Speaking of Karachi now that the Nod Dog pile might be done do you all think we should get to work on that? After all it is not only a plan goal but also a commitment to one of our talents Arya Gulati. Of which I do not want to find out what happens if we fail on that, the congress might forgive us for not making our Karachi deadline in the event of war but I'm not so sure if Arya Gulati will.
The dogpile is very much not done. Ithillid mentioned that hopes of troops being home "not this Christmas, but the next" were possible before this turn's battle rolls, but iffy after. However, I can possibly see us starting to work on it in 2061. We'll see how things go, the dice could well swing back our way.
More on the order of Zone Armour power and energy weapons. More on the odds of a Fallout Fusion Core and upscaling it is going to be a hard engineering problem to beat. You could theoretically bundle them to power a Pitbull or Guardian APC but it would be far too expensive to be worth it and extremely inefficient. It could however see use in powering many of a tanks electrical systems leaving the engine to only handle the weapons and tracks.

This is a good step for building smaller reactors but we need Bergen and better shields to get the Gen-2 fusion plants before we can get fusion engines I think.
The first-generation version is more like the microfusion cells used as ammunition, rather than Fusion Cores, I believe.
 
Speaking of Karachi now that the Nod Dog pile might be done do you all think we should get to work on that? After all it is not only a plan goal but also a commitment to one of our talents Arya Gulati. Of which I do not want to find out what happens if we fail on that, the congress might forgive us for not making our Karachi deadline in the event of war but I'm not so sure if Arya Gulati will.
The Dog Pile just started, mate. Let's not count our chickens before they've hatched.

EDIT:Ninjaed by everyone.
 
Reopening the Panama or Suez canals would be interesting projects. But yeah, both locations look like they would be a bit hostile, so we'd need good naval support to even start them.
But they would be helpful with cutting the big red zones into smaller pieces.

Cleaning up Hawaii is also a nice idea. Good spot for a new naval base, and also well positioned for future clean-up of the Pacific seabed.
Another possibility is YZ 6: Western Australia. That would give us control of a third corner of the Indian ocean, and also mean that Nod can't waltz into the Southern ocean.
 
I actually thought about that after the Yellow Zone relabeling, but our primary way of directing abatement efforts, MARV fleets, doesn't actually have a option for Hawaii. Most likely due to its small size making it not worth the effort.
The only possible way I can think of is by investing in the Navy, in order to better protect harvesting convoys to and from the islands.

Clearly once the grav plate bugs are worked out, we need a Kodiak MARV (or something closer to the ground than the Kodiak).

Edited because I can't spell.
 
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Edit: What new units and upgrades does Nod have in general?
Nod has many new units, most notably the Barghest (air superiority fighter with antigravity propulsion, derivative of the Banshee from TW2) and the Centurion (smaller bipedal mech with an Avatar-grade laser). Units tend to vary by warlord, with some seeing more use than others (such as the Lampades, a laser-armed ground attack derivative of the Barghest, which was retired quickly). There have been two primary types of Gana: the Afancs (heavily armed crocodilians generally deployed at close range) and Takko (only used once by Bintang, cephalopods optimized for boarding ships), as well as some less notable types which haven't been described.
 
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Gideon also has a 4-meter mech with 2 modular hardpoints, revealed in Q3 2058, and there are at least 2 tank designs based around the binary-propellant cannon that has also seen use on Centurion variants.
There's also an upgraded Vertigo. (mentioned Q2 2059)
 
And there's the Falak, a massive cargo submarine used to move troops and materiel (unsure if GDI currently knows this in-universe), and an as-yet unidentified stealth aircraft which might be the Vertigo-bis. One prominent biprop design is the Salamander, a tank destroyer designed by Stahl. Krukov also used refitted TW2 Titans with biprop cannons, but went on to replace them with Centurions. He also has the Varyag-class aerial battleship.
 
@BOTcommander, here's a blurb for the ULRS if you want it.

I've also been updating the Artillery blurb on and off if you want to look at it again.

The Universal Rocket Launch System, or Thunderbolt, is a family of modular missile systems fulfilling a variety of roles that would traditionally be served by separate missile designs across the Ground and Air Forces.

Thunderbolt is split into four missile system families by diameter: the T5 at 50mm, T10 at 100mm, T15 at 150mm, and T20 at 200mm. A system of Universal Rocket Data and Power Bus ports and interlocking features allows modules of the same family to be rapidly bolted together in the field.

The modules themselves are nothing new: warheads, engines, and seekers are all recognizable from previous missile systems. The novel feature of the Universal Rocket Launch System is that Thunderbolts are delivered as modules to field bases and then assembled into whatever missiles are required. While a number of modular missile designs have been used by GDI in the past, such as the Sidewinder and its various derivatives, none have allowed novel configurations to be assembled in the field, and none have had the deep modularity to cover such a breadth of roles from signal flares to extended range multi-role missiles.

While reliability issues stemming from rapid field assembly remain endemic, the ability to mix and match engines, seekers, and warheads has dramatically eased the logistics of supplying what had been, before the system's introduction, over fifty rocket systems, from Hydra 70 rockets to the Pitbull's dual purpose anti-air/anti-armor missiles.

In addition to the Thunderbolt, the new generation of high performance missiles, such as the AIM-134 Quick-Maneuver Air-to-Air Missile, use some Thunderbolt components to maintain parts commonality, particularly the Universal Rocket Data and Power Bus to maintain hardpoint compatibility across all missiles and platforms.

Q3 2056
ULRS

During the lead up to the Third Tiberium War, GDI was producing over fifty different rocket systems, ranging from 58.4mm in diameter rockets for the Mammoth tanks to Sidewinders, Rattlesnakes, and various multirole missile platforms such as those found on the Pitbull and Missile teams. Some guided, some unguided, and none produced in enough numbers that GDI could ensure a steady and uninterrupted supply by the late years of the war.

The solution that Ground Forces came up with was a modular missile system. A series of sizes and components that could be fit together to fill nearly any role. Codenamed Thunderbolt, the missiles come in four sizes. T5, at 50mm in diameter, T10, T15, and T20 at 200mm in diameter. The other key feature is variable length, from a 50cm baseline, up to 3.5 metres with modular solid fuel sections. Each can mount standardized seeker heads, payloads, fuel and exhaust assemblies to produce a staggering array of potential rocket systems.

For example, as a signal rocket, a short T5 can be equipped with a flare, firework, or even an antenna system with wire, and fired up into the air without all that much difficulty. However, the same basic platform and launcher can be reconfigured to destroy light vehicles or deliver long range fragmentation charges into concentrations of NOD infantry. Or it can be loaded as a submunition round for the T20, with ten of them capable of being loaded into the rocket. Things become more interesting at the larger sizes. The T15 and T20 are planned to become the baseline of lightweight, high mobility rocket artillery systems, using a mix of guided or unguided weapons. A return of the MLRS of the first two Tiberium Wars has already been planned, relying heavily on the longest and heaviest of the weapons available.

The only holdout so far has been the Navy, which has cited its need for longer range and heavier missiles as a problem. And even so, the Navy has seen fit to propose Thunderbolt + as a future project, building in the capacity for larger systems. Fundamentally, by ensuring cross-compatibility, it will make it so that GDI should never have to worry about running entirely out of ammunition. In terms of deployment, GDI will begin by converting a long list of surviving munitions factories over to the new standard. However, with demand expected to spike in the coming years, a series of new factories have already been planned.


QAAM


The QAAM in testing is fundamentally a fairly simple set of modifications to a standard Rattlesnake air to air missile. There are three real primary differences. First is that the seeker head has a roughly doubled scan speed and half again as much angle of sweep. Combined, these make it a significantly more dangerous missile alone because it is more difficult to break locks with rapid maneuvers the way that the Barghest has shown significant ability to do. The second is the control surfaces. The total area of the control surfaces has increased by a third, using a compressed carriage or folding fin design. While not noticeably larger than standard missiles, with the fins folded closed, they are released with launch, and air resistance snaps them back to the maneuvering positions. Third and finally, a wide-angle two-axis vectored thrust system increases maneuverability even more, although it has required an additional kicker motor to retain the range of the Rattlesnake. When combined, the QAAM proved to be a significantly more dangerous missile, but one that could burn off its energy quite quickly. A specialist addition rather than a replacement to the existing design. It is also a much more expensive and complicated system, one justified by the maneuverability of NOD's increasingly common high end air superiority craft.

Late in the quarter however, it became folded into the Universal Rocket Launch System program as it neared completion. This required significant detail level reworks of many of the assets, as it fell in between the sizes of the Thunderbolts 10 and 15. However, the fundamentals remain the same, and while it is not quite ready to be fielded, it will provide a baseline for not just air to air missiles, or with heat seeking missiles, but rather all high maneuverability missiles in the Initiative arsenal once completely rolled out.

Q1 2057

Despite massive investment and surging resources, the conversion process has been slow, and more importantly significant problems have emerged in the quality control departments. While the warheads are an easy enough conversion, the modular missile bodies are far more difficult. Test rounds have demonstrated inconsistent burns, partial burns, and similar failures. When the missile does reach the target, the effects are just as destructive as ever, but at this time they are simply not getting to the target reliably. This has primarily been a mix of teething problems at the factories and training problems with field assembly of the devices. While the military works on better training the soldiers, the factories simply require more funding to work out the last few kinks in the production lines.

However, so far, this has not severely disrupted Initiative military operations. Primarily this has reduced the sortie rate and payload of the Initiative Air Force, which never had the stockpiles of the ground forces as they simply used fewer missiles. Ground Forces on the other hand have between three and nine months of operational missile reserve, depending on the tempo of offensive and defensive actions. While finishing the project sooner would be distinctly preferable, it is something where there is time to get the designs right, rather than immediately rushing them out.


Q2 2057
Missile production has worked out many of the kinks that had been plaguing them last quarter, and supply has restarted. While currently Ground Forces are generally happy with the missiles, the biggest beneficiary has actually been the Air Force. Operational tempos have doubled, and with the program, the Orcas are finally flying with full loads. While still distinctly vulnerable, and unable to program or guide the air to air configurations of the Thunderbolt, it is a significant increase in firepower, nearly doubling the striking power of every Orca in the Initiative roster.

Similarly, the new QAAM has already scored its first victories. A pair of Barghests were downed over Patagonia in early June, with another pair being shot down over the North Sea later that month. While the rate is still low, partially due to pilots still getting used to the missiles, it has been a significant counter to the ever growing threat of the Barghest. Of those Barghests, GDI has been able to recover one in relatively good condition. Upon initial analysis it has been discovered that the aircraft uses a liquid suspension cockpit containing a heavily cybernetically augmented soldier. Little more than a torso, the pilot is built into the hull, well protected and wrapped inside the other systems. While it is almost certainly removable, InOps has not found the connections that would have to be disconnected to do that. It is also clearly a gravitic drive craft, using a number of articulating plates to accelerate in any direction at any time, providing a good explanation for the absurd mobility that the aircraft has demonstrated time and time again.

Against ground targets, the force is significantly less revolutionary at the moment. Being little more than a standardization on a handful of performance metrics, it has ensured that there are more diverse munitions available to nearly any force. For example, many missile teams have requisitioned additional missile segments configured for rail launches, in order to give themselves a more standoff anti material capacity.

While the refits have been finalizing, construction has already begun on a series of new plants, both to provide redundancy, and prepare for what some in the Initiative believe to be a solution to the inaccuracy that has hampered fire missions for nearly half a decade at this point.
 
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And there's the Falak, a massive cargo submarine used to move troops and materiel (unsure if GDI currently knows this in-universe),
I think we've inferred it.

Also, it's quite possible that Nod has had the Falaks for a long time; they're a prime candidate for "shit that gets built in India because that's the closest Nod has to a rear area." Since none of the Command and Conquer tiberium-series games really focus on naval warfare, it's conceivable that the Falaks existed prior to the Third Tiberium War, or maybe even the second though they'd likely have gotten some mention in that latter game.
 
If you want to open the Panama Canal then you need to clear out the Caribbean which is infested with NOD naval bases and for that you'll need to give in to myself and rest of the admiralty clique and expand spending to include those assault ships at least.
 
If you want to open the Panama Canal then you need to clear out the Caribbean which is infested with NOD naval bases and for that you'll need to give in to myself and rest of the admiralty clique and expand spending to include those assault ships at least.
Isn't the Panama canal blocke anyway by Tiberium like the Suez and in the middle of a red zone?

Edit: Not that I disagree with trying to clear out the Carribbean it'd help with our logistics on the east coast and it'd mess with Nods logistics which would be equally helpful.
 
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Isn't the Panama canal blocke anyway by Tiberium like the Suez and in the middle of a red zone?

Be less repairing it more building a new crossing. That area is still prime real estate for a canal as well as militarizing the area with naval and air forces. As well as a ground forces to control the surrounding area. It'd have the bonus of cutting off South America's Nod holdings from our NA Blue Zones.

Still I'd see Suez as the better one to do first. It'd be a bit easier and we're doing a lot of development in the region.
 
Let's win the war first.

And I really don't think our navy is going to be ready to either contest nod waters or protect major canals through nod territory any time soon.

Arguably, our navy is what we have invested the least into, considering how much they are expected to cover and contribute to. Other than tech upgrades they have gotten hoverfoils and governors.

Talons might have gotten less but they are much much smaller.
 
Unfortunately a navy is one of those things you need to plan and build years before a war breaks out. Because once war breaks out it's really too late to build up a navy unless you expect the war to last for years. And we're certainly paying the price there going into this war with a lack of escort carriers and light ships.

Right now unfortunately our navy is barely enough to patrol our own territory and protect our convoys, much less contest NOD territory. Maybe in two years if we focus on building shipyards we can really start to go on the offensive with rebuilding Suez and Panama and seizing islands.
 
It's not even necessarily that we neglected the navy but that nearly everything we've put into them has been defensive in nature.

Hydrofoils aren't really aggressive. They are meant for coverage. So we can patrol areas and detect nod doing anything.

Governors are meant to enhance patrols and escorts and defend against attacks.

Missile defenses, better planes and orcas, better sensors. All necessary improvements to be sure.

But escort carriers was the first thing to explicitly free up our navy for offensive actions and we just kinda stopped there.
 
You got amazingly lucky with the nat 100 in Q4. I looked at my notes again, and you would have lost 10-15 Capital Goods, 8-10 Logistics and gone negative on power. Well, assuming you had gone for Karachi. If you had held off on Karachi for one reason or another, it would have been less bad, but still bad.
 
It's not even necessarily that we neglected the navy but that nearly everything we've put into them has been defensive in nature.

Hydrofoils aren't really aggressive. They are meant for coverage. So we can patrol areas and detect nod doing anything.

Governors are meant to enhance patrols and escorts and defend against attacks.

Missile defenses, better planes and orcas, better sensors. All necessary improvements to be sure.

But escort carriers was the first thing to explicitly free up our navy for offensive actions and we just kinda stopped there.
To be fair, The Governor-class is a fully multirole ship type, it's just that the Navy's been using them defensively because the Navy is too weak to expect any successes if it tries to go on the offensive. Same as the fleet carriers, in a way.

Yikes...

That much capital goods loss means we would have definitely lost a major factory or two...
Remember that industrial park Stahl was gunning for with his cruise missiles, in our South American Blue Zone, the one down around like... Patagonia and Chile?

That was apparently worth +5 Capital Goods.

We've got a ton of major industrial nodes all around the world, most of which have probably never been named in-quest, the loss of which would materially impact our Capital Goods total. Pretty much every part of our industrial civilization that wasn't wrecked by Tib War Three, and/or could be quietly repaired and restarted after it without a dedicated megaproject (unlike our chip production).
 
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