Q2 2050 results
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."
Tiberium Spread
Blue: 16.73
Yellow: 33.22
Red: 50.15
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.