So next turn we should put in a lot of dice i Military, i want us to raise all the Military Confidence into high, so that means Steel Talons and ZOCOM, with Space Force i am meh with unless they will be usefully in a ground war, or NOD somehow gets space fleet
Issue is that all the steel talons had on their docket is the UGV project and the best way to help ZOCOM is to pump out more zone armor as fast as we can so the regular army can take over some of the simpler RZ duties and free then up for more deep operations. Realistically the Navys projects have the longest turnaround in delivery and by the time the last round of upgrades is out they'll already be inadequate for the environment they're in and the Air Force has been having a steadily harder time even with our investments, if we're gonna go heavy then those two branches are the ones thatll need it
So next turn we should put in a lot of dice i Military, i want us to raise all the Military Confidence into high, so that means Steel Talons and ZOCOM, with Space Force i am meh with unless they will be usefully in a ground war, or NOD somehow gets space fleet
So next turn we should put in a lot of dice i Military, i want us to raise all the Military Confidence into high, so that means Steel Talons and ZOCOM, with Space Force i am meh with unless they will be usefully in a ground war, or NOD somehow gets space fleet
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)
Tiberium Spread
Surface
26.52 (+0.425) Blue Zone
0.00 (-0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.49 (+0.235) Yellow Zone (107 points of mitigation)
48.92 (-0.37) Red Zone (101 points of mitigation)
Underground Tiberium infiltration estimates:
0.34 (+0.08) Blue
12.73 (-0.04) Yellow (37 points of mitigation)
86.93 (-0.04) Red (19 points of mitigation)
Next Mutation Roll: Q2 2066
Current 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)
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 (no change from economic turbulence)
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)
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.
Infrastructure (5 dice +27 bonus)
[ ] Blue Zone Arcologies (Stage 5)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ] Rail Network Construction Campaigns (Phase 6)
With lines laid and preparations made for exploitation of areas opened by the Trans-Continental rail line in North America, this phase will be shifting focus. Much more work will go towards secondary rail links in central Blue Zone areas, and replacing some lines that have become sub-optimal with better-situated connections.
(Progress 60/245: 15 resources per die) (+3 Logistics)
[ ] Karachi Planned City (Phase 5)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 532/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
[ ] Postwar Housing Refits (Phase 3)
Finalizing housing projects, and fitting out the last of the postwar housing for long term living is going to disrupt a relatively small number of communities, but, at this point the housing in many cases does need significant work, and can be made much more sustainable in the long run.
(Progress 30/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
[ ] Japan-Korea Tunnel
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)
Heavy Industry (5 dice +34 bonus)
[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest Tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)
[ ] Second Generation Continuous Cycle Fusion Plants (Phase 7)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 200/270: 20 resources per Die) (+19 Energy) (-1 Labor)
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
Light and Chemical Industry (4 dice +29 bonus)
[ ] Flexible Superconductor Development (New) (Tech)
Flexible superconductors, under the product name Caterium, has been something of a surprise breakthrough. While still somewhat limited in degree of flexibility, it is a significant upgrade to military applications, and a noticeable one for moving superconductors significantly down the chain towards, although likely not all the way to, the home.
(Progress 0/120: 25 resources per die)
[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)
[ ] Laser Printing Plants
New generations of laser systems allow for significantly improved laser deposition printing, effectively allowing fast, high-precision 3D printing in a wide variety of previously difficult materials. While not useful for everything, it should now be possible to effectively print out components that previously had to be forged.
(Progress 0/150: 20 resources per die) (-4 Energy, +2 Capital Goods)
[ ] White Goods Programs
White goods are major home appliances. While the state of the art has progressed in the last fifteen to twenty years, nearly all of those appliances in GDI's houses are old models, designed before the Third Tiberium War, and in many cases significantly before then. While wholesale immediate replacement is not viable, looking at the progress in various fields, should allow for GDI to make some efficiencies and conveniences more readily available.
(Progress 115/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)
Agriculture (6 dice +29 bonus)
[ ] Green Belt Projects (New)
Laying green belts around major Initiative cities is seen by many as simple makework, and an extension of reforestation efforts that lack immediate support for greater efforts. Nonetheless, they will provide pleasant green spaces for citizens to relax in, and, if necessary, a well cultivated and mapped battlefield if Nod wishes to wage another war.
(progress 0/350: 10 resources per die) (+4 Consumer Goods)
[ ] Wildlife Restoration (New)
With the new wildlands maturing, it has become clear that a certain level of animal presence is required to maintain a healthy biosphere. By tapping existing stocks of small and medium animals currently kept in zoos it will be possible to seed the various biomes with animals that enforce the required degree of flora diversity.
(Progress 0/180: 25 resources per die)
[ ] Orchard Domes (New)
With large dome structures for agricultural production a proven concept, orchards are now under consideration for a similar treatment. It will take time for the trees to provide useful harvests, but an aggressive enough investment could make tree fruit and nuts more than an absolute luxury item without too much of a delay.
(Progress 0/240: 15 resources per die) (+6 Consumer Goods)
[ ] Salvebrush Development (New)
A development on the poulticeplant, the salvebrush is intended to provide topical salve, adding both productivity, and antiviral properties. While a relatively minor innovation over the extant poulticeplant, it is a noticeable degree of effort. As per agreement, samples of this plant will be provided to Nod.
(Progress 0/80: 20 Resources per Die) (Plant Genetics)
[ ] Kingsfoil Development (New)
There are a number of ways to produce antibiotic, antiviral, antiparasitic, and antifungal agents, some of which are safe to be consumed in parallel. While not as effective as dedicated single-target agents can be, kingsfoil is intended to be a high speed first resort that is hypo-allergenic as well as highly compatible with most commonly used medication, and so minimization of side effects has a higher priority than maximization of impact.
(Progress 0/80: 20 Resources per Die) (Plant Genetics)
[ ] Bioplastics Development (New)
Bioplastics in various forms have been in use since the 1850s. However, a significant number of them are either low- or limited-performance, or simply difficult to produce in the modern-day environment. Genetically engineering a dedicated plant to produce the precursors to high-performance bioplastics is one element of making the Initiative less reliant on Tiberium.
(progress 0/80: 20 resources per die) (Plant Genetics)
[ ] Terrain Retention Projects (New)
While reforestation and restoration of the biosphere is currently a relatively low priority, especially due to the risks of Tiberium undermining, that does not in fact mean that GDI cannot care about soil retention and otherwise stabilizing the system.
(Progress 0/160: 15 resources per die)
Tiberium (7 dice +39 bonus)
[ ] Tiberium Vein Mines (Stage 11) (Updated)
While no longer positive in terms of surface abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Underground Yellow Zone Abatement) (-2 Capital Goods)
[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)
[ ] Red Zone Containment Lines (Stage 8)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
[ ] Enhanced Harvest Tiberium Spikes (Phase 3)
While still a potential political problem, the enhanced harvest Tiberium spikes offer a considerable degree of underground abatement with minimal investment required.
(Progress 7/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
[ ] Tiberium Glacier Mining (Stage 13) (Updated)
The invasion of Karachi has opened a number of new glacier faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (+1 Red Zone Abatement, +1 point underground Red Zone Abatement) (5 Stages available)
[ ] Xenotech Tiberium Processing Plants (Stage 3)
While continued expansion would make significant differences to GDI's ability to produce STUs, there are major countervailing concerns, especially as this technology largely remains beyond the cutting edge, maintained in most cases more by a network of ongoing apprenticeship and on the job learning, rather than functional training programs.
(Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
[ ] Hewlett-Gardener Mothballing (Phase 3)
Clearing up some of the last of the old model HG refineries will continue to make labor available. While it will (in some cases) mean transporting Tiberium for longer distances, that is largely something that is already happening due to the better yields offered by IHG and Visitor refining technologies.
(Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from experimental deployment to serial. While each will be significantly energy-expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 2 (Progress 57/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement)
-[ ] Red Zone 1 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
-[ ] Red Zone 2 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
-[ ] Red Zone 3 (Progress 0/100: 30 resources per die) (+2 Red Zone Abatement) (+2 Underground Red Zone Abatement)
[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions – built as hybrid refineries and power plants – will both send out a trickle of resources and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn)
[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the ion storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
[ ] Secure Yellow Zones
There are a number of Yellow Zones around the world with little to no Brotherhood presence, mostly in large pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will allow GDI to make gains in the near term, and build up GDI's pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)
Orbital (9 dice +34 bonus)
[ ] Fluyt-Class Impulse Shipyard
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 0/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)
[ ] GDSS Columbia Bays (1 each)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/250: 20 resources per die) (+3 Food, +6 Food in reserve)
[ ] GDSS Shala Bays (5 available)
-[ ] Experimental Crops Bay (Stage 2)
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 2/215: 20 resources per die) (MS) (Unlocks new development projects)
-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/215: 20 resources per die) (+6 Consumer Goods)
-[ ] High Efficiency Void Crops Bay
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance.
(Progress 0/180: 20 resources per die)
Lunar Operations
[ ] Lunar Mining Projects
Joining together extant and proposed mineral extraction activities on and below the Moon's surface, expansive Lunar mining projects are one of the few immediate ways to bring GDI's orbital operations to some degree of self sustainment, rather than being wholly reliant on Earth's mineral resources.
(Progress 0/155: 20 resources per die) (+15 resources per turn)
[ ] Lunar Homesteading (Phase 4)
Continuing Lunar Homesteading projects are a combination of beginning to build basic community facilities, including low gravity pools, community exercise spaces, and other amenities, alongside expansions of living space, primarily in already existing homesteading spaces.
(Progress 42/220: 30 resources per die) (1000 residents)
[ ] Aldrin Planned City (Phase 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 730/850: 30 resources per die) (5500 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)
Services (4 dice +35 bonus)
[ ] Fifth Generation Electronic Video Assistant Deployment (Phase 1)
While still extremely expensive, and reliant on massive quantities of isolinear chips, some small trickle of fifth-gen EVAs can be produced and fielded. While the immediate benefits will be somewhat limited, the overall results are likely to be significant, especially as older-model EVAs are displaced into fields that have been considered lower priority.
(Progress 0/250: 40 resources per die) (+1 to all departments)
(Progress 0/250: 40 resources per die) (+2 to all departments)
(Progress 0/250: 40 resources per die) (+3 to all departments)
[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 171/240: 30 resources per die)
[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)
[ ] Gene Clinic Expansions
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 134/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)
Military (6 dice +31 bonus)
[ ] Military Logistics Drone Network (Phase 1)
Adapting drone control to the basics of self-driving trucks and other robotic assistants is not particularly difficult, and will substantially increase the tooth to tail ratio. While it will do little to reduce the need for skilled labor, many of the relatively simple driving tasks can be turned over to drone operators.
(Progress 0/200: 20 resources per die) (+5 Labor, -5 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -7 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -8 Capital Goods)
[ ] Initiative Laser Systems Deployment (Phase 2)
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. The second phase of deployment will focus on refitting the Steel Talon's Titans among other systems, including the Initiative's battleships and carriers.
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
[ ] Electronic Countermeasures Improvements (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 150/500: 15 resources per die) (-1 Capital Goods) (Projected: 2 quarters to begin, 8 to complete)
[ ] ASAT Defense System (Phase 5)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/425: 20 resources per die)
[ ] MARV and Reclamator Hubs (Updated)
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 223/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
Zone Operations Command
[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Air Force
[ ] NovaHawk Factory Refits (High Priority)
GDI at the moment does not need massive numbers of new airframes, especially given the number of parts shared between the old Firehawks and the new Novahawks. Therefore, it is best to focus almost all efforts on putting in the upgrades, ranging from laser modules and repulsorplate arrays, to the reshaping of the fuselage to accommodate all of the changes.
(Progress 60/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 15 resources per die)
Space Force
[ ] Mjölnir Design Studies (New)
Designing what is essentially a mobile ion cannon platform will serve both as a foundation for highliner type impulse drives, and a means to build a platform that can move ion cannons around more effectively, both to maximize time-on-target in a orbital support role and (more importantly) provide an earlier interception window for any future Visitor invasions.
(progress 0/60: 10 resources per die)
[ ] Casimir Design Studies (New)
While impulse drives are practical, gravitic drives will be a critical component of any future space warfare, primarily because they have even lesser delta-v restrictions than even impulse drives. Designs for a future warship, drawn on a clean sheet and incorporating lessons learned with the Conestoga platform are another step towards building a proper orbital navy.
(progress 0/60: 10 resources per die)
Ground Forces
[ ] Next Generation Armored Vehicle Factories. (Updated)
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 0/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour, -3 STUs)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -3 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour, -2 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods, -1 STUs) (Refit)
[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority)
While the tip of the spear are still equipping themselves with the best that the Initiative can offer, they are a relatively small fraction of the total forces that serve under the striking eagle. A second, substantially larger wave of factories will require both significantly more capital goods, and a sizable workforce to produce enough of the armor to make a difference on those scales. TRADOC and Procurement have both pressured the government to halt the Zone Armor rollout beyond the current phase, believing that it is more important to revise and revisit the concept from a clean sheet to incorporate major technological developments.
(Progress 117/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
[ ] GD-3 Deployment (Phase 3) (High Priority) (Refits) (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 5/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)
Navy
[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 265/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
[ ] Governor-B Development (Platform) (New)
With the sheer number of new technologies available to the navy, the Governor-A is simply no longer sufficient, especially given how long it has taken to deploy. Building on the design work, and working from a fusion base rather than a fission one, the Governor-B is intended to take a roughly similar hull shape, and add substantial additional capabilities: additional anti-missile capacity, significant extensions to its own missile arsenal, among further incremental improvements. The modifications in turn require a reduced railgun package, but Naval Command considers this a worthwhile trade.
(Progress 0/80: 20 resources per die)
[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)
[ ] Shark-Class Frigate Shipyards
The Shark is unfortunately of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
Seattle (Progress 0/300: 20 resources per die) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3) (Reconstruction)
Calais (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods) (3 Tranches, Projected: 8 quarters to complete tranche 1, 16 quarters to complete tranche 2, 24 quarters to complete Tranche 3)
Steel Talons
[ ] Unmanned Support Ground Vehicle Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 134/240: 20 resources per die) (-1 Capital Goods, -1 Energy)
Bureaucracy (4 dice +29 bonus)
[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] Transfer Funds to the General Pool
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)
[]Epsilon Eridani Expedition Funding (New) (Mad Science)
The SCED has put in a funding request to develop, plan and launch a multi-stage expedition culminating in eventual manned expeditions first to Alpha Centauri and finally Epsilon Eridani-h. With no clear timeline and many of the core technologies required not yet developed, funding would go first toward feasibility studies, equipment testing and foundational research.
-[](Assign one time grant, minimum 50)
-[](-10 Resources per turn)
-[](-20 Resources per turn)
-[](-50 Resources per turn)
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 134/240 1 die 20R 34%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Epsilon Eridani Expedition Funding (New) 1 die autosuccess
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send @Lightwhispers a PM if you're interested.
--Note 3: You can use Informational threadmarked version.
A/N: A lot of thanks to everyone who gave, it has helped tremendously. The link remains Ko-fi.com/ithillid
A/N2: Normal 4 hour moratorium for voting, you all probably know the drill by this point.
Taking
[]Epsilon Eridani Expedition Funding (New) (Mad Science)
The SCED has put in a funding request to develop, plan and launch a multi-stage expedition culminating in eventual manned expeditions first to Alpha Centauri and finally Epsilon Eridani-h. With no clear timeline and many of the core technologies required not yet developed, funding would go first toward feasibility studies, equipment testing and foundational research.
-[ ] (Assign one time grant, minimum 50)
--[ ] 800
-[](-50 Resources per turn)
Also of note:
Our entire new Agriculture Department.
Glaciers and Vein Mines have Deep Abatement. Very minimal Deep Abatement, but still.
Of note Vein Mine is YZ underground so those, inhibitors and spikes are a good way to spread dice around to reduce the chance of a critfail.
Assuming no free/tib dice needed elsewhere except to finish Karachi
13 dice
1 to Karachi (with 3 infra dice to finish it this turn, other 2 can go to postwar housing refits)
Tib Inhibitor BZ 4 dice
Tib Inhibitor YZ 4 dice
Tib Spikes 4 dice
Tib Vein Mines 4 dice
Should get 1 if not both yz inhbitors, and multiple BZ inhibitors and at least 1 round of spikes and vein mines so probably somewhere around +8 to +12 under ground YZ mit
Mostly good. The one major issue I have is that you should put some dice towards Tiberium Glacier Mining, just to make sure we're set on the Income goal.
Mostly good. The one major issue I have is that you should put some dice towards Tiberium Glacier Mining, just to make sure we're set on the Income goal.
It's impossible to give Enuf Funding, but I am working on it. (Ignore SCED panicking at the Treasury once again giving their accountants a buffer overflow error by sending them so much money.)
I would think plans that put dice on Vein Mining would also focus on the U-Series Alloy Foundries. 10 Progress might not seem a lot but it will add up as we try to fight the green menace.
There is also a possibility that deploying the upgraded mining tools will over time open projects to make mining more efficient at countering Tiberium or increasing output. Because right now we don't deploy the best tools underground with most of the Tiberium mining tech being focused above ground and implemented into the MARVs.
There is also the fact that we have acquired Nod tunneling tech (the Korea-Japan tunnel is a result of this). So maybe with better mining tools deployed we could build underground MARV equivalents. Maybe underground trains that tunnel along Tiberium vines and help limit spread.
We can start working towards Nuuk after the foundry is done. And splitting dice between those two is just strange as it delays the rewards of each.