more logistically feasible to feed, shelter, and provide medical care. (Progress 0/300: 5 resources per die)
[ ] Civil Health Reconstruction
The military needs of the Third Tiberium War drew tens of thousands of doctors and medics around the world into service with GDI, stripping most hospitals down to bare bones, if that. By fast tracking their discharges, and the deployment of mobile medical teams, GDI can once more ensure the welfare of all. (Progress 0/75: 10 resources per die)
Military (3 dice)
[ ] Third Tiberium War Performance Review GDI Ground Forces
While the war was won, it did not come without its costs. By reflecting on and studying the losses, hopefully the next war will be less painful. For the Ground Forces, the war was fought across many fronts, and often on a shoestring budget. While not all of their lessons are universal, some did reveal weaknesses in the doctrine and equipment of the Global Defense Initiative (Ground Forces, Air Force, Navy, ZOCOM, Steel Talons, Space Command) (One die per field)
[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the dawning days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, beginning the reconstruction of the ASAT network will re-establish GDI orbital dominance. (progress 0/50: 10 resources per die)
[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in any significant numbers. By establishing regional hub networks, MARV units can harvest and process more Tiberium, and more units can be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)
Bureaucracy (2 dice)
[ ] Emergency Resource Allocations
While the budget for the four year plan has already been decided, and the Initiative has run a severe deficit for three years, there are stockpiles and monetary reserves that have not yet been tapped. While overuse of these resources will be politically highly unpopular, at the moment, the clear and present emergency does leave you with cover to make use of them. (DC 60)
[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 30/50/70/90) (increases die allocations) (can have political consequences)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)
Q1 2050 Results
Before I begin, I have to offer a big thank you to @kaeim for a lot of help fleshing out the results, and polishing my work into something worth posting.
(I am not entirely happy with this image, but it is the best my art skills allow me to do. I know there are a few areas that I did not color, I will update those as I can)
Current Economic Issues:
Housing: Critical Shortages (------)
Energy: Severe Shortages (-----)
Logistics: Major shortages (----)
Food: Production insufficient, distribution critically insufficient. (--)
Labor: Practically unlimited
♦ Topic: Global Defense Initiative Relief Efforts
In: Boards ► Government and Policy
Jeffery Anders (Original Poster) (GDI Liason) (Moderator)
Posted On Mar 12th 2050:
In the first three months of 2050, a series of new Initiative efforts to relieve the suffering of the Yellow Zones, and bring Blue Zones back to pre war standards.
This is the thread for that discussion, and
(Showing page 1 of 1)
►Aloha
Replied On Mar 12th 2050:
The Initiative's new civilian environment suits are really nice, and surprisingly comfortable. I don't know why the Initiative did not do this before the war. Must be the new Treasury Secretary kicking things into motion.
►Bruce Lao
Replied On Mar 12th 2050:
I have not seen any new assistance around my parts. The Green Rocks have kept encroaching on us here, and we have not seen any new help here. No convoys, no housing, no sonic fencing. The Brotherhood before the war expected us to bow down, but at least they offered help.
►Terrance Hill (Veteran Member)
Replied On Mar 12th 2050: @bruce Lao
Damn you and your Scorphead sympathies. People like you spread Tiberium in Washington and got thrown away by the Brotherhood in human wave attacks on the Pentagon. I can't remember how many of you we gunned down that day.
On topic, the new water purification systems have meant that I can take a shower again. I can't describe how good it feels to get the dirt and sweat off again.
► Esme Allman
Replied On Mar 13th 2050:
I have been in Edinburgh since before the war, and the new series of transports has been an impressive sight. Unfortunately, we have had rolling daytime blackouts, because whenever the shipyards need to recharge their tools, it takes all the grid has to offer around here. We need new power plants as soon as possible.
► Fiona Havelock
Replied On Mar 13th 2050:
Have to repeat, the new suits are very nice. However, I had not missed the 0530 Anchorage train going by my apartment every morning. Wakes me up each and every day. Few things work better as an alarm clock than a train rushing by.
[X] Rail Link Reconstruction (Phase 1)
The wars shattered the high speed rail linkages that connected major cities around the world. Reconnecting these is one significant step in the process of beginning to rebuild by connecting local surpluses.
Before the Third Tiberium War, high speed rail linked nearly every major city across the world. However, with firefights rampaging across the globe, and all resources dedicated towards defeating both the Scrin and the Brotherhood, these connections were left devastated. Before any return to normality can be entertained, these connections must be restored.
As surveys commence by GDI engineers and construction crews, it is to the relief of the Council that reports of utter destruction of these vital links have been vastly overstated by panicking civilians and unclear satellite images. The primary damage appears to have been caused in the Yellow Zones where NOD terrorists and Tiberium growth necessitates replacement of many of these lines. Reconstruction efforts so far have primarily focused upon the Blue Zones where the majority of GDI industry and civilian population are located. Initial results have been extremely promising, with nearly a third of all Trunk Lines in North America and European Blue Zones now restored. The primary focus is now to reconnect the Trans-Siberian trunk lines, in order to facilitate better connections between our European and far Eastern territories.
(Progress 100/350: 20 Resources per die)
[X] Water Purification Systems
Ensuring access to clean water is one of the necessities of life, especially when so much of it has been polluted by Tiberium. The construction and reconstruction of water purification facilities can begin offering this to settlements across the world.
Although Tiberium offers almost unlimited power, its effects on the local environment are, to be frank, devastating. It poisons the land and at its height in Red Zones, virtually renders the land inhospitable to human life, destroying everything it touches. Even rainwater is not unaffected by this alien substance, making the purification of water one of our most urgent tasks. In the fighting, many Water Treatment plants especially upgraded to remove trace Tiberium from water were damaged. Through extremely strict rationing and in many cases, abandoning of safety protocols established over the decades since the arrival of Tiberium, we have managed to ensure that water supply never became a critical supply problem.
Reconstruction of damaged Treatment Plants were a major priority for the Council. Through our efforts, we have been able to reduce water rationing by over 60%, with limitations only existing in isolated Blue Zone cities and Yellow Zones. With the bulk of the work done, we do not anticipate that further construction or repair of water treatment facilities will be required by the central government, the remainder can be left in the hands of local governments or organisations.
( Progress 130/100: 5 Resources per die) (Completed)
[X] Logistical Shipyards
While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere.
The Firth of Forth has a long shipbuilding tradition. Serving the the British Empire for centuries, the Firth had seen everything from the tall sailing ships of the Napoleonic wars, to the last aircraft carriers of the Royal Navy. Although the late 20th and early 21st centuries saw its shipping industries collapse from the behemoths that they once were, today they are slowly starting to see their status return. Long abandoned shopping districts and slum housing have been demolished and replaced with new slipways and dockyards. Vast amounts of steel flow past King Arthur's Seat, each load intended for a revitalization of GDI's Merchant Marine.
The Firth of Forth is not the only major shipyard seeing such reinvestment, with additional areas having been earmarked for the same role. Shipyards long gone to slumber have been reawakened in Los Angeles, Kiel, Cape Town, New York and Tokyo. The other five are encountering cascading delays and logistical problems as the power networks struggle to operate in the face of the spikes in demand that shipyards produce. While new construction is far smaller than the massive Panamax or Suezmax designs of the late 20th century, they are also much faster to produce, at least in theory.
(Progress 128/150: 15 Resources per die)
[X] Emergency Environmental Suit Plants
Many in the Yellow Zones wear cobbled together environmental isolation suits, generally derived from old Second Tiberium War era life support units, or even older chemical warfare equipment. With a small amount of effort, a new civilian specification environment suit can be rolled out as part of Yellow Zone relief measures.
For many decades, human existence in the Yellow Zones has been generally neglected by the GDI, with the vast majority of attention and resources aimed at the Blue Zones. This policy left the Yellow Zone's inhabitants with a 'make-do' attitude that has seen many different versions and attempts to construct viable protection from whatever scraps they have been able to collect. However, these suits often do not offer enough protection from either the environment or Tiberium exposure. Many suits in service actually date back to late 20th century suits made in response to initial Tiberium contact, with all the flaws that this implies. If the GDI is to make any headway in restoring Yellow Zones, then massive reforms need to be made to standardising environmental suits.
For the better half of a century, plans for a new model of environment suit have been worked upon and then abandoned depending on the requirements of the Administration in power at any time. While original MOPP designs were long discarded for newer and flashier designs, the base component of the MOPP designs have remained consistent. The head is now protected by a hood or a enclosed helmet with breathing tubes connected to air filtration units, while the rest of the body is protected by a one piece jumpsuit with additional module points attached as needed. For civilians, there are two fundamental issues that our engineers have found. The first is that previous environment suits, although marketed as 'one size fits all' in fact failed to take into account the needs of the elderly, pregnant women or children. The second being that these suits were designed to be worn by men and women at peak performance, and failed to take into account the fact that many Yellow Zone civilians are either out of shape through age or through malnutrition.
The new P2050C (Pattern, 2050, Civilian) model solves both issues. While it does not provide nearly as much protection as a standard issue Initiative suit, it will protect against airborne and dirt level Tiberium exposure. Mass construction of the P2050C is anticipated to reach its peak within the next few months, and estimates indicate that all Yellow Zone inhabitants will be outfitted with the new model within the decade.
(Progress 198/150: 10 Resources per die)
[X] Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste.
Fungi can grow on almost anything, including waste products. Mass fungal farming produces vast amounts of storable protein, although it often has a particularly earthy taste that made it an unpopular choice by consumers. Previous attempts at advertising went nowhere during the good years prior to the Third Tiberium War. However, the extingencies of the conflict made small scale fungal farms a vital part of feeding the people. After the war, larger scale systems can achieve efficiencies that will allow the Initiative to actually feed everyone, everywhere.
A fungal farm is a carefully managed environment, feeding waste products on one side, and turning it into functionally useful protein on the other. A basic system can be as simple as a temperature controlled room and logs, but more complex systems offer much greater production, up to nearly complete conversion of feedstock into fungus. While the feedstock can be nearly anything, one of the easiest to supply has been sterilized fecal matter. At this point, many of the feedstock processors have been constructed, and only a final push of actually constructing the fungal growth chambers is required before waste material can be converted into edible food.
(Progress 72/100: 10 Resources per die)
[X] Reestablish Statistical Planning Systems
The many statistical planning systems and indicators that the Initiative relied on to establish the needed supplies of food have been heavily disrupted by the war. By conducting census work and creating distribution plans, GDI can soon move forward towards ensuring that everyone has enough to eat.
Statistical planning systems are not a new technology. Ranging from communist planned economies to megacorporations, systems of commodity distribution must acquire data from the whole production line, from cultivation to final consumption. GDI before the war used machine learning systems to match prices and deliveries to demand. The vast majority of GDI statistical planning systems and indicators that were relied upon to deal with resource deficits or reallocation tended to be dealt with by computers. However, in the early stages of the war with the Brotherhood, they were identified as being vital weak points in our society that made it one of the first choices for destruction by NOD infiltrators. In the aftermath of the war, these systems must be rebuilt, however we must do so with the knowledge that our old systems must be revamped to never leave the GDI with such a weak spot ever again. Old and new censuses alike were reinvestigated and new systems were created to include more human intervention, with numerous safeguards installed to ensure that no single point of failure could exist in this new system.
The result is a significantly slower and more reactive system in place to deal with the current logistical issues that the GDI faces. Our new system now consists of set ration portions for each person, with a set number of luxury points ranging from toothbrushes to radios and computers being available for each person or family. Although this system is still relatively new, it has helped to significantly reduce public concern. However, this system is still heavily uncertain, and human error is a larger problem with the new system. Further development and streamlining of this system is required. Although the Blue Zones are more or less comfortably established with this new system, more work needs to be worked on including the Yellow Zones into this new system.
However, it has also revealed the significant shortages, both in logistical capability and production in the food system. While there are other problems that need to be addressed, the current highest priority is to ensure the world gets fed.
(progress 134/50: 5 resources per die)
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[X] Tiberium Management Surveys
At this time, any expression of Tiberium spread is merely an estimate. By reconnecting satellite observation systems, and routine ground and air surveying, an accurate accounting of Tiberium spread can be completed.
After the Third Tiberium war, the spread of Tiberium has once more jumped to the highest level of concern. As Tiberium cannot be approached easily, we are only ever able to monitor its growth and spread via orbital satellite, air survey & long distance ground observation, as well as the careful use of mining and probes. Much of this attention was diverted however with the outset of war towards more practical means, largely leaving the observation of Tiberium and any changes that may have occurred in the period unknown to us.
Prior to the Third Tiberium War, Tiberium Spread was largely in control and major portions fenced off to be dealt with at our convenience. However, this has drastically changed in a short amount of time. Tiberium Spread is now at its highest level with vast expansions of what can be designated as Red Zones. GDI Intelligence does not believe that this spread occurred naturally, but believes that the Scrin may have played a part in its explosive growth, and only halted by the withdrawal of the Scrin from the system.
(progress 135/50: 10 resources per die)
[X] Tiberium Health Services
While healthcare has been a right for all, few effective treatments have been found for Tiberium exposure. While the best we can do at the moment is alleviate symptoms, building a network of specialist clinics is a significant first step in helping the millions exposed.
Despite the many advances made in medical technology, an effective treatment for Tiberium Exposure is still far from ever being a reality. For the most part, cases involving Tiberium Exposure were largely confined to the Yellow Zones. However, with a renewed GDI dedication towards the Yellow Zones, and with many millions also having been exposed to severe levels of Tiberium in the Blue Zones, specialist clinics have been set up to assist as best they can towards the alleviation of symptoms.
Construction of these clinics has however been slow. The main issue is being able to find the staff who are qualified and actually willing to treat Tiberium, as it holds a significant stigma that even medical professionals fall victim too. Healing Tiberium exposure has been considered an effective dead end for decades. Few medical professionals are qualified to handle Tiberium, and even fewer are willing to staff clinics, rather than working in hospitals or research institutions. With vast amounts of medical aid needed everywhere, and with the majority of efforts going towards Civil Health Reconstruction, these facilities are at best run by a skeleton staff, and at worst sit completely empty. While Brotherhood sympathizers made limited attacks upon these facilities, they did not manage to significantly impede progress. Further expansion of specially trained medical staff will be required over the coming years to staff these facilities.
(Progress 54/100: 20 Resources per die)
[X] Civil Health Reconstruction
The military needs of the Third Tiberium War drew tens of thousands of doctors and medics around the world into service with GDI, stripping most hospitals down to bare bones, if that. By fast tracking their discharges, and the deployment of mobile medical teams, GDI can once more ensure the welfare of all.
One of the GDI's most prized aspects of its society was the promise of free healthcare for all. From cradle to grave, if anyone had any medical issues minor or severe, the GDI would be there to take care of you. For the most part, this was true, and despite occasional issues that would emerge with any system, the GDI kept its promise to its civilians. With the onset of war however, many of these trained medical staff were enlisted towards military needs, or in the chaos of war simply were unable to maintain the high standards to which it was used to performing. Although the war was relatively short, it was devastating, and left many of its hospitals and clinics understaffed or damaged.
One of the first acts that the Council undertook was the demobilisation and discharge of many vital medical staff members from service back into civilian life. With resources now being poured out of the military and into civilian life, many of these hospitals once again lit up and were filled with dedicated medical personnel. Repairs to damaged hospitals and clinics have been made at the same time. Although we are not back to former levels of pre-war standards, we are on track to return to those standards within the decade as new staff are recruited and trained.
(Progress 155/75: 10 resources per die)
[X] Third Tiberium War Performance Review
ZOCOM (32, 5)
For the Zone Operations Command, the Third Tiberium War proved a shock to the system. While the men fought valiantly, many were caught unprepared and underequipped. Further, in broader terms, GDI proved under equipped for fighting buzzer swarms, especially in the Tiberium infested red zones. Their requests are, to say the least, radical. Ranging from the development of more flexible Zone Suits and dedicated sonic artillery to the deployment of even larger Super MARVs, the most sweeping of these proposals would equip their entire infantry complement with Zone armors. (New Military Programs)
Zone Operations Command was a high-tech specialised task force for operations inside of Red Zones, their ultimate objective being the reclamation of Earth from Tiberium infestation. Part of their duty was to guard against and where possible suppress NOD forces. However, when the Third Tiberium War began, ZOCOM was too stretched and too limited in what it could do, with its forces scattered between dozens of individual battlefields. In particular, ZOCOM had been prepared for fighting the Second Tiberium War, not the Third, in particular finding itself weak against new NOD innovations, and were caught completely unprepared for the extended conflict with the Scrin invasion forces.
The committee investigating ZOCOM's actions during the war have recommended that in order for ZOCOM to return to its original mission of reclamation, that ZOCOM be refitted from the inside out, ranging from new Zone Suits & dedicated sonic artillery, to the research and development of new super MARVS, and most prohibitively expensive of all, the re-equipment of their entire infantry force with Zone Armour.
Air Force (16, 34)
GDI Air Forces have come under a great deal of criticism during the war. Although the Firehawk & Orca Platforms served ably, they were found to be too lightly armed and not nearly flexible enough for what was needed.
The Orca served well against NOD light armour, and were of particular use in unveiling stealth assets. However, Orcas were severely outperformed by enemy air assets and were punished heavily for it during the war. In addition, outside of peak performance against enemy light armour, it proved to have little capability towards other enemy assets.
The Firehawk on the other hand excelled at both air to air and air to ground operations, even proving itself a match for Scrin airships. However, its lack of fuel made it heavily reliant upon there being GDI assets in the area capable of refueling & resupplying Firehawks, limiting them heavily to a small area and incapable of sustained air superiority missions. When paired with their limited sensor package, they proved to be often incapable of intercepting Brotherhood Vertigo bombers before they reached their targets
Finally, there is one asset that they had few complaints about, the Hammerhead gunship. With its ability to carry a full squadron of soldiers, who could fire out of the aircraft safely, it became a multirole war machine, able to win both air to air, and air to ground conflicts.
The Airforce have requested two new toys to play with, the first being Apollo Supersonic Fighters. The Apollo is believed to be a viable replacement for the Firehawk in air-to-air combat, which would allow the Firehawk to be redeveloped to serve better as a dedicated bomber. The second is the Harbinger Gunship, which would supplement the Orca and act as a dedicated CAS against NOD forces. A radical solution to ground attack, the design began with a heavily modified VT-35 Ox transport, which is loaded down with an array of heavy weapons. While vulnerable to anti aircraft fire, the Harbinger is intended to be able to engage and destroy the swarms of light units that were deployed by both the Scrin and the Brotherhood in the last war.
Space Force (7, 57)
Of all GDI military assets during the war, it can be said with certainty that the Space Force was at the same time the most expensive, and the most useless in the War. The opening strike against the Goddard Space Center set the tone for their performance in the war, and the loss of ASAT control was a critical weakness that had never been fully addressed. The result was that their contributions towards the war effort were extremely limited. The arrival of the Scrin further proved the lack of capabilities of the Space Force, as it was unable to prevent or even significantly harm the incoming fleet.
To counter this, Space Force has requested an extreme expansion of orbital assets. This includes the reconstruction of ASAT networks, the establishment of an orbital command station, and further Ion Networks to be established in earth's orbit as well as higher geosynchronous orbits. In addition, they have requested a new orbital marine regiment be established and subordinated to them based on the Zone Trooper pattern. This will be extremely expensive, as effectively much of Space Force is being rebuilt from scratch.
[ ] Deny expansion: The current situation is too unstable, and the programs are too expensive to manage. While at some point in the near future the proposals can be revisited, they are not practicable at this time. (-10 PS) (No new
[ ] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
[ ] Full Expansion: While it will be difficult to manage, the full suite of upgrades must be completed to ensure continued security of Initiative assets and the civilians that must be defended. (All programs must be completed by the end of the the Four Year Plan)
[X] Emergency Resource Allocations
While the budget for the four year plan has already been decided, and the Initiative has run a severe deficit for three years, there are stockpiles and monetary reserves that have not yet been tapped. While overuse of these resources will be politically highly unpopular, at the moment, the clear and present emergency does leave you with cover to make use of them. (DC 60) (86)
Emergency resources are something that are never tapped lightly. However, under current conditions, the stockpiles, while much depleted by the war, are absolutely vital to continuing the redevelopment of the global economy. While the cupboards are nearly bare, especially after this most recent looting, there are enough resources to begin or continue deploying several more projects.
[X] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 30/50/70/90) (increases die allocations) (can have political consequences)
Finding qualified individuals is hard work. While there are some promising candidates found, none fully match with the goals of the new projects. However, another project, one attempting to rationalize the Treasury after Boyle's mismanagement, proved fruitful. By consolidating redundancies and reducing red tape, additional efforts can be made towards internal affairs, if not actual deployable field work. (+1 Bureaucracy die) (32)
Okay, so I am working on my thesis and a conference thing for this Saturday. This means that I won't be having an update before Saturday.
Second, New System, Health. Health is a measurement of the pressure on your socialized medical establishment, and a place where you seriously want a surplus. Many events will, directly or indirectly, put pressure on health, and in turn on your political support if you don't have the capacity to handle the surge.
Q2 2050 Resources: 125 + 125 in reserve
Political Support: 40
Free Dice: 2
Intelligence reports indicate a significant amount of surviving Brotherhood forces have begun to reorganise themselves. While we do not expect immediate combat due to the severe losses taken by the Brotherhood, we highly recommend increased security measures be undertaken in the Yellow Zones. Luckily and unluckily for us, the Brotherhood appears to have been splintered in the aftermath of the war and is now run by warlords and opportunists, which while it will mean less coordinated action and likely infighting amongst the Brotherhood, will also mean that we will be unable to strike the head from the snake. Exercise prudent caution.
Infrastructure (4 dice)
[ ] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units. (progress 0/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics)
[ ] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 0/600: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)
[ ] Rail Link Reconstruction (Phase 1)
Heavy combat & reconcentration of resources and manpower away from the rail linkages that connected Blue Zones to each other saw these facilities heavily damaged through destruction or simple neglect during the Third Tiberium War. Reconnection of these facilities to each other will be a significant step in the process of reconstruction. (Progress 100/350: 20 Resources per die) (+++ Logistics)
Heavy Industry (3 dice)
[ ] Aggregate Plants
While much of our light and heavy industrial output has at least some tangible involvement with Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 0/200: 10 Resources per die) (reduces infrastructure costs) (-- Labour)
[ ] Logistical Shipyards
In human history few options have ever had the combination of low prices and large cargo volumes of naval shipping. In the 19th century, clipper rigged sailing ships raced halfway around the world, carrying cargoes of tea and porcelain. In the 20th century, massive container ships provided the goods for consumer economies the likes of which have not been seen before or since. While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere. (Progress 126/150: 15 Resources per die) (--- Labor, +++ Logistics)
[ ] Blue Zone Power Grid Reconstruction (Phase 1)
While few operations are as power intensive as GDI's operational bases, the destruction of much of the world's electrical power network has left many without the ability to cook food, heat their homes, or engage in the Initiative's E-Government systems. Restoration of power to the civilian sector will see a return to normality, and hopefully start the return to pre-war production.
Further, there are many power plants without connection to sources of demand, leaving them shut down. (Progress 0/200: 5 Resources per die) (- Labor, +++ Energy)
[ ] Fission Turbine Plants
GDI has relied on small scale nuclear power plants for decades. Originally based on Soviet VVER designs combined with western style large cooling towers, modern GDI power plants use a compact molten salt reactor. While the large cooling tower has been kept, it is primarily a backup option. Standard GDI construction allows for the installation of a pair of secondary precooling turbines to increase power output, however these are not universal. Building additional plants to produce these turbines as a unit will increase power output substantially. (Progress 0/100: 5 resources per die) (- Labor, + Energy) (Increases impact of Blue Zone Power Grid Reconstruction)
Light and Chemical Industry (3 dice)
[ ] Prefabricated Shelter Plants
While constructing larger housing systems is obviously preferable, in times of urgent need, single person and single family prefabricated shelters can be erected significantly faster. By constructing plants in secure Blue Zones, the process of new and reconstructed settlements can be done both faster and more cheaply. (Progress 0/100: 10 Resources per die) (+ Health, + Housing)
[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)
[ ] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids are currently unable to reach. (Progress 0/150: 10 resources per die) (+ Energy)
Agriculture (3 dice)
[ ] Blue Zone Aquaponics Bays
With most of the lush farmlands that were once able to feed the world's population comfortably overrun by Tiberium, governments were forced to resort to as many methods of feeding its population as it could. One of the more successful ways found to work were hybrid fish and vegetable farms, that were able to provide balanced diets, even if they are not quite as calorie dense as traditional farming. It's time to restore those farms that were damaged in the fighting, and restock those that ran short.(Progress 0/200: 10 Resources per die) (-- Labor ++ Food)
[ ] Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste. (Progress 72/100: 10 Resources per die) ( - Labor ++ Food)
[ ] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 0/100 10 resources per die) ( --- Labor + Food, + Health)
[ ] Biofuels plantations
While trace amounts of Tiberium found in soil grown crops render it unfit for human consumption, and biofuels have long been supplanted by other power sources, biofuels are and remain a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die) ( - Labor + Energy)
[ ] Tighten Rationing Measures
While unpopular, in some cases rations can be cut to ensure that there is enough food to go around. (1 die, reduces food requirements)
[ ] Starvation (++++ Food) (-15 Political Support)
The most extreme form of rationing, Starvation rations significantly ease the pressure on food distribution, however they will soon lead to many either searching for new sources of food, or starving.
[ ] Meagre (+++ Food) (-10 Political Support)
While enough to keep skin and bones together, Meagre rations will produce significant unrest. This is likely to be taken as a sign that GDI continues to not care about the problems that populations in yellow zones face, especially with a lack of media distribution systems.
Tiberium (4 dice)
[ ] Blue Zone Tiberium Abatement (Phase 1)
Many former Blue Zones have had significant surface level tiberium contamination. By starting harvesting operations, we can both increase income significantly, and begin reducing Tiberium spread. Holding the line here and clearing away the Tiberium spread by the Scrin and Brotherhood of Nod is a strong first step towards (Progress 0/200: 20 resources per die) (small additional income trickle [5-10 Resources]) (contributes to plan goal)
[ ] Yellow Zone Tiberium Harvesting (Phase 1)
While the Yellow Zones have more extensive Tiberium infiltration, that pollute the environment and have in many areas rendered it virtually uninhabitable to human settlement, we can both exploit and prevent further Tiberium spread here. They can also serve as a significantly larger source of Tiberium to fuel the Initiative's efforts. By establishing outposts near extant Tiberium veins, a slow but steady trickle of resources can be added to the stockpiles (Progress 0/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal)
[ ] Red Zone Tiberium Harvesting (Phase 1)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. While standard harvesting bases are not possible, more heavily defended base camps, surrounded by sonic turrets and protected by Zone Troopers can provide a major economic boost. (Progress 0/150: 25 resources per die) (additional income trickle [10-20 Resources]) (Slightly contributes to plan goal)
[ ] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)
Orbital Industry (3 dice)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)
[ ] Fusion Heavy Lift Experiments
GDI has cracked many of the secrets of fusion. While long term (in the sense of power plants) stable fusion has still eluded GDI scientists, fusion rockets are a known quantity. While before the Third Tiberium War, no practical heavy lift rocket had been developed, it is at least theoretically possible.While plans had been made prior to the Third Tiberium War to construct these vessels, they had gotten no further than the planning table before every resource was dedicated to our survival. By constructing these heavy lift rockets, much larger payloads can be lifted at significantly lower costs per ton, both reducing the cost and progress needed to construct orbital infrastructure. (Progress 0/80: 10 resources per die) (Unlocks further options)
Services (3 dice)
[ ] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 54/100: 20 Resources per die) (- Labor, +++ Health)
[ ] Yellow Zone Refugee Camps (Phase 1)
The Third Tiberium War has resulted in the largest number of refugees recorded in our history. Hundreds of millions of people have been left homeless as a result of the brief, but devastating war. As the only legitimate global government, it is our responsibility to redirect and rehome these refugees. While building camps is far from providing housing for all, by centralising these populations amongst transport routes in vast camps, we can make it more logistically feasible to provide care for these people as we slowly move them elsewhere.
(Progress 0/300: 5 Resources per die) (+++ Housing, + Health)
[ ] Primary Schooling
The war created a significant hole in standard educational practices. While not the highest priority, returning kids to school frees up parents to work, and is an ongoing investment in our future. Schooling will also increase security against the Brotherhood of Nod in the long term, as more children will be raised under standard GDI curricula and away from terrorist indoctrination. (Progress 0/300: 5 Resources per die) (---- Labor) (5 Political Support)
Military (3 dice)
[ ] Third Tiberium War Performance Review
While the war was won, it did not come without its costs. By reflecting on and studying the losses, hopefully the next war will be less painful. For the Ground Forces, the war was fought across many fronts, and often on a shoestring budget. While not all of their lessons are universal, some did reveal weaknesses in the doctrine and equipment of the Global Defense Initiative (Ground Forces,Navy, Steel Talons) (One die per field)
[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 0/50: 10 resources per die)
[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)
[ ] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 0/80: 10 resources per die)
[ ] Super MARV Development
The Mammoth Armored Reclamation Vehicle served the Initiative well in the years leading up to the Third Tiberium War. Heavily armed and armored, and mounting an almost complete harvesting and first stage processing system, the MARV was able to cut through surface level Tiberium deposits. However, during the war, the limited self repair functionality, and the limits of its four modular weapons mounts made it vulnerable to air attacks. A third trailing tracked section offers a location for even more Tiberium storage, and two more mounting points for modular hardpoints. (Progress 0/40: 15 resources per die)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
[ ] Reykjavik (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Toronto (Progress 0/75: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/80: 15 resources per die)
or
[ ] Orbital Strike Combat Teams
While figuring out how to deliver a sizable force to the battlefield from orbit is an expensive proposition, and one that will require extensive testing, a much more simple option is already developed. Zone Troopers are already mounted up with orbital drop pods. While in either case it takes 10-20 minutes for the troops to be delivered, that is massively faster than any other option. By copying those over to the Space Force, they can have a dedicated operational branch without significant new developments. (Progress 0/150: 20 resources per die) (-- Labor)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/100: 30 resources per die)
Bureaucracy (3 dice)
[ ] Emergency Resource Allocations
While the budget for the four year plan has already been decided, and the Initiative has run a severe deficit for three years, there are stockpiles and monetary reserves that have not yet been tapped. While overuse of these resources will be politically highly unpopular, at the moment, the clear and present emergency does leave you with cover to make use of them. (DC 60) (-5 PS)
[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 55/75/95) (increases die allocations) (can have political consequences)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)
Bah, you guys just need an Omake to make up for the three points. Here, have a quickie.
House of the Lord.
Kane peered through the helmet of his environment suit at the distant Tiberium tower. "Magnificent. Truly, the Third Tiberium War, for all it's disappointment, was worth it for this." He turned to the Black hand and his Guest and cocked an eyebrow through the bubble helmet. "I know, Commander, that you may feel otherwise, but despite all our setbacks, this truly is the culmination of all my plans." Kane swept his hand towards the horizon. "The days are fast approaching now, when all the world will see the truth of my prophecy and wisdom."
Kane stepped down and sighed. "Alas, we are much reduced, and must take time. Our...failures, as much as it pains me to admit, are now evident for all the world to see. I gave the Black Hand orders to carry out opperation Abel, but there has clearly been more corruption and greed to purge in the Brotherhood than I thought. This warlordism is a good cover for us to rebuild, but every day it continues, we loose more and more of our precious brothers."
"I am afraid that even I cannot stop it now-too many blame me for the failures of Killian, and my star is tarnished by the assault on our temple. So I will build a new temple here, in the ruins of the Vatican. The final temple, a laboratory to study our prize and prepare for the return of the Scrin. And I will need you to go forth into the world commander-assemble your veterans and your army, and bring our brothers to heel again." Kane turned and walked across a roof riddled with Tiberium. "We must make haste, you and I, commander. For though I have the vision to know what comes, no man nor messiah knows the hour and the day."
The room around you was filled with past portraits of GDI's leaders and notable commanders, all of whom felt at the moment as if they were looking down at you with contempt. You feel the shame of what happened still linger on you, even after all of these weeks. Thousands of people dead, and many fingers were pointing firmly in your direction as the head who they wanted the axe to take.
That fate of course rested in the office of the man you were here to see: Director Granger, hero of the Third Tiberium War, and one of the few GDI officials who hadn't been tainted by association with Director Boyle.
"Dr Granger?"
You turn your head to look up, and see to your surprise that somehow, the attractive secretary had somehow moved from her desk to your left side without you having noticed.
As you stammer a yes, the woman raised a slight eyebrow and turned to glance towards the Director's door. "Director Granger will see you now."
Leading you to the large door, the woman knocked twice, and as a booming voice called for you to enter, she led the way inside.
Like the man, the room was relatively spartan. Unlike the previous Administration, there were few luxuries to be seen around, save for perhaps a small coffee machine that had clearly seen a great deal of use over its lifespan. Director Granger himself sat at a small table covered with neat stacks of paper, occasionally glancing at a flatscreen positioned to his left. As you walk in, he signs a paper before him with tight, controlled movements, before laying his fountain pen firmly adjacent to the document as though it were a new recruit freshly graduated from boot camp standing at attention.
"Doctor Granger, take a seat." His voice offered no indication of your ultimate fate, his eyes dancing up and down you as if the man was taking you all in and evaluating your character in a single glance. "Has Lieutenant Telfair offered you any refreshment?"
At your denial, he nodded once to the sec-no, to the Lieutenant, who exited the room leaving the two of you alone. For a moment, there was a silence in the room only punctured by the small ticks of a clock that hung against the wall. At last, Director Granger leant back on his chair and let out a deep sigh.
"Doctor Granger," he began dispassionately. "I wish that we could meet under better circumstances, but I've got a lot of anger from the legislative and the general population. Polls indicate that you're one of the most unpopular men in my administration at the moment, and the media is outright calling for your removal."
As you await the fatal words from Director Granger's lips, the man leans forward and picked up his fountain pen again.
"And yet, I find myself not fully convinced. If I fired everyone who made mistakes, or was in charge when mistakes happened, I'd daresay that we'd never have a government that would last more than a day. Even if I fired people for a single act of gross incompetence, Lieutenant Telfair would be running INOPS, and as much as she is wasted here, she would be out of her depth there. These past few months certainly haven't been easy for anyone, and neither of us were under any delusions as to how difficult a task this would be for you when you chose to undertake it. Of the many candidates I had at my disposal, I placed my faith in you, Doctor Granger, and that hasn't gone yet. While I would have appreciated a bit more aggression about combating Tiberium Spread, your works in restoring our logistics, and your efforts to restore confidence in the GDI are paying dividends. If you'll excuse me, in the past five minutes I'm sure that my workload has doubled without me looking."
Current Economic Issues:
Housing: Critical Shortages (------)
Energy: Severe Shortages (-----)
Logistics: Significant shortages (---)
Food: Production insufficient, distribution critically insufficient. (--)
Health: Some areas overserviced, other areas critically underserviced, overall shortages (--)
Labor: Practically unlimited
[X] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have caused heavy damage to the Blue Zones. Currently the population is suffering from a lack of housing and infrastructure. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering and rebuild confidence in this Administration. This first phase will consist of reconstruction of roads, metros, and light rail systems. Until these vital areas are rebuilt, we will be unable to move enough manpower or resources to construct or repair housing units.
Reconstructing from the war is not just building houses, but building infrastructure. Roads torn up by artillery and tracks, cracked water pipes, and shattered mass transit systems. It is busses, metro lines and monorails. GDI's engineering teams began with the urban cores damaged earliest in the conflict. While places like Blue Zone 2 (North American Eastern Seaboard) had significant conventional damage, they were far less affected than areas like Cologne, which saw nearly complete takeover by Tiberium.
In any logistical system, the last mile is always, by far, the most expensive part of the system to produce. While moving goods in bulk can be done cheaply and easily, moving them to the thousands or millions of destinations that exist in the last mile is anything but. Infrastructure is the name of the game here. Houses are nothing without the many numerous connections that make a house livable, and in order for the vast multitudes of homeless to be rehoused, these vital connections must be restored to their pre-war prime. Thousands of GDI civilian and military engineering teams were bussed out to vital locations to rebuild roads, replace water pipes and restore transit systems ranging from major monorails to parking facilities. Progress began with the urban cores of the Blue Zones, where damage varied depending on their global location. Whereas the Blue Zones of North America could charitably be called damaged, Blue Zones in Europe for example had been brought to the brink of destruction. While few housing units have as of yet been fully constructed or restored, a significant part of the infrastructure requirements needed for these houses to be operational have been brought back online.
(progress 145/400: 10 Resources per die) (-Labor, ++ Housing, + Health, + Logistics)
[X]Logistical Shipyards
In human history few options have ever had the combination of low prices and large cargo volumes of naval shipping. In the 19th century, clipper rigged sailing ships raced halfway around the world, carrying cargoes of tea and porcelain. In the 20th century, massive container ships provided the goods for consumer economies the likes of which have not been seen before or since. While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere.
In Cape Town, between Mouille Point and the Salt River, a series of new built docks and pilings have created a factory to churn out new ships, while each is still a long construction that takes weeks, even with the most modern of methods, the end result is new ships coming off the line every few hours. However, the shipyards are still facing chronic delays as power constraints have kept them from being run 24/7.
(Progress 217/150: 15 Resources per die) (--- Labor, +++ Logistics) (completed)
[X]Fission Turbine Plants
GDI has relied on small scale nuclear power plants for decades. Originally based on Soviet VVER designs combined with western style large cooling towers, modern GDI power plants use a compact molten salt reactor. While the large cooling tower has been kept, it is primarily a backup option. Standard GDI construction allows for the installation of a pair of secondary precooling turbines to increase power output, however these are not universal. Building additional plants to produce these turbines as a unit will increase power output substantially. In effect, the secondary turbines form a very short updraft tower. By running nearly unshielded cooling liquid through a series of coils beneath the turbines they are air cooled, creating an endless supply of hot, high velocity air that can be used to turn a turbine. However, it also creates problems. Electricity generation requires high rotations per minute, which means an extremely lightweight and efficient turbine to get the maximum power out of the waste heat. Although the base structure of these buildings are relatively easy to construct, little more than metal lined concrete frame, the internal systems of these buildings require a significant amount of experts assigned to these areas, however these experts are currently needed in other areas which has resulted in these facilities to not yet be fully operational. (Progress 38/100: 5 resources per die) (- Labor, + Energy) (Increases impact of Blue Zone Power Grid Reconstruction)
[X]Prefabricated Shelter Plants
While constructing larger housing systems is obviously preferable, in times of urgent need, single person and single family prefabricated shelters can be erected significantly faster. By constructing plants in secure Blue Zones, the process of new and reconstructed settlements can be done both faster and more cheaply. (Progress 86/100: 10 Resources per die) (+ Health, + Housing)
In conjunction with our efforts to restore infrastructure in the Blue Zones, new Plants are currently being constructed in order to facilitate mass production of Prefabricated Shelters. While these factories have mostly been set up, logistical issues have prevented completion of the water and power management systems built into the shelters, preventing full output in several Blue Zone territories.
[X]Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, electricity can be provided in small, portable packages. While insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids are currently unable to reach. (Progress 91/150: 10 resources per die) (+ Energy)
A solar tarp is actually two things. First, thin plastic photovoltaic cells, and second, a woven polyethylene tarp. Designed to be either pulled taught as part of a stand, these are far less efficient per square meter than dedicated solar panel arrays. However, they are also far more lightweight and portable, making them perfect for deploying into far flung yellow zones.
While tarp production is easy enough to scale up, and has already been completed, the photovoltaic cells have been limited by the supplies of rare earth metals. While some demonstrator models have been constructed, full scale production requires yet more effort.
[X]Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste.
There were many areas that were considered to be ripe for potential NOD attack, in particular the Yellow Zones. In order to combat this, critical danger zones such as infrastructure repair teams, increased patrols in Blue Zones and highlighted satellite operations were put in place. However, in a classic case of NOD operations, they attacked us in the one place that we would never have expected - our Fungal Farms.
Considered less of a priority for protection, largely due to the nature of the work involved, and through key security failures that will be heavily investigated by security sub-committees, these terrorists infiltrated our workforce and infected the output of these fungal farms with traces of Tiberium. Unfortunately, this was not recognized until several crops had been harvested and already shipped out. Several thousand people have died as a result of internal organ failure from consuming Tiberium laced food, and has severely discredited fungal farms as a viable food source, even by the starving masses. Further damage was caused during INOPS investigation of our agricultural state department, which led to the infiltrators deliberately setting demolition charges within several highly flammable areas of our fungal farms, in particular the high amounts of fertiliser used in its growth.
This discovery has meant that many of the growth vats will need to be replaced, along with a recall of all fungal biomass currently in the supply chains by highly specialised Tiberium Reclamation Teams who will have to treat each package as the highly dangerous item it is.
(Progress 75/150: 10 Resources per die) ( - Labor ++ Food) (NOD Sabotage)
[X]Yellow Zone Tiberium Harvesting (Phase 1)
While the Yellow Zones have more extensive Tiberium infiltration, that pollute the environment and have in many areas rendered it virtually uninhabitable to human settlement, we can both exploit and prevent further Tiberium spread here. They can also serve as a significantly larger source of Tiberium to fuel the Initiative's efforts. By establishing outposts near extant Tiberium veins, a slow but steady trickle of resources can be added to the stockpiles (Progress 122/100: 20 resources per die) (small additional income trickle [5-10 Resources]) (slightly contributes to plan goal) (+10 Resources)
A GDI standard resource base is a simple thing. A small rectangular wall. Four anti aircraft guns, one in each corner. Four entrances, one in the middle of each side, each covered by a pair of watch towers and guardian cannons. On the interior, a pair of power plants, a barracks, a war factory, and a pair of Tiberium refineries round out the operation. Over the last three months, over three hundred new bases have been erected in yellow zones across the world. While nowhere near enough to begin even significantly depleting the region's Tiberium, it is enough to substantially increase the resources at the Treasury's disposal. While you will have to share eventually, at the moment the budgets are set, and you can use the entire revenue for your own pet projects.
[X]Red Zone Tiberium Harvesting (Phase 1)
The most contaminated of areas, the Red Zones also offer bounties of Tiberium. While it will be expensive to set up, and offer limited progress towards stopping the spread of Tiberium, basic harvesting measures should turn significant profits. While standard harvesting bases are not possible, more heavily defended base camps, surrounded by sonic turrets and protected by Zone Troopers can provide a major economic boost
Red zone harvesting is a complicated process. Unlike yellow zones, where exposure is low enough to be acceptable or managed, a red zone is vastly more hazardous. GDI Red Zone Reclamation Stations are entirely enclosed, with harvesters being sonically and chemically treated daily to ensure that no tiberium can enter the secure zones of the base. Even more heavily defended than Yellow Zone bases, the standard practice comes from the tendency of NOD infiltrators to attack the base. Each base is ringed with land mines, and has 360 degree coverage from not only guardian cannons and sentinel towers, but also sonic emitters, which both protect the base from Tiberium encroachment and NOD assaults.(Progress 152/150: 25 resources per die) (Slightly contributes to plan goal) (+20 resources)
[X]Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 66/100: 20 Resources per die) (- Labor, +++ Health)
The Tiberium Health Services are a constant source of headaches. Trying to recruit doctors and medical staff has been a chronic problem, with few qualified, and fewer willing. The clinics exist, the staff to fill them apparently don't. Yet more effort will be required to actually bring these clinics to cover more than just the Blue Zones.
[X]Yellow Zone Refugee Camps (Phase 1)
The Third Tiberium War has resulted in the largest number of refugees recorded in our history. Hundreds of millions of people have been left homeless as a result of the brief, but devastating war. As the only legitimate global government, it is our responsibility to redirect and rehome these refugees. While building camps is far from providing housing for all, by centralising these populations amongst transport routes in vast camps, we can make it more logistically feasible to provide care for these people as we slowly move them elsewhere.
(Progress 139/300: 5 Resources per die) (+++ Housing, + Health)
The first wave of camp construction has begun, layering concrete and construction foam in energy efficient apartment blocks. Low slung yellow grey blocks, with apartments connected by ramps, the units are cramped and uncomfortable, but far better than camping out in the ruins of old cities. With central cafeteria style kitchens, and distribution of goods, significant improvements in quality of life are already being made, although the current scope falls far short of what is properly needed. With tens of millions of document refugees and homeless across the whole of the world, more camps and more resources are needed to finish the job.
[X]Third Tiberium War Performance Review: Ground Forces (67, 81)
While GDI's ground forces are not exactly happy with their performance in the war, between the losses taken in the first weeks, and the difficulties faced when encountering the Scrin, they understand the gravity of the situation. Rather than requesting large refits, the Ground Forces primarily want a series of smaller upgrades.
The most broad request is a rollout of railguns not just to selected units, but across the force, including to RIGs/Battle Bases, and Guardian anti tank cannons. While railguns have been a part of GDI's arsenal since the Second Tiberium War, they had not been particularly widespread. Before the war, only about a third of GDI's first line armored assets had been equipped with railgun armaments, and none of the second line. While this would require a significant expansion of production, nothing in this request is actually new.
Additionally, for armoured divisions, a wider installation of remote weapons systems to provide both anti personnel and anti aircraft support is requested, especially after many tank losses during the war came from NOD suicide bombers and Scrin air strikes.
While GDI's armored forces survived the war and required little more than marginal upgrades, GDI's infantry suffered heavily, especially when fighting in the Red Zone Tiberian wastes, or against NOD heavy infantry. While Enhanced Penetration ammunition existed, and was used in limited supply during the war, there was never enough of it to be supplied to units beyond the tip of the spear. Similarly, a wider allocation of composite armor suits would be widely welcomed.
[X]Third Tiberium War Performance Review: Navy (53, 10)
GDI's navy played a limited role in the war. NOD never built all that many Battleships, and never built carriers. Naval conflicts were rare, and usually came out in GDI's favor. Overall however, the navy played an insignificant role during the Third Tiberium War. When battles took place near open water, the navy often attempted to provide support, but would find itself extremely vulnerable to NOD Vertigo Bombers. The navy has recommended that a new class of Cruisers be constructed to make up for and replace the loss of many battleships during the War. The Admiralty has also recommended that a new integrated point defence system be developed and placed on all existing GDI vessels, as well as any new ship designs that are constructed.
[X]Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/150: 25 resources per die) (Contributes to plan goal)
Blue Zone One had been hit hard by the Brotherhood of Nod, and was hit again by the Scrin invasion. Too close to the heartland of the Brotherhood in Sarajevo, and too large to be abandoned, the men there hung on along lines long bloodied by conflict. At the Mannerheim line, GDI soldiers held like many of their ancestors did a century ago. In the wake of both these attacks, Tiberium came to flourish in areas once completely clean of its toxicity. With much of GDI wishing to see Blue Zones restored to their former glory, and with the potential propaganda coup that would restore GDI peace and security to this former battleground, the main focus would begin here. The first stage of constructing the Reclaimator hubs is in some ways the simplest. A series of refinery complexes take the atomic slurry that the MARV puts out and processes it into finished goods. As a MARV is able to do the risky first stage refining in the field, the refinery complexes that support the Reclaimator Hubs can be built to lower specifications.
(Blue Zone 1: Northern Europe)(39/150)
[X]Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (Infrastructure) (94)
The Infrastructure department is, at this point anyway, relatively clean. While there are certainly chronic problems with low level corruption, inefficiencies, and procedural errors, it is at an expected low level. The largest piece was moving a main power line a street over so that a work crew's family would get power.
[X]Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (32)
Inops fouled up here significantly. Rather than doing their investigations quietly, Inops rampaged through the staff openly, spooking a NOD cell that had infiltrated our Fungal Farms. Choosing to go out in a blaze of glory rather than spend the majority of their remaining lives in small isolation prison cells, they systematically sabotaged what they could get their hands on and caused severe damage to the facilities they were located in.
Secretary Abotts Mason: Sir, there is a proposal from one of the companies that is involved in our reclamation that I believe that you may want to take a look at.
Head of Requisitions, Jacob Hafsa: Great, another money grabbing proposal I'm guessing.
Abotts Mason: Well, not quite. This one is in regards to the use of the micro sonic inhibitors and the sonic barriers that we use to block the spread of tiberium on a local scale.
This company say that they can replicate the emitters without using any sonic crystals and that If they can mass manufacture them, the emitters would be cheaper than the current version due to not needing the crystals.
Jacob Hafsa: And which ones do they say they can replace?
Mason: Well, the emitters that they have are intended to either block tiberium encroachment onto vehicles and structures or be used in a novel mode to recreate our sonic repulsor barriers that we use to contain tiberium. For the static version they say that the novel mode can be used to fully block off any chance that the tiberium can spread via air. The saving that would be available are not much per usage but it would quickly add up in aggregate.
Hafsa: Really? Let me guess: they have the tech but it is very expensive to manufacture.
Mason: Yes to a degree. The said that making the necessary emitters are currently expensive but they have a plan to mass produce them cheaply. However, they need some funding to help defray the capital costs.
Hafsa: Well, I'm guessing that they are offering a demonstration and gave us contact information right? Which company are we talking about?
Mason: Yes, Vanguard Remediation is the company making the offer and they have one ready within this month.
Hafsa: Them? This should be somewhat interesting. Those people are always working on something. Most of the time they are beaten to the punch in releasing new tech to the markets but when they are first, that means that it is very close to full commercialization.
Contact them for me and schedule the demonstration for when I am free Mason. And thanks for letting me know about this.
Mason leaves
Hafsa: Interesting... Vanguard has been having some issues with cash flow recently. If this works, I could see them getting a reliable cash flow. Of course, this could be a attempt to get some money to help them recover from that. On the other hand, they always try to make sure that they having a working product and plan before they do things like this.
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Well, this makes my little foray into omake writing for this quest. I'll be slowly developing the little story arc here. Keep tuned to find out more!
Also, as for the intended final effects and cost of this innovation, I will say this:
The tech is nowhere close to being used for offensive purposes(eg replacing the sonic crystals in the Sonic Emitter defense or the Shatterer vehicle)
The cost isn't significant for GDI(eg there is no need for us to allocate resource. The company just needs enough to make create the first assembly line and they can handle bootstrapping the rest.) Depending on how the QM views the impact at the end, it might make the DC of various stages of remediation slightly lower.(@Ithillid please wait until this mini-series is done before deciding whether or not to do so.)
The micro emitters have a bunch of other uses at the cost levels that Vanguard can make them. There is a reason why they just want enough capital to construct/retool one assembly line.
Let's just say that Vanguard Enterprises can deliver!
The ammunition that is being sold here is possible, i's just that you need to get the shells manufactured well enough to not have issues with the high jerk(an actual physics term) from railgun launches.
A random Vanguard Defense Sales Rep: Welcome, GDI officials. As we all know, we are no longer for the moment facing near or peer adversaries. Instead, we are handling various attacks from various sources that do not require a railgun shot to handle. Such targets would be better served by a specialized round that is intended for anti-personnel and structure/obstacle clearance. Unfortunately, we are limited by the fact that the majority of our vehicles only have two types of weapons:
Guns that have limited range and less effect.
Railguns/canons that have long range but are not as effective at taking out threats that we are facing now.
A common strategy that was used involved a specialized munition that could use specialized multi-mode fuses and payload designs to easily generalize to such roles while saving a section of the ammunition loadout for tougher targets.
The problem here is that all of our longer ranged weapons have a costly guidance system or subject the shell to sufficiently high forces that makes the previous shell designs insufficiently reliable.
However, we here at Vanguard Defense have used our expertise in manufacturing high precision and reliability components to bring you both the AP-Frag and the HEDP rounds, fully compatible with any railgun/cannon that you may have in your inventory.
Let's show them off!
Okay. Here, we have both the MBT-6 Predator and it's variant with the railgun. Traditionally, the ammo had a limited impact on enemy personnel that had some degree of spacing from each other. The normal variant could use it's specialized fragmentation rounds but such rounds were relatively useless against vehicles and the burst was limited. The railcannon is not able to use such rounds at all due to the high forces that would break or otherwise make the fuse unreliable and would have to rely on after effects to do area damage. With our AP-Frag shell though, we can use the same shell type and successfully engage enemy personnel. Let's see it in action.
FIRE!
-----
The first tank fired it's shell. The crew already has selected the intended target type and configured the fuse settings, namely enemy personnel and prox airburst. The round was automatically configured for it's role via a direct connection. Then the chemical propellants were ignited by the primer. As the shell was accelerated, the shock broke a membrane, finally enabling a small battery to start working. At the same time , a small capacitor that was sustaining the fuse was about to give out, having been drained after it was no longer being charged by the vehicle. The small battery took over the power supply and the first microelectronic component was enabled. It rapidly went through it's response, and decided that there was no need to engage it's contingency settings. The microchip then sent the shell into hibernation for a millisecond as a safety measure to prevent fratricide. After the hibernation, the microchip handed control over to another microchip, one that handled the proximity airburst fuse. It rapidly enabled the local radar and distance measurement systems, engaging ECCM at the same time to prevent hostile interference from predestinating the shell.*
The shell went for a additional second and a half, with the onboard sensors not detonating the shell into an airburst yet. However, at 2.1 seconds, the proximity fuse detected that It would quickly impact a surface and detonated the shell.
The shell's fragments were carefully designed to explicitly cause the maximum damage to any target that was unfortunate enough to be insufficiently protected. At close ranges, the impact would be equivalent to multiple 50 caliber rounds impacting a general area. The fragments tore into the environment, badly damaging the local witness plats and ballistic gel dummies. None would've survived the explosion.
The next tank fired. Normally, the shock of the railcannon would've badly damaged the fusing mechanism, causing the fuse to be unreliable. However, Vanguard Defense's design prevented the shock from adversely affecting the shell, permitting it to function identically to it's copy.
-----
And would you look at that! Both tanks have managed to "hit" and kill their targets from a very long distance. I guarantee you that the radius of impact is far larger than any of your previous shells.
And as for HEDP, well; let's see. We have set up a variety of common fortifications and obstacles that you may want to engage form a distance.
COMMENCE FIRING!
-----
Both tanks started firing at their assigned targets. The HEDP shell functioned similarly to the previously fired AP-Frags.
The first set of targets were simple sandbags and Hesco barriers. After the first impact, it was apparent that those would not save the unfortunate soul that were depending on those for cover. Six ballistic gel test dummies were badly mangled.
The next set had lightly armored vehicles, with both the integrated(normal) armor and improvised armor. It was quickly apparent that such armor could not prevent the vehicles from being oneshotted.
Antitank fortifications and obstacles were the next set. The dragons teeth were quickly demolished and any possible blockage was quickly reduces to rubble.
Finally a set of fortified structures were attacked. Each one was badly damaged, with the armored dummies killed.
-----
And that is the HEDP round!
Now there are probably some questions that you may be asking.
First, how difficult are these shells to integrate into my vehicles and how easy is it to use the shells?
We have a wide variety of low footprint modifications ready for any vehicle that is compatible with our shell sizes. Such modifications can be rapidly done in the field. We modified the two MBT-6 Predators within 3 hours. Our test crews here had no prior significant training with the rounds. They were quickly trained for the same three hours that we used to modify the tanks and with the help of our modifications and the smart nature of the rounds, they managed to effectively engage the targets that you seen here.
Secondly, how much do these modifications cost?
Well, thanks to the fact that the vehicles had a FCS already, the needed components were minimal and it was very cheap to retrofit them. If you do not have a FCS on your weapons, we also have a low cost addition to remedy that and enable the modification to happen.
Third, how much do the rounds cost?
Thanks to our proprietary manufacturing techniques, we managed to create these rounds for the same price your normal rounds.
Finally, how reliable are these rounds?
You don't need to ask. You already know how we test any prospective gear or product that we sell to you. These are already tested for drop, temperature resistance including rapid cyclic changes, EMP, and many other adverse environments or conditions.
Thanks for coming to our demonstration. You may now take a look at our targets and the impact that our rounds have made. I and some of the engineering team members will be around to help answer any questions that you may have.
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So, that's my sales pitch lol.
This should give you a hint on how Vanguard Enterprises generally functions.
As for how these work, well let's just say that a bunch of enhancements to manufacturing of electronic components allowed for highly ruggedized electronics that could survive the forces involved. Advances in battery technology also allowed for the supply of on demand power when needed.
*The shell acts like a VT fuse from WW2 except advances in microelectronics and antennae design allow for better accuracy and ECCM as to prevent a special jammers from causing the shell to detonate prematurely. Of course, there are jammers that can do so but such things have a limited time to act and are very large(vehicle mounted). Large enough and complex enough that it would be difficult for a peer threat to reliably defeat the shells.
EDIT: If you want a source, here you go: Proximity Fuze Jamming - W.W. Salisbury (smecc.org)
PS: Feel free to ask me how these would work. There is a reason why the sales rep did offer to answer any question that remain.
PPS: Please comment. Us omake writers need feedback to improve.