Shouldn't the red zone options wait until after the resource reallocation is done before taken? While the previous Glacier mining made sense given how many turns were left to still need more resources to use, isn't the reallocation only in two more turns? which would cut the gains from those options to only a fraction when done right now.

The blue zone perimeter fencing works just as well for 4 points of mitigation, which along with the yellow zone for another 4 should make up a perfect 8 for filling the last of the total mitigation obligation. It's not as if a few points of red zone mitigation is desperately needed in the next 2 turns after all.

So the red zone options could then wait until 2 turns later for quick income gains after the budget cuts.
 
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I mean duplex housing only went to families so that they won't live in commie blocks anymore. We also need Yellow Zone housing to close and centralize more of those refugee camps.
 
that stuff working with the forgotten in the red zones sounds really nice.
those boats thou are hella power drains.

still there some interesting ups and downs in cost here for things.
 
It's too bad I need to sleep, since I missed the update dropping. I'll update my Probability Array soon...ish.

@sunrise I'd suggest avoiding Yellow Zone Harvesting given the large (and successful) resistance NOD is putting up. We can do a second phase of Perimeter Fencing instead. It's not that much more expensive to do and doesn't spend our soldier's lives (and give NOD more data for their weapons programs.)
[ ] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources.
Does this only require 1 die? Or is this supposed to have a DC?
 
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[X] Red zone plan completion
Infra 2/6 +8 70R
-[X] Yellow Zone Fortress Towns (Phase 1) 0/200 3 dice 60R 43%
-[X] Blue Zone Reconstruction (Phase 2) 182/450 1 dice 10R
HI 3/3+1 free 40R +8
-[X] Blue Zone Power Grid Reconstruction (Phase 3) 4 dice 40R
LC 3/3 +1 free 45R +8
-[X] Experimental Carbon Nanotube Plant 171/200 1 dice 15 R 95%
-[X] Personal Water Purification Units 0/130 3 dice 30 R 88%
Agri 0/3 0R +8
Tiberium 6/6 + 3 free 135R +28
-[X] Red Zone Tiberium Harvesting (Phase 5) 22/130 3 dice 75R
-[X] Coordinated Red Zone Perimeter Harvests (Phase 1) 0/200 6 dice 60R 89% for 2 phases
Orbital 3/3 80R +8
-[X] GDSS Enterprise (Phase 2) 60/200 1 Fusion die 2 normal, 80R 84%
Services 3/3 15R +23
-[X] Tertiary Schooling 361/500 2 dice 10 R 71%
-[X] Craft Shops and Maker facilities 0/180 1 dice 5 R 0%
Military 3/3 30R +3
-[X] Shell Plants (Phase 1) 0/150 3 dice 30 R 69%
Bureau 3/3 0R +8
-[X] Preliminary Service Privatization Discussions 3 dice
Free 5/5

415/415 R

This plan works on the plan goals by harvesting the red zones setting us up for two glacier mining phases at the start of the new plan 40-60R each
We can spend even more next turn and with all plan goals done we are free to chose what we want.
Shell Plants is the military option i see giving results the fastest crews do not need to trained if they get more shells to fire so rollout is fast.
Blue Zone Power Grid Reconstruction is needed to power the next wave of factories
 
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-[X] Coordinated Red Zone Perimeter Harvests 0/200 6 dice 60R
Uhhhhhhh I haven't looked over your entire plan or anything, but 6 dice? This isn't a multi-phase project. You only need, idk, three dice here. Six dice means you have a bonus of +168, and so need to roll a 32 or greater on six d100s. It's complete overkill.
 
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Right, let's see if I can make a decent plan! This will work towards fulfilling all our current commitments and focuses heavily on building up the infrastructure of the yellow zones. Starting local media expansion should help with showing how we're helping the yellow zone population in their area. Better pipelines will open the path towards aquaponics there, while the power extension will make up for the power used by the Apollo factories. Future power expansion will have to be focused on the blue zone to power more industrial efforts however. On tiberium I hope to complete both phase 1 and 2 of perimeter harvests; meanwhile we continue building outposts in the yellow zones.

[X] Plan All The Tiberium

[X] Plan Yellow Zone Reclamation
-[X] Infrastructure (5/6 dice)
--[X] Yellow Zone Fortress Towns (Phase 1) 0/200 3 dice 60R 43%
--[X] Yellow Zone Pipelines 0/120 2 dice 10R 62%
-[X] Heavy Industry (3 dice)
--[X] Yellow Zone Power Grid Extension (Phase 2) 74/275 1 dice 5R 0%
--[X] Leopard Class Construction Yard 83/180 2 dice 40R 79%
-[X] Light and Chemical Industry (3 dice + 1 free)
--[X] Personal Water Purification Units 0/130 3 dice 30R 88%
--[X] Experimental Carbon Nanotube Plant 171/200 1 dice 95%
-[X] Agriculture (0/3 dice)
-[X] Tiberium (6 dice) + 4 free

--[X] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 4 dice 80R 91%
--[X] Coordinated Red Zone Perimeter Harvests (Phase 1+2) 0/400 6 dice 60R 84%
-[X] Orbital (3 dice) (1 Fusion Die)
--[X] GDSS Enterprise (Phase 2) 60/200 3 dice 1 fusion 80R 84%
-[X] Services (3 dice)
--[X] Tertiary Schooling 361/500 2 dice 10R 71%
--[X] Expand Local Public Media Operations 0/150 1 dice 10R 0%
-[X] Military (1/3 dice)
--[X] Apollo Fighter Factories
---[X] Toronto 0/70 1 dice 15R 49%
-[X] Bureaucracy (3 dice)
--[X] Preliminary Service Privatization Discussions 3 dice
 
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Uhhhhhhh I haven't looked over your entire plan or anything, but 6 dice? This isn't a multi-phase project. You only need, idk, three dice here. Six dice means you have a bonus of +168, and so need to roll a 32 or greater on six d100s. It's complete overkill.
We annoyed the QM about it, its supposed to have three phases with 200/200/300.
 
Uhhhhhhh I haven't looked over your entire plan or anything, but 6 dice? This isn't a multi-phase project. You only need, idk, three dice here. Six dice means you have a bonus of +168, and so need to roll a 32 or greater on six d100s. It's complete overkill.
[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
It is a multi phase project.
 
[X] Plan All the Dice
Infrastructure (6 dice)
-[X] Blue Zone Reconstruction (Phase 2), 3 dice (30 Resources)
-[X] Yellow Zone Fortress Towns (Phase 1), 3 dice (60 Resources)
Heavy Industry (3 dice + 1 Free)
-[X] Blue Zone Power Grid Reconstruction (Phase 3), 2 dice (20 Resources)
-[X] Leopard Class Construction Yard, 2 dice (40 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[X] Personal Water Purification Units, 3 dice (30 Resources)
-[X] Experimental Carbon Nanotube Plant, 1 die (15 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 2), 1 die (10 Resources)
-[X] Novel Crops Experimental Laboratories, 2 dice (40 Resources)
Tiberium (6 dice)
-[X] Coordinated Red Zone Perimeter Harvests (Phase 1), 6 dice (60 Resources)
Orbital (3 dice) (1 Fusion Die)
-[X] GDSS Enterprise (Phase 2), 2 dice (50 Resources)
Services (3 dice + 3 Free)
-[X] Tertiary Schooling, 2 dice (10 Resources)
-[X] Technical School Program, 1 die (5 Resources)
-[X] Craft Shops and Maker Facilities, 3 dice (15 Resources)
Military (3 dice)
-[X] Shell Plants (Phase 1), 3 dice (30 Resources)
Bureaucracy (3 dice)
-[X] Preliminary Service Privatization Discussions, 3 dice
Total cost: 415 Resources


I didn't set out to make an "activate every single die" gimmick plan but that's what it turned into accidentally because of how rich we are. Enough BZ/military investment to keep the Hawks off our back, enough YZ investment to make a real effort towards helping them, and it should finish off most of our promises (all if we're lucky and the Enterprise rolls well). Even if the Enterprise doesn't roll well enough to complete it'll be no problem to finish off next turn, especially with extra income from the Red Zone project and a new fusion die.

I'm particularly adamant about the crop labs, we need to do them over these last two turns while we still have the cash to afford them, and not even starting them until the very last turn is cutting it way too close for me. We'd have to waste a lot of overkill to make sure we got them, I really want to start this turn. Also BZ power grid instead of YZ power grid because the YZ grid can get saved for a few turns from now when we have less cash and the BZ is more resource to power efficient anyways.

If it's possible to put multiple dice on Preliminary Service Privatization Discussions I can drop the Orbital security review to max that out instead, I've been kinda guessing that it's capped at 1 die but if @Ithillid says we can do multiple then that might be a good idea. I just have the remaining 2 Bureau dice on the Orbital security review rn because we haven't checked it in a while and we're about to start pouring more and more money into them so seems smart to do a once-over just to make sure Nod hasn't rolled well on infiltration when we weren't looking.

Edit: All 3 Bureau dice are on the services privatization discussion now
 
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Shouldn't the red zone options wait until after the resource reallocation is done before taken? While the previous Glacier mining made sense given how many turns were left to still need more resources to use, isn't the reallocation only in two more turns? which would cut the gains from those options to only a fraction when done right now.

That's what a politician would do, but Granger is very much not a politician. I kinda like the character trait we've accidentally developed of being the apolitical Tiberium technocrat who just wants to get the most mitigation in the most efficient way possible, fuck the silly budget games previous Treasury Secretaries have played. So the rest of the GDI gets a couple extra budget points, big deal, we're all on the same team here making money for the rest of the government is literally what they pay us for.
 
Hrm!

Yellow Zone Fortress Towns are good. We really need those. Although given that it is a multi stage project, you may as well throw a forth die at it. No benefit to aiming low here.

When we get more YZ Water are up for debate here.
Mechanically it only appears to unlock expanded YZ Aquaponics, which are more resource intensive than BZ expansion. However, we still have inefficiencies in transport. So it might be worthwhile pushing for YZs to be self sustaining with Food. That protects them from Logistical issues and might recover some Logistics that is being used to transport all the Food.
Although maybe we don't need more Food? Unclear. But there is a difference between enough food to survive, and enough to thrive. It would be a bad idea to assume we can ignore this area. More Stored Food would be good too.
With that in mind, I think that YZ Water Pipelines and Yellow Zone Aquaponics Bays (phase 2) should be a secondary priority, but definitely a priority.

Looks like we need a ton more Power.
I'd go for the YZ power option at the moment. It will get done quicker, help stabilise the grid, and might open up some new YZ options.
BZ Power Grid upgrade almost straight after the YZ upgrade though.

LCI:
We need those Personal Water Purification Units, but I also don't want to keep ignoring the Lithium Battery Plants. We need those batteries for the military hardware we want to roll out.

Tiberium seems clear: Hit that mitigation target. Red Zone Perimeter Harvests seems best.

Continuing with Enterprise seems like the best Orbital option.

Craft Shops and Maker facilities and continuing Tertiary Schooling would be my Services targets.

Still don't seem to care about Military. Just do some. :p
 
I think that's everything. Please inform me if you see any mistakes.

Infrastructure 6 dice +8
-[] Blue Zone Reconstruction (Phase 2) 182/450 3 dice 30R 6%, 4 dice 40R 38%, 5 dice 50R 73%, 6 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 1) 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 80%, 5 dice 100R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 20%, 3 dice 45R 65%, 4 dice 60R 91%
-[] Yellow Zone Pipelines 0/120 1 die 5R 4% (Note: Completion here requires an omake bonus), 2 dice 10R 62%, 3 dice 15R 92%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 26%, 3 dice 45R 72%, 4 dice 60R 94%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 18%, 3 dice 30R 64%, 4 dice 40R 91%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 29%, 3 dice 30R 74%, 4 dice 40R 94%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 13% (Note: Completion here requires an omake bonus), 2 dice 30R 69%, 3 dice 45% 94%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 17%, 4 dice 80R 56%, 5 dice 100R 85%, 6 dice 120R 96%
Heavy Industry 3 dice +8
-[] Blue Zone Power Grid Reconstruction (Phase 3) 25/500 6 dice 60R 6%, 7 dice 70R 26%, 8 dice 80R 54%, 9 dice 90R 78%, 10 dice 100R 91%
-[] Blue Zone Microgeneration Program (Phase 1) 0/60 1 die 5R 64%, 2 dice 10R 96%
-[] Yellow Zone Power Grid Extension (Phase 2) 74/275 2 dice 10R 5%, 3 dice 15R 43%, 4 dice 20R 79%, 5 dice 25R 95%
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 13%, 4 dice 40R 50%, 5 dice 50R 81%, 6 dice 60R 95%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 16 dice 240R 6%, 17 dice 255R 15%, 18 dice 270R 29%, 19 dice 285R 47%, 20 dice 300R 65%, 21 dice 315R 79%, 22 dice 330R 89%, 23 dice 345R 95%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 2 dice 30R 57%, 3 dice 45R 90%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/325 5 dice 75R 16%, 6 dice 80R 45%, 7 dice 95R 74%, 8 dice 105R 91%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/825 11 dice 165R 4%, 12 dice 180R 14%, 13 dice 195R 32%, 14 dice 210R 53%, 15 dice 225R 73%, 16 dice 240R 88%, 17 dice 255R 94%
-[] Helsinki C-35 Factories 0/125 2 dice 30R 57%, 3 dice 45R 90%
-[] Kure Machine Works 0/300 4 dice 60R 20%, 5 dice 75R 55%, 6 dice 90R 82%, 7 dice 105R 95%
-[] Saarland Heavy Industrial Plant 0/350 2 HI + 2 Tib 40R 15%, 3 HI + 3 Tib 60R 86%, 4 HI + 4 Tib 80R 99%
-[] Union Class Construction Yard 0/180 2 dice 40R 14%, 3 dice 60R 58%, 4 dice 80R 88%, 5 dice 100R 98%
-[] Leopard Class Construction Yard 83/180 1 die 20R 27%, 2 dice 40R 79%, 3 dice 60R 97%
Light and Chemical Industry 3 dice +8
-[] Chemical Precursor Plants 36/200 2 dice 30R 23%, 3 dice 45R 70%, 4 dice 60R 93%
-[] Personal Electric Appliances Factories 0/180 2 dice 20R 14%, 3 dice 30R 58%, 4 dice 40R 88%, 5 dice 50R 98%
-[] Lithium Battery Plants 0/190 2 dice 20R 9%, 3 dice 30R 51%, 4 dice 40R 84%, 5 dice 50R 97%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 8%, 6 dice 60R 32%, 7 dice 70R 63%, 8 dice 80R 84%, 9 dice 90R 95%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 14%, 3 dice 45R 58%, 4 dice 60R 88%, 5 dice 75R 98%
-[] Personal Water Purification Units 0/130 2 dice 20R 52%, 3 dice 30R 88%, 4 dice 40R 98%
-[] Civil Clothing Factories 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 80%, 5 dice 50R 95%
-[] Experimental Carbon Nanotube Plant 171/200 1 die 15R 95%
-[] Edinburgh Electric Motor Plant 0/125 2 dice 30R 57%, 3 dice 45R 90%
Agriculture 3 dice +8
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 5%, 3 dice 30R 43%, 4 dice 40R 79%, 5 dice 50R 95%
-[] Expansive Aquaponics Campaigns 0/600 8 dice 80R 8%, 9 dice 90R 25%, 10 dice 100R 50%, 11 dice 110R 73%, 12 dice 120R 88%, 13 dice 130R 95%
-[] Yellow Zone Aquaponics Bays (phase 2) 2/80 1 die 10R 46%, 2 dice 20R 90%
-[] Vertical Farming projects 0/250 3 dice 45R 13%, 4 dice 60R 50%, 5 dice 75R 81%, 6 dice 90R 95%
-[] Organic textiles farms 0/100 1 die 10R 24%, 2 dice 20R 77%, 3 dice 30R 97%
-[] Novel Crops Experimental Laboratories 0/200 2 dice 40R 5%, 3 dice 60R 43%, 4 dice 80R 79%, 5 dice 100R 95%
Tiberium 6 dice +28
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 28%, 5 dice 75R 75%, 6 dice 90R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 2%, 3 dice 60R 50%, 4 dice 80R 91%
-[-] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 die 15R 98%
-[] Red Zone Tiberium Harvesting (Phase 5) 22/130 1 die 25R 36%, 2 dice 50R 94%
-[] Tiberium Glacier Mining (Phase 5) 68/180 1 die 30R 32%, 2 dice 60R 92%
-[] Coordinated Red Zone Perimeter Harvests (Phase 1) 0/200 2 dice 20R 26%, 3 dice 30R 84%, 4 dice 40R 99%
-[] Coordinated Red Zone Perimeter Harvests (Phase 1+2) 0/400? 4 dice 40R 12%, 5 dice 50R 55%, 6 dice 60R 89%, 7 dice 70R 99%
-[] Coordinated Red Zone Perimeter Harvests (Phase 1+2+3) 0/700? 7 dice 70R 4%, 8 dice 80R 25%, 9 dice 90R 60%, 10 dice 100R 86%, 11 dice 110R 97%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 24%, 2 dice 40R 89%, 3 dice 60R 99%
Orbital Industry 3 dice +8
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R+ 24%, 2 dice 40R+77%, 3 dice 60R+ 97%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 4 dice 80R+ 20%, 5 dice 100R+ 55%, 6 dice 120R+ 82%, 7 dice 140R+ 95%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 2) 60/200 2 dice 40R+ 43%, 3 dice 60R+ 84%, 4 dice 80R+ 97%
-[] GDSS Enterprise (Phase +3) 60/600 7 dice 140R+ 7%, 8 dice 160R+ 25%, 9 dice 180R+ 51%, 10 dice 200R+ 74%, 11 dice 220R+ 89%, 12 dice 240R+ 96%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R 3%, 2 dice 20-25R 61%, 3 dice 30-40R 91%
-[] Orbital Cleanup (Phase 1) - Do GDSS Enterprise first, genius.
-[] Near Body Survey Probes 0/50 1 die 10R+ 74%, 2 dice 20R+ 98%
-[] Inner System Survey Probes 0/100 1 die 10R+ 24%, 2 dice 20R+ 77%, 3 dice 30R+ 97%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R+ 24%, 2 dice 20R+ 77%, 3 dice 30R+ 97%
-[] Outer System Survey Probes 0/300 4 dice 40R+ 20%, 5 dice 50R+ 55%, 6 dice 60R+ 82%, 7 dice 70R+ 95%
Services 3 dice +23
-[] Tertiary Schooling: 361/500 2 dice 10R 71%, 3 dice 15R 98%
-[] Technical School Program 0/300 3 dice 15R 11%, 4 dice 20R 56%, 5 dice 25R 90%, 6 dice 30R 99%
-[] Boarding School Foundations 0/250 3 dice 30R 40%, 4 dice 40R 84%, 5 dice 50R 98%
-[] Childcare and Preschool programs 0/230 2 dice 10R 5%, 3 dice 15R 54%, 4 dice 20R 91%
-[] Craft Shops and Maker facilities 0/180 2 dice 10R 34%, 3 dice 15R 86%, 4 dice 20R 99%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 11%, 4 dice 20R 56%, 5 dice 25R 90%, 6 dice 30R 99%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 62%, 3 dice 30R 96%
Military 3 dice +3
-[] ASAT Defense System (Phase 2) 26/250 3 dice 90R 18%, 4 dice 120R 54%, 5 dice 150R 81%, 6 dice 180R 94%
-[] Reclaimator Hubs 0/125 2 dice 50R 48%, 3 dice 75R 84%, 4 dice 100R 97%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 25R 33%, 2 dice 50R 80%, 3 dice 75R 96%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Zone Suit Factories 0/75 1 die 15R 44%, 2 dice 30R 86%, 3 dice 45R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 49%, 2 dice 30R 89%, 3 dice 45R 99%
-[] Harbinger Gunship Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Orca Refit Package Development 0/40 1 die 15R 79%, 2 dice 30R 98%
Space Force
-[-] Orbital Strike Regimental Combat Team Station 0/250 3 dice 90R 7%, 4 dice 120R 37% 5 dice 150R 69%, 6 dice 180R 89%, 7 dice 210R 97%
-[] High Orbit Ion Cannons 0/75 1 die 44%, 2 dice 60R 86%, 3 dice 90R 98%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Shell Plants (Phase 1) 0/150 2 dice 20R 26%, 3 dice 30R 69%, 4 dice 40R 91%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Hydrofoil Shipyards 0/100 1 die 15R 19%, 2 dice 30R 70%, 3 dice 45R 93%
-[] Point Defense Refits 0/300 4 dice 40R 12%, 5 dice 50R 40%, 6 dice 60R 69%, 7 dice 70R 88%, 8 dice 80R 96%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 30R 26%, 3 dice 45R 69%, 4 dice 60R 91%
-[] Advanced Myomer Works 0/125 2 dice 20R 48%, 3 dice 30R 84%, 4 dice 40R 97%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Havoc Scout Mech Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Demobilize the Steel Talons DC 100 1 die 19%, 2 dice 70%, 3 dice 93% (But why would you?)
Bureaucracy 3 dice +8
-[] Security Reviews: DC60 1 die 64%, 2 dice 96%
 
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Review of Proposed Expansions of Orbital and Anti-Orbital Assets (semi-canon)
Review of Proposed Expansions of Orbital and Anti-Orbital Assets

GDI's orbital satellite network forms an integral part of its military capability, and is key to maintaining global power projection capabilities and military dominance. Prior to the outbreak of TW3, GDI relied heavily--some say too heavily--on orbital supremacy to check the threat of the Brotherhood of Nod. However, the Third Tiberium War revealed glaring vulnerabilities and deficiencies in GDI's orbital asset structure that were further exposed by the alien invasion. This report outlines a number of proposed expansions to GDI Space Command's assets and the potential benefits and downsides of them.

Orbital Command and Control for ASAT Network (Project LIGHTHOUSE)
There has been a great deal of finger pointing at GDI Space Command for choosing to base the control system for the ASAT network instead of on the ground, with many arguing that had the command and control for the ASAT network been moved to orbit, Nod would not have found such a crucial vulnerability to exploit. Most put the blame on cost-saving measures, but the reality is not so straightforward. Multiple proposals for such a station were floated as early as the late 2030s, but all were shot down due to prohibitive cost as well other concerns, and the existing control structure was deemed secure enough at the time. While this was obviously proven to be a false assumption, the fact is that very real issues stand in the way of any attempts to move ASAT control to orbit.

In order for the ASAT network to operate effectively, it relies on an extensive, globally distributed array of ground based early warning systems for threat detection and targeting. While this was partially supplemented by a network of spaceborne satellites, atmospheric interference makes them signficantly less effective at detection. Every GDI field command post and radar warning station is linked into this system, meaning that while Nod was sometimes able to compromise local coverage temporarily by taking out local command posts prior to the Third Tiberium War, this would at best create a temporary hole in the network, and never threatened the overall effectiveness of the satellite defence grid. The downside of such extensive coverage is that it creates a truly tremendous amount of data that needs to be processed in real time. Processing this massive volume of data and converting it into usable targeting coordinates was the main function of the primary control hubs located at Goddard, Johannesburg and several other strategic locations.

One of the benefits of maintaining ground based control was that GDI was able to route the vast majority of this data flow through hardened landline connections. Not only is does this reduce the vulnerability of jamming, interception or hacking attempts (as happened several times later in the war when Nod was able to compromise local ion cannon control centers and temporarily subvert the network), it also eliminates the possibility of interruption due to atmospheric interference from ion storms, which poses a massive issue to global communications. Moving the control center to space would remove this advantage; while the obstacle is not insurmountable, it would necessitate a massive expansion of orbital monitoring assets or a comprehensive upgrade of surface networks to be able to punch through heavy ion storm interference. Following the Firestorm incident, the main ASAT control hubs were heavily upgraded in order to ensure that they would be able to continue fulfilling their function even in the event of another global ion storm, but given the exponentially greater data flows required for a space based control centre, a similar upgrade program for the rest of GDI's communications network would be ruinously expensive. This is one of the main reasons why previous proposals were always scrapped before the implementation stage.

Current proposals thus focus on the first option, which is to conduct a massive expansion of spaceborne monitoring assets so that the ASAT grid is able to continue operating in the event of widespread communications disruption, although even the most optimistic projections predict at least 70% loss in effectiveness without the support of ground based warning systems, assuming the most ambitious upgrade program is carried out.

Moving to orbit would certainly do much to reduce the risk of Nod subverting or compromising the entire ASAT grid, but there are concerns that even such a station would not be completely immune to attack; past raids on Nod research facilities indicate they have looked into superweapons capable of bypassing the ASAT defence system entirely (such as massive ground based laser installations or anti-orbit mass drivers), though it appears such projects never made it past the theoretical stage. Additionally, with the now known threat of alien invasion, a control centre located in geosynchronous orbit would be far more vulnerable to any sort of attack from space, which is a very real concern.

The authors of this report, while in support of constructing an orbital ASAT command, suggest that ground based control facilities still be maintained as the primary means of control of the ion cannon and ASAT networks, with the orbital command station serving to coordinate spaceborne monitoring assets and acting as a failsafe in the event of a repeat of the Goddard incident.

High Orbit Ion Cannon Network
One of the most commonly floated proposals for a counter to the threat of a future alien invasion has been the construction of a new array of ion cannon networks, located in high Earth orbit. While their location would make them relatively useless for ground support, supporters argue it would provide protection and allow GDI Space Command to intercept any potential future alien invasions. However, it is the opinion of the authors of this report that the construction of such a network would achieve little more than being a massive waste of resources that could be better allocated elsewhere.

First things first; while the ion cannon network was activated against the alien invasion, the only reason this appears to have worked at all was that the aliens were not expecting anything of the sort and were caught completely by surprise; additionally, even with the alien invaders being caught by surprise, the ion cannon network's activation appears to have achieved little except to disperse the invaders and alert them to the presence of hostiles; only 3 out of 42 total drone ships were damaged enough to be rendered nonfunctional before they reached the surface.

Even with the poor track record of the ion cannon network in intercepting alien invasions (granting that Earth has only had to deal with one alien invasion to date and that it was never designed for such a role to begin with), significant issues remain with current proposals. The ion cannon network was only not targeted for destruction because we were dealing with what appears to have been an unprepared invasion fleet--whereas it is highly likely such a network would be the first target of a prepared invasion fleet. The current generation of ion cannon satellites are not designed to withstand attacks of any sort, relying on the ASAT grid and the natural defence provided by Earth's gravity well for protection, and possess no maneuvering capability other than limited monopropellant thrusters meant for stationkeeping and minute adjustments to better track ground targets. The loss of Goddard Space Center allowed Nod to destroy the Philadelphia, but also allowed them to conduct a massive launch of conventional anti-satellite missiles that crippled approximately 26% of the network before any countermeasures could be taken in the immediate aftermath of the Philadelphia's destruction.

Against any hypothetical space invasion, proposals for an ion cannon defence grid run into the core issue that such a network would fundamentally have no means of defending or retaliating against any attacks from outside its operational range--and the range of ion cannons in space is heavily restricted by a variety of issues. The nature of orbital mechanics and the impossibility of hiding in space means it would be trivial for any an invasion force to track the projected flight paths of any satellites in the network and destroy them with long range bombardment. Without sufficient armoring and mass to resist such attacks the only method of defending against such a tactic is to conduct pre-emptive evasive maneuvering, particularly if the invaders are capable of launching attacks with hypervelocity or even relativistic weapons. Even then, this still leaves the issue of retaliation.

These issues may not be completely insurmountable, but in the opinion of this report it would be better to invest resources into alternative methods of defending Earth orbit, such as the construction of proper warships, ground based orbital defence installations, or asteroid fortresses.

Expansion of Ground Based ASAT Installations (Project STONEHENGE)
An alternative to the orbital ion cannon defence grid is the construction of new ground based ASAT systems, mainly in the form of ASAT missile systems and ultra-heavy mass driver installations. The first proposal is relatively conventional, and would consist mainly of the construction of new missile silos, as well as an expansion and retrofit of GDI's ballistic missile submarine fleet and mobile ballistic missile launchers. Since all of this relies on conventional and proven technology, such a solution should be relatively straightforward to implement compared to most of the other proposals that have been floated.

More outlandish has been the suggestion to construct a hidden network of ground-based ion cannon and/or mass driver installations, with a number of proposed sites across the globe. Critics point out such installations could be potentially be subverted by Nod and turned on GDI orbital assets, but significant advantages also exist with such proposals.

Compared to anti-orbital assets located in orbit, apart from being easier to construct and resupply, significant defensive advantages would be gained. Ground based assets would be far harder to track and destroy compared to spaceborne assets, particularly with mobile platforms that can be camouflaged and relocated and fortified bunker installations that can be concealed underground, and gain the use of the Earth's natural mass as a thermal sink. The main technical challenges come from atmosphere interference limiting the effectiveness of ground based ion cannons and the difficulty of constructing a mass driver of sufficient size and power to threaten warships in orbit.

Construction of Electromagnetic Space Launch System (Project SLINGSHOT)
With GDI's increasing focus on space, more cost efficient ways of getting to orbit must be found. So far, the main avenue of research has been in the form of fusion powered heavy lift experiments, but other alternatives exist. With the advances made in railgun technology in the leadup to and following the Third Tiberium War, the construction of a large scale mass driver for space launch is now a very real possibility. Such a proposal does not necessarily have to conflict with the proposals for fusion rockets, as it could effectively act as a first stage for some of the proposed fusion lift vehicles, reducing the requirements to get to orbit. While the intense accelerations would make mass drivers unsuitable except as an assist for delicate components or human passengers, it would be a comparatively cheap way of getting bulk cargoes to orbit, discounting the initial infrastructure expense required.

The main issue with the construction of such a facility, apart from the technical challenges and sheer scale of construction that would be required, is that most of the prime sites are located on the equator, either in contested Yellow Zones or Red Zones. This poses significant issues for security and access, so any potential site would likely have to be heavily protected, though this is less of a concern than in past years due to Doctor Granger's efforts in pacifying the Yellow Zones. At present the East African Yellow Zone is considered the best candidate for such a facility.

Asteroid Fortress and Anchorage for Orbital Defence
The main thrust of this proposal is to find a suitable asteroid and tow it back to Earth orbit; this would most likely be done with the installation of a mass driver or solar sail on the asteroid to serve as a propulsion system. Apart from providing a convenient source of raw materials for orbital industry, once hollowed out said asteroid would be able to form the core of a large scale defensive installation. This would save significantly on construction costs compared to a more conventional installation as the bulk of the structure would already be in place, and allow for construction of a much larger installation than would otherwise be possible with GDI's current industrial capabilities.

While such a fortress could theoretically be reduced by a truly determined bombardment by a hypothetical enemy, there are a number of considerations that set it apart from the proposals for a satellite defence grid. The main one is that the sheer bulk of an asteroid already provides a significant amount of natural armouring against attacks, meaning it would much harder to damage or destroy such an installation. The same natural mass can also be used as a thermal sink, greatly extending combat endurance compared to other proposals for space based defences.
 
There's a problem with solar sail asteroid movement: Asteroids usually live outside of Earth's orbit and sail propels them AWAY.
 
Quick list of all the very many changes this turn:

-50 Blue Zone Reconstruction
-50 Yellow Zone Fortress Towns
-30 Yellow Zone Arcologies
New: Yellow Zone Pipelines
-5R Rail Link Reconstruction
-20 Blue Zone Residential Construction
-20 Blue Zone Duplex Row Housing
Altered: Urban Metros (+++ Logistics, - Energy)
-60 Fiber-Optic Expansion
-15 Blue Zone Microgeneration Program
-25 Yellow Zone Power Grid Extension
New: Heavy Rolling Stock Plants
-25 Tokyo Chip Fabricator
-25 Helsinki C-35 Factories
-50 Kure Machine Works
-50 Saarland Heavy Industrial Plant
-20 Union/Leopard Class Construction Yard
-20 Personal Electric Appliances Factories
-10 Lithium Battery Plants
Removed: Yellow Zone Workshops
New: Yellow Zone Light Industrial Sectors
-20 Personal Pharmaceuticals Plants
-20 Personal Water Purification Units
-50 Civil Clothing Factories
-25 Edinburgh Electric Motor Plant
Removed: Bamboo Paper Works
-100 Vertical Farming projects
New: Medium Strategic Food Stockpile
-20 Red Zone Tiberium Harvesting
-20 Tiberium Glacier Mining
New: Coordinated Red Zone Perimeter Harvests
-30 Red Zone Sweeper Convoys
New: Near Body Survey Probes
New: Inner System Survey Probes
New: Asteroid Belt Survey Probes
New: Outer System Survey Probes
-20 Childcare and Preschool programs
-20 Craft Shops and Maker facilities
New: Hydrofoil Shipyards
New: Point Defense Refits
New: Preliminary Service Privatization Discussions
If it's possible to put multiple dice on Preliminary Service Privatization Discussions I can drop the Orbital security review to max that out instead, I've been kinda guessing that it's capped at 1 die but if @Ithillid says we can do multiple then that might be a good idea.
I believe what @Ithilid means in the following quote is that we can stack multiple dice on it?
It is a continuous array result. Something along the lines of quality dice, rather than being a pass/fail or multiple breakpoint.
 
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