The other bit to consider is that there's no guarantee that Transferring Funds to the General Pool will remain available.
I don't see any reason to think it'll go away unless Ithillid is feeling capricious. The option does make good logical sense. The same logic that justifies reapportionment at the end of a Four Year Plan has basically nothing but good things to say about Treasury giving away some of its funds during a Plan.

If we expected the quest to continue to run through the 2066-69 timeframe, I might hope to see an arrangement whereby the "short sharp shock" of reapportionment is replaced with a system where Treasury is expected to hand over income in smaller, steadier chunks, because it would be easier for us to make good choices if the budget were more stable over time. But the status quo isn't so bad, I think.

Honestly, I think the biggest thing that's missing these days is ways to spend Political Support. Then again, banking it so we have leverage if "negotiate with Kane over the TCN" shows up at Plan end would be good.

I'm inclined to think that the end of this quest is going to mark the end of the treasury as it currently exists. We've run up against problems where we just don't have the agility to handle them best, and the Secretary is incredibly powerful, probably too much so.
That invites two questions.

1) Which problems are we up against that you are talking about? Why would "more agility" help? What do you think would work better?

2) Does it seem likely to you that GDI's internal political processes will actually cause this to happen? People don't usually reform their political systems during good times, or in the face of a crisis that cannot obviously be solved by rearranging politics.

...

The most likely reason for GDI's political structure to be rearranged is if the public blames the current system (with a powerful Secretary with few checks on their power, and a powerful Treasury that dominates the economy) for some specific crisis.

The only thing I can think of that's likely to create such a crisis is Karachi. Karachi could easily enough be spun, especially if al-Isfahani goes down hard and gets a lot of shots in, as a case of internal politics within the Treasury and the government drawing GDI into a costly and unnecessary war that got a lot of people killed. That might do it. I can't think of anything else likely to do so.
 
Status Post
Status of the Treasury as of Q2 2065 (end)

Resources: 1510+885 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:‌ 117
SCIENCE Meter: 4/4

Tiberium Spread
Surface
26.095 (+0.13) Blue Zone
0.19 (+0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.255 (+.32) Yellow Zone (106 points of mitigation)
49.39 (-.64) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (36 points of mitigation)
87.00 Red (22 points of mitigation)

Next Mutation Roll: Q2 2065


Upcoming Economic Issues:
Housing: +97 (+88 LQ, +9 HQ) (1 high-quality housing per turn)
Energy: +59 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +25 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 2/16 total)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +71 (+2 per turn from Distributed Industrial Authority) (+567 in reserve)
Consumer Goods: +60 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+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 ‌(2990/4200)‌ ‌(640/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +240 (-? per turn from economic contraction)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100

STU Production and Consumption
Net: +15 per turn
Production: +49 per turn (6.5 HG, 15.9 IHG, 22.2X, 5 RZ SMARV)
Consumption: -34 per turn
27 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-21 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel 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)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068


Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
(strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌
Developmentalist: 705 (200; 400; 75; 30) 17.6%
Militarists: 629 Seats (300; 100; 200; 29) 15.7%
Starbound: 618 Seats (400; 100; 100; 18) 15.5%
Market Socialist Party: 555 Seats (300; 155; 50; 50) 13.9%
Socialist Party: 493 Seats (250; 100; 93; 50) 12.3%
Free Market Party: 405 Seats (50; 150; 100; 105) 10.1%
Initiative First Party: 334 Seats (0; 34; 100; 200) 8.4%
United Yellow List: 117 Seats(80; 30; 7; 0) 3%
Reclamation: 99 Seats (50; 40; 6; 3) 2.5%
Homeland: 41 Seats (20; 10; 5; 6) 1%
Open Hand: 4 Seats (2; 2; 0; 0) .1%
Total: 4000 Seats (1652; 1121; 736; 491)

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌‌:‌ High ‌ ‌
Air‌ ‌Force‌:‌ ‌High
Space‌ ‌Force‌:‌ Decent ‌
Steel‌ ‌Talons:‌ ‌Decent
Navy:‌ Decent‌ (Trending to High)
ZOCOM:‌ ‌Decent ‌

Plan Goals
Increase Income by 70
Increase population in space by 7.05k
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Deploy Governor-A refit
Complete at least 1 Ground Forces Zone Armor factory
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.


Completed MARV Hubs
RZ-1 North (Genoa, Italy)
RZ-1 South (Benghazi)
RZ-2 West (Matadi)
RZ-2 East (Dar Es Salaam)
RZ-3 North (Istanbul)
RZ-3 South (Port Said)
RZ-6 North (Macapá, Brazil)
RZ-6 South (Lima, Peru)
RZ-7 North (Chicago, Illinois)
RZ-7 South (Mobile, Alabama)
YZ-10 (Savannah, Georgia)
YZ-11 (Buenaventura, Colombia)



Current bonuses
Seo Thoki
A relatively young candidate, Seo Thoki is someone whose career has been tremendously accelerated by Secretary Granger's Tiberium policies. While it had languished under Boyle's administration, he became the administrator for the first of the Tiberium Glacier mines, and from there has been repeatedly promoted as the program expanded, each time growing to meet the growing challenges. A leftist, he is likely to continue many of Granger's policies regarding civil engineering and workers rights.
While likely to have problems in the political sphere, he is also one of the best candidates to lead from the perspective of their talent as an administrator, and as someone who can quickly step into the very large shoes that Dr. Granger will leave behind.
  • Politically unknown
  • Promoting within the department
  • Talented Administrator (+6 To All Dice)
  • Fast Learner (Reaches +8 Settling in Bonus in 2 years)
  • Supports Tiberium experimentation
  • Station Focus (+5 to constructing stations)
  • Forward Thinking (+5 to Technology rolls)



Doctor James Granger
Doctor Granger, no relation to the General, has primarily found his life's work in GDI laboratories across the world. A political outsider, and dark horse candidate, Dr. Granger was tapped primarily as he is one of the best surviving scientists that has studied Tiberium. With the expansion of the Red Zones, Dr. Granger's work needs to be applied, now more than ever.

  • Tiberium Researcher (+5 to Tiberium dice)
  • Civilian Minded (+10 to Services dice, -5 to Military dice)
  • Political Outsider (lesser political support gains)
Yellow Zone Volunteers
The Yellow Zone Refugee camps have plenty of hands to offer. While few of those hands are skilled, and fewer trained in modern construction techniques, there are enough of them that if spread between existing construction teams, they can allow a few more to be organized. While they will expect their efforts to help the Yellow Zones, or at least allow them and their families into Blue Zones, they will expand the infrastructural capacity of the Initiative at this critical moment.
  • +2 Infra dice

Qatar Loyalists
During the Third Tiberium War, Killian Qatar was one of Kane's highest commanders, and a part of his inner circle. However, with the fortunes of the conflict turning against the Brotherhood, her faith in him was shaken, and she allied with GDI. The Return of Kane, and the use of nuclear weapons against GDI forces in Sydney, broke that alliance, and Qatar's power. While many of her loyalists were killed off in a series of purges, some have survived, and are seeking succor with the Global Defense Initiative.
Some were killed in a recent series of assassinations, but not before they passed on much of their knowledge.

  • +3 +2 Free dice
  • +15 to Tiberium Dice

Edinburgh Virtual Intelligence Research Centre
The Electronic Video Agent system has been a common element in GDI Military efforts since the First Tiberium War. However, it has remained a military innovation. By investing into a wider deployment of these systems, the logistics networks of the Initiative should be substantially streamlined.
  • +5 to Services

Advanced Technical Laboratories
While GDI has not always been at the forefront of materials science, the mass production of it has always been a strength. Investing towards a series of new labs for the purpose will improve our ability to cover heavy industrial goals through working smarter, rather than harder.
  • +5 to Heavy Industry dice

Dr. Joseph Takeda
Responsible for one of GDI's more successful (although sabotaged by the Brotherhood of NOD) attempts at developing infantry scale energy weapons. Dr. Takeda is a talented scientist and researcher, who has focused his career towards military development. While already a part of the Treasury system, rapidly promoting him should allow him to begin filling out his subordinates within the military system

  • +3 to Military dice
  • +1 Military die

Major Maria Stavrakas
Major Stavrakas was a critical component of the Super MARV project, and one of its greatest proponents. While she is willing to jump ship for the Treasury, it will be on the condition that it creates more MARV programs for her to administer.
  • +2 to Military dice
  • +1 Military die
  • -20 Progress required for MARV programs
  • Build at least five MARV fleets by the end of this plan.

Arya Gulati
The daughter of Indian refugees who made it into then-GDI controlled Nepal after the First Tiberian War, Arya is a well regarded civil engineer who has made a name for herself for saving failing projects and for clashing with the politicians and bureaucrats sponsoring them, some of whom are quite influential. Putting her firm of largely Himalayan residents on retainer as Treasury consultants will produce significant results in short order, but will come with significant contractual obligations.
(Very Skilled: +10 to Infrastructure Dice)


Brigadier General Tali Jackson
The hero of the battle of Cheyenne Mountain, Jackson will be somewhat difficult to poach from the Steel Talons. However, if it means giving them funding, she would be happy to move into the Treasury to direct military development operations.
(+2 Military Dice)

Enhanced Security Services
With the threat of assassination more present than ever, hiring former commandos, and veterans will provide the security forces for the Treasury a significant boost, one that will likely help to save lives. While it may seem paranoid to go to such efforts, it is not without precedent.
(+5 to defense rolls for assassinations)

Tabitha Henessey
One of the Initiative's more promising rocket scientists, Tabitha has been one of the major figures in cracking gravitic drives. Promoting her to her own department will substantially increase GDI's ability to conduct research on advanced propulsion systems.
(+1 Orbital Die) (Must complete Gravitic bay by end of plan)

Dr. Dinesh Bora
One of the scientists seized by InOps from the Bannerjees, Dr. Bora is a genetics specialist, with a focus on plant genetics. While most of his work has been on various forms of tib crops and soil stabilization efforts, which have primarily been deployed in India's river valleys, he has turned his coat and has requested work for the Initiative, "in the common interests of mankind." While he does ask that his creations be made freely available to the Brotherhood as well, it is a relatively small demand for a scientist of his capabilities.
(+2 Agriculture Dice, +5 to Genetically Engineered Plants)

Dr. Taylor Bernard
A Parisian, Taylor is among GDI's newest leading experts on heavy industrial engineering, and fusion development. In terms of demands, her goals are simple: Ensure that the overwhelming surge of power production that created so many of the problems that she has been working on for the last few years does not happen again in her career.
(+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)

Dr. Rima Alcard
A robotics scientist with some radical views on automation, Rima has been sidelined repeatedly for her advocacy of a systematic machine state. However, with some funding, and work on her experimental systems, she may be on to some quite encouraging design work.
(+1 Light Industry Die, -5 to Light Industry)
(unlocked automation/robotics projects)

AEVA: Advanced Electronic Virtual Assistants provide additional coordination and computer support for an entire Treasury department, at the cost of a large investment in computer infrastructure, and initial setup costs. +3 to dice in relevant area
-Orbital
-Services

Graduates: Selecting a number of graduates from various programs around the world has expanded GDI's capabilities in their particular area. They may have taken some time to get up to speed, but by now any degradation in quality of work has vanished. (+1 die per selection, -2 per die for 2 years after selection.)
-Heavy Industry
-Tiberium x2
-Orbital

Plan Completed: No longer the new boss, Seo has ensured that systems of prioritization, lines of communication, and workflow are optimized for his personal work-style. (+12 bonus to all dice)

Erewhon: GDI's first stable (mostly) sapient AI, Erewhon has been fantastically popular with the GDI populace. It has assisted with many projects, and is far more than a mere bean-counter.
Friendliness: 41
Stability: 16
Capability: 30

Deva and Dot are new, and in some cases shockingly capable AIs, who are still getting their metaphorical feet under them.

Deva's stats:
Friendliness: 27
Stability: 23
Capability: 98

Dot's stats:
Friendliness: 75
Stability: 111
Capability: 97

4 AI dice equivalent to Free Dice: full bonus for any department.

Dice/Bonuses:
Infrastructure 5 dice +27
Heavy Industry 5 dice +34
Light and Chemical Industry 4 dice +29
Agriculture 6 dice +29
Tiberium 7 dice +39
Orbital 9 dice +34
Services 4 dice +35
Military 6 dice +31
Bureaucracy 4 dice +29
Free Dice: 6 (+dept bonus)
AI Dice (Erewhon, Deva, Dot): 4 (+dept bonus)
Dice Capacity 60/60

How dice work: each "die" is 2d50. A roll for a project which has two or more '1's in the roll is a critical failure. A roll for a project which has a dice-pair where the first die is a '50' paired, with an even numbered result is a critical success. ([x,y,1,y,1,y] is a critical failure. [x,y,50,10,x,y] is a critical success, while [x,50,x,y,x,y] is not a critical success.)
 
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Have an updated statuspost, which I hope helps people with keeping track of things - I'll keep it updated with the latest stats once they are confirmed in a turn/resultspost.

If you see anything that looks incorrect, please let me know.
 
Yay Lightwhispers!

Hm. Redrafting my plan draft to reflect Derpmind's advice...

=================================================================

1235/1595 R budget
105->97 Political Support

6/6 Free dice
(2 Tiberium, 3 Orbital, 1 Services, 1 Military)

[] Draft Plan Attempting to Start Karachi

-[] Infrastructure (5/5 Dice, +27 bonus, 135 R)
--[] Drone Logistical Integration 145/240 (1 die, 15 R) (47% chance)
--[] Karachi Planned City (Phase 1+2+3) 0/345 (4 dice + 2 Tib, 120 R) (100% chance Phase 3)
---[] All costs for the project are being accounted here, none in Tiberium
---[] Since Phase 3 is as far as we can get in one turn, this is good enough. This SHOULD catapult us about halfway to Phase 4, letting us handily clear it in 2065Q1 and clear the project with a strong effort in Q2, or worst case "tap" it to completion in Q3. Major setbacks during the landing operations may force us to invest more heavily in this project, but we'll at least have made a good start.

-[] Heavy Industry (5/5 Dice, +34 bonus, 140 R)
--[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 (3 dice, 90 R) (Phase 1, 51% Phase 2)
--[] Microfusion Cell Laboratories (2 dice, 50 R) (94% chance)

-[] Light Industry (4/4 Dice, +29 bonus, 90 R)
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 (2 dice, 60 R) (2/8 median)
--[] Factory Automation Programs 75/280 (2 dice, 30 R) (16% chance)

-[] Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 2) 579/790 (3 dice, 15 R) (89% chance)
--[] Spider Cotton Plantations (Phase 3) 95/165 (1 die, 15 R) (92% chance)
--[] Vertical Farming Projects (Stage 5) 78/215 (2 dice, 30 R) (91% chance)

-[] Tiberium (7/7 dice + 2 Free Dice, +39 bonus, 190 R)
--[] Karachi Planned City (Phase 1+2+3) (2 dice, see Infrastructure)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 (2 dice, 60 R) (97% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 Europe) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-5 Iberia) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Forgotten Experimentation 188/260 (1 die, 30 R) (97% chance) (-5 PS)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4)
---[] (-10 PS, possibly -20 if Phase 4 completes, very unlikely)

-[] Orbital (7/7 Dice + 3 Free dice, +34 bonus, 270 R)
--[] Assembler Bay 0/255 (3 dice, 60 R) (80% chance)
--[] Lunar Homesteading (Phase 3+4+5) 217/750 (7 dice, 210 R) (Phase 3+4, 92% Phase 5)
---[] This is, quite simply, the scale of dice expenditure we need in order to complete the space population target. If we spend less than seven dice on this project this turn, we are building up a deficit we will have to make up for on a future turn by spending eight or more dice. I believe that building up such a deficit would be a bad idea.
---[] I am nevertheless planning to complete the assembler bay with Free dice.

-[] Services (4/4 Dice + Erewhon!, +35 bonus, 190 R)
--[] Fifth Generation Electronic Video Assistants 152/200 (1 die, 40 R) (100% chance)
--[] Regional Hospital Expansions (Phase 2) (2 dice, 50 R) 85/270 (53% chance)
--[] Naquada Ring Experiments 0/80 (1+E dice, 100 R) (99.7% chance)

-[] Military (6/6 Dice + 1 Free die + AA die, +31 bonus, 130 R)
--[] Military Particle Beam Development 81/100 (AA die, 20 R) (97% chance)
--[] Next Generation Armored Vehicles 77/160 (1 die, 30 R) (81% chance)
--[] Phased Plasma Weapons Development 0/80 (1 die, 15 R) (85% chance)
--[] Tib Core Missile Seeker Analysis 0/60 (1 die, 5 R) (99% chance)
--[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 (3 dice, 60 R) (Phase 1, 9% Phase 2)
---[] Again, this is the scale of investment required to get the project done in a reasonable amount of time. It's going to take about eleven dice to finish this thing, and we don't want to still be working on it in 2065Q4, so three dice per turn is a necessary average level of investment. We have plenty of other military priorities that are desirable, or even required, but none that are urgent by comparison. This is the big rock we need to get out of our way in 2065, so we should start moving it now.

-[] Bureaucracy (4/4 Dice, +29 bonus, -30 RpT)
--[] Administrative Assistance: Particle Beam Development
--[] Hand Off Capital Goods to Market (10 Capital Goods)
--[] Transfer Funds to the General Pool (30 RpT) (+5 PS)
 
--[] Hand Off Capital Goods to Market (10 Capital Goods)
this is the only thing i am against really simon. even with the capgoods windfall we just got, we also have a lot of capgood requirements in the projects we will be doing. we need to maintain a high surplus to build our stockpile as well.

if we want to help the market, we should be putting dice into the one automation project we have that gives market benefits, not just dumping more capgoods that they wont be able to use efficiently.

between 5th gen evas, new ai projects and more, i just flat out dont think we can afford this.

we have met our plangoal on handing off cap goods. i think we should leave it there.
 
Dr. Rima Alcard
A robotics scientist with some radical views on automation, Rima has been sidelined repeatedly for her advocacy of a systematic machine state. However, with some funding, and work on her experimental systems, she may be on to some quite encouraging design work.
(+1 Light Industry Die, -5 to Light Industry)
(unlocked automation/robotics projects)
Huh. Interesting.

So even though she got assassinated, recruiting her still caused automation and robotics projects to be unlocked. Even after death.

I had thought her death got rid of the projects since she was the one pushing for them.

Hope she would be happy at the sudden sure of Drone and automation projects were doing at the moment.
 
So even though she got assassinated, recruiting her still caused automation and robotics projects to be unlocked. Even after death.

I had thought her death got rid of the projects since she was the one pushing for them.

Hope she would be happy at the sudden sure of Drone and automation projects were doing at the moment.
I mean we probably won't get more new ones that we might have gotten if she had stayed alive after this batch is finished. This is probably like all her existing plans pushed through to implementation stage by her remaining staff.
 
[X] Draft Plan Attempting to Start Karachi
We're not voting on plans at present, this is just people tossing out possible plans for next turn, with full knowledge that they are highly likely to be OBE. (Overtaken By Events)

--[] Hand Off Capital Goods to Market (10 Capital Goods)
Suggested replacement:
--[] Manage Panicked Screaming
:D

(This may not reflect actual department and dice needed for MPS project.)
 
I mean, I wouldn't think there's a reason for it to go away. The money making part of the initiative is going to keep having more money than the rest of it, so they should maintain the ability to hand it over to the rest of the money grubbers. [Snip]
It's a project that we've had available in the past, and also is a project that's disappeared in the past.

Every turn that passes us making the agreement to transfer Resources to the rest of the Initiative decreases in relative value. In Q4, it'll be 150R for 5 ps. In Q1, it'll be 120R for 5 ps. In Q2, it'll be 90R for 5 ps. And so on and so forth.

Even if the timeskip wasn't happening, the agreement resets at reallocation.

We may not find someone willing to pay more for a lesser return.

And we really, really, really want to end the quest with 100 ps.
 
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this is the only thing i am against really simon. even with the capgoods windfall we just got, we also have a lot of capgood requirements in the projects we will be doing. we need to maintain a high surplus to build our stockpile as well.
[blinks]

It's odd, because the informational post @Lightwhispers had higher up this page says we're at +15 Capital Goods, but we just finished North Boston (for +35) and I don't think we burned through all that stockpile THAT fast.

If our surplus is actually below +20 to +25 or so, then I guess you're right, but honestly I think it's high enough.

Building up the stockpile isn't a political target and it's big enough for any reasonable problem. Multiple overlapping world wars (like happened at game start) could overrun us, but that's just not what we're preparing for right now.

I don't think it's worth worrying about, especially since in case of emergency measures we could probably recall some of the Capital Goods we're sending to the private sector. I really don't think we should be hoarding the stuff in warehouses when the civilian economy is still hard up for labor despite everything we can do.

we have met our plangoal on handing off cap goods. i think we should leave it there.
Uh... I don't think we actually have?

Wait... son of a gun! We did! I was expecting the option to go away if we'd gotten that. Huh. Okay, I'll bear it in mind. Forget what I said above, I guess, then? If we're actually done with that Plan target, then we shouldn't keep on pouring it on, at least until we're truly confident there won't be another Tiberium War in the next few years.

It's a project that we've had available in the past, and also is a project that's disappeared in the past.

Every turn that passes us making the agreement to transfer Resources to the rest of the Initiative decreases in relative value. In Q4, it'll be 150R for 5 ps. In Q1, it'll be 120R for 5 ps. In Q2, it'll be 90R for 5 ps. And so on and so forth.
[shrug]

It's been very constant lately; by your argument it should have lost significant effectiveness since 2063Q4. Can you provide past examples of what happens when it goes away?

Also, I think part of the advantage to us may be that whatever programs we send the funds to can then just lobby for no budget change at reapportionment, as opposed to having to fight for a piece of the pie that isn't already there.
 
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It's been very constant lately; by your argument it should have lost significant effectiveness since 2063Q4. Can you provide past examples of what happens when it goes away?

Also, I think part of the advantage to us [snip]
Q4 2052, we had it. 15 resources/turn for 5 ps.
Q3 2053 (a year before realloc), it disappeared.

There's precedent. It's rational that people may not be willing to pay more for less. Does anything else really matter?
 
It's odd, because the informational post @Lightwhispers had higher up this page says we're at +15 Capital Goods, but we just finished North Boston (for +35) and I don't think we burned through all that stockpile THAT fast.
The Statuspost will update when the official Results/Turnposts drop, not based on preliminary estimates in my mathposts. We should have +42 Capital Goods as of turn end Q3, assuming nothing else comes up. (Or blows up.)
 
They went and chose, and I paraphrase, "For what Ithillid thinks would be best for maximal screaming."

Hang onto your helmets, the ride ain't over.
On one hand, it's probably a Tiberium tech. On the other hand, I really wish it was part of the Scrin/Visitor Biological Manipulation tech. Because from what we see in the games, that is absolutely capable of brainwashing people and probably granting them psionics (though that might be focused in what seems to be a Prodigy larva that gets planted in their brain) so suddenly folks need to start asking questions about just what GDI is capable of doing to anyone if they so desire. Or more realistically, what a 'rogue' GDI organisation, Nod or someone trained in the technology going crazy is capable of doing.

And it would be really cool to 'Peak Transhuman' this really hard. Whilst also causing a lot of screaming from all the folks who have concerns about going Peak Transhuman. Also probably a bunch of screaming from the Council in the probable Sequel due to just what sorts of strangeness GDI gets up to but I'm not counting on that.
 
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What if instead of psionics, it's a way to safely and reliably induce the Delta and Omega Forgotten mutations? With the technology we currently have you could still look pretty human while still enjoying the benefits. Different flavors of super human become available, and suddenly you don't need a hazard suit just to go outside. Lots of benefits there, very tempting.

Of course, the downside is not only the divides this would cause in the Initiative population, but also the knowledge that by using it, we're all but certainly walking down the same path that lead the Scrin to become what they are.
 
There's precedent... but did the same thing happen in 2057-58 or 2060-61?
I've proven my point that it's happened in the past. I've given a citation for it. I'm not claiming that it happens every time, nor that it's guaranteed to happen this time. Only that it can happen, and we can't treat it as something that will definitely continue to be available in the future.
 
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[] Draft Plan Seriously, Bring Me The Moon
-[] Infrastructure (5/5 Dice, +27 bonus, 135 R)
--[] Drone Logistical Integration 145/240 (1 die, 15 R) (47% chance)
--[] Karachi Planned City (Phase 1+2+3) 0/345 (4 dice + 2 Tib, 120 R) (100% chance Phase 3)

-[] Heavy Industry (5/5 Dice, +34 bonus, 140 R)
--[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 (3 dice, 90 R) (Phase 1, 51% Phase 2)
--[] Microfusion Cell Laboratories (2 dice, 50 R) (94% chance)

-[] Light Industry (4/4 Dice, +29 bonus, 90 R)
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 (2 dice, 60 R) (2/8 median)
--[] Factory Automation Programs 75/280 (2 dice, 30 R) (16% chance)

-[] Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 2) 579/790 (3 dice, 15 R) (89% chance)
--[] Spider Cotton Plantations (Phase 3) 95/165 (1 die, 15 R) (92% chance)
--[] Vertical Farming Projects (Stage 5) 78/215 (2 dice, 30 R) (91% chance)

-[] Tiberium (7/7 dice + 2 Free Dice, +39 bonus, 190 R)
--[] Karachi Planned City (Phase 1+2+3) (2 dice)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 (2 dice, 60 R) (97% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 Europe) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-5 Iberia) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Forgotten Experimentation 188/260 (1 die, 30 R) (97% chance) (-5 PS)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4) (-10/-20 if 4 finishes)

-[] Orbital (7/7 Dice + 3 Free dice, +34 bonus, 270 R)
--[] Lunar Homesteading (Phase 3+4+5) 217/1000 (10 dice, 210 R) (Phase 3+4+5, some chance of 6)

-[] Services (4/4 Dice + Erewhon, +35 bonus, 190 R)
--[] Fifth Generation Electronic Video Assistants 152/200 (1 die, 40 R) (100% chance)
--[] Regional Hospital Expansions (Phase 2) (2 dice, 50 R) 85/270 (53% chance)
--[] Naquada Ring Experiments 0/80 (1+E dice, 100 R) (99.7% chance)

-[] Military (6/6 Dice + 1 Free die + AA die, +31 bonus, 130 R)
--[] Military Particle Beam Development 81/100 (AA die, 20 R) (97% chance)
--[] Next Generation Armored Vehicles 77/160 (1 die, 30 R) (81% chance)
--[] Phased Plasma Weapons Development 0/80 (1 die, 15 R) (85% chance)
--[] Tib Core Missile Seeker Analysis 0/60 (1 die, 5 R) (99% chance)
--[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 (3 dice, 60 R) (Phase 1, 9% Phase 2)

-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Particle Beam Development
--[] Transfer Funds to the General Pool (30 RpT) (+5 PS) x2

This one's broadly the same as Simon's as I've got not much to gripe with about it, with the key (/only) differences being a double transfer to the general pool for some more sweet, sweet oil PS and dropping the assembler bay in favor of going all-in on homesteading (mainly to see if we can get the actual moon city project sooner).
 
You don't need to spend two dice here. Last time, we activated this twice with one die. You can transfer any multiple of 30 RpT with only one die.
Highly annoying, as that means I either get rid of the transfer or have to do another unit of capgoods off to the market (unless we get more options in the next turnpost, of course).

Anywho, alternative draft plan:
[] Draft Global War on Tiberium
-[] Infrastructure (5/5 Dice, +27 bonus, 135 R)
--[] Drone Logistical Integration 145/240 (1 die, 15 R) (47% chance)
--[] Karachi Planned City (Phase 1+2+3) 0/345 (4 dice + 2 Tib, 120 R) (100% chance Phase 3)

-[] Heavy Industry (5/5 Dice, +34 bonus, 110 R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 3 dice 60R 79%
--[] Microfusion Cell Laboratories (2 dice, 50 R) (94% chance)

-[] Light Industry (4/4 Dice, +29 bonus, 90 R)
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 (2 dice, 60 R) (2/8 median)
--[] Factory Automation Programs 75/280 (2 dice, 30 R) (16% chance)

-[] Agriculture (6/6 dice, +29 bonus, 60 R)
--[] Reforestation Campaign Preparations (Phase 2) 579/790 (3 dice, 15 R) (89% chance)
--[] Spider Cotton Plantations (Phase 3) 95/165 (1 die, 15 R) (92% chance)
--[] Vertical Farming Projects (Stage 5) 78/215 (2 dice, 30 R) (91% chance)

-[] Tiberium (7/7 dice + 6 Free Dice, +39 bonus, 310 R)
--[] Karachi Planned City (Phase 1+2+3) (2 dice)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 (2 dice, 60 R) (97% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 Europe) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-2) 0/75 (1 die, 30R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-3) 0/75 (1 die, 30R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-5 Iberia) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-6) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Tiberium Inhibitor Deployment (BZ-8) 0/75 (1 die, 30 R) (92% chance) (+1 PS)
--[] Forgotten Experimentation 188/260 (1 die, 30 R) (97% chance) (-5 PS)
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 (2 dice, 40 R) (100% Phase 3, 4% Phase 4) (-10/-20 if 4 finishes)

-[] Orbital (7/7 Dice + 3 Free dice, +34 bonus, 210 R)
--[] Lunar Homesteading (Phase 3+4+5) 217/1000 (7 dice, 210 R) (Phase 3+4, chance of 5)

-[] Services (4/4 Dice + Erewhon, +35 bonus, 190 R)
--[] Fifth Generation Electronic Video Assistants 152/200 (1 die, 40 R) (100% chance)
--[] Regional Hospital Expansions (Phase 2) (2 dice, 50 R) 85/270 (53% chance)
--[] Naquada Ring Experiments 0/80 (1+E dice, 100 R) (99.7% chance)

-[] Military (6/6 Dice + AA die, +31 bonus, 130 R)
--[] Military Particle Beam Development 81/100 (AA die, 20 R) (97% chance)
--[] Next Generation Armored Vehicles 77/160 (1 die, 30 R) (81% chance)
--[] Phased Plasma Weapons Development 0/80 (1 die, 15 R) (85% chance)
--[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
--[] Ground Forces Zone Armor (Set 2) (Phase 1+2) 260/570 (3 dice, 60 R) (Phase 1, 9% Phase 2)

-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Particle Beam Development
--[] Transfer Funds to the General Pool (30 RpT) (+5 PS) x2 (yes yes I know this is a placeholder)

1295R

Not quite as aggressive as Light's antitib memeplan but it does feature plentiful dice on inhibs while still getting experiments and tib power built up to combat the hit from so many inhibs.
 
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