Its a giant slab of fuck off.
The mk1 was basicly a abrams with a second main gun
The mk2 was literaly a superweapon that basicly nothing can stand up against
The mk3 is able to *crush other tanks beneath its treads.* and wins 1v1 against any non-superweapon thrown at it (with the exception of vertigos, but thats because it cheats by returning to base to repair.)
A Veteran mamoth tank is a force to be feared
Granted, the Marv can do the same to mamoth tanks. But i started with c&c3 when i was a kid, and didnt get kane's wrath till recently.
Even in Kw, the mamoth is still able to stand up to reedemers and MARVS, only the hexapod can really ignore them. And thats just because it walks up to them and eats them for tiberium money.
Its a giant slab of fuck off.
The mk1 was basicly a abrams with a second main gun
The mk2 was literaly a superweapon that basicly nothing can stand up against
The mk3 is able to *crush other tanks beneath its treads.* and wins 1v1 against any non-superweapon thrown at it (with the exception of vertigos, but thats because it cheats by returning to base to repair.)
A Veteran mamoth tank is a force to be feared
Granted, the Marv can do the same to mamoth tanks. But i started with c&c3 when i was a kid, and didnt get kane's wrath till recently.
Even in Kw, the mamoth is still able to stand up to reedemers and MARVS, only the hexapod can really ignore them. And thats just because it walks up to them and eats them for tiberium money.
The current mammoth tank has a nuclear reactor powering it. The Mammoth mk4 will probably have a mini fusion reactor running laser anti munition systems, particle accelerator secondaries, and many other things I have forgotten about by now. It just won't be a space battleship.
Maybe our battleship/battle station/battle barge will be named Granger?
The current mammoth tank has a nuclear reactor powering it. The Mammoth mk4 will probably have a mini fusion reactor running laser anti munition systems, particle accelerator secondaries, and many other things I have forgotten about by now. It just won't be a space battleship.
Maybe our battleship/battle station/battle barge will be named Granger?
No no no. The granger would be the TCN. In reconition of how fucking hard he pushed tiberium.
Battle stations will probably be named after commanders of the tib wars.
Battle barges are just battleships refited for Sphace marines. We dont need em.
Now our science stations. Those will probably be called seo stations.
Remember, the military does not like how little funding granger gave them. Hell, they barely like seo.
The battleships will always be mamoth tanks, because those things broke nods back, not once, not twice, but three times. The regency war was more predators because nod just couldnt get the force concentration to fight back. But still, MVP 3/4 wars is danm good, and GDI would do well to invoke its name when bringing out the steel chair.
But then what would they call their big tanks on the ground? Or are you intending for GDI to just sit in orbit and orbitally bombard threats into surrender?
Mammoth Tanks are for tanks. Battleships are not tanks.
Turian infantry can taste the wrath of Mammoth Mk IX on the battlefield.
But then what would they call their big tanks on the ground? Or are you intending for GDI to just sit in orbit and orbitally bombard threats into surrender?
Mammoth Tanks are for tanks. Battleships are not tanks.
Turian infantry can taste the wrath of Mammoth Mk IX on the battlefield.
battletech has covered this, no one is going to confuse the Mammoth class battleship with the mammoth tanks on the ground.
Each battleship would get its own name, as is naval tradition, meanwhile each mammoth tank is just a mammoth tank.
and what is a battleship if not the naval equivalent of a tank? (/S obviously.)
Turians will be tasting a hell of a lot of lead, i doubt they would get close enough to chew on mammoths
No no no. The granger would be the TCN. In reconition of how fucking hard he pushed tiberium.
Battle stations will probably be named after commanders of the tib wars.
Battle barges are just battleships refited for Sphace marines. We dont need em.
Now our science stations. Those will probably be called seo stations.
Remember, the military does not like how little funding granger gave them. Hell, they barely like seo.
The battleships will always be mamoth tanks, because those things broke nods back, not once, not twice, but three times. The regency war was more predators because nod just couldnt get the force concentration to fight back. But still, MVP 3/4 wars is danm good, and GDI would do well to invoke its name when bringing out the steel chair.
Oh meant that the government could just what a individual ship named after somebody, or the whole design/class and they have to stick to it until they can replace it.
Oh meant that the government could just what a individual ship named after somebody, or the whole design/class and they have to stick to it until they can replace it.
I mean... yeah. But GDIquest military seems to have a pretty free hand in terms of naming, as they got to name thier new scout mech after havoc, under granger. Who funded the entire thing, didnt say anything, despite havoc being his biggest critic back then.
I mean... yeah. But GDIquest military seems to have a pretty free hand in terms of naming, as they got to name thier new scout mech aftee havoc, and gramger. Who funded the entire thing, didnt say anything, despite havoc being his biggest critic back then.
Beyond that, they have a new concept in mind, the Havoc class scout mech. Built for deep penetration raiding, and named after one of their greatest supporters, the Havoc is intended to be lightweight, and equipped primarily with railgun autocannon and jump jets to give it the same mobility as Zone Troopers.
Cause this is from the inital preformance review of steel talons. Talking about that they need to be able to improve. Its a long time ago to be sure. But i have just re-read the threadmarks.
Edit: re worded it because the way i had it was kind of rude
Cause this is from the inital preformance review of steel talons. Talking about that they need to be able to improve. Its a long time ago to be sure. But i have just re-read the threadmarks.
Edit: re worded it because the way i had it was kind of rude
+12 ENERGY
+1 ENERGY RESERVES
-4 LABOR
+32 CONSUMER GOODS
+36 CAPITAL GOODS
-3 LOGISTICS
+500 PROCESSING CAP
+2.2K SPACE RESIDENTS
+120? TIBERIUM MINING
-5 PS
+4 RZ MITIGATION
Blue Zone Arcologies being near finished should finally let us refocus towards other useful things (someone kill this damn project please?)
Rail Network Construction being finished (this phase at least) should add additional leeway for more random things to be done in new zones we occupied since we've stolen/acquired territory from both Red Zone and NOD.
TransAmerican Railroad being finished should help speed up the current abuse we are putting the American Red Zone through.
Boston should FINALLY finish with this... maybe?.
Bergen will you finish please so I can go sleep off these 5 phase mega projects?
Vertical Farms, Lab Meat, Tarberry and Spider Cotton are all for additional forms of goods, food or energy.
Tib Glaciers for even more Tiberium hate, and more Xeno Tib Refineries for more goodies, Forgotten Experimentation to get better goodies exploitation.
High Density so we can get closer to our goal of 20k in space, Lunar for the same, and Animal Husbandry for more consumer Goods.
Fifth Gen EVA to complete alongside Boston for synergy reasons, or maybe I can push it back a turn for something else? I dunno.
Stasis for long range space shit and more stasis understanding (and maybe better food and organ transportation and storage etc?)
More Hardlight stuff for the Civvies to go "Oooh shiny about"
Advanced Articulation and Fast Twitch Myomers alongside each other to get some idea what syergies it may have alongside our other current techs in those fields.
Next Gen Armored Dev and Nova Hawk Dev for new vehicles and a new Bomber.
Laser System Deployment for more lasers (never enough lasers)
And more GFZA to boost more ZA to our standard forces.
-[] Military 6/6 + 1 Free + AA 125R
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die, 15R 99%
--[] NovaHawk Development 0/40 1 AA die, 15R 89%
--[] Orbital Nuclear Caches 0/140 2 dice, 20R 96%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 3 dice, 60R 42%
--[] Fast Twitch Myomers Development 0/60 1 die, 10R 99%
-[] Bureaucracy 4/4
--[] Administrative Assistance (Infra) 2 dice auto
--[] Administrative Assistance (Mil) 2 dice auto
I don't honestly like this plan all that much, as it lacks a strong thesis.
HI
Microfusion to support our space ops, to start improving the tech for our next gen aircraft/vehicle designs, and to throw some free dice into HI so we can focus on Nuuk next turn.
Tiberium
I want to do a phase of inhibitors before doing another phase of EHTS, both to let the latter cook a bit more, and also to relieve political concerns from 'embracing' Tiberium too much.
I don't really like doubling up on politically controversial tiberium stuff, so I'd prefer doing either Forgotten Studies or Liquid Tiberium Energy, rather than both in the same turn.
Secure Yellow Zones to get new Visitor techs (they should let us crack open some more Visitor towers), to open up new phases of deep red zone glacier mining, and to secure more of the trade lanes.
Services
Autodoc is mandatory since the war is coming soon.
I want to delay AEVAs until Boston is finished.
Regional Hospital Expansions will probably be dropped for prosthetics deployment.
Military
I'm tempted to trade out the dice on ONC for vehicle development. I think that completing ONC will be better for our Karachi war effort (less stress on InOps to guard these critical locations), but vehicle development is by far the larger trash fire.
I'd like to do Orbital Nuclear Caches before the end of the plan, but I definitely respect and wish to prioritize other, more urgent military priorities first. For the next few turns, Ground Force Zone Armor kind of limits the number of dice that can be spared for non-essential long term projects towards space firepower even if we want to.
Lunar Homesteads: The house of the future, or simply another boondoggle?
Plateau Times
Samantha Newgrange
The first real town has been built on the Moon. Until now, while we had a number of people living there, they were in dedicated outposts for mining, scientific study, or construction projects. Now, several of those mining outposts have been expanded with spaces for housing, light industry, storefronts, and other elements of a small frontier town. This, obviously, has sparked both controversy and celebration, with very few people having muted opinions on the subject.
I have been favored enough to be among the first journalists to be granted clearance to go to the Moon, and talk about what I have seen. So, for all you readers out there, remember, I was granted privileged access, and can't talk about everything, so usual precautions there.
The first thing that I noticed was just how small and cramped everything was. I know, building on another world and all that, but still, they are smaller than the ones found on Columbia, and those are not spacious in the slightest.
FloatingWood
Sheesh, and I thought the 'communal living experiments' were crowded. At least there you had the amenities of a large town on hand if you needed to get out for a bit, those 'homesteads' are pretty light on amenities, and forget taking a walk outside unless you want to try sucking vacuum.
AgathaH
#FloatingWood Yeah, but it's on the Moon.
More seriously, yeah, it's definitely cramped. But, well, they're still digging out more room, and more digging machinery is still being sent over. It'll get better, both in terms of more space for people, and more people to help dig.
That said, claustrophobes will have problems.
CrystalSkull
While I am happy that we GDI has managed to get an actual town up and running. I am just hesitant to celebrate the success because will my people be allowed up there?
YellowZon3r
Boondoggle. At least for folks like me. Maybe, maybe I Win a lottery and get a military spot working security. But then what? I spend the rest of my career playing mall cop to handpicked GDI engineers and rocket scientists? Pfft.
Nah. I'll stay down here. Harvestin's a good job. And I'm not one of those maniacs from Zocom- (Love you guys and gals) who love driving deep into the red. But there's something satisfying about being deployed on clearing operations once the worst is dealt with and cleaning up that mess to leave blue zones behind.
FloatingWood
#AgathaH, I get it, I get it, you are space mad as always (and it would be awe inspiring to be up there), but right now it's not just the claustrophobes who will have problems. Introverts would find it to be utter hell to be so crowded.
Also, am disappoint; no Moon Town to be had, just a scattering of mining spots and villages.
Yes, 'spot' is a technical term in cartography for a specific size category of settlement.
#CrystalSkull, I… don't know. I guess it would depend on whether or not the tiberium in Forgotten can proliferate, if yes, I suspect you won't be allowed off Earth. Too much fear of the stuff.
GDIWife
I have to say there's something almost romantic about those kind of settlements, in a very Wild West kind of way. Maybe that's just me liking cowboy movies too much though.
FloatingWood
Oh gods no, the Wild West was a terrible place and time. Aside the whole 'you have to shit in a bucket' thing, and the 'all the diseases are not curable' thing, governance was extremely thin. Company towns, roaming gangs of murderers, high rates violence in general as people solved their interpersonal relations issues with guns, the Wild West was actually a pretty bad place to live in, even relative to the rest of the 19th and early 20th century.
A fair number of the issues were being addressed, slowly, in the US, but then tib ate the Mississippi watershed and things got so much worse. There's a reason so much of the lands between the Appalachians and the Rockies fell into Nod hands, and the legacy of the Wild West is part of it.
AgathaH
#FloatingWood Space mad and proud of it!
And if this were the end of it, it would definitely be somewhere I wouldn't want to live. But these are intended to be the initial "seed" settlements for further construction at these locations and elsewhere.
GDIWife
#FloatingWood I'm talking more about the frontier 'vibe'. Obviously I would be very concerned if after employing advanced technologies to lift thousands of people to the moon they ended up defecating in buckets. I don't think 'cholera is bad' is all that controversial a statement.
Besides, some things like the high murder rate in the west were significantly less common than often thought, it's just that statistics break down with very small numbers. A 5% murder rate for some towns in some years sounds terrible until you realise that the 'town' was 20 people and there was 1 murder.
"Enhanced Harvest" Tiberium Spikes: Good news, Bad news, or Harbinger of Doom(TM)?
William Herzog
Tiberium harvesting operations in several regions (Blue Zones 7, 9, and 11 at least) have started employing new "Enhanced Harvest" Tiberium Spikes, which apparently have Visitor-tech Tiberium Growth Stimulators attached for increased yield. Well, apparently some bright spark figured out how to make them not just increase Tib growth, so while they are increasing harvesting yields, they don't seem to be causing new outbreaks. That's the good news. Bad news? Well, we don't really know how this will play out - are they going to remain under control? [insert more] Terrible news: What's going on with Tiberium that this seems like a good idea to the folks at the top? I know we've been seeing more collapses due to underground Tib veins... is this an attempt to counter that?
FloatingWood
Wait, somebody plugged a 'tiberium growth stimulator' into a spike? The hell are they doing? I figured they'd put in some fancy new mining gear to get through more crystal.
CrystalSkull
#FloatingWood I have directly worked with the forbidden rock candy all of my life and I still don't understand the damn thing. From what I can see everything GDI has done has been to understand, combat, and ultilize it as best as possible. They wouldn't go to all of this trouble of adding expensive alien tech to something without a good reason.
MeanGreenMiner
#Crystalskull I do not get this one either, but here's my input from a gal who's spent the past year as a drone-minder in one of the new deep-tib mines. First, there's a lot about underground Tiberium we don't understand. Second, word from my bosses is often 'if you don't understand it, poke it with a stick' or fancier science that means the same thing. There's often a push in Tiberium resourcing to get improved yields, but T-spikes haven't really had a major upgrade in almost 20 years. And without major new fields to expand into and cap, they've got just a trickle of new income coming in. Let's just hope that we don't have to re-invest the credits made from this scheme in reinforcing the ground against collapse.
YellowZon3r
Look at a map. Miles and miles of reclaimed 'blue zone' that's nothing but tib spikes, desert and the occasional supply base. If we couldn't handle the tib refining you might have a point. But there's plenty of excess capacity in the system. From what I've been told the risk of the spikes growing out of control is low. The enhanced spikes gather more tib, it's stored in silo's, transport trucks pick it up, dump it at under-utilised refineries. And it gets turned into the raw materials like iron or gold or whatever we need for electronics or so on and the bars of precious metals are then shipped into the blue zones for manufacturing to work with. There's no field growing out of control, just a half full tiberium silo gets a few more percentage points of tiberium to deliver to a refinery. It does its job, and a bigger pallet of gold gets added to the treasury vault. And in almost all cases the spikes are way out in the middle of nowhere anyway.
InTheZONE
Yeah, I'm not ZOCOM any more but I've kept up with the research and these new spikes are actually good things from an abatement standpoint. They can draw in tiberium from much further away than previous versions meaning that each one can affect a much wider area. Sure, it means that the collection teams have a lot more work to do but it's far easier to collect it at a spike than in a field so I'd consider that a win.
FloatingWood
… Wouldn't moving tiberium from where it is now to the harvesting spike leave hollows in the ground? That sounds like a collapse hazard waiting to happen.
InTheZONE
#FloatingWood Can be, yeah. That's why the teams do pretty constant scans with Ground Penetrating Radar and similar technologies, detects the voids before they become a problem. Usually anyway, there will probably be a few cases of harvesters ending up in sinkholes but it's something they're actually built to survive (or at least for their crew to survive) and unfortunately there really isn't any way to avoid it other than just leaving the Tiberium there which is not an option for hopefully obvious reasons.
Q2 2064 Results
Resources: 1215+180 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) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)
Political Support: 110
SCIENCE Meter: 4/4
Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)
Current Economic Issues:
Housing: +87 (+85 LQ, +2 HQ) (1 high-quality housing per turn)
Energy: +57 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +47 (+26 backed reserve, +5 unbacked reserve)
Health: +27 (-8 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)
Consumer Goods: +21 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16 (+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 (2820/4300) (970/2450 HG, 1350/1350 IHG, 500/500 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +205 (+25 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +50
STU Production and Consumption
Net: +7 per turn
Production: +36 per turn (110.2 HG, 15.9 IHG, 10X)
Consumption: -29 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)
7 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
-1 Navy (Lasers)
Plan Goals
Provide 13 Consumer Goods points from the Treasury
Increase Income by 390
Increase population in space by 13.45k
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.
More employment, more productivity, slowdown on the horizon?
Economic figures and other indicators are ticking up, particularly in response to the increased consumer spending as a result of relaxing certain regulations and rationing of in-demand goods. In light of this, the Treasury reports higher than expected returns from corporate tax.
At the same time, the available labor force is steadily increasing as refugees slot into the market, existing citizens or long-term former Yellow Zoners upskill and gain promotions or transfer to in demand sectors. Those who were formerly rendered unable to work due to injury return to work in civilian sectors thanks to increasing access to prosthetics and improved cybernetics even as better models are developed in line with feedback from existing users.
Despite, or perhaps because of, the increased labor pool, analysts and experts predict an economic slowdown in the not so distant future as the number of jobs grows more rapidly than the number of workers, leading to a decrease in unemployment and a labor market projected to soon be tapped out. While it is expected this will slow down GDP growth, it is projected to benefit the average worker due to putting pressure on employers to offer better wages as they vie for their employee's skills. Yet, business figures and government planners have begun to grow increasingly concerned as developing technologies will require a more skilled workforce to utilize them effectively, and the burgeoning GDI economy's demand for labor only grows.
[ ] 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 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) [6, 11, 36, 14]
Arcology construction has continued and – supplemented by the Treasury Department's additional resources – ongoing effort in this area has been better received than previous refit efforts. The main concern from residents and citizens being that as tower blocks were modernized on a largely all or nothing basis, residents were left with little recourse other than to move from their home, or to accept disruption and higher rents. Something particularly troubling for those who specifically sought out low cost, or even negative rent accommodations in areas requiring workers for the additional credits they could receive and spend on other luxuries.
With a number of new arcology spaces opening up however, people can choose to stay where they are in their current living conditions or to apply for a residency spot. And having it as a choice rather than a forced relocation has made them vastly more appealing. The Treasury's own larger scale arcology construction project is making steady progress even as the Bureau of Arcologies continues to make newly constructed arcologies available for habitation on a monthly basis. Almost all of which have faced heavy competition for spots.
With general housing needs met, and numerous apartment buildings and the rushed emergency housing complexes of the early 50's mothballed, there's a very few holdouts stubbornly refusing to leave their homes, but that still leaves a number of uninhabited buildings. Multiple voices in Parliament debate what to do with them. Some suggest holding onto this excess housing stock for emergencies and accommodating possible future refugee streams. Many are calling for these to be slated for refits.
[ ] 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 221/245: 15 resources per die) (+4 Logistics) [48, 3 6, 2]
Expansion of rail networks towards newly-cleared land has continued, as well as reinforcing connections to ensure that the Trans-American rail line will not adversely affect the existing transportation network.
The projected traffic of the Trans-American line will cause a significant shift of the current pattern of transportation, and building new connections in preparation of the expected shift in goods haulage between BZs 2 and 11 from ships hauling across the Atlantic, Cape Horn and the Pacific towards the far swifter rail link has drawn resources away from other construction projects. This reshuffling of priority has unfortunately slowed construction in a number of areas, leading to the project requiring an additional injection of funds and attention to complete this phase as planned.
[ ] 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 68/120: 10 resources per die) (+2 Logistics, +5 Political Support) [32, 9]
Despite being built through what is technically a Blue Zone, the Trans-American Railroad project still needs to incorporate a significant amount of defenses against Tiberium as well as Nod raiders. This necessity has resulted in progress on the actual rail line being much less than half the physical distance of rail being laid, although this is not unexpected. Progress has been made through the Rocky Mountains past the Great Salt Lake, drilling through many of the mountains with an ease which the Central and Union Pacific Railroad routes could not hope to match about two centuries earlier. However, the tunnels being dug now are far more involved excavations - they involve extensive sensor suites, defensive hardpoints, the occasional Tiberium spike, and extensive anti-tamper setups over everything.
The eastern segment of the Railroad has involved no significant tunneling, but still requires building a large number of bases. These bases are home to patrols, rapid-response formations, and also engineering companies to perform maintenance and/or repairs on the Railway itself and supporting infrastructure. While weather patterns have been changed somewhat by the growth of Tiberium, much of the west-to-east pattern remains, so many more of the installations on this side of the continent require protection from Ion Storms coming off of the Red Zone, and other Tiberium mitigation measures.
[ ] 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 1265/1805: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.) [5, 15, 40, 9, 40, 3, 19, 9, 39, 37, 14, 34, 26, 20]
Significant work has gone into a number of additional foundry bays, pushing the state of the art forward, especially in the realm of artificial intelligence chips. Compared to standard model chips, they are in many ways different. At the subatomic scale, electrons have some of the properties of both particles and waves, and by making use of this feature, a number of calculations become substantially easier. While not an outright replacement in many areas for traditional computing, in the realm of both electronic video assistance and artificial intelligence, quantum computer chips are effectively required, albeit in different areas.
For the next generation of EVAs, quantum computing offers the ability to calculate multiple threads at once, which gives them unparalleled processing capacity and the ability to largely keep up by more easily predicting what data their human operators will request, substantially increasing productivity.
[ ] 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 425/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) [6, 47, 3, 12, 38, 6, 4, 49]
Bergen is beginning to run into substantial physical limits, not just of the ability of the mountains to hide the fabricator bays, but also the capacity of the port itself. Even though container ships have shrunk somewhat since the heady days of the late 20th century, there is only so much space for the ships to maneuver, and only so many areas for them to tie up at the pier, meaning that at this point, preparations are being made to build an additional train station in order to ship the completed superconductor sections down the peninsula and to other port cities where they can be loaded onto ships for transport across the Initiative.
Similarly, with the foundry becoming ever larger and more intensive, the support facilities needed are themselves growing significantly more complex; and the small city is not large enough to support not only the workers, but the artists, musicians, and array of other professions that are needed to help keep people not only alive, but happy. A significant amount of the train travel at this point is actually people heading into larger cities in order to take advantage of the culture on their weekends, and it is only due to the practice of offset 'weekends' in order to ensure continuous production that those cities are not seeing worse effects in terms of overload on their entertainment facilities.
"Mayor Larsen?"
"Yes, Alderman Brun?"
"Have you seen the Education Department's year report yet?"
"No, is there something wrong?"
"Because of the growth of the superconductor facility we are seeing a lot of young people moving in with their families. Our schools are overburdened, we have enough teachers, barely, but we are running out of classrooms."
Overheard conversation, Bergen Rådhus
[ ] 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 447/790: 5 resources per die) [16, 42, 39, 12]
Continuing work has retained focus primarily on the mass seed bombing, with an expansion to wetland bombing campaigns. Although the definition of 'wetlands' encompasses more than just coastal regions, it is where the focus of the attention currently lies, as coastal wetlands are a critical buffer, able to take the worst of the storms that ravage and reshape coastlines, which can severely impact human habitation in the process. A wetland can protect against meters of storm surge – and do so in a far more cost effective way than most other options, including levees and most other forms of protective walling. For wetlands, plants are absolutely vital, as it is their root structure that stabilizes the soil, protecting it from erosion and slowing down the inflow of water.
[ ] 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 136/160: 15 resources per die) (+1 Capital Goods) [6, 36]
Spider cotton has seen a noticeable blight this quarter. While contained to a few greenhouses and caught early enough that not even all of those greenhouses were lost, the minor crisis caused considerable distraction to the management, with many hours spent on the necessary effort to contain and clean up the infestation, leaving the admittedly lower priority expansion to other facilities neglected. That does not mean however that no progress was made. A greenhouse is a fairly simple thing to set up, and the work crews have assembled the number required at the designated sites, awaiting certification and planting.
Xanthomonas citri pv. Malvacearum is the common cotton blight, and a recurring problem in the Initiative's cotton supply, as the greenhouses provide a hot and relatively humid environment ideal for its growth and spread. It has apparently made the jump from the admittedly rather blight-resistant cotton cultivars used by the Initiative to the new spider cotton. While the precise circumstances are not known, it is most likely a result of cross contamination at some point in the supply chain, as the spread is far from being significant enough to be Brotherhood action.
"Alright, old business first, let us take it from the left, Allen, you got any old business for us?"
"Yes actually, we were supposed to provide a timetable for the new greenhouses by the 30th of April."
"The new greenhou…. crap."
"I've a few angry emails in my inbox wondering about where all the papers for starting production are."
- Extracted from the minutes for the 18th of May meeting for the Spider Cotton subcommittee for the Agricultural Committee of BZ-3
[ ] 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 65/65: 10 resources per die) (+1 Energy)
(Progress 21/65: 10 resources per die) (+1 Energy) [38, 11]
The tarberry plantations are an ongoing problem, but one that has relatively limited impact. Most of the new production is simply going into long term storages, generally in polymerized, waxy bricks, which are stable for years on end until processed back into liquid fuels, or burnt as they are in larger scale operations. The bricks are also significantly more transportable, moved by the pallet into standard shipping containers and transported around the world. They are, of course, a potential fire hazard, but this is nothing new to shipping safety standards.
In terms of problems, the vast majority have been problems in relearning how to farm in soil. GDI has, for generations at this point, done very little in the way of farming outside of the constraints of greenhouses and hydroponic arrays. In many ways, the oldest ways of farming are much more difficult than modern ways, with the vagaries of the natural world controlled and twisted to mankind's needs, versus a traditional farm, where a bad storm can destroy months or years of work.
"I hate tarberry preserves. Oh, sure, they're solid enough to stack up, but once you put enough weight on them they start to squish together. And they stain your hands and clothes if you touch them. And the smell! I didn't know what 'skunky' meant until I smelled some Tarberry Jam gone bad!"
[ ] 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 200/170: 10 resources per die) (+2 Food in Reserve, -3 Food) [15, 7]
Serious pushes on developing additional food stockpiles have focused on keystone facilities and operational requirements. For example, locations like Madagascar are key, because they are safe holdfasts for most potential conflicts, and when food is needed elsewhere, they have the port facilities and transport options to promptly move towards the conflict zone.
For example, the planned operations around Karachi are going to require GDI to ship in substantial amounts of food as the fighting disrupts the local food supply. While there is the possibility of purchasing at least some of the needed produce from India, moving everything needed from established GDI territories would be simpler. Beyond that, while the military can supply its own needs easily enough, the quantity of refugees expected to need aid would swiftly outstrip the military's logistics, so civil authorities in the Middle East are preparing the stockpiles there, expecting Madagascar to backfill them as resources are called upon.
Similar operations are going on in other parts of the world, with emphasis on areas like Japan, New Zealand, and others that fill both the safety and accessibility requirements. These are meant to be used as the deepest, longest term food storage facilities the Initiative has, unassailable by way of being deep in Initiative territory, sheltered by belts of the Strategic Area Defense Networks against Nod strikes, and arrays of sonic defenses against Tiberium infiltration.
[ ] 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 182/120: 10 resources per die) (-4 Consumer Goods, +2 Health) [28, 39]
Moving forward on the organ farms has been a fairly straightforward affair. While the piglets are currently too young to donate, with months left to go before they begin to be old enough to enter the viable range, they are by design universal donors, and so can avoid most of the problems of donor organs, although they are not entirely free of the possibility of rejection.
There are still quite a few problems overall, not least of which is that the program is quite wasteful, discarding the vast majority of the mass of every pig slaughtered for organs, the need for some very different protocols in terms of raising, – protocols that are in some ways still being worked out.
The simple fact that compatible organs can be made available in hours, rather than the days, weeks, months, or years as occurred with previous organ donation systems, fundamentally makes organ replacement a far easier problem. Even in an absolute, worst case scenario where a bespoke organ must be supplied with no prior preparation, a compatible donor organ can be made available in less than a year.
[ ] 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 168/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (2 Stages available) [7, 45, 5, 33]
"Almost, but not quite" has been the watchword for several figures in the Treasury as progress is made in the Red Zone 1 Central Glacier Harvesting operation, otherwise known as the Central Italy Glacier mine. Even with breakthroughs in the north of Italy connecting the former Red Zone (at least theoretically) to the wider Yellow Zone, there's no connecting rail line, and though cleaned of most surface Tiberium, newly constructed enhanced Tiberium spikes dot a still rugged landscape. A landscape that is still fairly mountainous and scarred with trenches, pits and gashes in the landscape marking where Tiberium has been excavated leaving behind cracks in the earth, where even now new outbreaks are common.
Still, the glaciers endure, even if the engineers are claiming they are doing so more slowly. Others darkly remark that the restorative growth of the massive edifices is just as fast as it has ever been. Massive chunks of crystal are freed from the large deposits in Italy, most being transported along the sea route to Spain and Western Europe for processing. As GDI's push against Tiberium pushes into the Balkans dividing what remains of the Italian Red Zone from the bulk of the largest mass of Tiberium in the world, there is hope as GDI reclaims swathes of territory – even areas that were former Nod heartlands. Yet the glaciers in Italy still form a formidable barrier glowing ominously green, and in the Balkans harvester pilots and ZOCOM soldiers report seeing Forgotten in the distance. Survivors perhaps of the aftermath of the Temple Prime detonation, years later.
Some scientists have hypothesized that the Tiberium in Italy is still connected to the territory in Eastern Europe or North Africa. Either through direct seabed channels, or through the energy waves that the Visitors tapped into and communicated through.
Regardless, progress is progress, even if it is slow. The actual harvesting of the glaciers hasn't noticeably increased, as some specialist equipment of the desired specifications is yet to be manufactured in sufficient quantity, and with the punishing pace against Red Zones other harvesting operations are seeing a shuffling of resources in preparation for further waves of expansion and increases in Tiberium extraction. The message from ZOCOM and other security forces as well as the harvester pilots and regional commanders is optimistic however, with continued funding expected to fulfill the equipment requested for the acceleration of glacier mining. This is a trend matched by the general public, as around the world base commanders, military officials, and Blue Zone directors, politicians and other officials seek to link up mining operations, improve logistics through strategic clearing operations, and reclaim Earth's soil from the crystal.
"So, who won the bet on how far we'd drive back the glacier this month?"
"Hanako did, she got closest, 4 meters."
"I thought we dug 30 off the face?"
Breakroom, one of the RZ-1 Central Glacier Harvesting Operation bases.
[ ] 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 300/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
(Progress 16/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) [40, 33, 18, 45, 27, 36]
Teething issues were certainly expected. The first wave of new plants, a design that is utterly revolutionary, and trying to do more than any previous Tiberium plant designed by human hands. Producing substantial quantities of STUs, safely, and without massive environmental impacts is one of those challenges that might be typically relegated to the realms of science fiction, not practical design work. However, that is what GDI's scientists and engineers have been able to produce, and push into the field at a rapid pace. Many of the engineers lived, breathed, and slept on the project, with the average shift pushing ten hours, and many going beyond that.
While managers have done their best to reduce working hours, ensure people are taking proper breaks, and maintain workflow, the fact of the matter is that there are very few people who know how to handle these kinds of materials. It is a newborn, extremely specialist field within an already specialist field, and while there are already efforts to expand and revamp educational curricula to make this the new standard, it is slow going compared to the Initiative's need for the materials in an immediate sense.
Care and Feeding of your Engineers:
Please remember that your engineers are living beings and cannot be left to sleep at their desks and workstations, they have much more comfortable beds.
Please remember that your engineers need to be fed and watered regularly.
Please remember that your engineers need regular exercise.
Please remember that your engineers need to be exposed to sunlight and fresh air on a regular basis.
Please remember that your engineers need regular breaks to maintain their mental health.
Notice boards in the staff quarters, Xenotech Processing Facility Project.
[ ] 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 180/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)
(Progress 78/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) [45, 36, 49, 50]
After years of languishing in committees, extensive studies in small scale deployments and tests, and fierce debates, funding was finally approved for the latest iteration of the GDI Stationary Tiberium Harvesting Structure. Building upon research carried out with the inhibitors, which have often derisively been referred to in simplified terms as the alien invaders' Tiberium Growth Stimulator plugged in backwards, the technology is now being put to use for something approaching its original purpose.
Many Blue Zones remain wary of the technology, and the Red Zone abatement teams have a distinct lack of demand for more Tiberium. But in certain niche districts there has been a willingness to use the new towers for further testing to cap Tiberium outbreaks, containing them, and harvesting Tiberium with a higher throughput that exceeds the safety guidelines of previous generation installations. Far from critical infrastructure, the first deployed models are not seeing uncontrollable growth as some had gloomily predicted. Nonetheless, more established Tiberium harvesting operations have adopted a 'wait-and-see' approach desiring long term research data, or simply are unwilling to commit to expensive upgrades at this time. For now, local officials have begrudgingly accepted the increased dividends the towers provide, while there remains suspicion among their constituents who see themselves being used as test cases and some high level figures who oppose the project, both on practical and political grounds.
-[ ] 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 255/295: 20 resources per die) (+1.2k Permanent Residents) [17, 29, 29, 9, 37, 17]
While not as much of a sardine can as some options, the high density bays are still substantially less space per person than any Initiative housing built since the Third Tiberium War. Even the much maligned tenement blocks set up immediately following the war are downright roomy by these standards. However, they do provide all the necessities of life, and provide quite a bit of room for activities, social space, and recreation. And, for the designers, the small spaces means there is a lot of ability to provide redundancy, and multiple layers of airlocks between critical areas and the cold, harsh vacuum of space.
-[ ] 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 255/255: 20 resources per die)
(Progress 32/255: 20 resources per die) [5, 37] "It matters to that one."
GDI scientific efforts this quarter bore, if not exactly fruit, then results. Since Tiberium made landfall and dramatically reshaped the planet's biosphere, countless species have been rendered extinct or critically endangered. Breeding programs have stabilized the numbers of canines, felines, and a handful of other species that humanity has formed particularly close bonds with, which have found use as companions, medical alert dogs, guide dogs, and in a variety of other areas; but just as important (though far less impressive to the average citizen) are insect species.
The finishing touches were completed on the latest upgrade to Shala station and work has begun on the first projects. Partly to test the insects' reaction to space since they will in theory eventually be used for planetary terraforming and colonization work, and partly to minimize the chances of containment breaches causing invasive species to propagate in and destabilize fragile Earth environments, Shala has been chosen as the perfect testing ground for early phase insect restoration trials.
While not as impressive as dogs or cats, biologists stand behind their choices in gestating insect larvae for eventual reintroduction to Earth's biosphere. Lack of insects has reduced a vector for infections, true, but epidemiologists have pointed out this is as much a problem as a benefit, if not more so. Beyond that, insects are often a fundamental building block of food webs that small mammals and birds rely on for their nutrient intake. It would be pointless or indeed actively harmful to release wild birds in tandem with the reforestation projects if there were few to no insects to sustain their diets. Despite its best efforts GDI has not managed to preserve samples of every one of the over 350,000 cataloged species of beetles, much less the other varieties of insects and other arthropods. This means that for restoration efforts biologists are focusing on ensuring that at least one of the species that fills a common ecological niche are restored as a priority, with redundancy balanced against singular less-common niches.
GDI has kept stocks of bees and a handful of other insect species for agricultural purposes, with scientists pointing to them as a vital part of the complex interwoven food webs of Earth's biosphere. Other insects may be less well liked than honey bees but are no less vital according to entomologists. GDI cannot yet revitalize the Earth to its pristine natural state, but arthropods and their proteins provide a simple first step as one of the vital building blocks of the animal kingdom's network of prey species. A step that cannot be skipped if Earth is ever to recover.
TheSacredSword34
You know you can't save all of them, right? That it won't matter? Those damn creepy bugs don't even deserve it, they should be left to go extinct, would make a better world if we didn't have the pests eating everything.
Haeracross12
You are wrong, and I don't have the time to adequately address how absolutely, insanely wrong you are. Also, in the words of a kid with far better sense than you: "It matters to that one."
GDIOnline: The Species Conservation Office is doing its work on Shala thread 12
[ ] 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 250/250: 30 resources per die) (1000 residents)
(Progress 5/250: 30 resources per die) (1000 residents) [14, 47, 19, 43, 3, 27]
The first lunar homesteads are simple things, primarily built into and around a number of mining sites. With many of the mines still operating to one extent or another, that brings with it a number of advantages, including cogeneration. Keeping the habitats at the right temperature is a constant struggle, because the Moon – while it is tidally locked to the Earth – still experiences night and day, and lacks the temperature regulating properties of Earth's atmosphere. On the lunar equator, it can reach up to around 400 Kelvin (120 Celsius) during the day, while at night it drops as low as 140 Kelvin (about -130 Celsius). While the meters of rock shielding the habitats certainly help with managing these extremes, more exposed metal components such as the exterior seals and hatches experience quite a bit of wear – repeatedly heated up and cooled down, with multiple instances of them either freezing together, or heating to the point of jamming during the construction process.
For the people inside, the spaces are for the most part cramped, although better than the existing habitats that had spotted the lunar surface for most of a decade at this point. Each homestead facility is, essentially, a newly opened frontier town, with all of the (lack of) attractions thereof. While some areas are using gravity plating to create Earth-equivalent exercise rooms and other elements, most of the internal facilities are kept at lunar gravity, as – while it will create health problems in the longer term – it is a cost saving measure to make the rapid pace of construction possible by excluding 'nice to have' but non-critical equipment.
[ ] 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 152/200: 40 resources per die) [16, 33, 25, 8]
Informed by the Initiative's work with artificial intelligence, the failures of the fourth-generation models, and the use of isolinear circuitry, the fifth generation of EVAs is likely to be substantially more expensive, require xenotech to function properly, and any attempt to run them on less capable devices is going to run into errors at best.
On the other hand, they are likely to be able to run far more independently, increasingly putting a lie to the 'Assistant' part of their designation. Running right to the very edge of true artificial intelligence in the vein of Erewhon, the new models are going to be designed with a graying population and a shrinking labor force in mind, anticipating rather than reacting as much as possible, and pushing new boundaries in automation.
[ ] 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 397/345: 30 resources per die) (+1 Health) [46, 3]
[ ] 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 161/120: 20 resources per die) [49, 5]
[ ] 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 185/120: 20 resources per die) [42, 24]
Each individual program is a critical and sweeping change to the Initiative's medical system. On their own, each would be a significant improvement in the quality of life for thousands to tens of thousand of citizens on the low end.
Biosculpting, while not yet making functional internal organs, is a cosmetic as well as a fundamentally practical leap. Take the topic of skin grafting for example. Previously, skin grafts, for the most part, took skin from another part of the body in order to prioritize critical coverage areas. Comparatively, today, it is far simpler to take a sample of skin cells, clone them into a patch, and then apply them to a body. While there are issues with doing a patch larger than about a playing card in size, that is a matter of practicalities, and developing better protocols for a procedure that is less than a year old at this point.
The key words for the sensory modules are 'low profile' and 'lightweight.' An artificial ear, built into the skull itself, designed for direct neural stimulation. While the unit is bigger than most natural ears, it is pressed to the skull, with about four millimeters of projection.
The prosthetic limbs are small, lightweight, and actually have enough spare space in the shell that they can fit a significant amount of hardware inside. While the basics (like fitting a microcomputer in) have already been achieved, there are a number of other proposals, such as a project nicknamed 'gorilla arms,' intended to pack even more artificial muscles into the platform in order to generate even more force. While it would mostly improve grip strength, rather than actual punching force, the idea certainly has people interested.
Combined, the three projects likely represent the biggest downrating of medical procedures since the invention of anesthesia. The limbs are smaller, lighter, easier to operate, and tied directly into the user's nervous system. The eyes, rather than a bulky helmet, fit into the eye socket, and feed into the optic nerve itself. And then, the biosculpting comes into play. Rather than needing to rely on the vagaries of human healing, cells, tissues, and skin can all be added around the socket-implants in order to heal the recipient in remarkably short periods of time and with minimal scarring. Combined, they have decreased the invasiveness of many treatments for disabling and/or disfiguring injuries, which will likely result in better patient outcomes and less strain on the healthcare system per patient receiving such procedures..
While fully reconstructing a limb is still beyond the Initiative's capabilities – the doctors still needing quite a bit to work with – it substantially cuts down the spectrum of medically disabling injuries.
PhenomenalVixen
When do we get access to cosmetic fox ears and tails? Or even better, functional fox ears and tails? It would be so cute if we could have those.
TheOneWhoSees
You have a one track mind.
PhenomenalVixen
Am I wrong?
GDIOnline: Breakthrough in Cosmetic Surgery - Purpose build and custom graft growing techniques.
[ ] 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 61/40: 15 resources per die) [8, 13]
"What disease have you cured?!"
"When will this release to the public?!"
"Is it safe?!"
"Why did it take so long to copy the Brotherhood's work!?"
"Are you at all concerned there might be a trap in the germs?"
Doctor Maria Santiago sighed as she took the Podium, tapped her note sheets to fully align them, and to start quieting the audience, checking her notes once again that she would refer to throughout the conference as she tried to answer the questions. She'd been warned to give short, simple answers to help avoid specific quotes being taken out of context, and yet, describing something in short and simple terms often lacked context and nuance and led to misunderstandings. To be correct and precise required detail. And yet, that often left a number of words that sounded scary to the average reader.
"Alright. I'd like to first point out that – as yet – nothing has been 'cured'. We're performing human testing using simple seasonal viruses on volunteers for proof of concept and to test the phages' safety and that they can't mutated or transmitted. So far, results are promising in that we've created stable, replicable phages which can be programmed or targeted against specific proteins in bacteria and viruses." Doctor Santiago informed the crowd as low murmuring broke out. She pointed to a reporter in the front row. "Next question please."
"Why haven't you copied Nod's work before?" "We've only relatively recently seen the breakthroughs to use techniques similar to Nod's. And beyond that, Nod phages are keyed to specific diseases. We needed to gain an understanding of the entire technology, and not copy a single iteration of it that – for example – Nod had designed for use against an illness that is practically extinct in Blue Zones. Now that we understand the underlying mechanism we can hopefully deploy the matured technology against a number of other diseases on demand. Next question please - yes, you in the hat..."
[ ] 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 86/40: 15 resources per die) [4, 41]
Biological warfare is an area where the attacker has long been considered to have a nearly overwhelming advantage. The simple fact of the matter is that medical technology, especially that which is relevant to countering a regional epidemic (nevermind a global pandemic) has fundamental limits, and a significant spike in loss rates will begin to significantly degrade the capabilities of the medical system, leading to a positive feedback loop of further deaths.
In this case however, information is a weapon with few peers, and no betters. A prepared system, one that knows what the Brotherhood is going to throw at it, is going to be substantially more resilient.
With the Brotherhood – at least the parts which have extensively engaged in biowarfare research – there are two main target angles. The first is humanocentric biowarfare, targeting the people, and this is largely the less important of the two. Essentially, for most Brotherhood warlords, any effective humanocentric biowarfare protocol has far too much blowback potential – both for being slow enough that GDI can and very likely will burn them from orbit as a retaliatory measure, and because their own medical systems are less resilient than the Initiative's in the case of loss of containment. The other option is plantaecentric targeting, and has seen significantly more work, focused on the Initiative's cultivars. Here, there are dozens upon dozens of known programs (and likely many more unknown) all primarily targeting the Initiative's agricultural genetic engineering programs. Because GDI and the Brotherhood prioritize differently, and therefore use different genetic segments in their engineering, those segments are being used as targeting information for many of the biological weapons, allowing Nod to proceed with much less risk.
With the new insights into Brotherhood bioweapon strategy and development it is possible to identify and harden against the likely vectors and pathogens, significantly frustrating attacks and protecting against the consequences of a successful one.
[ ] 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 199/180: 20 resources per die) [29, 47, 34, 9]
Networked operations are nothing new. All the way back in 1969, ARPAnet, the predecessor of modern data networks, came into existence. All through the late 20th and early 21st century, the so-called "dark web" existed, an unindexed network of activity, including quite a bit of remote management and monitoring for everything from power plants, substations, and water systems, to traffic management.
In the modern day, GDI uses drone swarms extensively, for everything from deliveries and rapid medical transport, to heavy construction work, mostly remotely managed, with the operators for the most part giving commands and letting onboard navigation systems handle things.
The difference that the drone hub makes, is that the operators have gone from trying to do significant amounts of hand management, deconflicting drone operations, oftentimes individually piloting drones around difficult corners, to more or less playing a real time strategy game. Give orders, input schematics, and the drone swarm can, mostly, be trusted to run itself with no additional human input.
"So, have you heard we may be able to run much bigger tables with more units soon?"
"What do you mean? You know huge tables are an absolute pain because of everything you need to move around."
"Well, yeah, but there've been experiments with automation tha-"
"Please, it's been tried, even if you can get the machinery small enough to move the bases for you, the control logic just doesn't handle anything other than the flattest, smoothest surfaces. At that point you might as well get a screen-table."
"Well, that's the thing, I've been hearing they might've cracked the pathing problems they had before. Rougher surfaces are still an engineering issue, but a we-go on the tabletop with the computer tracking events for rolling? Theoretically possible. And the potential unit count you can have moving over the table at once is hundreds of bases."
On Top, Tabletop Gaming Podcast.
[ ] 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 300/265: 15 resources per die) (Projected 4 quarters to begin, 8 to complete)
In an accomplishment that slipped beneath the radar of even most military watchers, the factories for new anti-radiation seeker munitions have been completed. The output of these factories will not be ready for use in any significant manner for at least a year, due to the need to build up meaningful stocks of missiles. One of the most difficult aspects involved in these factories was ensuring that the seeker heads can be programmed and reprogrammed with up-to-date sensor data for both target and decoy/jamming lists, while also maintaining security to keep this data secure. Such security procedures are, while a mostly-solved problem, still intricate and complex. Some might suggest that the low profile of this project was encouraged by this security program.
[ ] 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 185/185: 25 resources per die) (-2 Energy, -1 STU) (1 quarter to begin, 6 quarters to complete)
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU) [6, 35, 24, 20, 18, 31]
Refitting the proper laser systems onto the Shark-class frigates is a fundamental upgrade, and one that shifts them from being effectively just an escort craft, to the shield of the fleet. Small enough and nimble enough to range ahead of the main battle line, and capable of engaging and intercepting dozens of incoming missiles. While the Infernium laser systems will have a hard time engaging the hyper-maneuverable Barghest and Kelpie fighters due to the charge delay, an ample supply of Thunderbolt-2 surface-to-air missiles, if made available to a fleet, can manage that just fine.
A fundamental challenge is just building enough laser assemblages. While not quite in the realm of artisanal construction, the fact of the matter is that assembly is, for the most part, quite small-scale, with each laser assembly requiring multiple man months of productive effort, and in many cases over a week of actual time in order to go from raw materials to a finished product. Beyond that, there is the problem of installation. Most GDI ships are spending the vast majority of their time at sea, and relatively few of them are in ports that have laser assemblies at any given time. Fortunately, the process for installation is about as painless as possible. All of the linkages are already there, and all it takes is a large crane (and a substantial amount of work with hand tools) in order to remove the old module, install the new one, and push the buttons to have the new defense system boot up and come online. While it takes a significant amount of shaking down, that is true of any new system being deployed.
[ ] 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 180/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 35/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits) [39, 27, 44, 43]
A new main-line combat rifle is long overdue, and GDI has finally begun issuing the first batches of rifles out to training cadres. While the GD-3 is a large, clunky, and genuinely difficult to use weapon, it is quite sufficient for GDI's doctrinal needs. A positional weapon, it is likely to spend more time in combat mounted on a bipod, or mounted in a fighting position than being carried in an offensive manner.
The late arrival of the system means that it is unlikely to see major combat use in the upcoming offensives. Simply put, there will not be enough of them, and they are unlikely to be trusted enough by the troops for them to be widely used. Certain squads are likely to adopt them wholesale, but with major offensives scheduled for the immediate future, it is unlikely that there will be enough ammunition, enough spare rifles, and most importantly enough spare parts to keep the guns operational, especially compared to the tried and true GD2s that are going to be the mainline combat rifle for Initiative infantry for quite some time to come.
[ ] 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 268/265: 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) [38, 21]
The Modular Rapid Assembler vehicles have begun to be properly assembled, with the first exercises scheduled for the coming months. While they are fully expected to bring a number of significant issues, the hope is that they will bring readiness standards up significantly.
Functionally, there are two forms of attrition expected on maneuver: material, and personnel. Of the two, GDI tends to see significantly more material attrition, with a standard armored brigade operating in the face of the enemy expected to lose about a third of its combat potential within the first weeks of fighting. Now, this does not mean losing a third of its manpower, or for that matter a third of its physical equipment; but rather a combination of factors, including force disruption, maintenance failures, and operational friction are expected to result in that equipment being damaged or rendered unusable. This has been exacerbated in many ways by the way that GDI had been expected to fight in the last war – not defending hardpoints, falling back on bases of supply, or making limited attacks on a substantial base of supply, but rather it made substantial offensive pushes, often into areas with little in the way of infrastructural support.
The biggest limitation on the program as things stand is the arrangement of the extant MARV hubs. Unless and until GDI begins military operations against Joaquim Stahl, there are no enemies for MRAS-supported units to fight – and with the replacement of Gideon by Stahl in North America, the local subordinate warlords have become substantially more defensive, with tens of thousands of landmines being spread in known minefields, and likely many more in yet unknown ones, not to mention the networks of defensive systems, both manned and automated.
[ ] 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)
Finishing the promises to InOps over a year ahead of schedule, and offering them far more than they originally expected in terms of resources, has left them scrambling in some ways to find things to spend it on, breaking out wishlists that you don't think they ever expected to see the light of day. DAGer teams are certainly only part of it, alongside a number of other programs, many of which are focused on eliminating the threat of Brotherhood infiltration before it even reaches GDI's borders. The goal has shifted, from being able to secure Initiative assets, to offering ever more the capacity to actually destroy Brotherhood assets in the field, infiltrate the Brotherhood's chains of command, and, especially in the lead up to the invasion of Karachi ensuring, the Shah of Atom's nuclear devices are either inactive, misguided, or struck before launch.
"We may have to ask the Treasury to hold onto some of the money for now, we don't have cutouts in place to make it all disappear into the black accounts yet.
Unknown
[ ] 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.
-[X] Hand Off 10 Capital Goods
GDI's private markets have, for some time now, predicted a major crunch, one that is already happening in some regions due to labor force immobility. The simple fact of the matter is that as the Initiative moves towards total economic mobilization of its entire working age population, the balance between working for the Initiative and working for private interests is beginning to shift, with people abandoning jobs in the private sector to go to work in the public one.
While a mass supply of capital goods is not going to be enough to prevent the crunch, it will soften it, with people able to replace human labor with machine labor. There are a number of negative externalities, including the markets becoming more centralized and less competitive, but even so, it is a key progression towards a self sustaining marketplace that can survive the oncoming labor crunch as an entity, rather than everything going through the processes of central planning.
[ ] 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) (2x)
The resources being transferred to the general pool are at this point a reasonably small slice, and one that has been immediately gobbled up. Mostly in veterans care, and a new swathe of pro natal policies, trying to shore up the Initiative's birth rate, especially as people have some noticeable hopes now. The promises of the Lunar colonies, and the fact that GDI can show a graph with a near-perfect quadratic growth in offworld habitation, makes the idea of having children somewhat less scary to many, especially when joined with continuing victories against the Brotherhood of Nod, and the promise of new solutions to the Tiberium menace.
[ ] 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.
-[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn
To define what makes a standard of living is a complicated question, and one that has seen a thousand permutations. Some look at it as a measure of 'felt happiness,' others as a collection of the goods and services in use, and yet others it is a simple question of lifespan. Each offers an incomplete version of the overall quality of life. By some metrics, the average GDI citizen in the decade and a half since the Third Tiberium War has seen some of the largest increases in quality of life in human history. By others, the average Initiative citizen lives a worse life than a white, male, Western European in the late 20th century.
Through a combination of tools GDI has maintained certain limits on consumer consumption, most notably maintaining higher prices on goods, and limiting throughput to recipients in order to maintain stockpiles. Releasing those stocks and substantially slashing the price of consumer goods across the board has put more luxuries on the table for broad swathes of the Initiative population. While this has led to some disruption, with the occasional scene akin to a pre-Tiberium Black Friday sale in BZ-2 or BZ-11, it has been – surprisingly enough – a fairly subdued affair for most people, with individuals simply putting in larger orders.
"Hey, love? Remember how we've been saving for a new kitchen?"
"Yeah?"
"I think we can afford to go for it right now."
"I thought we had about half of what we needed?"
"Yeah, but the prices for the appliances all dropped. A lot."
Home Sweet Home - Channel35
A/N1: Sorry this took so long. The last month has been a lot of big things including my first convention, and moving in with my girlfriend, so writing time has been somewhat constrained.
A/N2: If you want to support what I do, here is a link. Partner and I very much appreciate everything you do for us. Ko-fi.com/ithillid