So, I don't remember if this has been answered in thread, and the people on Philadelphia II are definitely not living there full time, but how do their living arrangements work on station? Is it like a hotel with ten or tens of thousands of accommodations for the MPs and the semipermanent government workers on tours for six or nine months? In light of the current Plan Goal, I don't know if this was talked about much.
AFAICT Philly 2 is basically a massive conference center that functions as the host of much of the government infrastructure, but most people working on the station commute. The vast bulk of parliamentary work, while theoretically possible to be done on the Philadelphia, is done down grav well and facilitated by extensive use of remote conferencing technology to ensure MPs are capable of working together even if they are literally worlds apart. And I mean that quite literally, advancing portal technology may eventually result in government and military communication infrastructure with a lag of at most seconds throughout the solar system, at least for the major settlements.
For the current discussion, I think Treasury under Seo has been doing a good job opening up and pursuing new abatement/harvesting/mining measures recently, particularly to do with Liquid Tib and the Enhanced Harvesting Spike. It is accepted Tiberium has assimilated all the hydrocarbons it touches, but this has prompted two questions for me: what form of Tiberium is it assimilated into, and what about the oil and gas reserves under the oceans?
If there are vast amounts of Liquid Tiberium sealed up underground, then they will have to be pumped or drawn out and refined to deal with the threat. I could foresee a future project to retrofit current mines to extract it and limit the potential for surprise explosions while increasing future mining yields. The floating harvesters might be very useful steps toward floating Tib pumps out in the Gulf of Mexico and in other places oil would have been. Even if it was converted to crystal, the Falak class cargo sub designs and the Navy's new submarine building efforts could lead to significant exploration and exploitation of currently untapped, and unmitigated, Tib reserves.
IIRC, part of the job the sea harvesting stations do is digging up tiberium from the sea floor, which is probably a pretty vast field of tiberium by now. A good chunk of the relatively thin ocean crust has probably been converted into tiberium.
Well, with the slight caveat that conditions under the ocean aren't necessarily great for tiberium growth. It's cold down there, and very high pressure. Tiberium doesn't like cold much, and high pressure is an environment that often causes certain things not to work out the way you'd expect on the surface. I dunno.
On the other hand, tiny flecks of tiberium breaking off and drifting in the ocean and falling to the sea bed and making more little bits of tiberium everywhere is a realistic concern, though if it were that bad we couldn't even have ships without peeling the hull off every few weeks.
Well, with the slight caveat that conditions under the ocean aren't necessarily great for tiberium growth. It's cold down there, and very high pressure. Tiberium doesn't like cold much, and high pressure is an environment that often causes certain things not to work out the way you'd expect on the surface. I dunno.
On the other hand, tiny flecks of tiberium breaking off and drifting in the ocean and falling to the sea bed and making more little bits of tiberium everywhere is a realistic concern, though if it were that bad we couldn't even have ships without peeling the hull off every few weeks.
[X] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 537/400: 10 resources per die) (slightly contributes to plan goal)
In a massive shock labor operation, combining dredging, submarine harvesting, and bag netting of drifting algae pods, the waterborne forms of the xenoforming crystals have been beaten back around the world. With much of the labor being done by drone operations, there have been efficiencies discovered that were not during the interbellum. With fewer crews and much more effective collection methods, what had been expected to be a value neutral operation has actually been running a small surplus, something that has been a pleasant surprise given the limits of GDI's military response forces.
We eradicated that specific type of waterbourne Tiberium back in Q3 2051. With the TIbrium Mutation ongoing it will probably pop back up at some point soon, but we have the new sub development action and the Visitor Drone tech to Develop to keep up with that.
IIRC, part of the job the sea harvesting stations do is digging up tiberium from the sea floor, which is probably a pretty vast field of tiberium by now. A good chunk of the relatively thin ocean crust has probably been converted into tiberium.
Well, with the slight caveat that conditions under the ocean aren't necessarily great for tiberium growth. It's cold down there, and very high pressure. Tiberium doesn't like cold much, and high pressure is an environment that often causes certain things not to work out the way you'd expect on the surface. I dunno.
On the other hand, tiny flecks of tiberium breaking off and drifting in the ocean and falling to the sea bed and making more little bits of tiberium everywhere is a realistic concern, though if it were that bad we couldn't even have ships without peeling the hull off every few weeks.
As far as I understand, there has never been a solid answer about how Tiberium does in deep water. There's been narrative bits about Tiberium shoals and reefs coming off Red Zones from the Natuna Isles battle when the cruisers first saw action and from the fifth stage of red zone containment with coastal harvesting placements, but all we really know is we're running harvesting rigs out to about 150 meter depths off Blue Zones, maybe further with later phases, not clear. Checking the CnC wiki revealed that tib algae forms from a structure reaching to the surface from a tib formation on the seafloor. (Could the last round of tib algae have been caused by liquid tib explosion scattering particulates all over?) Cold climates have been shown to severely retard growth, but given the presence of tiberium on Venus, I don't think it cares about non-geologic pressure, although it is interesting that venereal tib has a hexagonal structure, presumably to better handle the 90 something atmospheres of pressure it is constantly under. Analysis results were that Venereal tib had none of the same adaptations that Earth does, which indicates that even if Tib is 'aware' it isn't communicating between planets. It did have changes to deal with acid, so presumably that is at least a bit problematic for base tiberium.
The following is speculation that I have no real proof for.
Tiberium needs at least two environmental conditions to do its thing of consuming whatever celestial body it lands on, and is why it conflicts with planetary civilizations so often: sufficient environmental energy (available through heat and/or chemical reactions, photosynthesizing organisms produce energy surpluses naturally making them a perfect initial host for tiberium spread or later providing fuel for deeper tiberium conversions when it turned crystalline, breaking down and incorporating stored hydrocarbons in the crust where it would also benefit from geothermal energy) and protection from radiation which deactivates it like we learned through Tiberian infusion research where bombarding it with (alpha and beta?) radiation allows it to be introduced into a patient without crystallizing them, quickly anyway. Planetary civilizations would be most likely to arise on planets with an extent biosphere, where Tiberium would have plentiful biomass to absorb to begin planetary conversion, and that means there are two planets in the Solar System that could be converted by it. Earth had bioavailable energy in the form of plants algae and living soils to power initial spread and conversion, when capitalism didn't help it along, with geologically stored hydrocarbons to help it crystallize deeper into the crust. Venus's environment is lead meltingly hot at the surface (environmental energy) and offers probably absolute protection from solar radiation with its incredibly thick atmosphere. Depending on when Venus was contaminated, which we don't know yet, greenhouse planets could be another option for Tiberium conversion that might take longer and provide more exotic materials but be a safe investment that could not be countered by a native civilization. Beyond this point I don't know enough to speculate any further.
Edit: different topic
How attached are we to completely complying with Litvinov's no more than two free dice in Mil? If we can negotiate an exception for the GD3, that will go everywhere to everyone, including every service branch, hardening security of science installations against gana and remembrancers, better equipping non-zone suited sailors against tentacles, and not be pulling on very limited labor pools.
[ ] Organ Farming Programs (Tech) (New) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably pigs, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 81/120: 10 resources per die) (-4 Consumer Goods, +2 Health) [21, 26]
Pigs have often been used as a proxy for humans, most notably in various trauma tests, such as those practiced by various militaries testing munitions in the late 19th and early 20th centuries. Now, however, they are being used in a very different way, genetically modified ova have been implanted, and are reared as donor animals for a selection of human compatible organs, including livers, kidneys, even intestinal sections.
While animal rights activists in the 20th and early 21st century protested the idea, in many cases enough to make groups abandon their efforts, the movements have largely died off and been replaced by a more utilitarian perspective on the welfare of animals taking over, one that prioritizes the needs of humanity over much else. While this is unlikely to last forever – the pigs themselves are mostly a stopgap – a ready supply of organs until Initiative bioscience laboratories can grow replacement organs in vitro themselves, rather than needing an animal proxy to create such organs in vivo.
Medical breakthrough marks longest pig kidney has functioned in a human, setting stage for operations in living patients
www.theguardian.com
Article:
Last year, with special permission from regulators, University of Maryland surgeons transplanted a gene-edited pig heart as a last-ditch attempt to save a dying man. He survived only two months before the organ failed for reasons that aren't fully understood but that offer lessons for future attempts.
Now, the Food and Drug Administration is considering whether to allow some small but rigorous studies of pig heart or kidney transplants in volunteer patients.
because it left heart transplants out of it's text. And also because this was allowed even with animal rights activists still being a thing in our world because saving human lives turns out trumps political pressure to save animal lives.
It's something quite a few people want- I certainly do- but it's also low enough priority that it has to get squeezed in alongside other major projects.
That's actually a reasonable response to "there are a lot of other things more important than this project, and we'd feel really dumb if those other things didn't get completed because of a diversion of effort to this nonessential thing before those other projects were finished."
Do we know what the situation is with the non-caravanserai Yellow Zone on the Red Sea? It went down to almost nothing at one point and then it's expanded over the last three years or so.
Basically I'm wondering if this is a YZ we could claim without significant military effort to secure our glacier harvesting and the Red Sea all the way up to the Sinai.
Edit to clarify, I mean as like part of claiming the Green Zones thing.
Do we know what the situation is with the non-caravanserai Yellow Zone on the Red Sea? It went down to almost nothing at one point and then it's expanded over the last three years or so.
Basically I'm wondering if this is a YZ we could claim without significant military effort to secure our glacier harvesting and the Red Sea all the way up to the Sinai.
Edit to clarify, I mean as like part of claiming the Green Zones thing.
Well, there should be two Red Zone Harvesting Operations and two Red Zone Glacier operations running through that area. One north-ish to the Nile glaciers, one south into Eritrea. So it's expansion is probably related to those operations.
And yeah, I'm fairly sure it's one of the phases of the Secure Yellow Zones. The only people that could contest it might be Mehretu, and his nearest YZ staging area is way to the west or the south, and I doubt there's any meaningful Nod organization operating there.
Well, there should be two Red Zone Harvesting Operations and two Red Zone Glacier operations running through that area. One north-ish to the Nile glaciers, one south into Eritrea. So it's expansion is probably related to those operations.
And yeah, I'm fairly sure it's one of the phases of the Secure Yellow Zones. The only people that could contest it might be Mehretu, and his nearest YZ staging area is way to the west or the south, and I doubt there's any meaningful Nod organization operating there.
The reason why I'm unsure if it falls under Secure Yellow Zone is as far as I'm aware, GDI isn't actually there, we're in the Red Zones. This might just be a case of the map not reflecting something or Squid not making a decision about it.
Let me lay out why I've been way too focused on that (now) not so little spit of yellow.
The moment I finished reading through the main quest, I was all gung-ho about throwing marv hubs in the med, rebuilding the Adriatic coast, maybe doing a big culture project like rebuilding Venice and using a rebuilt Suez to connect the European BZ to Oman BZ and then down to South Africa. Reading back through with more time spent on the discussions around everything means I'm more hesitant about running a shit ton of shipping past the Threshold tower along with being unable to push into contested yellow zones so I thought eh guess I was overeager.
Then I saw how incredibly small that pocket of yellow got and that the Caravanserai didn't do anything with it during the war. Presumably that means they were secure after taking the Horn with Mr. Sneaky not having anything in the area.
(Side note: I assume that they and Mehretu are in more of a detente than anything else, which would make even more sense if there was nothing for Mehretu to use on the Red Sea. )
When I reevaluated the hubs, I came to the conclusion that the first hubs we build after finishing off MRAS or MARV mk2 if it comes up is Sinai followed by East Africa. With an eye toward defense, finishing (restarting probably) the BZ1 hub wouldn't be an awful idea, but after a too long gander at the location for BZ18 hub that's the one we definitely will need to start operating on the North China Plain where a ton of tib is. Politically it will serve as something similar to Karachi, a promise that we aren't just connecting to the Himalaya's from the coast, the broader Initiative will invest serious heavy metal to defend them. I still think we should plaster as many hubs in the Med as we can and even get one in Basra, Iraq (though this one is not on the list) to feed our STU hunger. we are running out fast just we're getting all the new juicy stuff.
The hubs themselves are going to be a bitch and a half since we really are at a point where our biggest priority is space and there is a monumental list of projects to fund in the Military. Karachi is coming in two-three in quest quarters and the fall-out, metaphoric and not, of that will dominate the rest of the Plan.
It is real easy for me to start scheming and overthinking in this thread.
Here's the thing - our primary presence is in the Red Zones, sure. But we need a secured port to load the tib at to take to Jeddah. We need secure travel routes to get tib and supplies back and forth as needed. So GDI is as much in the YZ as the Red. Also, GDI has significant shore based anti-ship and anti-sub defenses, SOSUS lines, and surface ships patrolling the mouth of the Red Sea. It'd be tough to keep Nod forces in the area supplied other than running stuff through the Red Zone or via stealthed ship. By the same token, the three YZs surrounding our South American MARV hubs don't really have a GDI presence, but we don't necessarily expect Nod forces to really be around given the spots are surrounded by Red Zone and generally distant from Nod controlled YZ.
Secure Yellow Zone allows us to get spots of YZ that, due to being surrounded by Red Zone, do not have meaningful levels of Nod forces present, and then turn those areas into secured territory instead of merely operating out of a few outposts or the like as needed. And with secured territory comes better infrastructure, enabling us to push harder into the Red Zones and continue GDI's true war against Tiberium. Whether or not GDI is "actually there" in the YZ is fairly immaterial to whether we're gonna secure the shit out of the area.
--
As for not wanting to send shipping past Threshold 19... if Kane wanted to fuck with our shipping, he could've done it with the Anzio glacier mining operations. Or the early Genoa MARV hub/RZ Harvesting/Glacier operations. But, here's the thing - more shipping means more Navy ships operating in the Med to keep Nod forces away (given Western Europe YZ and West Africa YZ have shore on the Med). And when Kane decides he wants a fourth Tib War, it won't really matter how much shipping is going past or how well escorted they are. Kane's gonna mess us up early on globally. So why fear Kane deciding tib cargo ships coming from the southern or eastern Med is the line in the sand that causes him to start poking GDI? I'm not sure Kane wants to roll the dice on us having figured something out that allows us to hit the tower and he hasn't heard of it yet, or encourage us to start throwing a not insignificant chunk of the GDP at the problem. The Treasury post-TW3 kinda has a reputation for doing that sort of thing with certain problems.
More importantly, getting RZ hubs up and running in the Med means RZ Inhibitors. And we need the RZ mitigation.
Not much to disagree with you on Securing the Yellow Zones, we'll see how it works whenever it happens. I hope we do get Eritrea because that makes Suez much simpler. Additionally, brand new GZs would make for great tib abatement testing areas with new spikes and pilot liquid tib drilling? and refining.
On RZ hubs, or any hubs, maybe they could start in The last two-three quarters of the FYP, but even then the list of stuff we need to do with Mil dice is intimidating. I still really like them, but that's the crunch I don't think we can get around real soon. Sinai at least is a gimme since it protects two glacier mines and will add an STU with East Africa after that for STU and basing. That YZ we've been discussing also has a potential YZ MARV hub. We can't build any YZ hubs without kicking the hornet's nest, but that should probably be ok to make a three part North East African MARV expansion. I have even more crap I've been kicking around that I want to bring up here, but I don't want to keep bumping the thread out of dormancy.
Unclear as to whether the pressure that deep would interfere with its growth. However, there is significant concern that liquid tib can and will form large reservoirs that sink that low, and then explode.
I think at the point we have have Tiberium infiltrating into the mantle, humanity will no longer be able to do shit about anything to do with tib on Earth.
Outside of the Tiberium Control Network we have to wrangle out of Kane, refined and improved subsurface mining for crystal and liquid tib using advanced remote drones, which I presume are would result from Nuuk North Boston and Aberdeen capstones or some such, would be a feasible answer to preventing a massive liquid tib explosion when a huge reserve lights off underground.
Helpfully, we just completed an upgrade to tib spike technology which draws tib upwards.
It appears that Visitor mining tech uses some tricks to make the crystal come to them.
We could really do with rolling another TCN component techs, but we still have quite a few abatement avenues available to us at the moment. We've barely touched Inhibitors.
I did notice while reading that after a while I stopped seeing new MARV hubs show up in quarterly results.
But the bigger thing imo, there is no way to clean a Spike.
Unless I missed something, a Tib Spike is the end point of all our cleanup strategies. Once an outbreak gets spiked, the building has to become a permanent fixture, maintained in perpetuity no matter how inconvenient its placement. The number of spikes continues to increase, taking up valuable real estate such as the dry docks a few quarters ago.
We couldnt remove a single spike, we had to relocate the entire facility to compensate.
I did notice while reading that after a while I stopped seeing new MARV hubs show up in quarterly results.
But the bigger thing imo, there is no way to clean a Spike.
Unless I missed something, a Tib Spike is the end point of all our cleanup strategies. Once an outbreak gets spiked, the building has to become a permanent fixture, maintained in perpetuity no matter how inconvenient its placement. The number of spikes continues to increase, taking up valuable real estate such as the dry docks a few quarters ago.
We couldnt remove a single spike, we had to relocate the entire facility to compensate.
Spikes are 'ongoing locked in abatement efforts'. Until we manage to dig the tiberium vein right from under it, that spike is going to be there. Forever.
Our enhanced harvest spikes actually help a little, here.
Helpfully, we just completed an upgrade to tib spike technology which draws tib upwards.
It appears that Visitor mining tech uses some tricks to make the crystal come to them.
We could really do with rolling another TCN component techs, but we still have quite a few abatement avenues available to us at the moment. We've barely touched Inhibitors.
We started really wanting our Military dice for other things, and you can't MARV without Military dice. Also, MARV hubs fall into three categories:
Blue Zone MARV hubs are not very efficient at what they do, because most tiberium outbreaks in the Blue Zones aren't things it's worthwhile to drive a giant multi-kiloton supertank into when conventional harvesting equipment is available.
Yellow Zone MARV hubs involve direct incursions onto Nod territory and are unusually likely to attract a violent response. That's generally not been a goal of ours since the incident in South America in the '50s, and has become nearly unthinkable since the Regency War with the risk of a Nod warlord seeing the MARV hub as an intrusion so dire that they go very nuclear over it.
Red Zone MARV hubs are still on the menu, and always have been, but as noted, they use Military dice, and since the Regency War we've been focused on other strategies for curtailing the Red Zones. I think we're getting to the point where it starts to make sense to throw them in again, but with the hiatus in the game it may be a while.
But the bigger thing imo, there is no way to clean a Spike.
Unless I missed something, a Tib Spike is the end point of all our cleanup strategies. Once an outbreak gets spiked, the building has to become a permanent fixture, maintained in perpetuity no matter how inconvenient its placement. The number of spikes continues to increase, taking up valuable real estate such as the dry docks a few quarters ago.
We couldnt remove a single spike, we had to relocate the entire facility to compensate.
Apart from it being a few years and not a few quarters now, very much yes. A tiberium spike can 'mitigate' an underground tiberium deposit by slowly absorbing its contents, but with possible rare exceptions, it can't just "drink the milkshake" and absorb the whole thing.
Hey author. I am reading at year 2056 of this quest now, and wondering one thing. Had you watch video like this yet ? Because his video give lot of good idea when it come to tank and mech design here:
+ "Everything Wrong with Command and Conquer's Vehicle Design: Tiberium Wars " (If you need idea for the more realistic and also advanced-practical design, I recommend watch this video about titanfall mech here, despite the title he still admit that this series had the most realistic mech compare to other game series.)
+ "Why Tanks Are Better Than Mechs" (there are part 2 of this video. Despite the title he do mention the problem most arguement of 'tank vs mech' forgot about, that is mech role isn't the same as tank, it like you try to put artillery in the frontline role rather than support role. I remember some of the pros for mech is that it best for logistic-building, for infantry support in mountain-forest-urban or very bad terrain there, not to mention orbital drop. Here are copy of a analyze for other pros of mech from other fanfic I read
In short, Mektons are mostly a logistics thing.
Mektons are worse at Aerospace fighting than dedicated Aerospace Fighters, are worse at ground fighting than Tanks, are less cost effective than infantry.
However, a Mekton can fulfill all three roles with a 'good enough' level of efficacy, and also act as improvised construction equipment for quick building of infrastructure like bases, trenches, space colonies, and mega structures in general. They also work for urban combat, can travel over all terrain, and can use a universal set of tank-scale weapons without the need to engineer them on (they can hold them). That, and Mektons use neural links to operate, and only need a single soldier to pilot.
In short, a Mekton's main benefit is being a very cost effective multi-tool that requires little training. It's a very economic option for humanity. Not as good as Fighters, not as good as Tanks, but can do both roles and more at lower final prices.
Rather than building and training an entire force of pilots and tank crews, you can just build Mektons and each only needs a single pilot, and they can do the roman thing of rapid on-site construction. You can also just build a large set of handheld weapons for them, and all of a sudden every gun you have can be used by any of your Mektons.
)
That all, if you need more idea for some topic or tech like "1,000km Cable to the Stars - The Skyhook" (which is more cheaper and easier to create than space elevator), I can help collect it for you to check there when I free. For now here are one good shooting action video here for entertain, it also very realistic in firefight, too. Watch this short trailer since the original video are about 20 minutes long of good action
"You need to watch V.I.P. by Zen (ZION edit)"
I going to continue reading then
Edit at The Regency War part 5, If you need idea for more advanced rail gun that have either full powerful single-burst shoot (not as good as rail sniper gun which can vaporize upper part of soldier with armor ) while also have weaker automated mode, here is the detail explained here, copy from my draft (maybe not full but it give idea like flexible battery mechanic for rail gun):
_ More idea for railgun of infantry scale from 'Cyber Dreams' novel:
(detail of how this gun work, maybe lack some more detail related to rail tech in earlier chapter with gauss shotgun or rail sniper)
An expensive piece of rail technology. When she'd expressed her difficulty in deciding if she should buy a shotgun or something like the gauss rifle she'd practiced with at Grave, Skip had suggested this one, an upscale, high-end rail gun based on the same tech as the electro-shotguns she'd used in the past, with some very notable differences that had appealed to Juliet. It was made by a Martian company called Glimmer Tech, and if you looked at it, you'd think it was something out of a different era, a little reminiscent of White's gauss rifle, which probably would have been enough to convince Juliet.
The gun wasn't huge, about ninety centimeters long, and it wasn't overly bulky with a sleek stock and carbon weave barrel casing containing all the magnets and electronics responsible for sending the projectiles down range at incredible velocities. Aside from its design, that was what really sold her—Skip claimed the gun could launch a single round at speeds very similar to a true gauss flechette round. They wouldn't be as fast as White's gun, but faster than the sad imitation Grave manufactured. What was more, the weapon had several firing profiles. It could shoot a single, high-velocity round, or bursts of rounds at somewhat lower velocities, not unlike a shotgun. The final setting allowed it to fire a stream of high-density beads until they ran out, the battery died, or the barrel melted.
Juliet liked the idea of a gun that was so hell-bent on destruction that it would destroy itself to please her. She hefted it, held it to her shoulder, even dry-fired it a few times, then shrugged and started loading two ammo magazines with the heavy, round beads. The magazine canisters were oval, with a concave side that fit under the barrel. When they were inserted, they acted as the gun's forestock.
She chuckled at the label on the heavy carton of beads—FerroMag 5mm, written in blocky bullet-hole typesetting with a picture of an exploding car beneath. She jammed the magazine home and lifted the gun again, looking at the readout Angel put on her AUI. It showed an ammo count of 210, a battery percentage of 97, a crosshair, and a fire mode indicator. Currently, the gun was set for single shots. She liked it, liked the sturdy feel of it and its versatility. "How many shots is the battery good for?"
"A full battery is supposed to be good for fifty single shots, thirty-five bursts, and thirty seconds of continuous fully automatic fire. The manufacturer claims it will empty the magazine with a full charge."
"So, it uses more battery for single and burst shots than full auto?"
"Yes. On the fully automatic setting, the beads will have roughly half the velocity of the semi-automatic modes, and due to the rapid ammunition cycling, it fires a continuous series of bursts, not single rounds."
(in combat scene)
They were about fifty meters from the doorway when she heard her railgun begin to whine, firing a stream of dense ferromagnetic rounds at supersonic speeds
She knew the gun would drain its battery and magazine after thirty seconds.
Still, she could see the door looming much larger ahead, saw the concrete pad, and could still hear the rail gun's high-pitched screaming discharge as the ribbon of hot metal flew out of its barrel downslope. She'd gotten to twenty-four when she finally stepped onto the concrete pad and barreled ahead to the door.
Shiro lay in the doorway, her gun in his hands, still firing, sending out a cloud of hot gasses. Juliet turned to yank Honey in behind her and caught a glimpse of the downslope. A thick cloud of dust obscured the trees at the edge of the grass; little fires were burning here and there, and she saw broken trunks where Shiro had blasted through them, dropping tree tops all around the edge of the clearing—that gun was a force of nature. She cut off her view by slamming the door shut just as Shiro stopped shooting and rolled back, standing up with her smoking, ticking rail gun in his hands.
"Battery's almost gone," he said.
(source of gun detail at chapter 3.41, too bad this novel already remove first two book for Amazon. But maybe the first 3 chapter do give you idea for what is 'PAI' and how it help in cyberpunk story here, the advanced stuff even have those personal AI help control and modify any augmentations-Implants here, of course most of them are basically not true AI and more of like smarter 'Electronic Video Agent' of your here ? : 3.41 Existential Thoughts - Cyber Dreams)
Edit: at GDIOnline Q4 2062 now, the part about 'use it or lose it system' remind me of this video which is damn bad than I thought in real life, super wasteful, may give insight on how to solve it ? (some of his other video like education do help give solution idea and problem here, in short but easy to understand way of problem)
Edit at Q2 2063: If you need idea for sapient robot/AI policy, then how about this one ? This author despite dropped due to writer block do have lot of realistic idea-detail for some tech here (especially with 'Eclipse Phase' tech since it have lot of realistic detail for transhumanist cyborg, bio and space tech), include this topic. Do note though that the mc is french so she replace some word like 'That would' with 'Zhat would'
"Zhat would be one option. I zhink zhey could accomplish almost all of zheir goals with sub-sapient robotics. But if zhey're set on producing people, zhen zhey should acknowledge synths are people and treat them accordingly." Although she wouldn't say it to these two, she didn't actually have a problem with a period of indentured servitude for AGIs or synths. It was pretty normal for an AGI where she came from to be required to work for the person or company that built them, usually about ten years, but it tended to vary depending on the costs of the AGI's hardware. You still had to pay them, though, in most circumstances. There had to be some sort of pay-off for building an AGI. Otherwise, nobody would do it except for the people who wanted AGI children.
She had personally signed similar contracts back when she was a bio, agreeing to work for a clinic for a decade after she achieved her independence. Wasn't that pretty common? She had her soldiers sign a similar agreement, too.
(source in this chapter, this also give idea for how she Reforestation a radiation wasteland without certain plant overtake the rest of nature: A cyborg in the Wasteland [Fallout] [Self-insert] Novel - Sci-Fi)
Also if you need more idea for AI dialog and their mindset, you can check this two here
+ 'My Job is to Open and Close Doors' (A short animation. This is actually a much better way of visualizing the "rogue AI" thing than most other ones where it turns evil. This is a logical process of thoughts and calculations in the AI, and the fact that this makes so much sense is quite impressive. The character development of the AI's thought process is also cool, with it going from "there is no why" to fully realizing why it opens the doors in such a way. It also wholesome, too)
+ 'Artificial Intelligence Will Do What We Ask. That's a Problem.' (help give you insight for AI that are normal without sapient, and how to avoid 'paper clip factory planet' situation, if you don't have time then at least use ctrl + F to check this part 'principles of beneficial machines' for his 3 principle to avoid AI mindlessly 'maximizing producing paper clip' without anything left on planet.)
I do know some stuff that help give more idea for AI related so reply me if you need for more material-reference
Edit after read to latest turn at 9/11/2023:
If the author need more tech idea and reference for space tech-combat related, then you can check this game here 'I'm Killing You! | Terra Invicta Review' (if you don't mind taking time checking for more idea, especially the space part, check this kick-starter site for more idea, for example pros and cons for different type of spaceship weapon)
p/s: I have a question about Capital Goods here, wasn't we do a temperately policy for reserve quite a lot right after war ? I remember the part where we stop stocking thing like computer chip for civilian now (mean emergency Capital good reserve stopped) so why there are still so much reserve for it right now ? (it to the point the highest reserve among other resource now)
Resources: 1250+130 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-180 InOps) (100 in Reserve for Banking)
Tiberium Spread
25.12 (+0.11) Blue Zone
0.04 (+0.04) Green Zone
0.06 (+0.00) Cyan Zone
23.14 (+.11) Yellow Zone (99 points of mitigation)
51.64 (-.22) Red Zone (87 points of mitigation)
Current Economic Issues:
Housing: +86 (+85 LQ, +1 HQ) (1 high-quality housing per turn)
Energy: +62 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +38 (-4 from military activity)
Food: +50 (+24 backed reserve, +5 unbacked reserve)
Health: +24 (-8 from refugees)
Capital Goods: +23 (+2 per turn from Distributed Industrial Authority) (+348 in reserve)
Consumer Goods: +277 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (Net +13 per turn)
Labor: +19 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium Processing Capacity (2810/3800) (1440 HG, 1350 IHG) (HG: 1 per 95, IHG: 1 per 85)
Tiberium Reserve (0/500)
STUs: +3
Taxation Per Turn: +180 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
STU Production and Consumption
Net: +3 per turn
Production: +31 per turn (15.2 HG, 15.9 IHG)
Consumption: -28 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 390
Increase Tiberium Processing limit by 470
Increase population in space by 14.45k
Provide 14 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn
Projects
Complete Karachi Planned City by end of 2065
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits
Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Infrastructure (5 dice +27 bonus)
[ ] Blue Zone Arcologies (Stage 5)
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 29/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ] Rail Network Construction Campaigns (Phase 6)
Further work on the rail networks will be focused primarily on preparing the ground for exploitation of the interior, especially in light of the pushes into the Red Zones, and creating new environs for Initiative exploitation.
(Progress 108/245: 15 resources per die) (+4 Logistics)
(Progress 0/245: 15 resources per die) (+3 Logistics)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/50: 20 resources per die) (-4 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/100: 20 resources per die) (+2 Logistics, +2 Housing, -2 Labor)
(Progress 0/195: 20 resources per die) (+4 Logistics, +2 Housing, -2 Labor)
(Progress 0/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)
[ ] Postwar Housing Refits (Phase 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet substantial groups oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
[ ] Japan-Korea Tunnel (New)
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)
[ ] TransAmerican Railroad (New)
Punching a rail line through the middle of what used to be the North American Red Zone will be a political coup, one that represents a major victory against Tiberium. While the project as a whole is mostly vanity, with limited real practical usage, it can also anchor GDI abatement efforts in the Red Zone with a high capacity connection to Chicago.
Progress 0/120: 10 resources per die) (+2 Logistics, +5 Political Support)
Heavy Industry (5 dice +34 bonus)
[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)
[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 29/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)
[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases where inferior performance in one aspect is made up for by superior performance in others.
(Progress 750/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)
[ ] Aberdeen Isolinear Fabricator (Phase 1)
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.
(Progress 0/90: 30 resources per die)
(Progress 0/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 30 resources per die) (+18 Capital Goods, -4 Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
[ ] Microfusion Cell Laboratories
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man-portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 0/150: 25 resources per die) (-2 STUs)
Light and Chemical Industry (4 dice +29 bonus)
[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 144/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)
Agriculture (6 dice +29 bonus)
[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 280/790: 5 resources per die)
[ ] Blue Zone Aquaponics Bays (Phase 6)
Building more aquaponics bays at this point will do little to increase food diversity, instead building up a backlog of dual-purpose crops tentatively earmarked for livestock feed.
(Progress 18/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
[ ] Vertical Farming Projects (Stage 5)
A fifth and – likely for the moment – final wave of vertical farms will expand the system to the tertiary cities, smaller facilities often far from the Initiative's core territorial holdings, many of which are in reclaimed Yellow Zones. While far from being food deserts as defined in the late 20th century, many of these regions struggle with access to fresh and high quality foods, especially when attempting to plan for supply disruptions.
(Progress 78/215: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy)
[ ] Dairy Ranches (Phase 3)
Throwing together a final – at least for the moment – wave of dairy ranches, GDI will immediately mothball most of them, as there are currently not enough animals to justify operations. Caretaker staff and training will be needed however.
(Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)
[ ] Spider Cotton Plantations (Phase 2)
While the Initiative has made significant strides in the area, and the private sector has expressed quite a bit of interest in the field, there is still significant need for spider cotton derived capital goods that are going to be the core of the Initiative's program. (Plant Genetics) (Times Out Q1 2066)
(Progress 60/160: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
[ ] Tarberry Plantations (Phase 3)
While the developmental work and the widespread deployment of Tarberries has begun, they are still only a relative fraction of the Initiative's need for fuel, despite the widespread electrification of the Initiative's energy needs.
(Plant Genetics) (Times Out Q1 2066)
(Progress 3/65: 10 resources per die) (+1 Energy)
(Progress 0/65: 10 resources per die) (+1 Energy)
[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 149/170: 10 resources per die) (+2 Food in Reserve, -3 Food)
[ ] Laboratory Meat Deployment (Phase 1)
Producing sizable amounts of meat products from laboratories is unlikely to be a particularly simple affair. While GDI does not particularly need the meat, it is a symbol of prosperity and signals the good times have returned. It is also noticeably more resource efficient than producing meat products by growing animals.
(Progress 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)
[ ] Organ Farming Programs (Tech) (MS)
While producing human compatible organs in vitro on a large scale is still beyond the Initiative's capabilities, there are other options, most notably a proposal to use pigs as in vivo incubators, which can be used to substantially simplify the process of producing a number of different organ types, opening up the supply substantially.
(Progress 81/120: 10 resources per die) (-4 Consumer Goods, +2 Health)
Tiberium (7 dice +39 bonus)
[ ] Tiberium Vein Mines (Stage 11)
While no longer positive in terms of abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods)
[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)
[ ] Deep Red Zone Tiberium Glacier Mining (Stage 4)
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 0/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 Stages available)
[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)
[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 0/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
[ ] Improved Hewlett-Gardener Refits (Phase 3)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Goes away Q1 2065)
(Progress 2/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/300: 35 resources per die) (-1 Labor)(Converts remaining processing capacity)
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 1 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 3 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 5 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[-] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+10 Energy) (+5 Resources Per Turn)
[ ] Enhanced Harvest Tiberium Spikes (New)
While still politically controversial, and substantially unpopular, using Tiberium Spikes to pull deeper Tiberium into contained areas is a practical means of abating deeper Tiberium without losing significant amount of progress on abating surface Tiberium.
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)
[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the ion storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
[ ] Forgotten Experimentation (Tech)
While active human experiments are a step too far for the Initiative, the Forgotten are themselves an interesting case, and specifically the causes of their mutations. Initiative scientists believe that they can find a common root cause of their changes, and more broadly examine commonalities in genetic, chemical, and other makeup, with the long term goal of finding means of reliably offering a means other than tiberian infusion to survive exposure to the crystal.
(Progress 0/260: 30 resources per die) (MS) (-5 Political Support)
[ ] Secure Yellow Zones
There are a number of Yellow Zones around the world with little to no Brotherhood presence, mostly in large pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will allow GDI to make gains in the near term, and build up GDI's pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)
Orbital (7 dice +34 bonus)
[ ] GDSS Columbia Bays (1 each)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/295: 20 resources per die) (+3 Food, +6 Food in reserve)
-[ ] High Density Housing
By noticeably cutting the population supported, a significant amount of room can be freed up for amenities. While it will still be cramped, it is something that can be worked around with communal spaces and a schedule built to keep people out of their accommodations as much as possible.
(Progress 0/295: 20 resources per die) (+1.2k Permanent Residents)
-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 0/255: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)
[ ] GDSS Shala Bays (3 available)
-[ ] Experimental Crops Bay (Stage 1)
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects)
-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/255: 20 resources per die) (+6 Consumer Goods)
-[ ] Species Restoration Bay (Stage 1)
While practically nearly useless, there are many species that have either died out or effectively died out due to Tiberium. Creating a series of small habitats designed to replicate their natural environments in space would be a serious step towards long term preservation, and allow GDI to create greater biodiversity in the future.
(Progress 206/255: 20 resources per die)
(Progress 0/255: 20 resources per die)
-[ ] High Efficiency Void Crops Bay
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance.
(Progress 0/210: 20 resources per die)
Lunar Operations
[ ] Lunar Mining Projects
Joining together extant and proposed mineral extraction activities on and below the Moon's surface, expansive Lunar mining projects are one of the few immediate ways to bring GDI's orbital operations to some degree of self sustainment, rather than being wholly reliant on Earth's mineral resources.
(Progress 0/185: 20 resources per die) (+15 resources per turn)
[ ] Lunar Homesteading (Phase 1) (new)
The start of large scale permanent lunar habitation will be challenging, with early efforts focused on building up infrastructure and hamlets around existing mining efforts. Most will be based in repurposed mining tunnels from played out surface deposits, protected from radiation by meters of rock above them, with any top side infrastructure strictly limited to what is necessary. This is expected to be the fastest, easiest and most cost effective way to build out a sustainable population.
(Progress 0/250: 30 resources per die) (1000 residents)
(Progress 0/250: 30 resources per die) (1000 residents)
Services (4 dice +35 bonus)
[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 0/200: 40 resources per die)
[ ] Regional Hospital Expansions (Phase 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Autodoc Systems Deployment
While currently politically complicated and psychologically difficult, the autodoc systems represent the potential for a significant increase in GDI's ability to process injuries. Broadly speaking, these are only going to be found in some of the largest and most capable medical facilities, especially those specialized in wound care, and other forms of traumatic injury. Even so, pushing them out will make people nervous, and give politicians opposed to the Treasury ammunition.
(Progress 0/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)
[ ] Cosmetic Biosculpting (Tech)
While something of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. Although obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 308/345: 30 resources per die) (+1 Health)
[ ] Civil Sensory Augmentics Development (Tech)
While many of the Visitors' weapons were constructions of alien alloys and devastating power, some of the equipment is actually small enough to integrate into the human body. While few of these are particularly useful in humans, some, like audio pickups, electromagnetic scanners, and others, make good to excellent proxies for human senses.
(Progress 67/120: 20 resources per die)
[ ] Civil Prosthetics Development (Tech)
Designing a next generation of prosthetic limbs and organs is a substantial challenge, with inputs from a large number of sources, GDI's homegrown attempts at providing technological alternatives and support for human bodily functions are pushed to greater prominence to obscure and downplay the influence of Visitor, Nod, and especially CABAL technology to prevent public backlash.
(Progress 79/120: 20 resources per die)
[ ] Phage Engineering Development (Tech)
While an area GDI has little experience in, phages are an older branch of medicine than antibiotics. The problem has always been in finding strains aimed at the right pathogen, hardy enough and effective enough to counteract whatever is sickening the patient. While custom building bacterio- and virophages to the patient is not a requirement, reverse engineering the Brotherhood's phage treatments will greatly enhance the Initiative's ability to treat many infectious diseases.
(Progress 0/40: 15 resources per die)
[ ] Biowarfare Countermeasures Development (Tech)
While the Brotherhood of Nod has typically avoided human targeting bioweapons (on the microscale at least) there has always been the fear of not only some form of superplague, but also various attack vectors against many of the pieces of biotech that GDI relies on, especially in fields like myomers and fuels. Improving preparations to defend against this will take effort, and likely some revisions to the product to include additional hardening.
(Progress 0/40: 15 resources per die)
[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas.
(Progress 0/80: 25 resources per die)
[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)
[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)
[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)
[ ] Drone Control Hub Development (Tech)
The Visitors were, from what GDI can tell, an incredibly automated force, with only a bare handful of actual intelligences running the entire affair. Much of the work was offloaded onto various forms of EVA equivalents, managing the networks of drone systems across their invasion force. While replicating that level of automation with current computing technology is impossible, many advances in the practice and theory of large drone swarms can still be made while isolinear and other computer technologies mature.
(Progress 0/180: 20 resources per die)
Military (7 dice +31 bonus)
[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)
[ ] Tib Core Missile Seeker Analysis (Tech)
While all military sensor pods have to deal, to one level or another, with the effects of Tiberium, more than most, the Brotherhood's Tiberium Core missiles are dealing with a particularly close contact, with the core often centimeters from the seeker head. The hardening methods offer a potential means of improving GDI performance in the area.
(Progress 0/60: 5 resources per die)
[ ] Initiative Laser Systems Deployment (Phase 1) (Updated)
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals will the Infernium laser find a home as GDI builds its first combat capable voidcraft. Initial deployment is going to focus primarily on the Shark class frigates, as they are going to be the primary initial users.
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
[ ] Anti-radiation Munitions Deployment (Munitions)
With the Brotherhood's methods of concealing their jammers and spoofing tracking known and now understood, deploying updated versions of the Initiative's specialized radio source hunting munitions into the field in both ground launched and airborne varieties will allow Initiative commanders to make significantly better use of land, air, and orbital sensor systems, thinning the fog of war.
(Progress 250/265: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)
[ ] Electronic Countermeasures Improvements (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 30/500: 15 resources per die) (-1 Capital Goods) (Projected: 2 quarters to begin, 8 to complete)
[ ] ASAT Defense System (Phase 5)
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 41/425: 20 resources per die)
[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid Tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)
[ ] Ferro Aluminum Armor Refits (Refit)
Fe-Al armor offers a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces. 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 169/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)
[ ] MARV and Reclamator Hubs (Updated)
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] MARV Hub Blue Zone 1 (Progress 39/260) (St. Petersburg) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 2 (Progress 58/265) (Richmond) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 3 (Progress 0/250) (Manchester) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 4 (Progress 0/250) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 5 (Progress 0/250) (Madrid) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 6 (Progress 0/250) (Tokyo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 7 (Progress 0/250) (Dandong) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 8 (Progress 0/250) (Mendoza) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 9 (Progress 0/250) (Canberra) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 10 (Progress 0/250) (Pretoria) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 11 (Progress 0/250) (San Diego) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 12 (Progress 0/250) (Wellington) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 13 (Progress 0/250) (Touba) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 14 (Progress 0/250) (Antananarivo) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 15 (Progress 0/250) (Reykholt) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 16 (Progress 0/250) (Magadan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 17 (Progress 0/250) (Paamiut) ((2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] MARV Hub Blue Zone 18 (Progress 0/250) (Hotan) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
Zone Operations Command
[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)
Air Force
[ ] Ultralight Glide Munitions Deployment (Phase 2) (Munitions)
Deploying widespread glide munitions will take a significant pool of time and resources. While they will not replace the full spectrum of Initiative weapons, anything to extend standoff ranges and allow the Initiative to preserve both pilots and airframes is worth serious consideration at a minimum.
(Progress 85/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
(Progress 0/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
[ ] NovaHawk Development (High Priority) (Platform)
The Firehawk, as GDI's core combat aircraft, is at this point very long in the tooth, and even with upgrades is simply no longer capable of performing in all of its roles. With the amount of new technology available and even newer technology being built, a near complete redesign is required. However, with the number of parts currently in service, trying to reuse as many of them as possible is considered to be best practice in terms of both pilot familiarity and ease of manufacture.
(Progress 0/40: 15 resources per die)
[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 15 resources per die)
Space Force
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways. (Station)
(Progress 0/140: 20 resources per die) (MS) (Will time out at end of plan)
Ground Forces
[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 0/160: 30 resources per die)
[ ] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority)
While the tip of the spear are still equipping themselves with the best that the Initiative can offer, they are a relatively small fraction of the total forces that serve under the striking eagle. A second, substantially larger wave of factories will require both significantly more capital goods, and a sizable workforce to produce enough of the armor to make a difference on those scales.
(Progress 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
[ ] GD-3 Deployment (Phase 1) (High Priority) (Updated)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)
Navy
[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 66/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)
Steel Talons
[ ] Modular Rapid Assembly Prototype Factory
The Chicago based program has been the overall most successful, and the most straightforward. While the program as a whole will need significant support from MARV hubs for actual functionality, its primary components are off the shelf, and it needs the least technological innovation to begin seeing impact in the field.
(Progress 168/265: 20 resources per die) (-2 Energy, -1 Labor, -1 Capital Goods) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)
[ ] Unmanned Support Ground Vehicle Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)
[ ] Fast Twitch Myomers Development (Tech)
Myomers, much like muscles, have differing twitch speeds. GDI has focused primarily on some very slow twitch speeds, emphasizing reliability and power over speed. That is not always however, the best of decisions, with faster twitch speeds meaning that a vehicle, or theoretically a person, can leap and sprint significantly faster than the more pedestrian speeds currently attainable.
(Progress 0/60: 10 resources per die)
[ ] Phased Plasma Weapons Development (Tech)
One of the largest challenges of building plasma weapons is keeping the plasma from coming apart in a spray. While GDI has mostly relied on various forms of laser channel, and some basic plasma shaping using magnetic and (more recently) gravitic fields, The Visitors had means of creating multiphasic plasma bolts. While it is likely to be a tricky problem, adapting them to GDI platforms will mean substantial improvements on Initiative plasma weapons systems.
(Progress 0/80: 15 resources per die)
Bureaucracy (4 dice +29 bonus)
[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
[ ] Transfer Funding to InOps
While Inops is currently happy with their degree of funding, there are projects and security measures that will take more than they can currently justify spending. While sending them money early does mean that it won't be available to the Treasury, InOps can spend it in other ways.
(-60 Resources per Turn) (can be taken one more time)
[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] Transfer Funds to the General Pool
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 otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)
[ ] Realign Standard of Living (New)
As part of parliamentary negotiations, the Treasury is being required to reassess the level of Consumer Goods production and availability that will be considered an acceptable baseline, adjusting away from wartime privations and towards a standard closer to the early 21st century in many areas. This is in part due to rising reports of inequality and accusations of favoritism from varying parties, and so the expectation is that the process will provide evidence to refute such claims.
-[ ] Low level adjustment: -150 Consumer Goods, -10 Consumer Goods/Turn
-[ ] Moderate adjustment: -200 Consumer Goods, -12 Consumer Goods/Turn
-[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Transfer Funding to InOps 1 die auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Realign Standard of Living (New) 1 die auto
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: The most recent version of the Array is most often the Informational threadmarked version.
A/N: I have a Ko-fi to help make things easier on my end. Any contributions are greatly appreciated. https://ko-fi.com/ithillid
A/N2: We are back baby. Be good, be excellent to each other, and try to avoid flamewars. We are going to be finishing this thing in 2024, and you can help.
In-post array should be up to date, but if I missed anything, please let me know. I'll update the Informational threadmarked array when I get off work, in a few hours.
Hmm, might want to tick away at this just to see if it will reveal more about underground Tiberius. Would also be less shipping near Bintang. Don't think it's worth rushing though.
Relatively cheap source of PS, and we probably want to hammer abatement in the center of North America anyway. Maybe it'll help with people not wanting to have kids, as an obvious sign of things getting better.
Narrative boost to deep abatement efforts. I'm half convinced there's an unrevealed tracker that we really need to get a handle on. Also want to get more experience with the accelerator/attractor techs, and more income never hurts.
Same thinking about moving towards helping with labor. Maybe even longer term something that can be applied to harvesters, cut down on at risk crews in red zones?