To me, the spikes aren't a factor in where we get STUs from, because we almost certainly won't be using them to increase the rate at which we extract tiberium from the places where we use spikes (the Blue Zones). Because we don't really even want the tech for its "make tiberium grow faster" function; we want it for the "slurp tiberium up out of the ground" function.
The spikes are a factor in the traditional and direct sense. They'll suck up more tiberium, therfore more tiberium goes to the refineries, therfore there's more STUs.
 
For the next Four Year Plan I am going to be recommending that plans be focused on the high progress goals over the low progress goals first since the last three plans have run into numerous scheduling, planning and other issues on top of tech becoming outdated because it wasn't given a chance due to either a shortage on goods, energy, or some other resource.

So future plans should take into account something like how long a project might last, and the dice cost, and keep dice on it, even if its not the optimal amount (even 2 dice a turn can help keep us from overrunning a goal)

So for instance with the plan, THIS wouldn't happen, below is the chart of three of longest projects we had that may finish, or have finished.

Boston alone is at minimum a project with 10 years of no construction till now, and it shows, as I am not even sure what the original Capstone for it was, IRL its been here since 19/4/21 TWO WHOLE YEARS.

And only now have we actually been deciding to finish it.

So yes, next FYP I suggest heavily that plans start focusing on making high progress items a lot more focused than before cuz we've probably sat on a dozen or more things that coulda helped us out if we did Boston alone, let alone Nuuk, which won't be touched until NEXT plan period, that one itself is a 2 year old item as well (IRL years)

North Boston Chip Fabricator
Started Q2 2052
Phase 1 Q2 2052
Phase 2 Q3 2052
Phase 3 Q2 2053
Phase 4 Q3 2057
Phase 5 N/A
Inactive Construction Periods Q3 2053-Q3 2057, Q3 2057-Q4 2063
Completed N/A

Chicago Planned City
Started: Q2 2055
Phase 1 Q3 2055
Phase 2 Q4 2055
Phase 3 Q3 2056
Phase 4 Q1 2062
Phase 5 Q1 2063
Inactive Until: Q4 2056-Q3 2061, Q2 2062-Q4 2062
Completed: Q1 2063

Nuuk Heavy Robotics
Started: Q1 2060
Phase 1-2 Completed Q1 2060
Phase 3 Completed Q3 2060
Phase 4 N/A
Phase 5 N/A
Inactive Until: Q4 2060-Q1 2064
Completed: N/A
 
Nuuk will almost certainly be coming up after we clear out a few more projects in heavy industry. So I wouldn't worry too much about that.

And the big focus next plan will probably be deploying all the new vehicles.
 
If I'm understanding Long Term Systematic Planning Organization correctly, it should help us remedy this? We can get into the business of buying dice and spending them, and then they just act outside of our control to finish large projects.

Of course, then we get to decide when we should buy and spend dice, so perhaps we are merely abstracting our greed for CONSTRUCTION COMPLETE.
 
For the next Four Year Plan I am going to be recommending that plans be focused on the high progress goals over the low progress goals first since the last three plans have run into numerous scheduling, planning and other issues on top of tech becoming outdated because it wasn't given a chance due to either a shortage on goods, energy, or some other resource.

So future plans should take into account something like how long a project might last, and the dice cost, and keep dice on it, even if its not the optimal amount (even 2 dice a turn can help keep us from overrunning a goal)
We do plan for that, it's not something we simply ignore.

There was a damn good reason we didn't push on to complete North Boston Phase 5 back in 2057 when we wrapped up Phase 4, or push on to Phase 3 back in 2053 after finishing Phase 4. We weren't just being stupid and standing around scratching ourselves.

The trouble is that given the resources available to us, it is grossly irresponsible for us to spend 30-35 Heavy Industry dice just on an abstract desire to "get things done."

Suppose we'd thrown all three Heavy Industry dice we had plus one Free die into North Boston Phase 4 in 2053Q3 and on. Optimistically, that would have given us about 70 Progress per die, as I recall, and the project would have taken about four turns to finish. Let's look at what else would have been delayed by a year:

Blue Zone Power Grid Reconstruction Phase 3 (+16 badly needed Energy)
Leopard Class Construction Yard (started our fusion rocketry program, which helped make the cost of Orbital dice manageable)
Saarland Heavy Industrial Plant (vital to our ability to start raising our tiberium refining cap and overall economic scale and capability)
Blue Zone Microgeneration Program (not big, but may have helped sow the seeds that would one day become the DAE)
Yellow Zone Power Grid Extension Phase 2
Helsinki C-35 Factories + Carryall Plants (between them, +6 Logistics we rather needed).

This was all fairly basic stuff we needed, stuff important to the reconstruction efforts. The list of projects that would have had to be postponed to complete North Boston Phase 5 immediately after it became available in 2057 would have been literally twice as long.

Similar arguments apply to Chicago and other such projects.

So I'm going to push back against your suggestion that we prioritize finishing megaprojects at all costs. If we have the ability to do so, it is in large part because we have the luxury of locking in 20-30 dice on a single project because the rest of our economy is ticking over and in good condition.

If I'm understanding Long Term Systematic Planning Organization correctly, it should help us remedy this? We can get into the business of buying dice and spending them, and then they just act outside of our control to finish large projects.
Let's make sure we actually can readily source additional dice before we get too committed/invested into that.
 
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We didn't finish Boston earlier because we went for alloy foundries instead. I did some math that showed we could achieve more progress towards the megaprojects in our plan goals if we stopped at phase 3 of foundries and threw the dice at Boston instead, but after initial pushback foundries became wildly popular so that didn't really happen.

Bit of a corner case, that.
 
My point really is there are a lot of things we lost ground on because we've not done at least some progress on things, even a dice or two once a couple of turns does more than nothing ever would when the plans wind down, especially since some things we really need would be gated behind things like Boston and Nuuk or other Capstones like them but sat so long they lose purpose because of other techs overtaking it, or other in-quest events (Chicago is a perfect example).
 
but sat so long they lose purpose because of other techs overtaking it, or other in-quest events (Chicago is a perfect example).
I'm not sure that is a particularly good example.

What happened to Chicago was that we succeeded so well against tiberium that the red zone surrounded abatement specific city ended up in a blue zone and became more industrial.

We need more problems like that.
 
My point really is there are a lot of things we lost ground on because we've not done at least some progress on things, even a dice or two once a couple of turns does more than nothing ever would when the plans wind down, especially since some things we really need would be gated behind things like Boston and Nuuk or other Capstones like them but sat so long they lose purpose because of other techs overtaking it, or other in-quest events (Chicago is a perfect example).
My point really is there are a lot of things we've gained ground on because we've done those other things instead.

I have no idea what you mean, though, by saying "we lost ground." Could you please elaborate, using specifics?

Likewise, I have no clear idea of what it means for "things we really need" to "lose purpose because of other techs overtaking it." Is that automatically a bad thing? I, for one, was not at all disappointed when Chicago reinvented itself as a Capital Goods manufacturing city instead of an abatement city, for instance. I'm not sure what you think Boston and Nuuk have 'lost.'

You're using some very strong terminology as though there have been terrible disasters, but it's far from obvious what those disasters were.

...

Also, one or two dice every couple of turns would not give us meaningful progress on (for example) a 2400-point megaproject. It is not at all clear that this would be helpful.
 
I don't think anyone likes leaving things unfinished, but the needs of the situation sometimes demand that we set projects aside while we work on others.

For Example, currently we have set aside Post War Housing, Phase 6 Alloys, Nuuk, Dairy Farms, and Hospitals.
-Post War Housing needs a little bit of investment to complete, and we do both want to do it and have to do it soon. But narratively its disruptive for those living there. Still I'd be in favor of resuming this at a die a turn to completion before we have any sort of refugees from Karachi.
-Phase 6 Alloys is tempting, but the STU cost and the relative benefits are a smaller priority then getting Boston in the face of the current Labor Crisis.
-Nuuk, like Boston is a project we got partway through and then stopped. But similarly it not something we can do right now and finish Boston. Further I think Aberdeen would be more useful then Nuuk in the immediate term, both for the Labor Crisis, and for Cap Goods.
-Dairy Farms are narratively going to need time to fill up the herds and as such the Labor cost is something we'd rather avoid.
-Hospitals are both required for the plan and will be very useful for the refugee crisis/Karachi campaign. But we have a lot of things in Services to look at.
 
It was understandable.

A 25% progress requirement reduction for a large amount of stuff? Kind of a big deal.
For note: this is misleading - it was a 12.5% reduction for a lot of stuff, and a 25% reduction for *some* stuff. Was it worth it? Probably, but not quite as much as a lot of people portrayed it, especially if North Boston gives us the ability to buy dice.
(That said, if we get Advanced Gravitic Flight from the Visitor gacha, that's the other half of building space habitats on the ground and then lifting them to orbit or beyond, so I'm not unhappy...)
 
[] Draft Plan Q2 2064
-[] Infrastructure 5/5 Dice +27 bonus 65 R
--[] Rail Network Construction Campaigns (Phase 6) 108/245: 3 Dice 45 R (99% Chance, 3/5 Median Phase 7)
--[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70: 1 Die 10 R (100% Chance)
--[] Post War Housing Refits (Phase 2) 33/150: 1 Die 10 R (26% Chance)
Notes: Rail for reinforcing our infrastructure and getting things ready for Karachi. ECRP to provide a bit of Food security in the event of an emergency and to burn of PS. Continuing the slow and steady Housing Refits for the purpose of expanding our High Quality Housing reserve in the event of refugees, either NOD from Karachi, or internal from nuclear displacement.

-[] Heavy Industry 5/5 Dice + Erewhon +34 bonus 90 R
--[] North Boston Chip Fabricator (Phase 5) 750/1805: 5 Dice + Erewhon 90 R (5.66/12 Median)
Notes: North Boston for Plan Goals and Labor Crisis

-[] Light and Chemical Industry 4/4 Dice +29 bonus 110 R
--[] Bergen Superconductor Foundry (Phase 5) 129/1140: 3 Dice 90 R (3/13 Median)
--[] High Energy Capacitor Deployment 0/???: 1 Die 20 R (???)
Notes: Bergen to work towards getting its Capstone and improve our Superconductor output. Depending on the benefits, might be best to invest more in the Capacitor over Bergen, will change depending on turn post.

-[] Agriculture 6/6 Dice +29 bonus 75 R
--[] Spider Cotton Plantations (Phase 2) 60/160: 1 Die 15 R (51% Chance)
--[] Tarberry Plantations (Phase 3) 3/65: 1 Die 10 R (97% Chance, 11% Chance Phase 4)
--[] Strategic Food Stockpile Construction (Phase 5) 78/170: 1 Die 10 R (100% Chance)
--[] Laboratory Meat Deployment (Phase 1) 0/170: 2 Dice 30 R (57% Chance)
--[] Organ Farming Programs 81/120: 1 Die 10 R (100% Chance)
Notes: Rolling out some less directly Food related projects IE: Spider Cotton, Tarberries, Lab Meat, and Organ Farming. Also looks to finish the current Phase of Strategic Food Stockpiles for Karachi Prep.

-[] Tiberium 7/7 + 1 Free Dice +39 bonus 280 R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190: 2 Dice 60 R (57% Chance)
--[] Xeno Refinery 0/???: 4 Dice 160 R (?? Chance)
---Assumes 40 RpD
--[] Forgotten Experimentation 0/260: 2 Dice 60 R (3% Chance)
Notes: Deep Red Zone Glaciers for Income and RZ Mitigation. Xeno Refinery for Processing Plan Goal and STUs. Forgotten Experimentation to burn off PS and to work on the Plan D for dealing with Tib long term.

-[] Orbital 7/7 + 3 Free Dice +34 bonus 260 R
--[] High Density Housing 0/295: 3 Dice 60 R (42% Chance)
--[] Species Restoration Bay (Phase 1) 206/255: 1 Die 20 R (100%?? Chance)
---Depends on Effects from NAT 1
--[] Lunar Homesteading (Phase 1) 0/250: 6 Dice 180 R (100% Chance, 69% Chance Phase 2)
Notes: Working on the High Density Bay and Lunar Homesteading for the Plan Goal. Finishing Species Restoration (phase 1)

-[] Service 4/4 + 1 AA Dice +35 bonus 130 R
--[] Autodoc Systems Deployment 0/280: 3 Dice 90 R (43% Chance)
--[] Civil Sensory Augmentics Development 67/120: 1 Die 20 R (100% Chance)
--[] Civil Prosthetics Development 79/120: 1 AA Die 20 R (88% Chance)
Notes: Autodoc for PS burn off and to allow additional Emergency health for Karachi. Then Augmentics and Prosthetics for the Labor Crisis.

-[] Military 6/6 + 2 Free Dice +31 165 R
--[] Initiative Laser Systems Deployment (Phase 1) 0/185: 2 Dice 60 R (43% Chance)
--[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640: 2 Dice 40 R (2/7 Median)
--[] Advanced Articulation Systems 0/60: 1 Die 15 R (99% Chance)
--[] Stealth Disruptor Deployment 0/160: 2 Dice 30 R (74% Chance)
--[] Modular Rapid Assembly Prototype Factory 168/265: 1 Die 20 R (83% Chance)
Notes: Laser Systems for the Sharks and SADN. Zrbite and Articulation for boosting ZOCOM in the face of resuming RZ ops and for the future Zone Armor Factories. Stealth Disruptors to add to our combat ability prior to Karachi. MRASP for the MARV rollout, Yes this will cost Labor, but the improvements to our MARVs seems worth it for me.

-[] Bureaucracy 4/4 +29 60 R
--[] Administrative Assistance (Civil Prosthetics): 2 Dice Auto
--[] Hand Off Capital Goods to Market (10 Capital Goods): 1 Die Auto
--[] Transfer Funding to InOps: 1 Die (60 RpT) Auto
Notes: InOps funding to complete that promise and further build up our security. Handing off Cap Goods to the Market to boost our civilian Economy and we do currently have a buffer of more the 20 CapGoods.

1235/1410 R
23 Current Capital Goods - 3 (Auto Docs) - 1 (Stealth Disruptor) - 1 (MRASP) - 10 (Hand Off) = 8 Worst Case
 
Accidental Mainstays – Guardian and Pitbull
So, I had been intending to work on this for a while, eventually did so, then kinda forgot about it. At some point, it'll be the MBT-6 Predator's turn. Eventually. Maybe when the MBT-7 starts entering service. I would probably approach the Predator's origins as CAPE/PEBZ Phase 3 that ended up shelved post-2034, then brought back in the late 2030s, early 2040s to replace the Titan Mk II in an effort to cut operating costs due to continued 'peace dividends' reducing the military budget.

I briefly at one point had the thought that the Predator and Mammoth Mk III shared a chassis, but taking a closer look just now at renders/screenshots shows that it's just similar layouts of the designs. Though now I wonder if the Predator has pairs of track units on each side in order to have a wide enough turret ring without having to widen the tank further. Also, with 4 crew... gunner/commander in the turret I can see, driver in the hull, but where's the combat engineer the wiki says is part of the crew? In the hull with the driver, or in the turret with the others? But since it's a 152mm gun, we'd need autoloader for the ammo, so in the turret seems unlikely (plus the gun is off center, so there's not really room in the turret unless they're squished between gunner and commander... except it doesn't really look like there's room in the hull when you account for the turret basket...).

One thing I did have to make sure I corrected on this was changing NBCT to CBRNT. The links at the end point to the other 'blog' entries I've done thus far.

GDIOnline
Blog category: Military History

Accidental Mainstays – Guardian and Pitbull


Much can be said about the age of numerous pieces of GDI hardware – particularly with their escort vessels – but the least likely to have been in service nearly 30 years and been the primary unit of its role for over 20 of those years has to be the Guardian APC/IFV and the Pitbull recon vehicle. Originally designed to be fairly cheap and low maintenance "garrison" vehicles in the early 2030s, major budget cuts in the late 2030s and into the 2040s would lead to them becoming the vehicle of choice for their roles.

HoverTech and Walkers


To some extent, the origin of these two vehicles dates back to the 2010s, as GDI was starting to shift towards divesting off their wide variety of vehicles purchased during TW1 or absorbed as countries failed and came under the custodial control of GDI. A number of conventional design families were submitted for the contracts to develop unique vehicles for GDI, but were rejected on grounds that they were too iterative of existing designs, and lacked sufficient protection against Tiberium exposure and contamination. The two concepts that would become front runners were a family of hover vehicles developed by HoverTech, and a family of giant robots.

The Hovertech bid would win in mid-2019 despite GDI wanting to run a competition between the two remaining bids, and the development program would be plagued by issues over the next 3 years, culminating in a major scandal in 2022-2023 that ended military careers, put a few politicians into prison, and cause legal action against HoverTech that resulted in the company not surviving the decade. The only vehicle to successful come out of the program would be the MRH-1 Hover MLRS, though it was incapable of operation in ion storms.

The walker program was quietly funded for "tech demonstration and development" after HoverTech won the contract, and the first result of that program would be discovered in the middle of the HoverTech scandal in 2022. The prototype XRW-1 was performing well in testing, which added to the scandal enveloping the other program. The RW-1 Wolverine would arrive on the battlefield in 2023 and be a mainstay through the Firestorm conflict following TW2. A Mark II version would enter service in the early 2030s and sees service to this day. The main battle tank replacement, the Titan walker, would arrive in the late 2020s. The Mammoth tank would be replaced by a giant walker in 2030, and an artillery walker would arrive in 2031. The Juggernaut artillery walker would undergo improvements after the Firestorm conflict to become the Behemoth artillery walker, which itself would be improved into the Juggernaut Mk III by the time of the Third Tiberium War.

The problem with the Hover MLRS and the various walkers is that they were highly complex machines with complicated maintenance issues. This resulted in limits to how many could be put into service and put a bit of a strain on the budget since they were in use in all conditions. Unfortunately, with the increasing spread and mutation of Tiberium, there weren't many valid alternatives to operate in those conditions.

Tiberium and CAPE


In early 2032, while investigating reports of unusual Tiberium activity, GDI forces discovered a major Tiberium field and vein hole had crystallized. During their investigation of the site, they located a number of Nod harvesters – both conventional ones and the vein hole specialized ones – wrecked in the field with the crystallized Tiberium spearing into them or having grown in such a way as to roll the vehicles, and in the time since then, had grown into the vehicles and then grown out of the storage areas. Where the vein hole had been located, giant "spears" of Tiberium crystal rose into the sky while smaller outcroppings were largely erasing from view where the hole's edges had been.

Concerned by this sudden shift in Tiberium, additional investigations occurred worldwide, and expeditions into the parts of the world abandoned to Tiberium in previous decades revealed barren, crystalline landscapes and "glaciers" of crystal engulfing the land. As a result,it was determined that Tiberium had undergone a major mutation, and had been well along the progression of the mutation by the time it had been noticed. Experiments with the Disruptor sonic weapon platform revealed that sonic weaponry was effective against this form of Tiberium, while cold temperature testing proved that it was, for now, still slowing the growth in sufficiently cold regions. A side effect of this mutation was the general disappearance of large scale Tiberium algae "rafts" or "islands" over the next decades.

The discovery that sonic weaponry could hold back the spread of this form of Tiberium caused a shift in GDI's long term planning for humanity's survival. There was no longer a pressing need to evacuate humanity into the arctic and antarctic regions to buy more time – sonic containment systems could preserve the largely untouched sections of land. The military designated these areas as "Blue Zones", while Tiberium rampant abandoned areas became known as "Red Zones" and the spaces between as "Yellow Zones". An unofficial way to remember the zones ("Blue friendly, Yellow careful, Red dead.") spread and caught on enough that the zones became official designations outside the military.

The Civilian Area Patrol and Enforcement (CAPE) Program would start in late 2032 to develop cheaper, lower maintenance vehicles for patrolling safe "civilian" areas. With Nod largely shattered between TW2 and the Firestorm conflict, it was expected that forces patrolling within Blue Zones would be far back from combat and would largely have to deal with rioting or poorly organized Nod "militia," rather than the more capable and better equipped "professional" forces. As such, there was not especially any need to have highly complex, high maintenance vehicles patrolling those areas.

The CAPE Program was divided into three phases. The first phase would be to create a replacement for the amphibious APC, Hover MLRS, and Wolverine for use in these rear areas, as well as cheaper combat armor. Phase 2 would be a cheaper Orca to replace the Fighter and Bomber, as well as a new transport and lift design to replace both the Orca Transport and the Carryall in those zones. Phase 3 would potentially be a garrison replacement for the Titan. No plans were made for a Mammoth replacement, as if there was a situation needing a Mammoth, regular forces should probably be deployed and would bring their own Mammoths to the fight. The official designation of Blue, Yellow and Red Zones outside the military would lead to the program being re-designated as the Patrol and Enforcement of Blue Zones (PEBZ) Program in 2033.

Phase 1


The Request for Proposals for APC/IFV and recon vehicles was quite loose in comparison to the requirements for the Next Generation Combat Vehicles program of the 2010s, with Tiberium exposure and contamination protection being an optional add-on turning out to be one of the major differences. Conventional designs that were easy on maintenance and could handle most conventional terrain were emphasized, with no requirement for amphibious capabilities. One of the biggest requirements was that prototypes had to be ready for testing within two months of selection.

A variety of designs were submitted, from iterative versions of TW1 era vehicles to brand new designs. GDI selected the best looking proposals, and any designs that failed to arrive for testing in time were eliminated from the competition. Given the general areas that the vehicles were expected to operate, road handling proved to be an important factor in the competition.

The tracked vehicles would end up being eliminated in favor of wheeled vehicles for on-road performance, and Dai-Nippon/Skunk Works' "Turtle" APC would win the competition for PEBZ APC. It would officially be designated the CN-3A Guardian in 2033, though a variant requested by the Steel Talons incorporating repair equipment would be designated the CN-3AT "Turtle."

The recon vehicle competition proved equally "fatal" for tracked designs, but otherwise proved incredibly close. Iveco's 4x4 with a cab-over design with a rear mounted missile system from the Hover MLRS would squeak past the rest to victory in PEBZ Recon, becoming the RN-2A Pitbull in 2033.

Both winners had emphasis on Blue Zone or Near Blue operations, and completely lacked CBRNT protections in the idea that Nod wouldn't be in a condition to use WMDs on Blue Zones when regular forces are pressing them in the Yellow Zones, and having a severe lack of "wild" Tiberium meant there was no real need to worry about Tiberium exposure.

Early Service


Both would enter service in 2033, with various police actions in Blue Zones around the world, and one or two skirmishes with disorganized Nod militia that resulted in having a 120mm mortar added to the rear of some Pitbulls to provide additional artillery support to infantry. The modification would become a standard option some time in 2034. Their first real notable combat would not be until the following year with the Rio Insurrection. They handled the local Warlord's attempts to cause problems without significant issue, but the arrival of loyalist Nod forces overwhelmed the local units and Rio de Janeiro went into full blown rebellion. With Nod forces in the area unified, it proved too much for the garrison forces to push in and pacify the city. Events in Australia would largely overshadow the ongoing insurrection and with budgets cuts over the following years, GDI would give up attempting to retake the city and abandon it to Nod control, withdrawing the PEBZ forces back to the main Blue Zone further south.

Their other main bit of combat would be in Australia with the Steel Talons, having replaced their Hover MLRS units with the Pitbull. The Pitbull would see limited use during this time, primarily participating in the unsuccessful defense of the Institute for Tiberium Research. The institute's destruction would alter the fate of the Guardian and Pitbull.

Budget Cuts


The destruction of the liquid Tiberium research center institute spread large amounts of Tiberium particles across much of central Australia, turning the area from a Yellow Zone into a Red Zone. While the GDI Council was aware of the institute (and had been considering killing the program due to nearly two dozen deaths the previous year with no tangible results), GDI's Parliament was taken by surprise by the events and launched an investigation into what happened. Given the final statements of the local commander prior to their death, it seemed as if something had gone wrong with the liquid Tiberium. Initially, the Steel Talons backed the final communications, but it changed to Nod sabotage once offsite data recorded of the institute was located, as well as earlier incidents downplayed by the local commander. Response from Parliament was highly negative towards the military, both for the "cover up" and for the fact that a supposedly shattered Nod managed to destroy the research center (also, stole stealth tank data and had a major fight with another Nod faction).

Publicly, the initial conclusion of unknown reaction/containment loss involving the liquid Tiberium remained the cause of the destruction, quite likely sparking a long lasting distrust of liquid Tiberium study and usage among the GDI population. Privately in the government, blame fell on the military for the incident, with the only real upside being the belief that that was likely the last well organized Nod force and it had been wiped out with the institute. As such, Parliament could use "peace dividends" to punish the military with budget cuts, with the GDI Council feeling fine with letting all the blame land on the military.

With the 2035 budget, Parliament began paring away at the military budget. A number of programs had to be sacrificed by the military in an effort to preserve their fighting force and global capacity. Naval programs to replace their escort ships with new designs, additional Orca Command Vehicles, and more had to be cut to free up money for the existing combat force. Besides cutting development and high ticket production programs, the military looked at ways to reduce their operating budget as well. In came the Guardian and Pitbull. As cheaper, less maintenance intensive designs, they would reduce the operating costs globally over the Hover MLRS and Amphibious APC. A downside was that they lacked some capabilities that would be required in the areas that GDI tread. Both designs would go though a "refit" program to modify them for wider use than originally intended.

With the Guardian, the firing ports proved the biggest problem in adding CBRNT protection and had to be deleted, while the second biggest problem turned out to be the turret. The turret was more like a cupola with a hatch on top and a GD-M1 mounted on it that could be fired while the vehicle was buttoned down. Changing that to a remote operated turret wasn't too hard, but the loss of the firing ports caused a marked decrease in the overall "firepower" of the Guardian. The solution was to design a modular turret mount, where a variety of turrets with different firepower load outs could be swapped out by a repair/maintenance depot (commonly called a "war factory") at front line bases. The remote turret and connected magazine caused issues with squad sizes however. The standard squad size at the time was 15 men, all of whom could fit into the ACN-2 Amphibious APC. A standard CN-3A could fit 10-12 troopers, but typically only carried 6 troopers at a time. With the changes to fit the modular remote turret and related magazines, only 6 troopers could fit at a time.

The Pitbull was a simpler refit. It benefited from having a simple cab area as the sole section needing full CBRNT protection (resulting in the cab roof hatches being deleted), and the rear areas needing less thorough adjustments to ease dealing with any CBRNT contamination. As a result, the Pitbull began getting phased in worldwide sooner than the Guardian, replacing the MRH-1 Hover MLRS and RW-1 Wolverine entirely by 2038. The Guardian would fully phase out the Amphibious APC by the following year.

The V-28 Orca Transport and V-30 Carryall would follow the retired ground units out the door, being replaced by the PEBZ Phase II V-35 Ox (with a mountable troop module, to replace the V-28). The Carryall would survive in service into the early 2040s until the last Mammoth Mk II was retired, being the only air transport capable of carrying it. The A-12 Orca Bomber and A-14 Orca Fighter of TW2 fame would be replaced by the PEBZ Phase II A-15 Orca Mk III that would become famous during TW3 and for years afterward. Budget cuts would also massively downsize orbital deployment capability, most notably in the retirement of the V-31 Dropship and end of V-32 Orca Command Vehicle production. Nearly all drop troops would be relegated to ground side units by the mid-2040s.

2040s to Today


Budget cuts would push to an increase in capabilities of existing units rather than making something new specifically for new assets. The need to retire the EST-5 Mobile Sensor Array due to costs would result in major development of compact sensor systems, being introduced in 2042 onboard the ERN-2C version of the Pitbull.

Likewise, development of power armor by the Zone Operations Command (ZOCOM) in the late 2030s required modifications to the Guardian to accommodate the suits. The passenger area of the APC was altered to accommodate Zone Armored troopers, though only four could fit. While they were modifying the design, the standard GD-M1 turret of the CN-3B was replaced with a GD-M2 turret and mine laying equipment was added to the rear of the APC. The result entered service as the CN-3C in 2042.

These versions of the Guardian and Pitbull would see service in TW3, with the Guardian's GD-M2 turret getting an ammunition upgrade with better armor piercing capability. Other than that, the two designs would remain unchanged until the mid-2050s when Ablative Armor began being attached to the vehicles. The last upgrade for the two was developed in the late 2050s as a way to reduce weight while preserving armor protection, but indications point to funds not being provided to bring them into actual production.

While upgrades may have been sparse, the Guardian did serve as the basis for at least two new designs. In the early 2050s, GDI began rebuilding their medium artillery capability to fill the gap between the 120mm mortar of the Pitbull and the 203mm artillery of a Juggernaut. The result was the GAN-2 Overseer self-propelled artillery. The initial version came with a smoothbore 152mm cannon freed up by the conversion of Mammoth Mk IIIs and Predators to rail guns. It would later be swapped out for a rifled 152mm cannon better designed for the indirect artillery fire role. To support the new artillery, the ECN-3C Guardian Spotting Vehicle (or Guardian SV) is an artillery spotting vehicle, swapping out infantry seating for a vast array of artillery spotting and fire control equipment.

Future


At some point this decade, the Guardian's currently nearly 30 year service time will likely end and a successor will take its place. The military has been considering replacements for several years without any funding success, based on publicly available budget documents and the Militarists party. The original plans appeared to be a Mk II design as well as an "assault" version. A likely element of both designs would have been further alterations to improve Zone Armor interaction and ablative mounting. At some point post-Regency War, the Militarists have indicated that the military appears to have merged those concepts into a general "Next Generation Armored Support Vehicles" program.

The Pitbull, as of yet, appears to have no plans to step out of duty, and appears to be ready to carry on for years or decades more. There seems to have been a "Bulldog ARV" project during the 2050s intended to be a Pitbull replacement, but it was never funded and seems to have been dropped for the time being. If anything might replace the Pitbull, it feels like a Hover MLRS Mk II would be a leading contender. Who knows, perhaps it'll still be in service a few generations from now, like the US Air Force's B-52s were until Tiberium's effects on weather and precision weaponry along with continued loss of land to Tiberium spread finally pushed the venerable bombers into retirement.

Posted on: 5 Feb 2062

View Comments (193)


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Last edited:
[] Draft Plan: At Your Service
-[] Infrastructure 5/5 Dice +27 bonus 65R
--[] Rail Network Construction Campaigns (Phase 6) 108/245: 3 Dice 45 R (99% Chance, 3/5 Median Phase 7)
--[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70: 1 Die 10 R (100% Chance)
--[] Post War Housing Refits (Phase 2) 33/150: 1 Die 10 R (26% Chance)

If we need to do a deployment project for Tunnel Borers, I'll likely drop rails, then E-CRAP, then Housing Refits. If we somehow need five dice for it.

-[] Heavy Industry 5/5 Dice + Erewhon +34 bonus 90R
--[] North Boston Chip Fabricator (Phase 5) 750/1805: 5 Dice 75 R (5/12 Median)

Boston because plan goal. I'd like to do MFC Labs, but I don't think it's that popular right now. Maybe if Xeno Refineries really pump out STUs

-[] Light and Chemical Industry 4/4 Dice +29 bonus 100R
--[] High Energy Capacitor Deployment 0/???: 4 Die 100 R (???)

Not that I don't want to finish Bergen, but I'm always eger to push out new stuff and get it working for us. We did finish phase 4, so that's greatly expanded how many super conductors we can push out. Plus, I'm hopeful that Tunnel Borers will have an impact on Bergen, what with it mostly being dug out of mountains.

Of course if 4 dice turn out to be overkill, that changes, but I'm assuming it's a large-ish project.

-[] Agriculture 6/6 Dice +29 bonus 75R
--[] Spider Cotton Plantations (Phase 2) 60/160: 1 Die 15 R (51% Chance)
--[] Tarberry Plantations (Phase 3) 3/65: 1 Die 10 R (97% Chance, 11% Chance Phase 4)
--[] Strategic Food Stockpile Construction (Phase 5) 78/170: 1 Die 10 R (100% Chance)
--[] Laboratory Meat Deployment (Phase 1) 0/170: 2 Dice 30 R (57% Chance)
--[] Organ Farming Programs 81/120: 1 Die 10 R (100% Chance)

I'm okay with taking a break from Reforestation this turn to push out some older projects. Spider Cotton in particular is something that I feel is worth more then we've put into it.

-[] Tiberium 7/7 +39 bonus 260R
--[] Xeno Refinery 0/???: 5 Dice 200 R (?? Chance)
--[] Forgotten Experimentation 0/260: 2 Dice 60 R (3% Chance)

Mostly the new refineries, with some Forgotten Experimentation on the side.

-[] Orbital 7/7 +34 bonus 200R
--[] Species Restoration Bay (Phase 1) 206/255: 1 Die 20 R (100%?? Chance)
---Depends on Effects from NAT 1
--[] Lunar Homesteading (Phase 1) 0/250: 6 Dice 180 R (100% Chance, 69% Chance Phase 2)

Fishing the Bay we started, trying to get LH done quickly so we can see how painful the Orbital Population goal will be.

-[] Services 4 Dice 6 Free Dice 2 AA Die Erewhon +35 bonus 300R
--[] Autodoc Systems Deployment 0/280 3 dice, Erewhon 120R 90%
--[] Cosmetic Biosculpting 293/345 1 die 30R 98%
--[] Civil Sensory Augmentics Development 67/120 1 die 20R 90%
--[] Civil Prosthetics Development 79/120 1 die 20R 95%
--[] Phage Engineering Development (Tech) 0/40 1 AA die 15R 61%
--[] Biowarfare Countermeasures Development (Tech) 0/40 1 AA die 15R 61%
--[] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[] Projected Hardlight Development (Tech) 0/60 1 die 15R 96%
--[] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%

The corner stone of my plan. I've explained it before, but I changed somethings for this version. Basically just dropped the hospital expansions, and by doing so put Erewhon on Autodocs and a free die on Projected Hardlight. I'm not convinced it going to be that helpful, some some people think it could positively impact the Novahawk, and hey, I'm already doing a ton of projects, why not the thing people have actually expressed interest in? Plus the expansions getting done waa a pipe dream, I'll gladly take better odds of Autodocs fully deploying and another cool development project.

-[] Military 6/6 +31 bonus 100R
--[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 2 dice 40R (2/7 median)
--[] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 99%
--[] NovaHawk Development 0/40 1 die 15R 100%
--[] Modular Rapid Assembly Prototype Factory 168/265 1 dice 20R 49%
--[] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 92%

Again, been over this. Sort version: ZOCOM, good. Novahawks, good. A nearly complete deployment project? Should be finished.

-[] Bureaucracy 4/4 +29 60 R
--[] Administrative Assistance (Phage Engineering Development): 2 Dice Auto
--[] Administrative Assistance (Biowarfare Countermeasures Development): 2 Dice Auto

Sacrificed to Services.

A meme plan, but one with a mission. And that mission is the health and labor of the citizens of GDI!
 
[] Draft Plan: At Your Service
I like this plan a lot, but I noticed some of your completion percentages are off. We're using 2d50 dice now, so you should reference Lightwhisper's 2d50 array here under the old 1d100 one, and use the new 2d50 dice calculator for last turn's projects and AA/Erewhon dice. (Especially since AA/Erewhon dice are way more reliable now; an AA die on a 0/40 project is 89% now.)

Also, we're going to lose the excess PS we have unless we take enough -PS options. But doing, say, the Trade Programs would make your plan less of a meme plan, so.
 
I'm not a fan of using free dice in services. Definitely feel like heavy, orbital, and military can use them more.

But I do enjoy tech getting researched...

I am conflicted.
 
I'm not sure Phage Engineering, Rage Engine, and Biosculpting are that urgent. Everything else I can see but that would free up 3 free dice for other projects.
 
I'm not sure Phage Engineering, Rage Engine, and Biosculpting are that urgent. Everything else I can see but that would free up 3 free dice for other projects.
Phage engineering has clear synergy with bio weapon countermeasures. Any kind of bacterial platform that nod likes to use is something that we be able to apply that technology to.

As we gear up against the potential for a strategic exchange, that makes rapid phage engineering a significant boon... Not that anything which gives +health wasn't already.
 
a free die on Projected Hardlight. I'm not convinced it going to be that helpful, some some people think it could positively impact the Novahawk, and hey, I'm already doing a ton of projects, why not the thing people have actually expressed interest in?
If you want an idea of why hardlight could be important for Novahawk.... Look at a P-51 cockpit. Then a F-105 Thunderchief cockpit. Then a F-15D cockpit. Then an F-16C cockpit. Then maybe a F-35 cockpit (taking into account that the HUD is in the helmet rather than on top of the front panel). Then consider what hardlight could do in that situation.
 
... I don't think putting Erewhon on the Autoc Deployment is a good idea, @Nottheunmaker , we kinda want to not terrify everybody, and I'm not sure Erewhon's quirks would let it catch and adequately deal with that.
 
I'm not a fan of using free dice in services. Definitely feel like heavy, orbital, and military can use them more.

But I do enjoy tech getting researched...

I am conflicted.
Personally I think a good balance to strike is to use a few Free dice in Services, so that we can cut through the tech research backlog and still have the means to expand our medical infrastructure.
 
I'm generally not a fan of putting free dice into the Military department currently - we are doing well, we don't have any immediate needs there, and given recent information about how the North Boston capstone will affect our capabilities, I feel like it's important to push that, at least as much as it was to push Alloys.

Given the recent glut of developments in Services, I can see a few free dice being tossed that way, but I think we still will want to prioritize HI, Orbital, and perhaps Tiberium (for new refining and LT Fabrication processes.)
 
[] Draft Plan Boston Today!
-[] Infrastructure 5/5 dice 80R
--[] Yellow Zone Fortress Towns (Phase 8) 20/225 2 dice 40R 13%
--[] Rail Network Construction Campaigns (Phase 6) 108/245 2 die 30R 88%
--[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
-[] Heavy Industry 5/5 + 6 free + 2 AA + Erewhon dice 210R
--[] North Boston Chip Fabricator (Phase 5) 750/1805 11 dice + 2 AA + Erewhon 210R 74%
-[] Light & Chemical Industry 4/4 dice 100R
--[] Bergen Superconductor Foundry (Phase 5) 144/1140 2 dice 60R (2/12.5 median)
---[] High Energy Capacitor Deployment ??? 2 dice 40R
-[] Agriculture 6/6 dice 75R
--[] Spider Cotton Plantations (Phase 2) 60/160 1 dice 20R 51%
--[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 97% (Phase 3+4 11%)
--[] Strategic Food Stockpile Construction (Phase 5+6) 149/320 2 dice 20R 56% (Phase 5 100%)
--[] Laboratory Meat Deployment (Phase 1) 0/170 1 die 15R (1/2 median)
--[] Organ Farming Programs 81/120 1 die 10R 100%
-[] Tiberium 7/7 dice 225R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R (1/2 median)
--[] New Refineries ??? 3 dice 105R
--[] Forgotten Experimentation 0/260 3 dice 90R 87%
-[] Orbital 7/7 dice 170R
--[] High Density Housing 0/295 3 dice 60R 40%
--[] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
--[] Lunar Homesteading (Phase 1) 0/250 3 Dice 90R 71%
-[] Services 4/4 dice 100R
--[] Autodoc Systems Deployment 0/280 1 die 30R (1/3 median)
--[] Cosmetic Biosculpting 308/345 1 die 30R 100%
--[] Civil Sensory Augmentics Development 67/120 1 die 20R 100%
--[] Civil Prosthetics Development 79/120 1 die 20R 100%
-[] Military 6/6 dice 115R
--[] Initiative Laser Systems Deployment (Phase 1) 0/185 1 die 30R (1/2 median)
--[] Zrbite Sonic Weapons Deployment (Phase 2) 2 dice 40R (2/7 median)
--[] Advanced Articulation Systems 0/60 1 die 15R 92%
--[] Fast Twitch Myomers Development 0/60 1 die 10R 99%
--[] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%
-[] Burrito 4/4 dice
--[] Administrative Assistance Heavy Industry 4 dice auto
-[] Total: 1075R/1250R + 130R in reserve. Reserve goes to 305R.

Because why wait for North Boston tomorrow when we've got a Labor crisis today?
 
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