It houses Point Defense Lasers. Point Defense Lasers work best when they can see horizon and said horizon is far away.
So you want you PD Laser as high as it gets.
I am not really knowledgeable regarding warships, but yes, I am aware that point defense systems and detection systems should be put as high up as possible. What I meant was that I would have expected these systems to be housed in a relatively slim and high tower or to be put on a mast, not in a huge superstructure that looks like it takes up like a quarter of volume of the whole ship and severely limits the firing arcs of the turrets. I also would have expected at least one turret's firing arc to include the rear 90 degrees on a cruiser.
But like I said, I am not a specialist on this topic, not even an armchair one, so there very well may be valid reasons for this massive superstructure I am not aware of.
Those railgun turrets aren't the ship's whole main battery. They're effective out to the Governors' normal antiship engagement ranges as I understand it, but they're not the main battery by themselves, and the VLS missile cells in back are important too. The ship's ability to engage targets at its "8 o'clock," so to speak, is thus shaped by more than just the field of fire of those guns. Furthermore, many engagements will be at ranges that are so great relative to the ship's speed that "correct heading" is determined almost entirely by which profile you intend to present, not by whether you want to get closer to or farther from the enemy.
WWII battleship designs and their fields of fire were built in large part around the fact that to fire guns at the enemy with any real hope of hitting them, given the rate of fire and targeting problems involved, they had to keep a more or less consistent range and do the best they could to keep the enemy in a range where their armor could not keep out shells, while trying themselves to remain protected from enemy fire (see "immune zone" doctrine).
GDI didn't design the Governors around those constraints because they largely no longer apply. I'm pretty sure the Guardians are even designed more around their (multirole) missile batteries than their (more or less dedicated anti-hard-target) railguns.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernable reason for it.
I think these issues were already covered, but what it comes down to is that this isn't a World War Two battleship. On those, the reason you need things up high is just to provide line of sight for the gunnery controllers given that you're aiming at points twenty miles away. On a Governor, as with a modern AEGIS cruiser, the main constraints are what sensor systems you need to put up high where they have a long, unobstructed line of sight at (mostly) airborne targets.
True, this is why was asking why the central structure has to be this high.
The turrets are also looking really small, and there were ships positioning small turrets quite high.
Moreover, different engineering constraints make it hard to compare GDI railgun turrets to WWII battleship turrets. There aren't any bagged powder charges and you don't need large crews physically manhandling stuff into the gun to operate it. Thus, the turret profile is (or ought to be) significantly slimmed down and the turret itself will be smaller. It's still a big, heavy gun with a lot of recoil, though.
Red Zone Border Offensives are more or less strictly superior to the Lines at this point, and either way we still have the same problems with ZOCOM, so might as well be hung for a sheep as for a lamb and go for the border offensives.
Sort of want to keep three dice on Tib Power though. I'm tempted to leave the current Fusion phase until we need it. HI has too many other demands.
Leaving Fusion Phase 9 until we need it actually might not be such a bad idea now that I think about it. I think my own plans still involve unexamined assumptions there, because I didn't want to count on the tiberium power at the time that I first wrote the plan draft. Good point.
Also like, with dice being an abstraction of our ability to construct projects, parliament has to take it into account when negotiating plan goals. Our number of dice puts a hard limit on what we can construct, yes, but parliament is not intentionally unreasonable. They will stretch us to the breaking point, but that's based on what they know we're capable of. If assigned projects would require a consistent dice investment budget of 6 dice per turn for 4 years, they won't assign those if we only reliably have 3 dice - though they may go for one suited for 4 dice.
Reducing our dice sets hard limits on what we can do, and they know that.
I'm not as confident as you that a last-minute reduction of our dice will result in a similarly last-minute adjustment of the legislature's expectations. It feels, to me, a bit too much like playing chicken with your boss.
Also, they know we have Free dice. I'm not at all confident that Parliament really worries that closely and finely about our Plan goals being aligned to our dice capability. We only had three Orbital dice in 2057, with the hope of a fourth when we finished the Philadelphia II (which hadn't happened yet). And yet our Progress target for stations, well... the lowest option we could take without burning Political Support was 4000 points, which would have been pretty much at the limit of what we could have done without Free dice if we hadn't scraped up +2 Orbital dice. And we'd have had to take no space goals other than the minimum, so about half of Starbound would have withdrawn support.
To get Starbound's full support, we had to commit to a course of action like the one we have historically pursued through the Third Four Year Plan, which based on the dice we had then would have been completely unsustainable without heavy Free dice investment.
I am not really knowledgeable regarding warships, but yes, I am aware that point defense systems and detection systems should be put as high up as possible.
Modern AESA radar systems aren't just an antenna on a stick. They're big chunky panels that have a lot of machinery backing them. The weight and bulk mean you kind of need a big chunky superstructure. Look at pictures of a modern AEGIS ship like the Arleigh Burkes and you'll see examples.
I also would have expected at least one turret's firing arc to include the rear 90 degrees on a cruiser.
Again, this is not a WWII gun cruiser. The railguns are often not the ship's main armament in the face of some of the threats they are likely to face, and they are not necessarily designed to spend a lot of time firing at the enemy while sailing away from them.
I know most people don't read these, but they are fun to make. So! Here's a prototype Plan I've thrown together for next turn, focused on saving a big chunk of R and doing a lot of tech stuff:
[] Plan Savings and Tech
-[] Infrastructure 5/5 dice 60R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Blue Zone Apartment Complexes (Phase 9+10+11?) 82/480 4 dice 40R 19% (Phase 9+10 97%)
-[] Heavy Industry 4/4 dice 95R
--[] Advanced Alloys Development 0/120 1 die 15R 30%
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 2 dice 40R 100%
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[] Light and Chemical Industry 4/4 dice 80R
--[] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[] Civilian Drone Factories 292/380 1 die 10R 52%
--[] Artificial Wood Development 0/60 1 die 10R 85%
-[] Agriculture 4/4 dice 40R
--[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
--[] Strategic Food Stockpile Construction (Phase 4) 134/200 1 die 10R 74%
--[] Security Review 1 die
-[] Tiberium 7/7 + Erewhon dice 170R
--[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100% (Stage 8 33%)
--[] Red Zone Border Offensives (Stage 1) 0/250 1 die 25R (1/2.5 median. Deliberate uncompletion.)
--[] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/130 1 die 30R 25%
--[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 2 dice 40R 99% (Phase 2 15%)
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 Erewhon die die 25R 95%
-[] Orbital 6/6 +2 free dice 150R
--[] Station Bay 0/400 4 dice 80R 9%
--[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89% (Stage 12 4%)
--[] Leopard II Factory 0/350 3 dice 60R 2%
-[] Services 5/5 110R
--[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[] Hallucinogen Development 0/60 1 die 15R 88%
--[] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
--[] Ocular Implant Development 83/120 1 die 20R 100%
-[] Military 8/8 +5 free 260R
--[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
--[] OSRCT Station (Phase 4) 319/395 1 die 20R 71%
--[] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
--[] Ground Forces Zone Armor (Santiago) 0/180 2 dice 40R 39%
--[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%
--[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
--[] Buckler Shield Development 0/100 1 die 20R 47%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%
--[] Sparkle Shield Module 0/120 1 die 30R 27%
--[] Security Review 1 die
-[] Bureaucracy 4/4
--[] Security Review Agriculture DC50 1 die 90%
--[] Security Review Military DC50 1 die 90%
--[] Make Political Promises 1 die auto
---[] ???
--[] Interdepartmental Favors 1 die auto
---[] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
---[] ???
965R/1155R, gives us 300+R reserve. 7/7 Free Dice 1/1 Erewhon Die
Infrastructure: I'm not doing Chicago Phase 4. What do we get from it? +6 Capital Goods, when there's plenty of better ways to gain +CG? A very expensive way to gain some processing capacity? We still have a massive +10 refugees per turn influx right now, and only Infra can deal with that. Chicago is best done later during the next Plan, when the immigration has slowed down/stopped and we've got the income to push it through to full completion. Chicago Phase 4 by itself just isn't worth doing now.
Heavy Industry: I want Advanced Alloys. I want Hover Tech. Simple as that.
Light and Chemical Industry: Finish Bergen Phase 3 so we can implement the Improved Fusion soon next Plan, finish Civilian Drones, and also do the Artificial Wood tech for more Consoom. (Note that Bergen 3 isn't needed for the research, just the implementation, so we don't need 99% completion.)
Agriculture: Vertical Farming to finish off the year with more high-quality/diverse food, a security review as it's been 11 turns, and... only one die on Food Stockpiles?!? Well. Not only is a 74% completion chance plenty good enough, but we've been repeatedly told we won't be punished if we fail but made a reasonable effort at finishing a Plan Goal. And even if we hit that 26% for failure, we are at 117 PS right now. (And we'd be only 1 point of food reserve short.) Given the small chance of failure, the small penalty from a failure, and the easy ability we have to absorb said penalty, I refuse to be worried about having a less-than-perfect finish. One die and 74% is enough.
Tiberium: First off, and now that ZOCOM has given the green light, I'm putting one die on RZ Border Offensives. That doesn't risk completing it, but does make it easier for us to do in Q1 of next year. Why not do an entire Phase? To help with my intention (and the related Political Promise) to only take 20% of the budget during reallocation. To repeat the argument in brief: More budget to the rest of GDI helps them do their jobs better, and can help us with Treasure-visible things more often too. And with the right savings and preparation, we can rapidly more than make up the lost RpT in the first two turns of next year.
(With this Plan, next turn that would be 460 RpT +100 RpT Lunar Mining +300R in reserve +? from Orbital Cleanup -165RpT from programs for 695R, or a bit more, in Q1 next year.)
Anyways, that aside, I'm also doing GZ Intensification for a bit more RpT and Abatement, and then a bunch of science stuff: A YZ Inhibitor, Liquid Tib Power, Visceroids, and Erewhon on the Venusian Tib. Of note, I'm putting two dice on Tib power because we have plenty of PS and two dice on Visceroids. Normally I'd one-die Visceroids to try to save a die, but with the some of the Qatarites dying out, I want better treatment options ASAP, and that means Visceroids in addition to Genetic Engineering.
Orbital: Orbital's always been tight for dice, so I want to slow roll it as much as possible. I also want to do Orbital Cleanup, since it pays out as much or more of the resources we'll put in, and we could use that extra reserve for Q1/Q2. Next turn we'll likely be finishing these projects off, with maybe banking any extra dice in partially-completing another Bay for later. But with this setup, we have about a 14% chance one of the three completely finishing this turn, saving us Orbital dice moving forward.
Services: Tech, tech, tech, and working towards finishing Hospitals.
Military: For plan goals, two dice on ASAT for 45%... isn't good enough, and it's also a project where extra progress isn't wasted. Three dice and 93% is much better. Then I've got one die on OSCRT for 71% and one die on Zone Armor London for 83%. As I said earlier, given the small chance of failure, the small penalty from a failure, and the easy ability we have to absorb said penalty, I'm not worried at these high-but-not-perfect completion chances. And if we fail any of them, they'll all be an easy 1 die away from finishing immediately next turn, which Parliment will also be aware of.
Anyways. Another Zone Armor factory for more RZ mining, a tech deployment since as a ZOCOM prototype it'll also advance tech, aaaand tech, tech, tech, tech, security review. It's been 10 turns and a war; there's good chances we'll find something hiding around in here.
Not all these techs will finish, but I'd rather spend dice next year doing more techs than deployments, and as always it's good to slow-roll stuff when we're not in a rush. Also noteable is that the two Shield techs will help our upcomming Improved Fusion project, and that we really really really really don't want to lose Tali Jackson and her +2 Military dice.
Why not any Navy projects, when we're going to lose the Island and Victory classes? Well, it's because even with take-over-the-world levels of funding, we can't do everything for every military branch. If you want a strong ZOCOM, a strong Air Force, a strong Space Force, a strong Ground Force, a strong Navy, and a strong Steel Talons... we'd need something like 20 or 25 Military dice per turn. Something has to give. And for the Navy, a mostly defensive posture is Good Enough. (Especially with how damn expensive the Navy is.) We've already built enough shipyards for Karachi, and for the intermediate future, finishing the last Shark shipyard, doing the laser refits, and then doing the Governor-A will be more than enough to keep the Navy strong enough going forwards.
Bureaucracy: A couple of Security Reviews and hammering the Promises and Favors buttons once again to get the best deals out of Reallocation as we can manage.
...I've spent way too long writing this up, so, I'm just going to say this is Good Enough.
Agriculture: Vertical Farming to finish off the year with more high-quality/diverse food, a security review as it's been 11 turns, and... only one die on Food Stockpiles?!? Well. Not only is a 74% completion chance plenty good enough, but we've been repeatedly told we won't be punished if we fail but made a reasonable effort at finishing a Plan Goal. And even if we hit that 26% for failure, we are at 117 PS right now. (And we'd be only 1 point of food reserve short.) Given the small chance of failure, the small penalty from a failure, and the easy ability we have to absorb said penalty, I refuse to be worried about having a less-than-perfect finish. One die and 74% is enough.
I wouldn't count on being reasonable about failing if "we made a good effort and had a bad roll" here. For one we took the lowest goal for the plan and waited until the last year. Secondly we are only this close due to implementing CRP. And lastly stockpiles have still more stages so any overflow isn't wasted.
The question here is if our actions up to now (like using CRP to get close to finishing the goal) counts as a reasonable effort when a last turn push won't cause progress to be wasted like with some projects where using more dice than needed is wasteful. We basically traded completing 2 more stages that parliament was expecting for a stage of E-CRP.
I feel like the railgun turret is too far forward. There's still going to be a magazine to hold the slugs being fired, which for ease of loading the gun and reducing moving parts would be below the gun. Magazine space affects hull shape, as too far forward weakens hull strength. I think you could cut the corners off that forward superstructure area to maintain field of fire while pulling the turret aft some.
I will be discussing more things soon, but let me just say, while I still can:
In honor of reaching Page 1453, we should move to go back to Istanbul by founding a MARV hub on the site to conquer it from tiberium. RZ-3 North hub, gang!
(EDIT: More seriously, I'd love to do something with the RZ-3S/N and RZ-1S MARV hub sequence in late 2062 or early 2063. If we're aggressive with the Tiberium dice it doesn't even cost us much.)
This is a huge but time-limited opportunity, and it needs to be taken advantage of as much as possible. If every remaining planned Zone Armor factory was built ASAP, then the sheer amount of progress that could be made on Red Zone operation could be massive in the short term before Nod returns as a threat in the Red Zones again.
In the short term, the bottleneck isn't the quantity of Zone Armor we can manufacture. It's the number of operators we can train to use that armor in a Red Zone, which is limited by the availability of trainers. There are only enough trainers to prepare so many Ground Force personnel for Red Zone operations within the next, say, 12-18 months, regardless of how many suits there are. Past a certain crucial point, all we're accomplishing is piling up more suits of Zone Armor to be used by Ground Force in the Yellow and Blue Zones. Which isn't a bad thing, but isn't impactful on the scale of the huge opportunity we now enjoy.*
What ZOCOM is proposing to do is to scrape loose every available experienced Red Zone operator and power armor trainer they have, to train Ground Force personnel as fast as possible on the armor systems and replace/supplement them in the Red Zones as fast as possible. A meme plan that tries to finish six Zone Armor factories in 2061Q4 may very well not help with that project, compared to just having two or at most three such factories. Because without trained operators, the suits are useless, and it takes time to train someone to operate safely in a Red Zone even if they're wearing appropriate Zone Armor.
________________________
*(Which, by the way, I have been hoping and foreseeing that (with luck) we might enjoy for about a month, which is why I put a Zone Armor plant in the Q3 turn plan and voted to promise ZOCOM we'd build two factories by the end of the year. Remember that wheels are in motion and other people can understand the system too; I always wind up regretting it when I even begin to forget that...)
We can already do that without the islands tbh. Sure, the islands would be better at it but it's not like we don't already have landing capability. Taking small islands wouldn't be beyond our current forces IMO
I think that for relatively small islands Nod can actually ring with fortifications, our existing systems are inadequate and improvised to the point where the Navy just doesn't think it can get the job done. There's almost certainly a reason they don't try to drive Nod off of remote island base locations, and I doubt they'll start doing it without the amphibs.
Lead the Global Defense Initiative into the future after the Third Tiberium War.
forums.sufficientvelocity.com
Yeah. 60 mm from vertex to vertex. That render is hella badass but the ablative tiles are more like 60 cm along the diagonal. Unless those are life size tiles on someone's adorable chibi Predator tank mascot.
Note that one good reason to have 60 mm tiles instead of 60 cm tiles is to make it easier to provide something approximating 100% coverage of all key armored surfaces. Looking at your render, for example, it has substantial weak points where there is no ablative defense along the edges of the tank's front slope, the secondary armament cupola (with the RWS and laser APS), and the entire rear deck armor (which is vulnerable to aerial laser fire from Venoms and potentially any dismounted antivehicle lasers Nod may have; if they have laser rifles as standard infantry weapons I assume they have man-portable lascannons as well).
Smaller tiles mean you can provide more comprehensive protection to the tank, which is a plus.
Consider; We've just been told we shouldn't expect a major war with NOD for a decade, the QM is unlikely to give us a whole decade of only low-mid level conflicts, we've built up our space infrastructure a fair bit, and we have aliens in system.
Basically I think we're gonna get attacked soon, and probably take a lot of orbital damage.
Well, I fully intend to try and expand the orbital fortifications as soon as we have any funds. Unfortunately, due to budgetary issues that's probably 2063 at the earliest.
Sigh. Well won't know until I look at the options next turn, but we need to take any Actions that give us Quatarite health and spend 2 Dice on the Talons next turn if we don't get a political/interdepartmental option for Tali. I need to make a new preliminary plan, but I just opened my own thread over in fiction discussion so continuing my arguing with @Simon_Jester comes later I guess.
Good news for you, my existing plan draft had Human Genetic Engineering and Visceroid Studies before the Results turn even popped, which is good progress on Qatarite health.
it also spent two dice on the Talons despite not having seen the results post yet. I've been stumping for two Talons dice in Q4 for over a week.
The Governor A as a class is not an immediate priority. With a wide array of technological upgrades ranging from buckler shields to provide additional protection over hard-to-armor areas, to the potential for a third generation of directed energy APS and first generation DEAAA, along with fusion reactors and other upgrades immediately over the horizon, the navy is happy to wait for a significant period, so long as the upgrades that could go on the Governor are being worked on.
Does this mean we will not do the Governor refit before Karachi?
I'm gonna be nervous NOT doing the refits, frankly, because we're going to be sailing a lot of warships close to the Bannerjees, and they have the wherewithal to throw a LOT of antiship missiles at us, along with any weirder and wilder options at their disposal. With that said, Infernium Laser Refits is probably the key technology there.
Every money project has ancillary costs. Non-BZ projects have those mostly in the military. And yes, a point of CapGoods indicator per turn per Vein Mine is pretty expensive. But we do have ways to trickle in CapGoods indicator per turn now, and last I checked actually have an ongoing 2 point trickle now.
And no, I don't think we should only be doing money projects, I think that the tiberium tab is an 'all dice active all the time' tab. Not necessarily focused on making money, although ideally focused on making more money and beating back tiberium with the extra resource flow permitted by the more money projects. Everything else the tiberium tab can do is nice, but not necessarily critical. There are other tabs that are more efficient at things like Energy, for example, than doing the ion storm or liquid tiberium power projects.
I'm hoping for a turn that focuses mainly on tiberium science (like, understanding it better) and possibly on positioning ourselves for super-glacier mining in 2062, which we have reason to hope will be insanely lucrative. I'll look into that when I have some more time to play with; my plan needs to be redrafted in light of ZOCOM's offer/plan/ploy.
Technically, liquid tiberium power is probably our currently most efficient energy generation option. More fusion will either need to be decommissioned or retrofitted in a couple of years, thanks to the current generation's limited lifespan.
1) We're not sure our liquid tiberium reactors won't have the same problem, for the same reason- we haven't built any yet.
2) We have a straightforward path to longer-lived and/or more efficient fusion reactors.
3) It doesn't actually sound like the current-generation fusion reactors are in danger of overloading within the next few years. Refits may well be necessary, but the actual text isn't "this needs to be done in the next two years" if you read it closely. Not as I recall, anyway. And that's important. Because you do very, very different things if you're planning to replace a power plant or shut it down for extended overhauls within the next two years than if you plan to do it within the next six.
I can hope for that, but trailing on into mid-2063 should be all right since it's vanishingly unlikely that we'll even want to push "GO" on Karachi before 2063Q4.
I disagree in fact I dare say it's actually very important as LVPAD will be a source of cap goods that isn't a mega project like North Boston which will allow us to keep up with the cap goods expenditure from vein mines, ZA factories and shipyards.
LVPAD reminds me a lot of crystal beam lasers. Remember how big that rollout project was?
Given that we have a respectable Capital Goods buffer now, it may actually be more cost-effective to just bite the bullet and build Nuuk Phase 4. Especially since...
I think we should hold of on RZ stuff until at least Q2 2062 so that ZOCOM has time to crash train ground forces in zone armour usage and minimise the time in which our RZ operations are vulnerable as this is reminding me a little of what we were told before the last round of YZ mining which almost lead to nukes going off.
That's what we'd be doing if we hadn't gotten the notice from ZOCOM and Ground Force just now.
But the relevant service commanders just told us that they think they can handle everything as long as we move fast and keep the power armor coming. I'm taking that as a cue that at least one or two phases of Red Zone Border Offensives (and the corresponding super-glacier mines) are within reasonably safe parameters.
This is very different from the situation with Yellow Zone Harvesting Phase 10 because we have much stronger reasons to think Nod is pulling in its horns militarily, and even if we turn out to be wrong, the consequences, while bad, are far less bad than a nuclear exchange. Yellow Zone Harvesting Phase 10 was a dangerous gamble because we were specifically pushing Nod into a corner where the warlords felt desperate enough to go nuclear. This is different; the warlords know that we have stopped. We might see elevated raiding against the Red Zones, and that wouldn't be good, but ultimately it's survivable. And even Nod can't operate in Red Zones without cost or consequence.
I think if both ZOCOM and Ground Force are telling us "nah, go ahead, bro," that we should take them at their word.
Does anyone think it's a good idea to drop the processing refits so that I can put five dice on LT power?
I think we just don't need that many dice unless we actually need the Energy. Fusion Phase 9 and 1-2 phases of liquid tiberium power add up to +36 Energy in the near future, and even at the high rate of Energy consumption from 2058-61, that's enough to last us for about a year.
Sea_Snek
#SneakysneakyknifetheBeaky Wow. I know that there's a certain amount of infighting and competition expected… but you might just find a mutated candiru fish in your toilet, if you keep gloating that way. Not me, that's not my style, but… that's a bit much.
There's no point pushing to crash build a LHD yard in Q1 2062, even if the budget allowed for it. We're about to start Q4 2061. The only time I can remember seeing put out for when Karachi is go has been Q3? 2063.
2063Q3 would be the height of the monsoon season. Typically, Karachi plans revolve around a 'GO' date in Q4, so that construction can continue in Q1 and Q2 and have defenses firmly in place and the ground force firmly established before the next monsoon.
(I'm honestly half surprised the monsoon cycle is even still a thing what with all the climate disruption)
...
The trick is, the big amphibs may not actually be available for Karachi, but in general and in the abstract I expect them to be a lot more useful than the bombardment monitors. The monitors don't actually do anything our existing modern ships can't do; they just do it more cheaply and expendably so we can do it more often. The amphibs provide a more transformational change in our capabilities; we have no modern ships that do what they do.
And if we don't do one offensive class or the other, we're probably gonna lose the option of doing either in the near future. Maybe not literally next quarter, but we need to at least do the development. And if we're going to finalize one design or the other, I want it to be the amphibs, because we won't have AECCM and anti-stealth ready for a little while, and the amphibs need that less because they'll be operating in the middle of a task force under heavy protection and mainly focused on supporting logistics rather than fighting directly.
No military techs immediately on the horizon for development in the short term (except perhaps shield improvements for survivability) directly impact the amphibs' design, whereas the monitors will do a LOT better if they're better at picking off stealthed attackers and keeping up communications in the face of heavy Nod jamming. Especially if that's combined with naval shield generators.
So I'm for developing the amphibs soon, fully aware that we cannot expect any to be available for Karachi (barring a deliberate delay until late 2064), while ignoring the monitors for now, because we just can't expect them to be that impactful.
Then we try to get a yard out relatively slowly and calmly, as a long term investment in our future naval capabilities.
(of course, peace with Nod via Kane negotiations might change everything at any time)
Because if it's go next turn, I'm all for doing a RZBO in Q4. Don't care about the "lost" RpT. Do care that it'll open a super glacier mine option in Q1 2062 we can do alongside vein mining. If it's Q1 2062, well, just as good since we'll keep all the RpT from the Border Offense too.
What do you think about doing a phase of RZ Containment Lines next turn instead of Border Offensives? It gains less RpT, but it still gives +3 Mitigation, costs about a die less, and narratively supports the Forgotten. Probably is more risky, though.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 54/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
This phase of the Lines might cost a die less, but it doesn't set us up for Super Glacier Mines. Also, less Energy, and no rollover towards future RZBO phases, which we will definitely want to complete as soon as possible. Realistically, phases 6-8 of the Lines should just wait until we've completed Phases 1-5 of the border offensives.
Unless you plan to spend a lot of Free dice in Tiberium, we've got too much else going on. Venusian Tiberium, Visceroid Studies, and preferably tiberium power to burn off surplus Political Support. I think it's one or the other, and I'm for making it the border offensives.
The problem with crystal beam lasers wasn't in and of itself the amount of progress (which was still smaller then say Nuuk phase 4) it was the fact that we had to do the rollout and Anadyr at the same time and as I said earlier the point is to have a source of cap goods that doesn't take over a thousand points of progress to complete.
Given that we have a respectable Capital Goods buffer now, it may actually be more cost-effective to just bite the bullet and build Nuuk Phase 4. Especially since...
Their less saying "nah, go ahead, bro," and more saying "Yeah we can do it, but we're going to need a lot of new bodies fast and if anything happens while those new bodies are training then we're going to be up shit creek".
I'm currently thinking of doing a Tiberium spread of:
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Stage 8 33%)
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 3 dice 60R 100%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Phase 2 81%)
-[] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
so I could maybe strip out the GZ die and a die from LT power but I want to do the GZ intensification to better secure our new territory and I want to have a large power surplus so that by the time it runs low we'll have developed the gen 2 fusion plants.
I think we just don't need that many dice unless we actually need the Energy. Fusion Phase 9 and 1-2 phases of liquid tiberium power add up to +36 Energy in the near future, and even at the high rate of Energy consumption from 2058-61, that's enough to last us for about a year.
I'm gonna be nervous NOT doing the refits, frankly, because we're going to be sailing a lot of warships close to the Bannerjees, and they have the wherewithal to throw a LOT of antiship missiles at us, along with any weirder and wilder options at their disposal. With that said, Infernium Laser Refits is probably the key technology there.
LVPAD reminds me a lot of crystal beam lasers. Remember how big that rollout project was?
Given that we have a respectable Capital Goods buffer now, it may actually be more cost-effective to just bite the bullet and build Nuuk Phase 4. Especially since...
Sea_Snek is not saying that such things exist...
But he's not saying they don't, either.
Just that there are some very talented biologists around, you know?
Also, a less memey plan designed to save money for Q1 while also doing what we need to do:
Plan Save moneys
Infrastructure 5 dice +32 65R
-[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 3 dice 30R 68%
-[] Urban Metros (Phase 4) 0/150 1 die 15R
Heavy Industry 4 dice +29 4+1 Free Die 95R
-[] Advanced Alloys Development 0/120 1 die 15R 30%
-[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
Light and Chemical Industry 4 dice +24 80R
-[] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
-[] Civilian Drone Factories 292/380 1 die 10R 52%
-[] Artificial Wood Development 0/60 1 die 10R 85%
Agriculture 4 dice +24 4+1 Free die 40R
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 2 dice 20R 83%
-[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
-[] Free die for security review
Tiberium 7 dice +39 7+1 Free Die 175R
-[] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
-[] Visceroid Research Programs 0/120 1 die 15R 40%
-[] Venusian Tiberium Studies 95/120 1 die 25R 100%
Orbital 6 dice +26 6+2 Free Dice 160R
-[] Station Bay 0/400 4 dice 80R 9%
-[] Leopard II Factory 0/350 4 dice 80R 32%
Services 5 dice +27 120R
-[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
-[] Regional Hospital Expansions (Phase 1) 121/300 3 dice 75R 91%
-[] Ocular Implant Development 83/120 1 die 20R 100%
Military 8 dice +26 8+2 Free Dice +Erewhon 205
-[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%
-[] OSRCT Station (Phase 4) 319/395 1 die + Erewhon 40R 96%
-[] Ground Forces Zone Armor (London) 121/180 2 dice 40R 100%
-[] Sparkle Shield Module 0/120 1 die 30R 27%
-[] Free die for security review
Bureaucracy 4 dice +24
-[] Security Reviews (Agriculture) DC50 0/50 2 dice 100%
-[] Security Reviews (Military) DC50 0/50 2 dice 100%
Resources: 1155 + 110 in reserve (-15 allocated to the Forgotten) (-55 allocated to grants)(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-30 from Distributed Heavy Industrial Authority)
Tiberium Spread
23.26 Blue Zone
0.02 Cyan Zone
0.97 Green Zone
22.72 Yellow Zone (93 points of mitigation)
53.03 Red Zone (67 points of mitigation)
Current Economic Issues:
Housing: +44 (23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +9 (+4 in reserve)
Logistics: +24 (-3 from military activity)
Food: +17 (+22 backed reserve, +5 unbacked reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+147 in reserve)
STUs: +10
Consumer Goods: +72 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +46 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium Processing Capacity (2115/3070)
Taxation Per Turn: +30
Space Mining Per Turn: +100
Maintenance Reductions: +40
Green Zone Water: +6
Plan Goals
Food: 1 point in reserve
Abatement: At least 18 points (Red Zone) by end of 2065
Projects
Complete ASAT Phase 4 by end of 2061
Complete OSRCT Phase 4 by end of 2061
Complete 1 more Ground Forces Zone Armor factory by end of 2061
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Develop and deploy Governor-A refit (indefinite timeline)
Develop and deploy Conestoga class (indefinite timeline)
Infrastructure (5 dice)
[ ] Blue Zone Arcologies (Stage 4)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/600: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ] Yellow Zone Fortress Towns (Phase 6)
Future waves of Fortress Towns will be positioned deeper into formerly Brotherhood territory, and require substantial networks of roads, rails, and other means of support. While not yet at the limits of GDI ability to construct and support such facilities, they are substantially ahead of most other civilian infrastructure.
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
(Progress 0/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
[ ] Blue Zone Apartment Complexes (Phase 9) (Updated)
With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive, but continue to provide additional housing and settlement spaces, leaving GDI in a strong position to fully claim the regions on a more permanent basis.
(Progress 82/160: 10 resources per die) (-3 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-3 Logistics, +6 Housing)
[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network, while new city centers are the largest growing strain.
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 Logistics)
[ ] Suborbital Shuttle Service (Phase 2)
GDI's fleet of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, they would be able to reach anywhere in the world in a matter of hours at most. This will allow GDI to further tighten the bonds between Blue Zones and significantly cut travel times for critical supplies.
(Progress 22/250: 25 resources per die) (+5 Logistics)
(Progress 0/200: 25 resources per die) (+8 Logistics)
[ ] Urban Metros (Phase 4)
Developing the new urban cores will require not only industrial and commercial developments, but longer term preparation and interconnectedness. While much will be able to be handled by light and heavy rail, or riverine barges, and other energy cheap means of transport, much will be based on busses and trucks as well, especially as the manufacturing base spreads beyond the industries that can be healthily colocated with human habitation.
(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy)
[ ] Chicago Planned City (Phase 4)
With GDI firmly in control in the region, and the city now in a Blue Zone, the project must be substantially re-envisioned. Rather than being a terraforming project, it is now a heavy industrial site, with massive projects to produce a wide array of useful goods, one of the first outside of the traditional Blue Zones, and turning it from a periphery city to a core part of the Initiative.
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
(Progress 0/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/65: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/130: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/260: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/520: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/1040: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)
[ ] Tokyo Harbor Reconstruction
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific. Much of the damage has been repaired by now, but still more remains.
(Progress 0/120: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)
[ ] Emergency Caloric Reclamation Processor Installations (Phase 2) (Updated)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
[ ] Communal Housing Experiments (New)
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)
[ ] Green Architecture Risk Assessment and Testing (New)
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 0/90: 10 resources per die)
Heavy Industry (4 dice)
[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)
[ ] Continuous Cycle Fusion Plants (Phase 9)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are significant concerns about the longevity of the class.
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more of an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)
[ ] North Boston Chip Fabricator (Phase 5) (Updated)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for by superior performance in others.
(Progress 36/2400: 15 resources per die) (+33 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (May aid AI research)
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
[ ] Suzuka Prototype Hover Chassis Factory
While the current design is a very minimum viable product, it is a viable product, and one where a small stream of production, not just development work should provide greater insights into the technology. At the same time, providing a sizable number of platforms to various use cases allows for people to begin preparing requests for future generations of hovercraft.
(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy)
[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's Charged Particle Beams are, in effect, very high-efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)
[ ] Personal Electric Vehicle Plants
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)
[ ] Microfusion Cell Development (Tech)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)
[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)
Light and Chemical Industry (4 dice)
[ ] Reykjavik Myomer Macrospinner (Phase 5)
At this point, Reykjavik's macrospinner is entering its final form, a substantial district of the city in its own right, and one of the largest complexes in the world for the production of new components for everything from combat arms to advanced training robots for the military, able to simulate Brotherhood combatants.
(Progress 50/1280: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)
[ ] Bergen Superconductor Foundry (Phase 3)
While current production of superconductors is enough for a few test batches of new style fusion power plants, beginning to produce enough for a full rollout is somewhat more problematic, and will require significant expansions to the Bergen system.
(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
(Progress 0/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1520: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
[ ] Civilian Drone Factories
Civilian drones have a large number of potential uses, ranging from rapid delivery of goods and medicines, to simple recreation. While flying a drone is not the same as flying an actual aircraft, it has often been a popular sport, with drone races (both in stock and custom categories) being a fairly popular sport, especially for children.
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
[ ] Civilian Ultralight Factories
With reduction in the need for military development, civilian ultralight aviation has quite a bit of potential, both practical and more recreational. For practical uses, it is a field where it is both long range specialist deliveries, and more short ranged vertical delivery capacity. Recreationally, it is a regaining of personal flight.
(progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy)
[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)
[ ] Artificial Wood Development (Tech)
While there are an array of current approaches to produce fake woods, mostly using foamed polymers, none actually provide a reasonably close approximation. However, new methods using cellulose and lignin do offer some promise, although mostly for relatively low end uses of wood.
(Progress 0/60: 10 resources per die)
[ ] Isolinear Peripherals Development (New)
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 0/160: 10 resources per die)
[ ] Department of Distributed Manufactures
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)
Agriculture (4 dice)
[ ] Agriculture Mechanization Projects (Phase 2)
Expanding the robotization of agriculture to rapidly improve the total food supply will require vast numbers of units, produced in dozens of robot foundries around the world, but mostly supplied by Nuuk, and the myomer macrospinners, their efficiencies creating cascade effects.
(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
[ ] Blue Zone Aquaponics Bays (Phase 5)
With refugees swarming GDI's borders, and the population expected to increase by some substantial number of percentage points across the next year, massive new and expanded aquaponics bays are going to be a core element in being able to feed that population. While other facilities can help, these will be the backbone of what can be done.
(Progress 18/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch (a result of some efficiencies in the learning process) they are of roughly the same scale and distribution as previous designs.
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
[ ] Dairy Ranches (Phase 1) (New)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)
[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+1 Capital Goods)
(Progress 0/180: 15 resources per die) (+1 Capital Goods)
(Progress 0/190: 15 resources per die) (+1 Capital Goods)
(Progress 0/200: 15 resources per die) (+1 Capital Goods)
(Progress 0/210: 15 resources per die) (+1 Capital Goods)
[ ] Wadmalaw Kudzu Plantations (Phase 3)
A final and substantial upgrade to the system of Kudzu production will see a finally sufficient level of caffeination returned to the Initiative. While not as important as many other things, having a hot caffeinated beverage serves as a social lubricant and does noticeably improve overall outcomes on the macro scale.
(Progress 56/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice)
[ ] Tarberry Development (Tech)
An engineered legume, Tarberries are intended to be part of the future of Initiative hydrocarbon production. Built to produce substantial quantities of usable hydrocarbons, these plants will be toxic to eat, but easy to process into usable fuels, especially for the vast vehicle fleets of the Initiative military, and possible to use as a source of energy for the Initiative more broadly.
(Progress 0/40: 20 resources per die)
[ ] Poulticeplant Development (Tech)
A kudzu derivative like the teas currently being produced, poulticeplants are genetically engineered to carry topical medication and clotting agents in order to provide a steady supply of basic medical goods with little to no specialized equipment. While a dedicated chemical works can produce more antiseptics and with better results, they also require specialized staff and treatment plans in a way that these genetically engineered plants do not.
(Progress 0/50: 20 resources per die)
[ ] Strategic Food Stockpile Construction (Phase 4) (Updated)
While localized caches are useful, more central positioning, and expansion of existing larger stockpiles are going to be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
(Progress 0/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
[ ] Caloric Reclamation Processor (Phase 1)
While incredibly politically unpopular, Caloric Reclamation systems can make existing food production go much further, taking otherwise wasted foods and turning them into shelf stable noodles and bricks for later consumption.
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-10 Political Support)
(Progress 0/80: 10 resources per die) (+6 Food, +2 Food in reserve) (-15 Political Support)
[ ] Department of Core Crops
Building a constant, sustainable supply of food is a critical priority for the Initiative. While it will not be able to significantly expand the Initiative's diet, the Department will provide for a steady increase in core grains, vegetables, and fish, as they expand both the logistical and capital investments into GDI's networks of aquaponic farms.
(-1 Agriculture Dice, -15 resources per turn) (+2 Food per turn)
Tiberium (7 dice)
[ ] Tiberium Vein Mines (Stage 2)
With the concept proven, vein mines are a fairly expensive but functional way of attacking underground Tiberium, and providing for a long term abatement strategy, while also not stressing military deployments. While they do have their problems, these are of limited import compared to their advantages.
(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
[-] Yellow Zone Tiberium Harvesting (Phase 11)
With the risk of nuclear exchange far too high at this time, further offensives into the Yellow Zones are not viable.
(Progress -/350: 20 resources per die) (small additional income trickle [5-15 Resources]) (3 points of Yellow Zone Mitigation)
[ ] Intensification of Green Zone Harvesting (Stage 7)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/150: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)
[ ] Red Zone Border Offensives (Stage 1)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/225: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/205: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)
[ ] Tiberium Processing Plants (Stage 3) (Updated)
While currently additional processing plants are not an immediately pressing need, they will further harden the Initiative's refining capacity. With the Initiative currently pushing the blue zones ever forward, and the likely massive scale offensives against Red Zones, many are likely to be concentrated near those beachheads
(Progress 38/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
[ ] Tiberium Processing Refits (Phase 5)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)
[ ] Improved Tiberium Containment Facilities Construction
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+500 Tiberium Reserve)
[ ] Liquid Tiberium Power Cell Deployment (Phase 1)
With an effective Liquid Tiberium power cell system developed, it is still a political hot potato. While it will be possible to spend political capital to prevent it from being bogged down forever in parliamentary review, at the same time it may well not be worth it, as the cells, plus the needed bunkers to provide both containment and protection against enemy action, are only somewhat cheaper than fusion for the amount of energy produced.
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
[ ] Enhanced Harvest Tiberium Spikes (Platform)
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-5 Political Support per die)
[ ] Visceroid Research Programs (Tech)
Visceroids are some of the bare handful of Tiberium lifeforms to have survived the mutation, with the Forgotten holding an ever closer relationship with GDI, studies of these creatures may provide secrets to adaptation, or might provide some means of dealing with liquid tiberium deposits.
(Progress 0/120: 15 resources per die) (-10 Political Support)
[ ] Venusian Tiberium Studies
While the SCED is certainly competent enough, they lack the resources and the expertise with Tiberium that the Treasury has spent over a half century developing. Although it is, from preliminary experimentation, not particularly different from terrestrial tiberium, there are significant potential scientific gains from studying Tiberium that developed in a very different environment.
(Progress 95/120: 25 resources per die)
[ ] Improved Hewlett Gardener Process Development (Tech)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)
[-] Tiberium Harvesting Claw Deployment
While not as critical as the new tendril harvesters, harvesting claws have potential to improve the efficiency of the vein mines, and reduce overall equipment damage.
(Progress 363/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines) (Will complete Q1 2062)
[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
Orbital (6 dice)
[ ] GDSS Columbia (Phase 1)
The development of a first stage of orbital habitats offers a testbed 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 long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/335: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 0/675: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1355: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)
[ ] GDSS Enterprise Bays (3 available)
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and belt resources, let alone materials beyond the belt, require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)
-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short legged manned, or long legged unmanned designs can serve to fill key niches as part of a complex of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)
[ ] Orbital Cleanup (Stage 11)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 32/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
[ ] Conestoga Class Development (Platform)
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)
[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
Lunar Operations
[ ] Lunar Regolith Harvesting (Phase 3)
The silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 57/290 20 resources per die) (+15 Resources per turn)
[ ] Lunar Heavy Metals Mines (Phase 4)
Heavier metals such as titanium, iron, magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 25/345: 20 resources per die) (+20 Resources per turn)
(Progress 0/335: 20 resources per die) (+20 Resources per turn)
(Progress 0/325: 20 resources per die) (+20 Resources per turn)
(Progress 0/315: 20 resources per die) (+20 Resources per turn)
(Progress 0/305: 20 resources per die) (+2 Heavy Metals)
(Progress 0/295: 20 resources per die) (+2 Heavy Metals)
[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)
[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.
Services (5 dice)
[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Infrastructure (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Heavy Industry (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Light and Chemical Industry(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Agriculture(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Tiberium(Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Orbital (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Services (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[ ] Military (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 die until project is complete)
-[ ] Bureaucracy (Progress 0/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
[ ] Human Genetic Engineering Programs (Tech)
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 77/120: 25 resources per die) (-5 Political Support)
[ ] Hallucinogen Development (Tech)
While the Brotherhood's version is far too strong, and far too risky for any use outside of warfare, it might have more therapeutic uses if reformatted substantially. Exploring the more civilian applications may prove to be little more than a wild goose chase, but could also provide a new generation of critical lifesaving, and quality of life increasing drugs.
(Progress 0/60: 15 resources per die)
[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Ocular Implant Development (Platform)
While there are many elements to building effective ocular implants that are distinctly difficult at best, one of the more common injuries on the modern battlefield is flash blindness, with laser reflections and potentially the lasers themselves damaging or destroying critical parts of the eye. While the prosthetic will likely be difficult to implant, and significantly bulky, any form of sight is better than none.
(Progress 83/120: 20 resources per die)
[ ] Specialist Isolinear Programming Development (new)
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 0/120: 10 resources per die)
Military (8 dice)
[ ] Department of Refits (New)
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)
[ ] Department of Munitions (New)
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)
[ ] Advanced ECCM Development (Tech)
The development of countermeasures to better punch through, and punch out in certain cases, Brotherhood means of battlefield jamming, will have significant impacts on the functionality of Initiative long range sensors. While Tiberium will still be significantly problematic in increasing effective ranges, it will be significantly less impactful than Tiberium and Brotherhood sensor countermeasures.
(Progress 0/40: 20 resources per die)
[ ] ASAT Defense System (Phase 4) (Updated)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions.
(Progress 36/220: 20 resources per die) (Station) (High Priority)
(Progress 0/495: 20 resources per die)
[ ] Stealth Disruptor Development (Tech)
The research to create improved sensor systems for detecting stealth also produced a method of actively disrupting it via feedback. However, current systems are quite bulky and require significant deployment to work beyond extremely short ranges. With development however, an improved model is likely possible, and potentially a key tool for blocking fixed positions, rather than relying on battle nets.
(0/40: 15 resources per die)
[ ] Inferno Gel Development (Tech)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (-5 Political Support)
[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)
[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the packs that make infantry versions of the Brotherhood's particle beam system work, it does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)
[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)
[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/275: 20 resources per die)
(Progress 0/325: 20 resources per die)
(Progress 0/375: 20 resources per die) (-2 Energy)
[ ] Reclamator 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.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/335) (Roshchino) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/335) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/335) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/335) (Lisbon) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/335) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/335) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/335) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/335) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/335) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/335) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/335) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/335) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/335) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/335) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/335) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/335) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/335) (Maputo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Yellow Zone 1 South (Progress 0/335) (Kannur) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/335) (Puri) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 2 (Progress 0/335) (Nha Trang) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 3 (Progress 0/335) (Qingdao) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 4 (Progress 0/335) (Laoag) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 5 (Progress 0/335) (Luwuk) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclaimator Hub Yellow Zone 6 (Progress 0/335) (Perth) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 East (Progress 0/335) (Montevideo) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 12 West (Progress 0/335) (La Serena) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 13 South (Progress 0/335) (Lagos) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 14 (Progress 0/335) (Nacala) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 15 (Progress 0/335 (Valencia) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Yellow Zone 18 (Progress 0/335) (Varandey) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/335) (Istanbul) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/335) (Chattogram) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/335) (Tuaran) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/335) (Banda Aceh) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
Zone Operations Command
[ ] Infantry Recon Support Drone Development (Platform)
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
[ ] Backpack Rocket Launcher Development (Platform)
With the Zone Operations Command ever more intensely engaged with the Brotherhood of Nod, backpack systems are one of the easier ways to substantially increase firepower. While not always the most convenient location, by shifting around the power pack somewhat, nearly any Zone Operations Command unit can have a limited supply of short to mid range indirect fire options at their disposal.
(Progress 0/50: 10 resources per die)
[ ] Zone Lancer Development (Platform)
A variant of the Marauder suit refitted with a personal plasma gun, the Zone Lancer is intended to augment and support the already extremely capable antiarmor capacity of the Initiative's Zone Armored forces, and provide a viable replacement for the Marauder's limited ammunition.
(Progress 0/40: 15 resources per die)
[ ] Zrbite Sonic Weapons Development (Tech)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)
Air Force
[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
[ ] Hammerhead Wingmen Drone Deployment (Phase 1)
The Hammerhead is a less than immediately survivable craft, with significant problems in the modern combat airspace. Despite that, they are widely used, and adding wingman drones to carry missiles, countermeasures, and potentially a wide array of other systems to increase overall survivability and decrease pilot losses is a critical element in their long term utility.
(Progress 0/200: 20 resources per die) (-2 Energy)
(Progress 0/200: 20 resources per die) (-2 Energy, -1 Capital Goods)
[ ] Apollo Fighter Factories
With the Barghest-bis, and the new Vertigo-bis, GDI needs more of the high end of its fighter arsenal. While the Firehawk remains capable, it is far from enough in the modern day, and needs to be entirely replaced in the air superiority role.
-[ ] San Francisco (Progress 0/80: 15 resources per die) (-4 Energy)
-[ ] Maputo (Progress 0/80: 15 resources per die) (-4 Energy)
[ ] Ultralight Glide Munitions Development (Platform)
The Brotherhood's glide system has a potentially extremely useful role in GDI's combat systems: specifically in GDI's glide munitions. While deployable wings are not a new invention, this will cut weight and space, while increasing control as the entire surface can be flexed with a high degree of precision.
(Progress 0/40: 10 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Stations (Phase 4) (Updated)
A final large OSRCT station will take the force from being a relatively limited rapid reaction unit, to a large scale threat, one that can be delivered as reinforcements to any battlefield on the planet. While it will do little to deter small scale raiding, the ability to make small armies appear on command is a powerful asset for more strategic and operational purposes. (Station)
(Progress 319/395: 20 resources per die)
[ ] Orbital Defense Laser Satellite Deployment
An initial battery of sixty defense satellites will provide a wrapping of protection for critical sites in orbit. While the Space Force does not currently see a pressing need for them as an immediate reaction to the Brotherhood, they will provide a substantial support asset, especially in the face of the likely proliferation of countermeasures to the Ion Cannons.
(Progress 0/240: 20 resources per die)
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 20 resources per die) (Station)
[ ] Tactical Ion Cannon Network (Phase 1)
While the idea of smaller, more numerous Ion Cannons is tactically useful, this first stage is expected to be tightly connected to the existing network, piggybacking off the existing control centers and sharing bandwidth on the ASAT network. This will limit the number of commanders who can access the network, but ensure that the limited deployment is employed in the most critical or advanced fronts. Future phases will increase both the number of tactical ion cannons, but also push the authority to shoot further down the chain of command with new control networks.
(Progress 0/275: 20 resources per die)
[ ] Low Orbit Support Satellite Constellations (New)
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die)
Ground Forces
[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
[ ] Guardian Mark 2 Development (Platform)
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development (Platform)
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development (Platform)
The existing mammoth is a powerful asset, but one that is, even with refits such as railguns and existing point defense systems, heavily aged. A significant revamp is needed, to not only fix the problems that emerged during the Third Tiberium War, but also ensure that it is able to fight effectively in the post Regency War context.
(Progress 0/40: 10 resources per die)
[ ] MBT-7 Paladin Development (Platform)
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die)
[ ] Ground Forces Zone Armor (Set 1) (Updated)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
-[ ] Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
[ ] GD-3 Rifle Development (Platform)
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
[ ] Hallucinogen Countermeasures Deployment
While not the revolutionary treatments desired, producing a small-scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/120: 25 resources per die)
Navy
[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/450: 30 resources per die) (-1 STU, -2 Energy)
[ ] Governor A Development (Platform)
The Governor class cruisers are a bit of an oddball in the Initiative fleet. Designed before the advent of modern laser based point defense systems, the ships lack in a number of significant ways, including missing forward aspect anti-missile defense systems. The -A model will be a rather thorough redesign, stripping the Governor of nearly all of its upperworks to reposition a number of features, add a second laser point defense mount, and switch some of its other mounts to the Thunderbolt based missile launchers.
(Progress 0/40: 15 resource per die)
(Offensive Navy)
[ ] Island Class Assault Ship Development (Platform)
The Island class is a dedicated assault ship, designed to handle the V-35 Ox as its mainstay alongside the Hammerhead and Orca attack craft. Each is also intended to be a general support facility for the first days of landing operations and provide support from deep holds.
(Progress 0/40: 20 resources per die)
[ ] Victory Class Monitor Development (Platform)
A dedicated littoral combat ship, designed around a series of mission packs, ranging from 203mm rifles and rocket batteries, to anti-submarine and anti mine warfare. Intended to be a general purpose support ship for offensive operations against the Brotherhood of Nod, it will fill a wide range of purposes that GDI has often not had the resources to fill effectively.
(Progress 0/40: 20 resources per die)
(Defensive Navy)
[ ] Shark Class Frigate Shipyards (High Priority)
The Shark unfortunately is of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
-[ ] Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
Steel Talons
[ ] Medium Tactical Plasma Weapon Deployment
A medium weight ion cannon, capable of being fielded on the Titan and other Initiative vehicles, and as a secondary weapon on other systems, is a potentially substantial increase in direct firepower. Deployment is likely to be small scale however, as it is less flexible, barring further delays in deployment of variable munitions for the Initiative's railguns.
(Progress 0/80: 30 resources per die)
[ ] Light Combat Laser Development (Tech)
Effectively an Initiative version of the same laser system found on the Brotherhood's Venoms and raider buggies, the light combat laser is likely to be an effective endurance upgrade across a wide number of systems, even if it is less directly effective. For many vehicles however, it will be filling a secondary role as an antimissile laser, shooting down incoming RPGs and bombs.
(Progress 0/40: 25 resources per die)
[ ] Heavy Combat Laser Development (Tech)
A heavy direct fire beam laser, this is currently more of a curiosity than anything else, especially with the performance of the Initiative's current railgun arsenal. However, the Talons are very interested in experimenting further with laser technologies, and this may well lead to advances in other fields.
(Progress 0/40: 20 resources per die)
[ ] Modular Rapid Assembly System Prototypes (Tech) (High Priority)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)
[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)
[ ] Unmanned Support Ground Vehicle Development (Tech)
The capture of Brotherhood toolsets and AI development systems for their Mantis Mobile Antiaircraft Vehicle are a strong starting point for the development of support vehicles. Instead of needing to man every vehicle on the ground, automated support vehicles can be used to either mount optional weapons loads, or be sent into dangerous positions rather than risking manned vehicles.
(Progress 0/80: 20 resources per die)
[ ] Sparkle Shield Module (Tech) (High Priority)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 resources per die)
Bureaucracy (4 dice)
[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
[ ] 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 50 + 1 operations die)
[ ] Make Political Promises (Updated)
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Can select multiple)
-[ ] Free Market Party: 228 seats (0; 50; 38; 140): Complete Electric Vehicle Factory: +1d6 steps.
-[ ] Market Socialist Party: 486 seats (200; 150; 86; 50): Complete Electric Vehicle Factory: +2d6 steps.
-[ ] Initiative First: 335 seats (0; 0; 30; 305): Do not take any UYL Plan Goals for next Plan. +2d50 steps
-[ ] United Yellow List: 176 seats (110; 40; 20; 6): Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
-[ ] Starbound Party: 461 seats (300; 90; 50; 21): Complete Columbia Phase 1: +2d20 Steps.
-[ ] Socialist Party: 426 seats (200; 190; 26; 10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
-[ ] Homeland Party: 50 seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
-[ ] Biodiversity Party: 34 seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[ ] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 Steps.
-[ ] Developmentalists: 1038 seats (500; 238; 250; 50): Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.
[ ] Interdepartmental Favors (Updated)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
-[ ] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
-[ ] Department of Education: Deploy Services AEVA : +5 political Support
-[ ] Erewhon: Complete North Boston Phase 5: +5 Political Support
[ ] Lobby for Legal Reforms
While the Treasury has vast and sweeping powers, the legislature also has a say, and many of their areas of influence overlap with economic and social affairs. Putting together coalitions and directly interfering with parliamentary affairs may rub some representatives the wrong way, but it can clear the way for Treasury operations.
(Initiates subvote)
[ ] Banking Reforms
By proposing adjustments to the regulations around banks, and encouraging the establishment and expansion of credit unions using the Initiative's resources, it should solve some of the financialization issues. While it will not fix the problems of lacking in supplies of capital goods and talented labor, and exacerbate them in some ways, it is one step towards a more functional economy.
(Must maintain 100 resources in reserve.)
[ ] Long Term Systematic Planning Organization
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)
[ ] Predictive Modeling Management
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)
--Zone Operations Command--
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%, 2 dice 40R 100%
--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 1%, 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 20R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%
--Steel Talons--
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%, 2 dice 40R 89%, 3 dice 60R 99%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises (Updated) 1 die auto
-[] Interdepartmental Favors (Updated) 1 die auto
-[] Lobby for Legal Reforms 1 die auto
-[] Banking Reforms 1 die -100R auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 2 turns ago 2061 Q1
Heavy Ind 3 turns ago 2060 Q4
Orbital 3 turns ago 2060 Q4
Bureaucracy 3 turns ago 2060 Q4
Services 6 turns ago 2060 Q1
Infrastructure 7 turns ago 2059 Q4
Tiberium 7 turn ago 2059 Q4
Military 10 turns ago 2059 Q1
Agriculture 11 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.
A/N: Last turn of the plan. Going to be having a pretty busy weekend, but should be available some of the time. Been a good time with all of you, even if the flames got higher than I would like. Got a lot more twists and turns to come in the coming weeks and months.
I know most people don't read these, but they are fun to make. So! Here's a prototype Plan I've thrown together for next turn, focused on saving a big chunk of R and doing a lot of tech stuff:
[] Plan Savings and Tech
-[] Infrastructure 5/5 dice 60R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Blue Zone Apartment Complexes (Phase 9+10+11?) 82/480 4 dice 40R 19% (Phase 9+10 97%)
Hmm. I see the logic here, but since you're clearly not planning to do Chicago, you might want to invest in Urban Metros Phase 4. We're really going to need the +Logistics if we want this kind of aggressive apartment spam to continue into 2062, which we will just for the sake of activating more dice. Also, narratively, it'll do a lot to make the new cities we're founding further into the former Green Zones more, y'know... livable.
-[] Heavy Industry 4/4 dice 95R
--[] Advanced Alloys Development 0/120 1 die 15R 30%
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 2 dice 40R 100%
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
I don't think we need that security review this turn badly enough to justify the risk of failing the stockpile requirement. Since we can't put Erewhon on this, unless you plan to use an AA die, I'd vote against this approach. I don't think the security review will accomplish anything useful this turn that it can't accomplish a turn or two down the line.
(We may need our Bureaucracy dice in 2062Q1 for recruitment)
Besides, I want Treasury to have a reputation for delivering on its promises.
-[] Tiberium 7/7 + Erewhon dice 170R
--[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100% (Stage 8 33%)
--[] Red Zone Border Offensives (Stage 1) 0/250 1 die 25R (1/2.5 median. Deliberate uncompletion.)
--[] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/130 1 die 30R 25%
--[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 2 dice 40R 99% (Phase 2 15%)
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 Erewhon die die 25R 95%
Interesting choice with Erewhon. Likely to do the job, will make them happy. It's tiberium and space.
I recommend letting the YZ-11 inhibitor go for a while and consolidating dice on... anything, really, possibly including taking the die off Intensification of Green Zone Harvesting.
-[] Orbital 6/6 +2 free dice 150R
--[] Station Bay 0/400 4 dice 80R 9%
--[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89% (Stage 12 4%)
--[] Leopard II Factory 0/350 3 dice 60R 2%
I'd strongly recommend consolidating one USGV or MRASP die onto Sparkle Shields because if Sparkle Shields doesn't finish it's going to be a real pain finishing the project, and we want Sparkle Shields as soon as possible in 2062 so we can move on to improve fusion plant efficiency.
I'd also recommend dropping the security review for the sake of actually accomplishing more, and (this is me being a broken record) I think ASAT Phase 4 needs more than three dice. We're blatantly doing it at the last minute after being directly told to do it nearly four years ago, so a failure at this stage is likely to prove humiliating from a narrative standpoint, not just a shrug and a "well, you tried."
Besides, I want Treasury to have a reputation for delivering on its promises.
--[] Interdepartmental Favors 1 die auto
---[] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
---[] ???
I think this is a spectacularly ill-advised promise to make, all things considered. We don't need the Political Support and we very, very badly need the budget next turn. 20% of budget is going to mean something in the vicinity of 440 RpT, plus 100 RpT from moon mining income, minus WELL over 100 RpT in line items, likely puts us down at around a 400 RpT budget when we'll need at least half that to get our income rebuild started. We'd be left using the +15 PS in a desperate bid to spin off departments, and that wouldn't leave the rest of the government meaningfully better off, because from their point of view there's no difference between "Treasury takes 550 RpT from the general budget" and "Treasury takes 440 RpT and a bunch of spinoff departments that are officially no longer part of Treasury take 110 RpT from the general budget." The only difference is that to make all that happen, we probably have to spend MORE than 15 Political Support, leaving us on net worse off and the rest of the government no better off.
965R/1155R, gives us 300+R reserve. 7/7 Free Dice 1/1 Erewhon Die
Infrastructure: I'm not doing Chicago Phase 4. What do we get from it? +6 Capital Goods, when there's plenty of better ways to gain +CG? A very expensive way to gain some processing capacity? We still have a massive +10 refugees per turn influx right now, and only Infra can deal with that.
My own take is that we've gotten far enough ahead of the numbers of the refugee wave that the problem can be punted for one more turn. This is combined with the fact that we'll have a strong incentive to do almost nothing but apartments in early 2062, simply because it's a 10 R/die project and we'll be wanting to activate as many dice as we can.
Also, +6 Capital Goods for 550 Progress is actually pretty good, even before you count the +8 Consumer Goods (read: people's quality of life improves) and the processing capacity (read: we are up around 3300 refining capacity and can stretch GDI's economy clear back up to prewar standards and still have a respectable margin of error).
It's not a bad project choice at all. If we finish Chicago Phase 4 next turn, then factoring in its +2 Housing (which I assume to be adequate since the area is now in a Blue Zone) our Housing indicator ends up looking like:
+37 (30 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
The Low Quality Housing buffer is still significantly less than half full. By pushing it we can do better, drive it down to only 30% full, maybe, but I don't see it as a critical issue that mandates heroic efforts every turn.
Agriculture: Vertical Farming to finish off the year with more high-quality/diverse food, a security review as it's been 11 turns, and... only one die on Food Stockpiles?!? Well. Not only is a 74% completion chance plenty good enough, but we've been repeatedly told we won't be punished if we fail but made a reasonable effort at finishing a Plan Goal. And even if we hit that 26% for failure, we are at 117 PS right now. (And we'd be only 1 point of food reserve short.) Given the small chance of failure, the small penalty from a failure, and the easy ability we have to absorb said penalty, I refuse to be worried about having a less-than-perfect finish. One die and 74% is enough.
Again, I don't think the security review is a good choice at this time, and I think we're unusually at risk of getitng hit with penalties for noncompletion on this particular point.
Tiberium: First off, and now that ZOCOM has given the green light, I'm putting one die on RZ Border Offensives. That doesn't risk completing it, but does make it easier for us to do in Q1 of next year. Why not do an entire Phase? To help with my intention (and the related Political Promise) to only take 20% of the budget during reallocation. To repeat the argument in brief: More budget to the rest of GDI helps them do their jobs better, and can help us with Treasure-visible things more often too. And with the right savings and preparation, we can rapidly more than make up the lost RpT in the first two turns of next year.
When I advocated doing exactly this on a larger scale with Tendril Harvesters Phase 2 everyone damn near ripped my head off for suggesting that we leave tiberium projects half-finished so we could rush them to completion next turn.
I will not support it.
(With this Plan, next turn that would be 460 RpT +100 RpT Lunar Mining +300R in reserve +? from Orbital Cleanup -165RpT from programs for 695R, or a bit more, in Q1 next year.)
Oh, right. You're planning on not doing the banking reforms.
Yeah, that helps. The problem, then, is that we can't do the banking reforms for quite a while, and since we just gave the civilian economy the Capital Goods allotment (per our promise to the FMP) and since we know the refugees are seeking jobs in the civilian economy, I think keeping the banking system compressed will have bad long term consequences.
I want this to be done before we go into reapportionment, because doing it afterwards is going to be painful and a hard sell until some time in early 2063 when our income stabilizes at "we can activate all our dice on projects we actually feel need doing" levels again.
Anyways, that aside, I'm also doing GZ Intensification for a bit more RpT and Abatement, and then a bunch of science stuff: A YZ Inhibitor, Liquid Tib Power, Visceroids, and Erewhon on the Venusian Tib. Of note, I'm putting two dice on Tib power because we have plenty of PS and two dice on Visceroids. Normally I'd one-die Visceroids to try to save a die, but with the some of the Qatarites dying out, I want better treatment options ASAP, and that means Visceroids in addition to Genetic Engineering.
This, plus I want to burn off the surplus Political Support in a useful manner.
Not all these techs will finish, but I'd rather spend dice next year doing more techs than deployments, and as always it's good to slow-roll stuff when we're not in a rush. Also noteable is that the two Shield techs will help our upcomming Improved Fusion project, and that we really really really really don't want to lose Tali Jackson and her +2 Military dice.
Sparkle Shields will apparently help more than Buckler Shields. Since I know a faint, gentle sprinkling of plasma physics this came as a surprise to me, but it is what it is. I'd rather put two dice on that one project than one die on each of two projects, though more generally I don't object to your ideas and will probably be putting together a Big Talons project myself.
Why not any Navy projects, when we're going to lose the Island and Victory classes? Well, it's because even with take-over-the-world levels of funding, we can't do everything for every military branch...
I think this would be a case of failing to do the minimum. I'll be putting ONE die into the Island-class to signal to the Navy that yes, this is eventually something we want.
My reason is that in the long run, if we aren't going to negotiate with Kane soon (which we cannot plan on for sure), then... the defensive Navy is not good enough. We need to be able to find ways to put more pressure on Nod without them immediately going nuclear, and to secure our own backlines (in this case, our SLOC) better. Being able to take relatively isolated Nod-held islands is likely to fit both criteria.
It's not something I plan to invest heavily into until 2064-65, but I want to keep that option open.
I feel like the railgun turret is too far forward. There's still going to be a magazine to hold the slugs being fired, which for ease of loading the gun and reducing moving parts would be below the gun. Magazine space affects hull shape, as too far forward weakens hull strength...
Railgun magazines will be really compact compared to conventional magazines, because the rounds have much less internal volume than the round-plus-propellant of a chemical-fired gun, and are much less volatile so you can pack rounds together more tightly and with less safe-handling equipment. Now, railgun magazines will also be dense when full, but "dense" in the sense that normal machinery is dense, which is manageable low down in a ship.
Honestly, I think they can do without buckler shields or accept them as a retrofit. Buckler shields are most useful if you can precisely anticipate the direction and location of enemy fire. Which is relevant if you come under fire from Nod's naval-grade direct fire energy weapons, but not nearly as helpful against missiles and utterly useless against torpedoes. Since the Island-class amphibious warfare ships shouldn't normally operate without escort or come within line of sight of the enemy, the buckler shields are not critical.
For the monitors it's a lot more relevant, but again, the monitors themselves are inherently less useful.
Okay sure, but even that gives us time to knock off the development of Advanced ECCM and Stealth Disruptors, and hopefully to initiate work on the naval laser refit.
I'm not sure it'll actually be possible to refit Governors into Governor-As, by the way. Some updates may be possible, but part of the point of the redesign is to do things with the new hulls that you just can't do on the old ones. Ships are infamously not infinitely refittable without going to ridiculous lengths.
I'd rather like to do Nuuk 4 then LVPAD, then North Boston Phase 5, since it seems more likely to help with making chips than with heavy machinery.
Well yeah, but at that point the LVPAD rollout is far enough in the future that there's no hurry to develop the tech.
I don't feel much need for another 600-point 20 R/die project on the docket like the industrial crystal beam project turned out to be, not right now. That was kind of a frustrating disappointment; we might well have been better off just keeping the +11 Capital Goods promise we already had on the docket. If I'd known we were getting Carbon Nanotubes with the end of the war like that, I'd never have voted to do it in the first place.
Agriculture 4 dice +24 4+1 Free die 40R
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 2 dice 20R 83%
-[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
-[] Free die for security review
Again, I don't think we even need that security review right now, and more generally I don't think aquaponics is a good investment right now. We need quality food, not bulk, and Vertical Farming is for the lower while Aquaponics Bays is the latter.
Tiberium 7 dice +39 7+1 Free Die 175R
-[] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
-[] Visceroid Research Programs 0/120 1 die 15R 40%
-[] Venusian Tiberium Studies 95/120 1 die 25R 100%
I think vein mines are a bad investment right now. We need to conserve that point of Capital Goods until we can use the funds it produces to jump-start our own development funds, which are going to be gutted and limit our own ability to build stuff soon. If you have the dice, I suggest throwing in another border offensive.
Also, it's actually important to finish Visceroid Studies this turn because we're using it to burn off surplus Political Support that may otherwise be wasted... And because it competes with resource mining for Tiberium dice in 2062Q1. So I strongly recommend a second die there, if nothing else.
Military 8 dice +26 8+2 Free Dice +Erewhon 205
-[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%
-[] OSRCT Station (Phase 4) 319/395 1 die + Erewhon 40R 96%
-[] Ground Forces Zone Armor (London) 121/180 2 dice 40R 100%
-[] Sparkle Shield Module 0/120 1 die 30R 27%
I don't think it's worth it to get the Lancer right now. ZOCOM is heavily invested in training up Ground Force power-armor units to deploy for Red Zone mining security operations, and that's going to matter more to them than another swanky new heavy weapon suit could. I recommend putting the die on a zone armor factory.
Furthermore, the big immediate benefit of Zrbite sonics is likely to be their tiberium abatement potential... which we will lack the spare dice to deploy in the Tiberium category in 2062Q1-Q2 anyway.
The refit and ammo departments are so odd since there are lots of times it feels we will not have much or any projects. Right now we have 2 refits and 1 ammo project.
Also @Ithillid when do we get the design option for the Apollo-bis?
It's not a bad project choice at all. If we finish Chicago Phase 4 next turn, then factoring in its +2 Housing (which I assume to be adequate since the area is now in a Blue Zone) our Housing indicator ends up looking like:
Real quickly: Previous phases of Planned Cities have given us normal +Housing, not High-Quality Housing.
-_-
When I advocated doing exactly this on a larger scale with Tendril Harvesters Phase 2 everyone damn near ripped my head off for suggesting that we leave tiberium projects half-finished so we could rush them to completion next turn.
And just to clarify, my intention has been maximizing the amount of money we give to the rest of GDI in reallocation. So I'm not against plans that want to do RZ mining this turn, but I want to do more science projects instead. Absent adding in free dice for more progress here, I think just one die to help next turn's income recovery is decent enough.