Big Red Button
During Operation Dawn, Star Carter was responsible for coordinating the Ion Cannon network for maximum destructive potential. The satellite views of the ionized destruction rained upon the Nod menace reminded him why he loved his job. (Stress --)
BEHOLD THE POWER OF THIS FULLY OPERATIONAL BATTLESTATION
*Points at the BRB and a bunch of monitors with views of target sites and eye candy(eg ion cannon orbit info)*
*Mashes buttons*
 
Right so looking at it we are short of our mitigation goal by 18 (though going over is a good thing as that slows our blue and yellow zones shrinking)

Right now we have:
BZ Fence (likely at least one more phase) 36/400 15 R per dice 4 YZ mit
BZ Redoubts 174/200 20 R per dice 4 YZ mit
YZ Harvest 0/300 20 R per dice 4 YZ mit
Intestify YZ Harvest 54/100 15 R per dice 1 YZ mit- locked
RZ enclousre 0/200 20 R per dice 4 RZ mit (no phases)

we have 17 that shows up, we have 3 turns left to get the 18 we need. Stuff like BZ fencing likely needs 5 dice for the current phase, the other less but it still adds up so all in on mit with our tib dice next turn.
 
Right so looking at it we are short of our mitigation goal by 18 (though going over is a good thing as that slows our blue and yellow zones shrinking)

Right now we have:
BZ Fence (likely at least one more phase) 36/400 15 R per dice 4 YZ mit
BZ Redoubts 174/200 20 R per dice 4 YZ mit
YZ Harvest 0/300 20 R per dice 4 YZ mit
Intestify YZ Harvest 54/100 15 R per dice 1 YZ mit- locked
RZ enclousre 0/200 20 R per dice 4 RZ mit (no phases)

we have 17 that shows up, we have 3 turns left to get the 18 we need. Stuff like BZ fencing likely needs 5 dice for the current phase, the other less but it still adds up so all in on mit with our tib dice next turn.
According to this, we have 78/95 mitigation after this turn:
Tiberium Spread
14.36 Blue Zone
31.50 Yellow Zone (51 points of mitigation)
54.14 Red Zone (21 points of mitigation)

Tiberium Spread
14.24 Blue Zone
31.51 Yellow Zone (56 points of mitigation)
54.25 Red zone (22 points of mitigation)
That leaves us needing 17, not 18.

And I expect RZ Harvesting to have more phases, although they might bump up to 200 progress needed.
 
[X] CarterQuest Plan Titan Rocket System
-[X][Carter]Road Reconstruction Phase 1 0/100, 2 Construction dice
-[X][Carter]Expanded Power Production Phase 3 17/125, 1 Construction die, 1 Funding die
-[X][Carter]Tiberium Harvesting Stage 2 57/100, 1 Construction die
-[X][Carter]Tiberium Processing Stage 2 2/100, 1 Construction die, 1 free dice
-[X][Carter]Part Fabrication Plant Stage 3 18/75, 1 free die
-[X][Carter] Titan Rocket System 0/100 0/1 AP 2 assembly dice, 1 Free dice, 1AP
-[X][Carter]Reorganize Space Force 65/100, 1 personal die
-[X][Carter]Acquire Alaska Rocket Engine Test Site (One Personal Die)

Almost the same as the other plan but it replaces the dice on Tiberium Waste Recycling Plant with the Titan Rocket System so we can launch space missions next turn.
 
Almost the same as the other plan but it replaces the dice on Tiberium Waste Recycling Plant with the Titan Rocket System so we can launch space missions next turn.
I was tempted by that, but decided to wait for more parts to ensure we also will be able to build things to launch in it. Although the argument of "get launch vehicles, payload will come" is also valid.
 
Vote's closed
[X] CarterQuest Plan Supplychain Starts With Resources
-[X][Carter]Road Reconstruction Phase 1 0/100, 2 Construction dice
-[X][Carter]Expanded Power Production Phase 3 17/125, 1 Construction die, 1 Funding die
-[X][Carter]Tiberium Harvesting Stage 2 57/100, 1 Construction die
-[X][Carter]Tiberium Processing Stage 2 2/100, 1 Construction die, 1 free dice
-[X][Carter]Part Fabrication Plant Stage 3 18/75, 1 free die
-[X][Carter]Tiberium Waste Recycling Plant 0/200 1 AP per Die , 1 free die, 1 AP
-[X][Carter]Reorganize Space Force 65/100, 1 personal die, 1 free personal die
-[X][Carter]Acquire Alaska Rocket Engine Test Site (One Personal Die)
BOTcommander threw 2 100-faced dice. Reason: Road Reconstruction Phase 1 Total: 153
55 55 98 98
BOTcommander threw 1 100-faced dice. Reason: Power Production Phase 3 Total: 30
30 30
BOTcommander threw 1 100-faced dice. Reason: Tiberium Harvesting Stage 2 Total: 77
77 77
BOTcommander threw 2 100-faced dice. Reason: Tiberium Processing Stage 2 Total: 80
19 19 61 61
BOTcommander threw 1 100-faced dice. Reason: Part Fabrication Plant Stage 3 Total: 17
17 17
BOTcommander threw 1 100-faced dice. Reason: Tiberium Waste Recycling Plant Total: 73
73 73
BOTcommander threw 2 100-faced dice. Reason: Reorganize Space Force Total: 31
10 10 21 21
BOTcommander threw 1 45-faced dice. Reason: FFD Total: 5
5 5
 
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I wonder how Treasury quarterly income breaks down in how it comes from the Blue Zones, the Yellow Zones, and the Red Zones? We see some Yellow Zone residents protesting the increase in Yellow Zone tiberium harvesting as they felt that the Yellow Zones are used to make the Blue Zones rich. It is also a Nod talking point. Conversely, some Blue Zoners might feel that GDI is sinking a ton of Blue Zone money into the Yellow Zones for dubious benefits. So I would like to know the income breaks down.

Boarding Schools. A noted problem with our schooling efforts in the Yellow Zones is the difficulty in getting quality educators for the Yellow Zone schools. Many teachers view the Yellow Zone education programs as "uncertain, risky, and potentially damaging to their job prospects" and the schools are favorite targets for Nod sympathizers to strike at GDI influence without an immediate lowering of the local Yellow Zone living conditions as a side effect. So people have proposed building boarding schools deep inside the Blue Zones to educate Yellow Zone children instead and the idea apparently has some public support. But is it a good idea?

Boarding schools have an often problematic history as acknowledged in the option description. Historical boarding school problems include encouraging an elitist class system, bullying attitudes, rigid enforcement of cultural norms or suppression of the student's own native culture, loss of intimate connections between students and their parents, and more. Building GDI run boarding schools might fuel concerns about a GDI Blue Zone monoculture and about indoctrination of children to serve the GDI superstate occasionally mentioned in the in universe forum posts.

On the other hand, Blue Zones boarding schools would be a lot safer and attract higher quality educators than the Yellow Zone schools. The idea is somewhat popular. Parents have often been willing historically to send their children away to boarding schools in hopes of giving them a better life and a higher status in society than if the children had remained with their parents. Having a supply of people from the Yellow Zones loyal to GDI would not hurt GDI. Boarding schools are probably not an immediate priority but is it worth doing eventually or is the baggage too much?
 
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I wonder how Treasury quarterly income breaks down in how it comes from the Blue Zones, the Yellow Zones, and the Red Zones? We see some Yellow Zone residents protesting the increase in Yellow Zone tiberium harvesting as they felt that the Yellow Zones are used to make the Blue Zones rich. It is also a Nod talking point. Conversely, some Blue Zoners might feel that GDI is sinking a ton of Blue Zone money into the Yellow Zones for dubious benefits. So I would like to know the income breaks down.
The vast majority of it is straight up you own the Tiberium mines, you own the processing facilities, you own the refineries and factories and the everything else. The "Resources" is more or less a straight up mountain of next generation high REM stainless steel, or whatever else you need. Taxes are an absolutely minuscule portion of the system, to the point of being sub 1 resources effectively. That won't really change until you have a market more complex than grannies making jam.
As for the breakdown, I would have to go back over your previous mining rolls, but I believe it is mostly Red Zone mining operations, followed by Yellow Zone development, with Blue Zones at this point being pretty well marginalized at this point.
 
The vast majority of it is straight up you own the Tiberium mines, you own the processing facilities, you own the refineries and factories and the everything else. The "Resources" is more or less a straight up mountain of next generation high REM stainless steel, or whatever else you need. Taxes are an absolutely minuscule portion of the system, to the point of being sub 1 resources effectively. That won't really change until you have a market more complex than grannies making jam.
As for the breakdown, I would have to go back over your previous mining rolls, but I believe it is mostly Red Zone mining operations, followed by Yellow Zone development, with Blue Zones at this point being pretty well marginalized at this point.

My god, we have no economy worth mentioning.
 
My god, we have no economy worth mentioning.
More like the Treasury is the economy. Every grain of wheat, every ounce of steel, every computer chip and stick of deodorant goes through you. Tiberium makes it so that nearly everything is incredibly capital intensive to do safely. To build a farm takes an effectively completely sealed environment, and maintaining that is not cheap, even for you. And not cheap for you puts it completely out of reach of even any potential consortium of civilians. Without allocating resources of some form, either Tiberium (right now) or later orbital assets, any economy worth mentioning.
 
Well yeah, but it's a bear to manage and it's bought at the price of our economy frantically struggling to stay out of literally lethal crushing poverty despite discovering glowy magic rocks that can be used to make anything.

Carefully rationed scarcity is not necessarily better than plenty with no one in charge of the rations...
 
Well yeah, but it's a bear to manage and it's bought at the price of our economy frantically struggling to stay out of literally lethal crushing poverty despite discovering glowy magic rocks that can be used to make anything.
To be entirely fair, that is mostly down to the Initiative being rocked by World War Five, and a subsequent alien invasion. And things have gotten a whole lot better. Your first set of statistical planning results were the following:

Current Economic Issues:
Housing: Critical Shortages (------)
Energy: Severe Shortages (-----)
Logistics: Major shortages (----)
Food: Production insufficient, distribution critically insufficient. (--)
Labor: Practically unlimited
 
Washington Conference
Washington Conference


Washington DC. Home to some of the longest conflicts of the Third Tiberium War, has been glitzed up as best GDI can manage. Tastefully hung buntings, floats, and banners cover shell holes and bullet scars left over from the war. Representatives, special interest groups, ministers, and the Forgotten have descended on the city like a swarm of locusts, scrabbling for political favor and every scrap of luxury they can manage. In the middle of it all is Granger's Political Working Group, led by the great general Michael McNeil. Making contacts, touching bases, and generally trying to prevent either the Free Market Party or Hawks from making too much of an issue.
While the Doctor and General have both maintained a degree of distance from the event, pundits on all sides of the political spectrum expect the event proper to be fundamentally about their wants and desires.
Dr. Granger's arrival is met with little fanfare, an old man in a battered brown suit with patched elbows, overcoat drawn tight against the January cold. The uniform of an academic, not the third most powerful man in the world. The only betrayal of his true allegiance is a pair of pins at his lapels, and an expensive piece of low profile body armor under his shirt. On the right, the striking eagle of the initiative. On the left, the shield with scales and key of the treasury. The first time the vast majority of delegates realized that he was at the conference was when he sat down at the Treasurer's seat to begin negotiations.
With weeks of bilateral, and multilateral negotiations, and dozens of congressional meetings, little has been achieved. Everyone has positions that they are unwilling to back down from, and red lines that are beyond the other side's minimum negotiating stance. While GDI and the Forgotten have a history of working together, there are both far too many old forgotten far off things, and their battles side by side were long ago. Beyond that, there are more humble problems, from food, water, shelter, and security, to the questions of the Forgotten's ongoing role in both immediate and future conflicts.
Everyone is looking to Dr. Granger to pull together the disparate factions and provide a plan that can not only bring the Forgotten on board, but also pass through the Initiative's Parliament, one increasingly riven by partisan divides.
In order to pass a treaty, you must both get majority support (at least 60 percent of the Parliament) and have a treaty acceptable to the Forgotten. (no more than 1 leverage)

Current Leverage: -8

Forgotten Commitments

[ ] Tiberium Research
While GDI has masses of academics, few have the living experience of living with and around Tiberium compared to the Forgotten. Starting a number of worker exchange programs and bringing Forgotten Elders in to advise research should speed development of treatments. However, the Forgotten have a long history of medical manipulation, and so pushing this through is politically expensive, and socially risky.
(4 Leverage) (Improved Tiberium medical research speed and results)

[ ] Tiberium Work Crews
Earning GDI the right to hire members of Forgotten bands to work the Red and Yellow Zone Tiberium mines would be a substantial increase in safety as the mutants are immune to many of the harmful effects of Tiberium. While these crews would be relatively expensive to maintain, they would also be far easier to construct, as the Forgotten do not need many of the more expensive safety protocols in place for Initiative teams.
(2 Leverage) (A pair of new projects for Tiberium extraction open up to use Forgotten labor to extract mass Tiberium)

[ ] Salvage Purchasing Agreement
While many elements of NOD and Scrin hardware left in Forgotten territory have either degraded or been stripped for parts, there are still likely to be many pieces of prototype other otherwise unsalvaged pieces of technology left. By creating a purchasing program, GDI can acquire substantial amounts of leftover equipment. Much of it will be relatively standard issue, but there is likely to be some quite interesting pieces in the collection as well.
(2 Leverage) (Chance at new technology)

[ ] Military Support
The Forgotten are masters of operating in environments that require extensive and expensive equipment and training for Initiative troops to maneuver and fight in. While not all of their methods will carry over, the Initiative can request some amount of advice and support from the Forgotten, and guides for many of the Red Zone border regions.
(3 Leverage) (Improves military results. Increases impact of military operations in Red Zones)

[ ] Human Terrain Initiatives
By consenting to anthropological studies, the Forgotten can allow GDI to more easily read their social cues and signposts. While not particularly temporally distant from their prewar cultures, the Forgotten have undergone a substantial social upheaval in the last decades. With more expansive studies, GDI can hopefully avoid clashes, as occurred in the aftermath of the Second Tiberium War.
(2 Leverage) (Decreases Leverage costs in future conferences.)

[ ] Initial Forgotten Integration
While the Forgotten are a separatist group, and do not particularly wish to join GDI on any form of systemic basis, creating programs to help integrate and support the individuals who do want to return to the Initiative as full citizens will help ensure closer integration of Forgotten and GDI interests. While they will be a tiny minority, GDI can and will be able to better engage with citizens than outsiders.
(12 Leverage)

GDI Concessions

[ ] Liquid Assets
One of GDI's most notable advantages over the Forgotten is the sheer bulk of its industrial capacity. By allocating some amount of resources permanently to supporting the Forgotten, it can buy substantial goodwill among the population, and provide some substantial improvement in quality of life
(-2 Leverage) (-10 Resources per Turn)

[ ] Initiative Communications Support
By supplying communications equipment, and allowing the Forgotten to use GDI's telecom satellites, the Forsaken can become more interconnected and coordinated. While this will require additional production of capital goods and additional specialized factories, providing this kind of support will go a long way in both bringing the Forgotten closer to the initiative, and in buying their support.
(-4 Leverage) (-- Capital Goods, -- Consumer goods)

[ ] Life Support Assistance
Life in Red Zones is hard. Even with an immunity to Tiberium, GDI can do much more to assist the Forgotten. At the most basic end, ration packs, water purifiers, and other essential supplies can be transferred over. While some of this is plentifully available, much will require additional facilities be constructed.
(-2 Leverage) (Must construct Personal Water Purifier Plants before end of plan)

[ ] Captured NOD Equipment
GDI captured large amounts of NOD equipment during the war. While nearly all of it is not up to GDI standards, or is otherwise impractical for GDI to field, it would help the Forgotten, especially weapons like the RPG-43, which can be supplied in vast quantities.
(-2 Leverage) (-5 PS)

[ ] Deploy New Habitats
The G330X is the foundation of many mutant settlements, or at least a shelter from extreme weather and ion storms. However, many of these shelter modules are now ten years old, ten years in yellow and red zone conditions that have taxed them to the utmost, and the nomadic mutants place some priority on more than just improvements, but the construction of new modules. As GDI has already constructed prefabricated shelter plants, this will require limited additional work
(-2 Leverage) (New project (Prefabricated Shelter Deployments)(Progress 0/50: 5 resources per die)

If there are other proposals/demands that people want, I will add them as write ins.


Parliament

GDI's parliament also has to be appeased in order for this to pass. Minimum of 72 seats supporting the deal. Each level of support has to be taken in sequence.


Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (2; 2; 6; 9)
Hawks: 31 Seats (3; 7; 16: 4)
United Yellow List: 10 Seats (7; 2; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (32; 18; 3; 0)


Free Market Party

Strong Support
  • 1 item of Grants taken before end of plan
Weak Support
  • 2 items of Grants taken before end of plan
Weak and Strong Opposition
  • No possible deals
Hawks

Strong Support
  • The treaty must include Military Support
Weak Support
  • GDI must complete at least two Naval Development Projects before end of plan.
Weak Opposition
  • GDI must complete all remaining factories (Zone Suits, Apollos, Wolverine Rollouts) before end of plan.
Strong Opposition
  • No possible deals.

United Yellow List

Strong Support
  • No Demands
Weak Support
  • GDI must complete at least two more Yellow Zone Infrastructure projects before end of plan
Weak Opposition
  • GDI must increase its food output by at least (++++) by end of plan.
Independents (This set can be taken independently)
Weak Support
  • Finish at least one phase of space stations by the end of plan.
Weak Opposition
  • Finish at least two phases of space stations by end of plan.
Strong Opposition
  • GDI must take at least three Grants by end of plan.
Development
Strong Support
  • No Demands
Weak Support
  • The Treaty must include Tiberium Work Crews
Weak Opposition
  • GDI must achieve net equality (=) on capital goods by end of plan.


(A/N: This is a preview of some of what you are going to be seeing in future dealmaking, and in the reallocation with the next plan. In reallocation there will be more potential options however. think three to four in each tier)
 
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