on the map I see small blobs of red and purple with white cores. I do see some correlation with the red dots and purple triangles but they are not absolute about it.
11 Annotated Galactic map, from BOTcommander's modelling.
I also found a quote for the yet-uncertain rolls. @Void Stalker:
ithillid: The 63 was plasma disruptors, the 31 was Tib Inhibitors, the 33 was shields, the 79 was the other Tib Inhibitor, 5 was corruptor studies, and 73 was Mdrive.
You forgot to budget for our line item expenses like the Bureau of Arcologies and the grants.
We start with (assuming 25% GDP) 655 RpT of income, spend 165 RpT on line items, then tap into the 145 R of savings we have available, which doesn't count the banking reserves since we can't use those. The end result is 635
So that's "what is up my math." I remembered that we have fixed line item expenses, which you have not taken into account. We may not have to pay for all of them in 2062Q1, which would be lovely, but in that case I can just easily add items to the budget.
Resources: 1190 + 245 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) (100 in Reserve for Banking)
Edit 2: 655+245-100 (banking) = 800 685+245-100 (banking) = 830 Either way we are dealing with enough resources for multiple turns of full dice activation if we husband them properly until our Tib income has been rebuilt.
@Derpmind found an error in the Maintenance Reductions income. You were right, I was wrong, but we both worked with a bad number in our math. So:
2150/4+100+(30+50)/4 = 537.5+100+20 = 657.5
657.5+145-165 = 637.5/675 If we don't lose any Maintenance Reductions.
Um...so my question, while given for entirely wrong reasons, still remains if Maintenance Reductions are also Reallocated: Do we round up? Or down? Or not at all?
Edit:
Edit 2: Too many spoilers Edit 3: and links:
In a turn or two. 20 R/die projects are toughies, and basically nothing except zone armor factories is important enough to me to get any Military investment at that rate in 2062Q1, unless we end up with a lot more money than I think likely or even plausible.
Note that I'm also not going to be trying to finish the Seattle frigate yard. Same reason, much as it grates on me
I think that we should divert at least 1 20R to steel Talons for the next two turns before we proceed with more Zone Armor just for Tali Jackson.
I am actually a bit more concerned with SADN that Frigates honestly. I know that Kane told the rest of Nod to sit quiet for now but I still have this feeling that they will start launching rockets at us from somewhere.
Based from indicators. It seems that Navy will be on high as soon as the last frigate exits the yard so it would be a good choice to finish at least two SADN before making the last Frigate yard seems a good deal
Also. It would be best to touch only 5-15 R Projects for the first two to three turns. Ferro and GD3 are dice intensive and there are a lot of ZOCOM projects not yet touched (aside from zrbite)
Just last turn we spent two 30 R dice on an optional project for them. I think Jackson's okay for one turn.
With that said, I'm not entirely against flipping the one die budgeted for 20 R/die Military in my current plan draft (which you've seen if you look upthread) into an MRASP die or a Buckler Shields die. Buckler Shields in particular is attractive for the Guardian-A refit and the Mammoth tank upgrades, both of which I hope to do in the reasonably near future.
But my general priority is to do as many 5-10 R/die Military projects as practical for the first couple of turns.
I am actually a bit more concerned with SADN that Frigates honestly. I know that Kane told the rest of Nod to sit quiet for now but I still have this feeling that they will start launching rockets at us from somewhere.
It's possible, but runs us into similar problems. Also, the big issue is that we're on a fairly specific deadline for when we need to check the strength of our navy: 2063Q4, roughly. If we get a frigate yard done in time (roughly 2062Q3), we have about twenty more frigates at that critical time, which is enough of a force to make a difference.
Based from indicators. It seems that Navy will be on high as soon as the last frigate exits the yard so it would be a good choice to finish at least two SADN before making the last Frigate yard seems a good deal
Oledoms, "the last frigate exits the yard" is a deadline several years in the future. Multiple waves of ships, one wave per year, roughly. Right now the frigates are only being produced at 2/3 the Navy's intended rate.
Also, some of the things you're budgeting for just don't feel like they fit the narrative of "fighting the fires" to me, so I'm not really feeling the appeal to urgency.
From a mechanical perspective it is most advantageous to do projects that are R cheap while we focus our budget on improving our income. This is because we want to expand our budget as quickly as possible in order to move on multiple R expensive projects at the same time. I personally don't find the FA refits particularly urgent, however they are the only 5 RpD project we currently have available, and as such will allow us to activate more dice then we would otherwise by freeing up R. I would prefer to put all the dice in military on significant projects like the shipyards, SADN, GFZA, and wingmen, but those are all 20 RpD projects. We could roll one shipyard/SADN/GFZA/wingmen die or we could roll four FA refit dice (coincidentally the likely number needed to complete the refits). Personally I think being able to roll 3 extra dice in Q1 is very beneficial, even if it is on a lower priority project.
In any event FA is still a good thing as, depending on weight, it might be very useful not just in our light vehicles but also our aircraft. Having better armored air forces is not exactly a bad thing, especially with how so much our our efforts in the air force has been to make our craft more survivable.
Negaverse Post- Regency War Discussion> GDI Weapory:
PucktheMediocreKnight (Verfied Noddie Air Force Warlord)
Okay we serously got our assess handed to us. I know that GDI won on most fronts and we are not going to attacking them again anytime soon but we need to start compiling GDI Weapons to see what are our possible counters in the future. Here are the current onces being delpoyed in the regency war
WIngmand Drones: Apollo. - I F*cking hate these assholes, hate them, hate them, hate them. My Banshee-bis squadrons are getting torn apart and thanks to those damn drones, they are taking fewer actual pilot losses in the air while my goddam cyborg pilots keeps getting mowed down and I am running out of both!
Wingman Drones: Firehawk. Thankfully, they only started coming out into the last phase of the war. SInce the Firehawk is an aging platform it is not as effective against most of our newer airframes. However, this allowed them to carry more ammo and fighters on strike missions, so our Ground Huggers are crying for more air support
Plasma Missiles: Ah yes, the other piece of shit that is eating my damn planes. These little suckers are the reason why I have stopped sending Venoms. One of these new bastards took out an Entire Squadron on Venoms up north. Not even Redeemers are save from these little shits.
Cargo Carriers - They have a more GDI name but we are not them so screw them. Essentially cargo ships converted into Carriers. Barely good enough for ORCA. Piece of shit compared to dedicated ships, but frees their carriers for air support.
Escort Carriers? - Still in production thankfully, probably 2062 or something. Still this is concerning as we may not be able to dominate the seas further into the future.Furthermore, Intel says that these ships are designed with Drone Orca's in Mind. Drone ORCA's Say good by to our air superiority when these suckers show up
New Frigates? - See above, minus drone planes
Firehawk Lasers - Yeah, not as bad as the other two but Firehawks were already murder on our Venoms, Vertigo, Carryalls. Made a slight spike in shotdown fighters since they no longer does hit and run compared to just being armed with missiles but its not worth the casualties in more common aircraft we are getting. It might be time to start consider Drone air as well, at least for Carryalls.
OSRCT - Ah, yes of course, SInce GDI already has Power Armor Soldiers, The next steps is to hurl them in a Atmosphere. OSRCT does that not in Dozens, they do it in thousands and a lot of defensive lines collapsed because these jackasses struck from the rear. Furthermore, thanks to these Bozos (Thanks, Krukov, you dumbass) we lost the Bogatyr and made GDI get away with one of our ships. Thanks now, we will have to worry wirh the Kodiak Showing up in a Decade.
Neural Control - Mostly Steel Talons, gave them a few more mechs but nothing noteworthy but the Air Force might implement, increase their fighter count. (As if we need more fighters in the air)
That is all I can think off. Will rest for a bit because this damn problem is getting on my nerves. Will post possible counters on them when I get back. Meanwhile, please post your own on how we can implement on our own upgrades because we really need them
FishLord (Verfied Cargo Sinker)
Dunno what you are are whining about, we had it good at the war, we were sinking GDI Cargo left and right. Sure those Governors where nasty customers but a few dozen missile barrages from our rocket boats made them mince meat
OceanNoodle (Verfied Bintang Captain)
@ FishLord Are you sure you actually fought? We at the Pacific got our assess handed to us badly, that is with the Ion Disruptors blocking their Bolts and the Kelpies savaging their Firehawks. Those ships are freaking beasts.
MechZealot (Verifed Redeemist)
I told you! I told you we should have attacked in 2059! Did all of you remember when the QM announced on Q3 on 2059 that GDI retrofitted their factories with 16 CG and caused them to out produce us with enough TW3 stuff and gave them a MIl Dice alongside the one from Philadelphia and gave them 8 Dice in total. That is how bad the military situation was for us and for what? GDI ended up attacking anyway when we were not ready! Now, we got freaking Air Drones dropping bombs on us and soon it'll be drone Tanks and Mechs!
Rattanoia (Verified Sneaky Slitter)
Calm yout tits, @MechZealot, we all had it bad on our end. The only reason why my attacks got through was due to InOps being swamped with refugees. And that way is drying up.InOps will get more funding from GDI in the future so this will not be successful.
Nidhi Man (Verified Indian SubWarlord)
Guys, whining about how we lost is saved later. For now, we need solutions. Me and @CymonMother are working on new Gana to counter GDI's new tools. Good news is that we were able to snag some of GDI's Tendril Harvesters and were able to implement them in India so that means more Tib for us so we can make more good stuff. Now, however we need more tools, new plans, tech, airships yada yada.
Edit: ... To those asking for Tendrils, pay up, we didn't get this for free
ScorpionsonHigh (Verfied Nod Fighter Jockey)
We need better planes and fighters. I mean seriously? It has been Eleven Years since TW3, ELEVEN and we are still stuck with Venoms as our primary fighters. For Kane's sake we do not even have a counter to the Apollo and I don't care what people say, the Banshee-bis is not a counter to the Apollo. That is like countering F-16s with Zero Fighters.
Furthermore, we are running out of men due to GDI opening the Blue Zones to Yellow Zoners and our potential recruits are moving away more and more to GDI.
We have to match them in Quality, not Quanitity This is not 2047, we are losing a majority of our population to Tiberium and the migrations. We need more bang to our back, we need better planes because GDI can now actually translate that Industrial might of theirs into air superiority thanks to those Drones.
EzekielsTubs (Verified Skyship Builder)
@ScorpionsonHigh We already have a counter to the Apollos and Firehawks and their drones. They're called Varyag. You think those Beaky Zoomers carry a lot of ammo? Our ships are designed to take the amount firepower dozens of Firehawks can carry, we just need more of them to win against GDI
ScorpionsonHigh (Verfied Nod Fighter Jockey)
@EzekielsTub Obviously, you did not include the Plasma Missiles on that list. The, you know, small bits of missiles with Plasma inside them capable of melting thick armor into slag in just one hit with a blast.
Also we lost one of the Varyag to those OSRCT bastards. You know, the ones you could have prevented by installing a proper Point Defense Laser or Missile system which would have stopped them from landing in and taking the ship from under us.
We need to make less Das Uber Ships and concentrate more on functional fighters. For starters a better Xenotech Figjhter, the Banshee-bis is a piece of garbage and you will not change my mind. We need something capable of out fighting their numbers and drones just as armed and fast enough against the Apollo, we need our own Plasma Air Missiles. (Its unfair, our Spectres have Plasma ammo while we are stuck with Tib Warheads)
We need a new Vertigo Bomber and most importantly, get the Venom off air or make em droid so we do not lose more pilots to those Death Traps
EzekielsTubs (Verified Skyship Builder)
@ScorpionsonHigh The Skyships are not waste of money! You do realize that building more of the ships will be the method of future power projection. We need more to remain competitive to GDI, do you remember the OCV? Hell, Canon 2068 has them, we need to be more especially since GDI has a working sample of the Varyag now. We can expect a Kodiak Analogue or something worse coming from them considering what the Mastodon will end up according to QM.
And don't bring up Krukov and the Bogatyr, That was the result of GDI doing something crazy that ended up profiting them, we thought when Krukov got a Nat 1 they would just shoot it down or Kamikaze it, not going full Space Marines on them and boarding the damn ship. Remember those ships took out the enter Radar Network on Murmansk and caused immense casualties on the attacking birds
We took countermeasures to prevent that shit from happening again, the Salamander alone has enough missiles to drown Entire Squadrons and all fighters are ordered to prioritize OSRCT Drop Pods when they appear
Don't go criticizing a tool just because we got screwed up using it for the first time, we're Nod. It doesn't matter if we lose, what matters is getting back up.
PucktheMediocreKnight (Verfied Noddie Air Force Warlord)
@ScorpionsonHigh You are right that we need better fighters and bombers, however we should not abandon the Varyag Series. Especially since GDI will be making its own warships sooner rather than later. As for Droid Venoms, yeah, we will take a look at that.
MechZealot (Verifed Redeemist)
Okay, now that I have rested a bit, My solutions will be focused in the ground. Being the walking embodiment of Kane and all. First, we need the Mobile Stealth Generators back. You know, the one allowed us to hide whole armies under GDI's Nose back in TW2? We need that back, look. Centurions and Gana are good and all but we need to find better counter to GDI going all Soviet in the Artillery Department.
Also, we need more Plasma for our vehicles, back in US, Gideon was able to destroy a whole Battalion of Mammoths with nothing but a hundred Plasma Scorpions. Now, they did burn most of them but Scorpion Tanks man, that was hell of a trade. We could counter a lot of GDI Tanks with those.
Rattanoia (Verified Sneaky Slitter)
Plasma is good, but I worry about the new Shields that GDI has. We confirmed that they reduce the amount of damage the plasma does to their armor and we do not know when they will start equipping those shields to their vehicles.
However, my real concern is Zone Armor, specifically, GDI is starting to equip their soldiers with Zone Armor, not just in a Division or two but they plan to do that to all if them, at least in the near future. This would have immediate effects, in their Red Zone Mining. They will not be limited by ZOCOM Availablity and will spam Glaciers as long as their Logistics does.
I worry because GDI's Economy is allready leagues above us. We desperately need to rebuild our forces but most importantly, we need to prevent them from getting richer and at the same time rebuild our losses.
The most important thing is our own economy. We lost a lot of Territory to GDI and we have out backs to the Red Zones. We have lots of Tiberium but we need a dedicated industry, we will never be able to outproduce GDI so we need to outtech them. We need to abandon this high low mix nonsense because people, skilled people are becoming a resource.
Yellowclockwork (Verfied Nod Industralist)
Our two main limitations are Industry and Tiberium Processing, we know that harvesting ops are always Vulnerable to GDI strikes whether by air or Ion Strike. Our refining tech is good but we need a more secure source. My recommendation is we do underground Tib MIning like GDI does we have the tunnel borers so chewing to the ground is easy and we can make robots to mine Tib underground ourselves and take that load rich underground for ourselves
TibSage (Verified Tiberium Fanatic)
Heresy! Apostasy! the sacred crystal is not to be disturbed in it is resting place!
PucktheMediocreKnight (Verfied Noddie Air Force Warlord)
Sage, shut the fuck up. Tiberium can wait while we are struggling to stay alive. If this crap is Heresy then Kane should have shot the Bannerjee siblings.
@Yellowclockwork, this is not a bad idea but my concerns is that this might take some needed industry from rebuilding our military. The only ones who can get away with is probably the Bannerjees and that is because they have BZ18 Locked.
We will need inhibitors to all major Nod Territories and we all know that the Bannerjees will make us pay through the roof, The only one given was Stahl and that is because he won. The rest of the other warlords, Nada, zilch.
OceanNoodle (Verfied Bintang Captain)
Well, BIntang is slowly abandoning ocean ships for Varyag considering we have the shipyards for them but we know that they are not invincible. Personally, i think it is a mistake, especially as GDI is coming out with those missile frigates. We should stop building Ocean Going Battleships and concentrate on escorts and frigates to harass GDI Shipping and use the Airships against major convoys with lots of escorts
EzekielsTubs (Verified Skyship Builder)
@OceanNoodle Good to know that BIntang is seeing sense.
@Yellowclockwork Yeah, the loss of a large part of our Yellow Zone Territories is hurting us bad, Most of the time, we are forced to do harvesting on Red Zones which usually wears out our equipment faster and more expensive, the Vein Mining is a bit pricey but we are getting a decent amount from under the ground.
Anyhow, what is hurting us more is loss of knowledge and recruitment. When will we start growing people into damn vats?
A/N: My first attempt at a Negaverse post. Hopefully isn''t too verbose.
In any event FA is still a good thing as, depending on weight, it might be very useful not just in our light vehicles but also our aircraft. Having better armored air forces is not exactly a bad thing, especially with how so much our our efforts in the air force has been to make our craft more survivable.
Not to mention that some Talon ground based drone projects might take advantage of the material and having the production chain of the material set up would help.
Not to mention that some Talon ground based drone projects might take advantage of the material and having the production chain of the material set up would help.
As a note - any projects developed after the FA testing was done that can use it have the FA armor baked in already. The refits are purely for pre-existing designs, IIRC.
A-16 Orca (Mk IV?), Pitbull, Wolverine for sure. They were explicitly mentioned as having modified versions made using FA armor for testing back in Q2 2058. Slingshot and Guardian might benefit from being refit. Would have to recheck when Pacifier was developed, as its deployment was completed a year after the testing. Havoc might have it baked in? Deployment was a year after the testing, but the development had been completed some time prior, so it might predate the FA testing. Our V-35 Ox and the V-36 Carryall could probably make use of FA armor as well.
Zone Armor might be able to make use of it? I seem to recall power armor being mentioned as being able to get use out of FA armor. In which case the Defender likely got upgraded with it when it was revised. OTOH, it's possible it was not in order to not complicate factory supply lines, and the refits would upgrade all ZA models with FA at the same time.
Oh, and when did we get FA armor? It was a gift from Arabian region warlords for the Mecca and Medina Planned Cities being completed in Q1 2058.
nice omake got too say it feels like it swings between being IC commentary from ppl in universe and then stuff about like it a quest run by someone else.
so is it IC for nega quest or IC for internal nod board or something?
Its an IC For the Quest Negaverse. Essentially this is a sort of brainstorming on future countermeasure to GDI Weapons by questors who got miffed about their loss.
They are trying to maintain character for immersion.
This makes me wonder what it was like working in one of the Pentagon's fast food shops back when it still existed, like, imagine being a server at a taco bell in the middle of one of the most important and guarded places in the US. One of the few places where being a fast food server required a pile of NDA's.
After four tumultuous years and the Developmentalist-Militarist alliance splitting, it is a time of serious consideration towards the future of the Initiative. While it is possible to win more battles and seize more territory, between the threat of Tiberium and the threat of nuclear warfare, few consider it worthwhile to attempt.
Strategically, the Initiative has rarely been in a stronger position. While much of its military equipment is in need of replacement as technological developments have surpassed its ability to refit its aging arsenal, the Brotherhood of Nod has suffered major defeat after major defeat in the last decade, culminating in the pummeling of the Regency War.
107 Political Support
Treasury Allocation
[ ] 15% (435 Resources per turn) - Cutting Treasury budgets to the bone to push more resources to the rest of GDI, this would indicate either a very conservative plan, or one where the Treasury is fully confident in its abilities to push massive economic growth on a shoestring budget. (+20 PS)
[ ] 20% (545 Resources per turn) - Accepting not only a substantial cut to the budget, but also a slowdown in overall spending would indicate a Treasury that is interested in building up more slowly and taking a backseat in the overall system. While likely to be quite popular, it is also one where ongoing crises will be difficult to address properly. ( +10 PS)
[ ] 25% (655 Resources per turn) - A small reduction in percentage will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently, especially with the potential for massive growth in both harvesting and the civilian economy.
[ ] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
[ ] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)
Plan Goals
Capital Goods
Complete Chicago Phase 5
Complete North Boston Phase 5
Complete Nuuk Phase 5
Complete Reykjavik Phase 5
Complete Bergen Phase 5
[ ] Pick 3 - While only committing to completing three industrial capstones is likely to require calling in some favors, it will provide significant flexibility for the future. (-10 PS)
[ ] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
[ ] All 5 - While completing all five major capstones will be a major push, requiring the full efforts of three departments and likely outside assistance, it will also be a capstone project for both the Granger years and Seo's second term. (+15 PS)
Consumer Goods
[ ] 80 points from the Treasury - With the public markets headed directly towards a massive and unpredictable takeoff, the treasury goals are primarily oriented towards providing goods less able to be produced by the markets. (-15 PS)
[ ] 100 points from the Treasury - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)
[ ] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
Food
[ ] 20 Consumer Goods from Agriculture - A limited plan, expecting significant expenses in food, and deprioritizing the sector as has been the Treasury's trend in the last decade, this is a fairly minimal promise. (-15 PS)
[ ] 40 Consumer Goods from Agriculture - A significant improvement in overall food diversity and likely including the reintroduction of multiple new categories of food, this will be a decently acceptable compromise, but stops short of actual popularity (-5 PS)
[ ] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
[ ] 60 Consumer Goods from Agriculture - A major investment into multiple agricultural areas, major investment into consumer goods will ensure that there is plenty to be had, no matter the dietary restrictions involved. (+5 PS)
Income
[ ] 600 points - With the Initiative's overall income nearly matching the outlays from before the Third Tiberium War, promising a limited but noticeable increase will require a relative minimum of effort, allowing for more resources to be poured into simple abatement, rather than increasing incomes. (-10 PS) (- Everyone Support)
[ ] 800 points - While somewhat more ambitious, 800 points of income from all sources is considered to be quite possible, and will be a noticeable improvement in GDI's ability to fund activities in the future. (-5 PS) (- Developmentalist Support, - Socialist Support, - Market Socialist support)
[ ] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
[ ] 1500 points - An extremely aggressive plan, pushing Initiative technological and material abilities to the limit in pursuit of rocketing past the throughputs from before the Third Tiberium War. (+5 PS) (++ Everyone support)
Space Population
[ ] 2K - Somewhat less than the full population of Columbia station, it will be a first, hesitant step into more permanent orbital populations. While very much not a project that will inspire the Initiative's population, this would allow for space assets to be poured into developing additional technologies and systems. (-20 political support) (- Developmentalist Support, - Starbound Support)
[ ] 4.75k - Providing for both Columbia and Shala, a goal of four thousand seven hundred and fifty would represent a sizable investment, but one that is very manageable, especially with investments in other areas such as continuing the industrialization of space. However, it is still not particularly popular. (-10 Political Support)
[ ] 7k - A reasonable population for a four year plan, around 7000 is a program that would involve rapid construction and sizable investments in increasing orbital lift efficiencies. While not quite inspirational, it does indicate a reasonable pace of investment.
[ ] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
[ ] 20k: Promising more than Shala and Columbia, even with maximum population support structures, combined, some twenty thousand people in orbit and on the Moon would represent an extremely rapid developmental pathway, pushing the Initiative's abilities to develop and colonize space to the absolute limits. (+20 political support) (+++ Starbound Support)
Abatement
[-] 10 Points of Red Zone Abatement - A very limited abatement goal, one likely reached through use of the most economically lucrative means available is unlikely to keep up with the pace of mutation, but would at the very least mean that the Treasury is not seriously concerned with pushing ever deeper into the Red Zones (-20 PS)
[ ] 20 Points of Red Zone Abatement - With mutation coming, a limited abatement goal is likely to only increase GDI's push against the green death by a marginal amount, and one that is likely to be unpopular across GDI's political spectrum (-10 ps)
[ ] 40 Points of Red Zone Abatement - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
[ ] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.
[ ] 80 Points of Red Zone Abatement - While not quite the heights of the first plan, it is an ambitious goal, one that is likely to require substantial extra effort, on top of income gathering. (+10 Political Support)
Spin off Commitments
The treasury has taken on a number of long term expenses. Moving them to other departments, or putting them as line items in the overall budget will free up resources for more discretionary spending.
[ ] At least one Columbia bay must be allocated to Space Tourism
Market Socialists (4/6/7/9)
[ ] Increase GDI income by at least 800 points
[ ] Increase GDI income by at least 1200 points
[ ] Take Four industrial Capstones
[ ] Take Five industrial Capstones
[ ] Take 100 points of Consumer Goods
[ ] Take 120 points of Consumer Goods
[ ] Take 40 points of Abatement
[ ] Take 60 points of Abatement
[ ] Take 80 points of Abatement
[ ] Complete at least three phases of Blue Zone Arcologies
[ ] Complete at least five phases of Blue Zone Arcologies
[ ] 30 resources in grants
[ ] 60 resources in grants
Militarists (2/5/6/8)
[ ] Complete SADN Phase 4
[ ] Complete ASAT Phase 6
[ ] Deploy Island class LHAs
[ ] Spend at least one die on Steel Talons projects every turn
[ ] Complete at least six Ground Forces Zone Armor plants.
[ ] Complete at least eight Ground Forces Zone Armor plants
[ ] Complete at least twelve Ground Forces Zone Armor plants.
[ ] Complete Three of the following projects
[ ] Complete Seven of the following projects
[ ] Complete Ten of the following projects
[ ] Complete All of the following projects
[ ] Advanced ECCM Development
[ ] Stealth Disruptor Development
[ ] Inferno Gel Development
[ ] Binary Propellant Exploration
[ ] Military Particle Beam Development
[ ] Infantry Recon Support Drone Development
[ ] Zrbite Sonic Weapons Development
[ ] Ultralight Glide Munitions Development
[ ] Transorbital Fighter Development or follow on heavy ship development
[ ] Missile Drop Pod Development
[ ] Combat Laser Development
[ ] Modular Rapid Assembly System Prototypes
[ ] Buckler Shield Development
[ ] Unmanned Support Ground Vehicle Development
Initiative First (0/0/3/6)
[ ] Build at least two phases of Blue Zone (Specialized) Arcologies
[ ] Remove Yellow Zoners from Blue Zone Universities
[ ] Deregulate Blue Zone Businesses
[ ] Nominate an Initiative First Deputy and Commit to stepping down after this term
[ ] Complete all remaining phases of Fortress Towns
[ ] Complete four phases of SADN
[ ] Complete at least four Ground Forces Zone Armor Factories
[ ] Spend at least one free die on Military every turn
United Yellow List (0/2/4/6)
[ ] Complete three phases of Blue Zone Arcologies
[ ] Increase GDI processing limit by at least 1200
[ ] Increase GDI income by at least 800
[ ] Department of Core Crops
[ ] Build at least 10 points of backed food reserves, and 20 additional food reserves.
[ ] Refurbish post war housing.
Starbound (0/0/3/4)
[ ] Gain at least 100 RpT from offworld mining
[ ] Fund all remaining probe missions
[ ] Commit to at least 10k population in space
[ ] Commit to 20k population in space. (Counts as two)
Socialist (0/1/2/4)
[ ] Complete at least five phases of Blue Zone Arcologies (counts for two)
[ ] Commit to at least four industrial capstones
[ ] Increase GDI Income by at least 800
[ ] Increase GDI Income by at least 1200
[ ] Commit to at least 10k Population in Space
Homeland (0/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives before 2064
Biodiversity (0/1/2/-)
[ ] Complete All Shala Bays
[ ] Complete two phases of Reforestation Preparation
Reclamation (1/1/-/-)
[ ] Complete all phases of Red Zone Border Offensives by End of Plan
Developmentalists (0/6/9/12)
[ ] Increase GDI processing limit by at least 1200
[ ] Increase GDI income by at least 800
[ ] Increase GDI income by at least 1200
[ ] Commit to at least four industrial capstones
[ ] Commit to five industrial capstones
[ ] Commit to at least 10k Population in Space
[ ] Spend no more than 3 Free Dice on Military per turn
[ ] Spend no more than 1 Free Die on Military per turn
[ ] Spend no Free Dice on Military
[ ] At least one Development project Every Turn
[ ] Build at least four Ground Forces Zone Armor Factories
[ ] Build at least eight Ground Forces Zone Armor Factories
[ ] Build at least twelve Ground Forces Zone Armor Factories
Litvinov Objectives
Minimum of 3 goals required, more will result in a happier Litvinov.
[ ] Every turn activate all Department dice
[ ] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
[ ] Spend no more than two free dice per turn on Military.
[ ] Department of Alternative Energy
[ ] Munitions Department
[ ] Refit Department
[ ] Hand off at least 20 points of Capital Goods to market over course of plan.
[ ] Complete Improved Hewlett Gardener Refits before end of plan.
A/N1 : 6 Hour Moratorium on Voting.
A/N2: These answers also need to be in the thread.
1. Dealing with the Initiative First: There are multiple viable strategies, each with their own upsides and downsides.
Option A: The Full Lockout. This will ensure radicalization of some fraction of the base, but make sure that it is smaller and less capable of achieving its overall aims, barring obvious failures of the Initiative.
Option B: Taking less obnoxious goals: This will make the Initiative First party somewhat less actively anti-government, but at the same time comes with the cost of legitimizing them and making them someone that you will have to continue dealing with.
There are other options with delineations between them being more or less fuzzy.
2. The Parties and how they relate to public opinion. Party opinions track only generally with public opinion. It is not some kind of strict "20 Strongly Opposed means X percent of the population is strongly opposed" it is more along the lines of X+/-Y percent of the population is strongly opposed for whatever reason. And in many cases, there is more going on with that than gets caught in the political tracker.
Scheduled vote count started by Ithillid on Aug 22, 2022 at 6:58 PM, finished with 187 posts and 72 votes.
Those are some interesting options. Some easy picks for me are the 2 -1 PS spin offs. Going to have to check and see what we promised for the coming plan already though.
Edit:
SCED: Develop and build at least one Conestoga class
InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation)
Navy: Develop and Deploy Governor A
Reclamation Party: Commit to Increase Red Zone Abatement by at least 20 points next plan
Homeland Party: Commit to completing Chicago Planned City next plan.