All right. I do NOT have a plan and will NOT be submitting one, but I do reserve the right to have opinions, and also...
REACTIONPOOST!
Q2 2062
Rules clarification: A number of military projects now have 'Projected X quarters to begin, Y to complete' markers to indicate how long it is expected for a specific project to start delivering units to the battlefield in numbers that matter, and when it takes full effect. For multiphase projects, like the Ground Forces Zone Armour Factories, every phase is counted separately, the factory in New Sevastopol will start ticking down the timer when it completes, and if Tokyo completes the same or next turn, that is when Tokyo starts ticking.
Okay, that's gonna be handy.
[ ] 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 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ] Communal Blue Zone Arcologies (New)
While not a universal solution, communally structured arcology buildings will provide some degree of cheap to construct high quality housing for GDI populations. While it is not going to be universally popular, some groups are going to actually be happier built into their own small communal organizations, separated by a degree from the more atomized mainstream.
(progress 0/400: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)
Nice. In hindsight, I should have expected the communal housing to show up in a useful form in the arcologies. Now, this version of the project isn't a
lot better (1200 Progress of communal arcologies gives +18 HQ Housing, while 1200 Progress of normal arcologies gives +16 Housing)... But it's not nothing, and it puts us that little bit closer to the goal of being able to eliminate or nearly eliminate the need for people to live in Low Quality Housing by the end of the Four Year Plan if we play our cards right. I'm definitely in favor of building at least one phase for flavor's sake.
[ ] Postwar Housing Refits (Phase 1)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
To get our existing 30 LQ Housing into HQ Housing, we need to complete the refits (+9) and get at least +21 Housing (probably more) from arcologies and apartments combined. Not insurmountable if we really try, I think.
Heavy Industry (5 dice +33 bonus)
[ ] U-Series Alloy Foundries (Phase 1) (New)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to.
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/600: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)
WELP.
It's darkly gratifying to find out I nailed the cost per die so accurately. The problem is, at 600 points per phase, it's doubtful whether we can afford to fit in much of this alongside our mandatory and quasi-mandatory Heavy Industry commitments. Doing a 3000-point megaproject to knock 25% off the cost of a 2400-point megaproject is a losing proposition, for example, and we're
definitely under a deadline to finish North Boston, whereas we are not under a deadline to finish this. Likewise, we really should be doing
Nuuk Phase 4 in the current Plan just for the Capital Goods boost, unless something else even better is available.
[ ] 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)
To me this is the
sine qua non of any plan I care to support. A plan needs to put at least one die on this, and preferably 1+E dice or more unless it's really good otherwise. We don't need the Energy
now, but we have to expect that even if we take this action and it clears in this same turn, that it will probably be 1-2 more turns before we see the first point of Energy from a second generation fusion plant. That +43 Energy surplus looks very thick and robust now, but it won't look so good if we have to sit around for three or even four turns before we have any new major power plants going.
[ ] Aberdeen Isolinear Fabricator (Phase 1) (New)
A large scale practical fabricator in Aberdeen is a first step towards large scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do, and in any case, even slivers of isolinear provide serious power.
(Progress 0/120: 30 resources per die)
(Progress 0/240: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/480: 30 resources per die) (+16 Capital goods, -4 Energy)
Aaand I eat some of my words. Aberdeen is
insanely good as a Capital Goods source. 30 Progress per point of Capital Goods, as compared to 37.5 Progress per point for Nuuk, which is itself far and away the best other source we have. And the cost per die is... reasonable!
I still want Improved Fusion, but this right here is a wonderful other option to take alongside of it and finishing the
Personal Electric Vehicle Plants action.
[ ] 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)
It's worth noting that this might materially improve North Boston. Lithography -> making computer chips.
[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotubes 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)
Since we
have five Light Industry dice to throw around now I'd kind of like to do this soon as a way to help compensate for the fact that the big Capital Goods megaprojects won't be coming online for quite a while.
[ ] Artificial Wood Furniture Plants (New)
Wooden furniture was at one point a commonplace feature of homes and kitchens, yet decades of war and the ravages of tiberium have left only carefully guarded antiques and a handful of examples of once common products. While the artificial wood incorporated in these new pieces is only as strong as cheap particle board, replicas of 20th century furniture made with these materials will still be in high demand as ways to demonstrate one's wealth and power, given the extremely high demand for wood.
(Progress 0/100: 10 resources per die) (+4 Consumer Goods)
Ahhh, this is a blast from the past. 100 Progress at 10 R/die for +4 Consoom? This is the kind of thing we got all the time back in the mid-50s.
[ ] Home Robotics Development (New)
While robots in the home are far from a new thing, with the Electrolux Trilobite, the first robotic vacuum cleaner, releasing only a year after the fall of Tiberium to earth, and home mechanization being far older than that, development has in many ways stalled out. While some smart home systems have proliferated, many more failed, as they were in most cases curiosities rather than something intended to practically improve home life. Taking a hard look at home robotics, there is significant potential for new and exciting ways to make life easier for large sections of the initiative population.
(Progress 0/60: 10 resources per die)
This is probably the first of the new projects our roboticist friend makes available.
Agriculture (6 dice +28 bonus)
[ ] 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)
Probably necessary soon. Remember, our Food surplus is +14 falling towards +11, and we have the dairy ranches to think of, and the option of more aquaponics bays will eat Logistics, which we're a bit short on.
[ ] Vertical Farming Projects (Stage 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
I'm a big fan of this because it gives us +Food and +Consumer Goods at the same time, when we need both for the Plan's sake.
[-] Red Zone Tiberium Harvesting (Stage 12) (Will unlock Q2 2063)
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 4) (Will unlock Q2 2063)
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 93/250: 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)
[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Updated) (Will unlock Q2 2063)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (0 Stages available)
[-] Red Zone Containment Lines (Stage 6) (Will unlock Q2 2063)
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)
All the other Red Zone actions being locked for a year doesn't surprise me much, but I'm a bit disappointed that we can't expand the Lines. Those are, definitionally,
NOT part of the
deep Red Zones.
Welp, guess we're back to drilling out tiberium veins.
[ ] 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) (MS)
Huh. Mad science options are now explicitly labeled... and this is one of the few ones available.
Orbital (7 dice +33 bonus)
[ ] GDSS Columbia (Phase 1) (Updated)
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, but any issues that emerge here are ones that can be solved before trying to live in space. (Station)
(Progress 0/65: 20 resources per die) (5 Political Support)
(Progress 0/135: 20 resources per die) (.25k Permanent residents) (7 Political Support)
(Progress 0/275: 20 resources per die) (.5k Permanent residents) (+1 available Bay) (8 Political Support)
(Progress 0/555: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1115: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)
It's time.
[ ] 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)
I'd like to see at least one die on this, not least because I'm hoping to do the LOSS military option soon and the discount would be a nice plus for that, with some chance of saving us a Military die. Also, the +5 Political Support is nothing to sneeze at!
[ ] Gene Clinics
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 94/120: 10 resources per die) (-1 Labor)
[ ] 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 213/300: 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)
Continuing these projects with one die per seems reasonable, but...
[ ] Kamisuwa Optical Laboratories
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)
[ ] Ocular Implant Deployment
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)
Suffice to say I consider both of these to be high priorities.
Military (8 dice +30 bonus)
[ ] Department of Refits
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
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)
Good projects, but I don't think it's time yet.
[ ] ASAT Defense System (Phase 5) (Updated)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/480: 20 resources per die)
Funny. Did this... change? What's different? Did we get a cost cut due to the station bay completing? That... would make sense, yeah.
[ ] 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 139/350: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)
Yeah, this feels marginal enough to just leave it for the Bureau of Refits to accomplish in the background.
[ ] 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) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/325: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/375: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
Uuugh. Makes sense that we'd have to spend a while actually erecting the defense systems, but we're expected to finish up through Phase 4 by the end of the Plan, aren't we? Does that mean we need to complete the
construction by 2064Q2? Or by 2065Q4? I'm hoping someone else asked so I don't want to bug the QM about it in this post.
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Benghazi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/335) (Matadi) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 2 East (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) (Port Said) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/335) (Hong Kong) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/335) (Mawlamyine) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/335) (Banjarmasin) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/335) (Medan) (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)
Hm. Red Zone MARV hubs don't seem to be blocked off by the same moratorium as everything else.
Zone Operations Command
[ ] 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) (High Priority)
[ ] Infantry Recon Support Drone Deployment (New)
While the drones themselves are mostly COTS and cheap and simple to build at that, they still need light industrial buildings, and to be integrated into the military's procurement and logistics systems.
(Progress 0/200: 10 resources per die) (-1 Energy) (3 quarters to begin, 9 to complete)
So the deployment is nice but will take time and effort. Unfortunately it is neither a Refits nor a Munitions project, and so will not complete. The zrbite thing is apparently more important to ZOCOM.
Air Force
[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the 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) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/275: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
-_-
Okay, the
first receivers of this are hopefully the navy's carriers, where it makes the most immediate difference for the fewest actual numbers. But if we want these for Karachi they'd better be started real soon. I'm at this point just forgetting the Seattle yard for the time being.
[ ] 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) (Projected 6 quarters to begin, 24 to complete)
Maputo (Progress 0/80: 15 resources per die) (-4 Energy) (Projected 6 quarters to begin, 24 to complete)
So... the factory takes six quarters after we complete it to start producing a relevant number of aircraft? That's... new. That's not the impression I got in the past.
[ ] Orbital Nuclear Caches (Updated)
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. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways.
(Progress 0/160: 20 resources per die) (Station) (MS)
Oh thank God, a
relatively harmless mad science option.
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 142/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
Okay, this. This is nice. Immediately impactful.
[ ] Next Generation Armored Support Vehicles (Platform) (New)
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. Its roll will be filled by a mark 2 of the same name, intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system. Additionally, there is need for a second core platform, built with tracks rather than wheels, in order to support much heavier armor and protect troops during direct assault and maneuvers in the face of ever heavier Brotherhood fire.
(Progress 0/80: 25 resources per die)
[ ] Next Generation Armored Fighting Vehicles (Platform) (New)
The Mammoth and Predator are fundamentally old designs at this point, having long reached the limits of what can be managed in terms of design. A fundamental redesign, although still likely to retain many of their features, is required to make space for further upgrade and revision as GDI prepares to fight the next war.
(Progress 0/80: 35 resources per die)
Ahhh, I see what's happening here. The modification projects are being significantly reconsidered and combined. That makes sense.
[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Very High Priority)
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. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 147/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
All the more reason to work promptly.
[ ] 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)
I've wanted this for so stupidly long.
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) (Projected: 2 quarters to begin, 24 quarters to complete)
Oof. Go figure; we lack the capacity to cycle every ship in the Navy through refit yards in a short time. Still, if we can get the production lines running, new
Sharks coming off the building slips will have the disco balls on day one, and the Navy will have the option to prioritize deployment of whatever disco-armed ships (

) that it
does have to the areas where they are most likely to be shot at with missiles.
I consider this quite important.
[ ] Island-Class Assault Ship Deployment
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods) (3 tranches, Projected 16 to complete tranche 1, 24 to complete tranche 2, 32 to complete tranche 3)
[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately 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) (4 Tranches, Projected: 8 quarters to complete tranche 1, 15 quarters to complete tranche 2, 22 quarters to complete Tranche 3, 29 quarters to complete Tranche 4.)
Eight is longer than the numbers we were given before, I am
almost sure, for the frigate yards. But yeah, at this point I'm feeling the energy to do the naval laser refits first, before the new shipyard projects, given the long lead times.
[ ] Transfer Funding to InOps (New)
InOps has negotiated for a share of the funding, and with the degree of income increases, they have come knocking at your door sooner than originally planned. While they certainly won't oppose the original schedule, it is something where the sooner they get the funding, the more aggressively they can spend, especially in the latter half of the plan.
(-60 Resources per Turn)
Hm. I'd rather wait until 2062Q3,
specifically, simply because 1050 RpT is
only just enough for us to activate 59 dice like this. I'd like us to dig out a little more funding with vein mines before we start handing funds away.
[ ] Transfer Funds to the General Pool (New)
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or ensuring that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)
InOps got a really sweet deal here, didn't they; they paid +10 Political Support for
+240 RpT, though they weren't going to get it up front.
[ ] 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)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
We
could promise alll of these, and none are truly beyond our capacity. The bay promise is the most likely to actually interfere with our plans, but I do believe we can fit it in. The Air Force's request is quite reasonable given the sheer number of drones they need. The Talons' and Ground Force's requests are fairly easy to grant.
Hm.