Power Problems
Insufficient power causes problems for SCEDs operation overall. Luckily, the Decontamination Hub is not yet needed for anything and as such can be taken off the net for the moment.
Plan Goals:
Finish [ ]Manned Landing (Luna) Before Q1 2057
Auxiliary Dice (AD): Auxiliary Dice cost Capital, the C cost for each category is specified in the header. The cost is added to all other costs.
Infrastructure (3 Dice): +31 (AD cost: 2C)
[ ][Carter]Anchorage Environmental Testing Facilities 0/100 0/5C (1AP + 3C/Die)
A relatively modular space with several facilities to research the effect of hostile environments on equipment or the performance of said equipment in various environments.
(Power -, Small Progress Reduction for certain Developments, Moderate Progress Reduction for certain Experiments)
[ ][Carter]Anchorage Variable-G Laboratories 0/500 0/5C (1AP or 10C/Die + 2C/Die)
One of the more exotic options, the vg-lab on its own won't produce radical new research but is meant to serve in tandem with other laboratories to research the effect of gravity on chemical reactions or electronics. The Laboratory makes use of GDI's advanced artificial gravity to produce small enclosed spaces between 0- and 20-Gs, either working in tandem with or against Earth's gravity.
(Power --, Small Progress Reduction for certain Developments, Moderate Progress Reduction for certain Experiments)
[ ][Carter]Supercomputer Complex Stage 1/5 0/200 (4C/Die)
Sometimes using brute computing power can go a long way to solving problems. Not much more than rows upon rows of server racks to be expanded upon, the complex will help overall with RnD efforts regardless of the specific project.
(Power-, Personnel -)
[ ][Carter]Anchorage Biohazard Laboratories 0/100 0/5C (4C/Die)
With the existence of life in the solar system outside earth unconfirmed, a sealed laboratory such that the inside cannot contaminate the outside and the other way around, is required, as it is just too commonly known what happened the first time an alien "lifeform" went loose on earth.
[ ][Carter]Refurbish Anchorage Facilities 0/500 (2C/Die)
The Anchorage site has been repaired the bare minimum before. To provide a good working environment however, many parts of the facility have tobe restored. Returning power, heating and water access back will require some work.
(Work Amenities +3, Laboratory Space +1)
[ ][Carter]Prefabricated Office Complex 0/100 0/5C (1C/Die)
A place designed to be quickly erected and provide the bare minimum of facilities for office work. (Office Space +4)
[ ][Carter]Expanded Power Production 0/150 0/5C (1C/Die)
As usual for GDI bases, Space Force bases produce their own power. Given the various expansions to the bases the grid will need to be expanded with the GDI prefab power plans. (Power+)
[ ][Carter]Train Construction Robot Use (Requires one Die. Can only be taken after [ ]Construction Robots is completed or the same turn as [ ][Carter]Requisition Construction Robots. Gives a +5 Bonus)
Tiberium (3 Dice): +6 (AD cost: 5C)
[ ][Carter]Tiberium Spikes 0/400 (1 AP or 4C/Die + 2C/Die)
Now that we have free access to all kinds of parts previously unobtainable due to the state of emergency a variety of new construction options opens up. One of them being a number of Tiberium spikes to get access to the various dormant subterranean Tiberium Deposits around the Space Force Bases. (Raw Resources +++, Personnel -, Power --)
[ ][Carter]Train Construction Robot Use (Requires one Die. Can only be taken after [ ][Construction Robots] is completed or the same turn as [ ]Requisition Construction Robots. Gives a + 5 Bonus)
Industry (3 Dice): +6 (AD cost: 4C)
[ ][Carter]Expand Anchorage Workshops 0/100 0/5C (1 AP or 5C/Die)
The current workshops are equipped for one thing only, work on rockets. The staff can work with what is present but complaints have been made about the ability to design a rover with the equipment. It will take some work and capital to equip the workshops to a more general standard.
(Power -, Moderate Progress Reduction for Developments, Small Progress Reduction for Experiments, enables more general development projects)
[ ][Carter]Anchorage Production Laboratory 0/300 0/5C (1AP or 5C/Die)
A small replica of an assembly hall, the production laboratory is typically equipped with an array of flexible computer-controlled tools that cover several different length scales and various materials, with the aim to make "almost anything" with a focus on streamlining the necessary steps and time required to complete products.
(Power -, Small Progress Reduction for Developments)
[ ][Carter]Anchorage Chemical Laboratories 0/300 0/5C (4C/Die)
Laboratory space with the equipment and safety precautions for working with all kinds of dangerous and less-dangerous chemicals.
(Power -, Small Progress Reduction for certain Developments, Small Progress Reduction for certain Experiments)
[ ][Carter]Anchorage Materials Laboratories 0/200 0/5C (4C/Die)
Laboratories for experimenting on and with various materials.
(Power -, Small Progress Reduction for certain Developments, Small Progress Reduction for certain Experiments)
[ ]Chemical Plant Stage 1/2 0/200 (1AP or 3C/Die + 2C/Die)
You can only go so far with metals alone. Plastics and various organic materials cannot be produced from Tiberium directly and need to be manufactured in expensive and power intensive processes.
(AP+, Personnel -, Power --)
[ ][Carter]Thorium Nuclear Plant 0/500 (1 AP or 5C/Die + 2C/Die)
Normally used to produce energy for industrial sites and GDI's largest bases, the Thorium plant is not available as a prefab and as such will need to be built completely on site. (Power +20, Personnel-)
[ ][Carter]Part Fabrication Plant Upgrade Stage 5 71/125 (3C/Die)
The part Fabrication Plant can still be filled with more machinery, from industrial presses to highly advanced 3-D printers. (Power -, Personnel --, Raw Resources-, Advanced Parts+)
[ ][Carter]Automated Assembly Line Phase 3 43/200 (1 AP or 7C/Die)
As the third in the row of the "Industry-M"-line of prefab buildings, the one meant for the automated assembly line stands tall and identical to the other ones. Erecting it proved no issue after the experience gained with the two other ones. All that is left is installing the industrial robots.
(Power-, Personnel -)
[ ][Carter]Upgrade Assembly Plant Stage 1 0/400 (1 AP or 7C/Die)
It is possible now to upgrade the plant to the highest standards using nothing but the parts it produces itself in an escalating cycle of improvement. (Power -, Personnel -, additional Assembly Die)
[ ][Carter]Train Construction Robot Use (Requires one Die. Can only be taken after [ ][Construction Robots] is completed or the same turn as [ ][Carter]Requisition Construction Robots. Gives a + 5 Bonus)
Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
[ ][Carter] Titan Rocket System 0/85 0/1 AP
The Titan is the lightest of the launch vehicles in GDI's arsenal. It is reliable, robust and reusable, but can only carry a small payload compared to its powerful siblings. (Enables orbital launches of up to 1 APs worth, 6C launch cost, max 8 launches per quarter/turn)
[ ][Carter] Atlas Rocket System 0/255 0/5 AP
The Atlas was the workhorse with which the Philadelphia was built. A far more powerful rocket than the Titan System it is also known to be maintenance heavy and expensive to fuel. (Enables launches up to 8 APs worth, 20C launch cost, max 6 launches per quarter/turn)
[ ][Carter]Leopard Class Transport 21/425 20/20 AP (AP can be requisitioned for 2 AP ~ 2C)
The Leopard is the crowning achievement in ground-orbital transportation. Its powerful fusion drive gives it a truly ridiculous amount of lifting power and cargo space. (Enables Launches up to 40 APs worth, 5C+(1 AP or 2C) launch cost, max 2 launches per quarter/turn)
[ ][Carter]Union Class Transport 0/425 0/20 AP
The Union is the overlooked part of what came of the fusion lift experiments. Having much more in common with a rocket instead of a plane its lifting capability is less than the Leopard, but it can lift off vertically as a trade-off. (Enables Launches up to 36 APs worth, 5C+1 AP launch cost, max 2 launches per quarter/turn)
[ ][Carter]V-35 Ox Squadron 0/340 0/8 (AP can be requisitioned for 1 AP ~ 1C)
With the Airfields being under construction, SCED can start construction of a squadron of transport VTOLs to actually use them, helping the Division's growing logistical loads for both material and personnel.
RnD: +6
Mechanics FAQ: RnD is divided into three categories: Development, which has Dice which can be assigned as normal, Experiments which have a starting cost and then make 1D100 progress per turn, and Studies which are long term observations of things and have no set end. Development (2 Dice):
[ ][Carter] Basic Probe Development 0/2 AP 0/200 (5C/Die)
All the technologies exist, all that is needed now is turning servos, sensors, solar panels, instruments, cameras and various electronics into a small package that can fulfill the mission parameters.
[ ][Carter] Basic Rover Development 0/2 AP 0/500 (5C/Die)
Basically the same situation as the orbital probe, building a functioning rover has more problems proportionally with it needing more moving parts and needing to survive landing on another body's surface, increasing the work that will need to be done.
[ ][Carter] Basic Drive Module Development 0/2 AP 0/100 (5C/Die)
GDI has a long history with using Hydrogen-Oxygen rockets. All that is needed for SCED's efforts is to build a few models small enough to work with the new mission profiles. Something Anchorage is very well equipped to do.
[ ][Carter] Ion Drive Module Development AP 0/4 0/200 (5C/Die)
An Ion drive has several advantages to a chemical one in a vacuum environment, such as a higher amount of delta V per weight-unit of fuel. The downside is that it requires a constant supply of power, usually from solar panels or a nuclear source. Similarly to the Basic Drive Module Development, developing an Ion Drive Module is about building a few models that fit with SCEDs mission parameters.
[ ][Carter]Leopard Modification Development 0/500 0/10AP 0/10C
The Leopard shuttle on its own cannot return from the moon, as it requires an atmosphere for liftoff, nor can it support a crew for extended periods of time. Both will require extensive modification of the craft. Namely a number of chemical thrusters on the underside of the craft to assist on lunar lift-off, a massive flywheel to get a sufficient short term, high volume power storage to reignite the fusion engine and an expansion of the crew compartments to support ten people for 31 days.
Experiments:
[ ][Carter]Plasma Torch Drive Experiments 0/500 0/5 AP 0/20C
GDI has previously experimented with plasma torch drives, but the programs never really went anywhere. SCED can continue where they left off and see if they can turn the theory into a workable drive.
[ ][Carter]Fusion Drive Experiments 0/500 0/5 AP 0/20C
With Fusion Engines still a new design, the amount of knowledge GDI has on them is fairly small. Experimenting with the technology may yield new improvements, but what exactly cannot be told yet.
Studies:
[ ][Carter]Fusion Launch Studies 0/1C
A small program to collect, file and continuously analyse the technical reports of all fusion launches, ideally to gain new insights into ways to improve the reliability or life-span of the engines.
[ ][Carter]Mission: Research Base (Write-in) 0/1000
-Luna 222/500
-Mars 0/800
[-]Launch Herschel-Luna
Transfer Possible: Always
Time for Transfer: 1-3 days (instant, same turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
[-][Carter]Launch Ahnert-Luna
Transfer Possible: Always
Time for Transfer: 1-3 days (instant, same turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Rover Development
-Basic Drive Module Development
-[ ]Unmanned Orbiter (Luna) Mission Finished
-Atlas Rocket System
-(?) Rover (1AP Launch)
-(?) Basic Drive Module (1AP Launch)
[-]Launch Pardus
Mission Duration: 21 Days
Requirements:
-Decontamination Hub Done
-Basic Drive Module Development 0/100 0/2 AP
--Leopard Modification Development 0/500 0/10AP 0/10C
-Complete [ ]Choose Astronauts
-Leopard or [ ]Schedule Leopard
[-]Launch Olberth-Mars-A
Transfer Possible: Launch Window
Launch Windows: 26 months (7.5 turns), next one: Q2.5 2055
Time for Transfer: 12 months (4 turns)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Titan Rocket System
-min. 1 Orbiter probe (1AP Launch)
[-]Launch Olberth-Mars-B
Transfer Possible: Always
Launch Windows: 26 months (7.5 turns), next one: Q2.5 2055
Time for Transfer: 12 months (4 turns)
Time for Transfer during Launch Window: 9 months (3 turns)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Basic Drive Module Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
-min. 1 Basic Drive Module (1AP Launch)
[-][Carter]Gleiser-Mars
Transfer Possible: Launch Window
Launch Windows: 26 months (7.5 turns), next one: Q2.5 2055
Time for Transfer: 12 months (4 turns)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Rover Development
-Basic Drive Module Development
-[ ]Unmanned Orbiter (Mars) Mission Finished
-Atlas Rocket System
-(?) Rover (1AP Launch)
-(?) Basic Drive Module (1AP Launch)
[-][Carter]Aphrodite-Venus-A
Transfer Possible: Launch Window
Launch Windows: next Q2 2055, Q4 2056
Time for Transfer: 4 months (1 turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Titan Rocket System
-min. 1 Orbiter probe (1AP Launch)
[-][Carter]Aphrodite-Venus-B
Transfer Possible: Always
Launch Windows: next Q2 2055, Q4 2056
Time for Transfer: 2 turns
Time for Transfer during Launch Window: same turn
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Basic Drive Module Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
-min. 1 Basic Drive Module (1AP Launch)
[-]Launch Zeus-Jupiter
Transfer Possible: Launch Window
Launch Windows: Next Q1 2055, Q2 2056
Time for Transfer: 40 months (10 turns)
Mission Duration: Undetermined
Requirements:
-Decontamination Hub
-Probe Development
-Basic Drive Module Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
-min. 1 Large Basic Drive Module (3AP Launch)
Bureaucracy (5 Dice): +6
[ ]Choose Astronauts (Requires one Die)
Under normal circumstances less of an issue, the politicized nature of the planned moon landing will mean the crew will be under greater public surveillance than usual. As such the 10 men and women will require some care to be chosen, and Space Command already has hundreds of applications with the new becoming public.
[ ]Schedule Leopard (Requires One Die)
With SCED lacking their own Leopard, the organisation will need to reserve use from Space Command or the Treasury if they cannot develop their own one fast enough. This however will lock the mission into a specific quarter.
[ ][Carter]Organize Public Presence 0/2C (Requires one Die)
With SCED now official, it is time to increase its public presence, starting with a website, a place in the official forums and dedicated PR staff. This does not only help with future recruitment efforts but also increases the perception of SCEDs mission in the public's consciousness. (Office Space-)
[ ]Organize dedicated SCED Base 0/100
With the sub organisation now official, it is time for SCEDs own site within the confines of the port, but first a lot of paperwork will need to be filed and handled. Ranging from building permissions to reports to Logistics and the local power and water services.
[ ][Carter]Reach out to the Universities 0/150
With tertiary schooling options on the way to completion, it is time to make contacts with the administrations and professors before the other GDI development branches can snack up all the good ones.
[ ][Carter]Reach out to the Technical Schools 0/100
With SCED needing both academics and mechanics, some connections to the new Technical Schools will not only help with future recruitment efforts, but also with getting some of the former work crew volunteers to get an official degree with their as of yet unofficial technical expertise they got in the last two years.
[ ][Carter]Reserve Enterprise Working Hours (Requires one Die)
The Enterprise nearing the first real stage of operation has opened up an interesting option. The delivery of missions in small parts with assembly relegated to the personnel in orbit. It should take a little paperwork to set it up, but Carter being the Commanding Officer of Space Command helps.
[ ][Carter]Expand Bureaucratic Staff 0/5C 0/50
Before SCED can start to work independent from Space Command they need their own administrative staff to manage the bureaucratic work, as well as office space, equipment and security clearances. (+1 Bureaucracy Die, Office Space -)
[ ][Carter]Expand Infrastructure Work Crews 0/5C 0/50
(Personnel --, +1 Infrastructure Die upon completion, requires an additional Infrastructure Die)
[ ][Carter]Expand Industrial Work Crews 0/5C 0/50
(Personnel --, +1 Industry Die upon completion, requires an additional Industry Die)
[ ][Carter]Expand Tiberium Work Crews 0/5C 0/50
(Personnel --, +1 Tiberium Die upon completion, requires an additional Tiberium Die)
[ ][Carter]Expand RnD Staff 0/5C 0/150
(+1 Development Die, Laboratory Space -)
[ ][Carter]Staff Hire (1 - 10)C (Requires one Die)
(Personnel +(1 - 10))
[ ][Carter]Requisition(Requires one Die)
-[ ][Carter]Requisition V-35 Ox squadron 0/10C (Requires one Die)
With the Airfields being under construction, SCED can requisition a squadron of transport VTOLs to actually use them, helping the Division's growing logistical loads for both material and personnel.
Here's a skeleton plan, probably need to put some more Infrastructure projects in, but I don't want to go too far in Power debt, and also want to keep Capital reserve for continuing to expand R&D staff. Not ready yet, but would like input.
[][Carter] Plan Carter's Terrible Powerplan(t) Infrastructure (3 Dice): +31 (AD cost: 2C) 7C
-[ ][Carter]Expanded Power Production 0/150 0/5C (1C/Die) 2 dice, 7C 62.59%
-[ ][Carter]Train Construction Robot Use 1 die, autosuccess Tiberium (3 Dice): +6 (AD cost: 5C)
-[ ][Carter]Train Construction Robot Use 1 die, autosuccess Industry (3 Dice): +6 (AD cost: 4C) 54C, 2AP
-[ ][Carter]Thorium Nuclear Plant 0/500 (1 AP or 5C/Die + 2C/Die) 2 dice + 5 Aux dice, 2 AP + 54C
-[ ][Carter]Train Construction Robot Use 1 die, autosuccess Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
-[ ][Carter]Leopard Class Transport 21/425 20/20 AP (AP can be requisitioned for 2 AP ~ 2C) 3 dice RnD: +6 Development (2 Dice): 10C, 2 AP
-[ ][Carter] Basic Probe Development 0/2 AP 0/200 (5C/Die) 2 dice, 2AP + 10C Experiments: Studies: 1C
-[ ][Carter]Fusion Launch Studies 0/1C 1C Space Command Mission Planning (6/6 Dice) +6
-[ ][Carter]Mission: Research Base Luna 222/500 3 dice
-[ ][Carter]Mission: Unmanned Lander Venus 0/150 2 dice
-[ ][Carter]Mission: Manned Landing Mars 0/450 1 die Bureaucracy (5 Dice): +6 15C
-[ ][Carter]Requisition V-35 Ox squadron 0/10C (Requires one Die) 10C
-[ ]Organize dedicated SCED Base 0/100 2 dice
-[ ][Carter]Expand RnD Staff 0/5C 0/150 2 dice, 5C
87/75+144 C
4/4 AP
As we can afford the development dice without a problem with the 75C we get per turn we can spend our reserves on the base.
A Thorium plant to power our base and expanded testing facilities, workshops, and supercomputers to support the R&D needed for the moon landing.
Assemby builds the Leopard we already have the parts for as this craft will be launched to the moon.
[X] Plan Sunrise
-[X]Infrastructure (3 Dice): +31 (AD cost: 2C) 27C
--[X][Carter]Refurbish Anchorage Facilities 0/500 (2C/Die) 3 dice 6AD 12C
--[X][Carter]Train Construction Robot Use 1 AD 2C
--[X][Carter]Anchorage Environmental Testing Facilities 0/100 0/5C (1AP + 3C/Die) 2AD 2AP 15C
-[X]Industry (3 Dice): +6 (AD cost: 4C) 167C
--[X][Carter]Expand Anchorage Workshops 0/100 0/5C (1 AP or 5C/Die) 2 dice 15C
--[X][Carter]Thorium Nuclear Plant 0/500 (5C/Die + 2C/Die) 2 dice + 5 Aux dice, 69C
--[X][Carter]Supercomputer Complex Stage 1/5 0/200 (4C/Die) 4 AD 24C
--[X][Carter]Anchorage Production Laboratory 0/300 0/5C (1AP or 5C/Die) 6 AD 59C
--[X][Carter]Train Construction Robot Use 1 dice
-[X] Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts) 0C
--[X][Carter]Leopard Class Transport 21/425 20/20 AP 3 dice
-[X]Development +6 11C
--[X][Carter] Basic Drive Module Development 0/2 AP 0/100 (5C/Die) 2 dice 10C 2AP
--[X][Carter]Fusion Launch Studies 0/1C 1C
-[X]Space Command Mission Planning (6/6 Dice) +6
--[X][Carter]Mission: Research Base (Luna) 222/500 6 dice
-[X] Bureaucracy (5 Dice): +6 10C
--[X][Carter]Expand RnD Staff 0/5C 0/150 3 dice 5C
--[X][Carter]Reserve Enterprise Working Hours (Requires one Die)
--[X][Carter]Expand Bureaucratic Staff 0/5C 0/50 1 dice 5C
Added some more Infrastructure to get started on that, but I don't want to stay in power negatives, and also want to wait to get the Construction Robot training bonuses. And the cost decrease from the C-35s. Probably won't complete the Thorium reactor, but it'll be ready for completion next turn.
[X][Carter] Plan Carter's Terrible Powerplan(t) Infrastructure (3 Dice): +31 (AD cost: 2C) 35C
-[X][Carter]Expanded Power Production 0/150 0/5C (1C/Die) 2 dice, 7C 62.59%
-[X][Carter]Refurbish Anchorage Facilities 0/500 (2C/Die) 5 Aux dice, 20C 7.93%
-[X][Carter]Prefabricated Office Complex 0/100 0/5C (1C/Die) 1 Aux die, 8C 32%
-[X][Carter]Train Construction Robot Use 1 die, autosuccess Tiberium (3 Dice): +6 (AD cost: 5C)
-[X][Carter]Train Construction Robot Use 1 die, autosuccess Industry (3 Dice): +6 (AD cost: 4C) 54C, 2AP
-[X][Carter]Thorium Nuclear Plant 0/500 (1 AP or 5C/Die + 2C/Die) 2 dice + 5 Aux dice, 64C 8.85%
-[X][Carter]Train Construction Robot Use 1 die, autosuccess Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
-[X][Carter]Leopard Class Transport 21/425 20/20 AP (AP can be requisitioned for 2 AP ~ 2C) 3 dice RnD: +6 Development (2 Dice): 10C, 2 AP
-[X][Carter] Basic Probe Development 0/2 AP 0/200 (5C/Die) 2 dice, 2AP + 10C Experiments: Studies: 1C
-[X][Carter]Fusion Launch Studies 0/1C 1C Space Command Mission Planning (6/6 Dice) +6
-[X][Carter]Mission: Research Base Luna 222/500 3 dice
-[X][Carter]Mission: Unmanned Lander Venus 0/150 2 dice
-[X][Carter]Mission: Manned Landing Mars 0/450 1 die Bureaucracy (5 Dice): +6 15C
-[X][Carter]Requisition V-35 Ox squadron 0/10C (Requires one Die) 10C
-[X][Carter]Organize dedicated SCED Base 0/100 2 dice
-[X][Carter]Expand RnD Staff 0/5C 0/150 2 dice, 5C
125/75+144 C (leaves 94C reserve)
2/4 AP
[X][Carter] Plan Sunrise V2
Infrastructure (3 Dice): +31 (AD cost: 2C) 35C
-[X][Carter]Expanded Power Production 0/150 0/5C (1C/Die) 2 dice, 1 aux dice 10C 98%
-[X][Carter]Prefabricated Office Complex 0/100 0/5C (1C/Die) 2 Aux die, 11C 96%
-[X][Carter]Train Construction Robot Use 1 die, autosuccess
-[X][Carter]Refurbish Anchorage Facilities 0/500 (2C/Die) 8 AD 32C 96.95%
Tiberium (3 Dice): +6 (AD cost: 5C)
-[X][Carter]Train Construction Robot Use 1 die, autosuccess
Industry (3 Dice): +6 (AD cost: 4C) 54C, 2AP
-[X][Carter]Thorium Nuclear Plant 0/500 (1 AP or 5C/Die + 2C/Die) 2 dice + 5 Aux dice, 64C 8.85%
-[X][Carter]Expand Anchorage Workshops 0/100 0/5C (1 AP or 5C/Die) 2 Aux dice 23C 70.74%
-[X][Carter]Train Construction Robot Use 1 die, autosuccess
Assembly (3 Dice): +6 (AD cost: 7C) (Progress limited by assigned Parts)
-[X][Carter]Leopard Class Transport 21/425 20/20 AP (AP can be requisitioned for 2 AP ~ 2C) 3 dice
RnD: +6
Development (2 Dice): 10C, 2 AP
-[X][Carter] Basic Probe Development 0/2 AP 0/200 (5C/Die) 2 dice, 2AP + 10C
Experiments:
Studies: 1C
-[X][Carter]Fusion Launch Studies 0/1C 1C
Space Command Mission Planning (6/6 Dice) +6
-[X][Carter]Mission: Research Base Luna 222/500 3 dice
-[X][Carter]Mission: Unmanned Lander Venus 0/150 2 dice
-[X][Carter]Mission: Manned Landing Mars 0/450 1 die
Bureaucracy (5 Dice): +6 15C
-[X][Carter]Requisition V-35 Ox squadron 0/10C (Requires one Die) 10C
-[X][Carter]Organize dedicated SCED Base 0/100 2 dice
-[X][Carter]Expand RnD Staff 0/5C 0/150 2 dice, 5C
166/75+144 C (leaves 53C reserve)
2/4 AP
A most modest plan leaving more reserves and keeping us at -1 power as we don't need the cleaning hub so we can improve the development workshops.
Infrastructure dice are also so cheap that I put some more on Refurbish Anchorage Facilities, Prefabricated Office Complex and Expanded Power Production
Nope . They had put multiple dice in [ ][Carter]Train Construction Robot Use in the same category. So
Infrastructure
-[ ][Carter]Train Construction 2 Dice
You can train the Infra, Tiberium and Industry Work Crews to use the robos.
[-]Launch Herschel-Luna
Transfer Possible: Always
Time for Transfer: 1-3 days (instant, same turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
Lots of stuff close to completion, very little actually made it. But things should be better next turn.
Expanded Power Production 74/150 5/5C
Refurbish Anchorage Facilities 396/500
Prefabricated Office Complex 87/100 5/5C
Thorium Nuclear Plant 427/500
Leopard Class Transport 207/425 20/20 AP
Basic Probe Development 2/2 AP 141/200
Mission: Research Base Luna 423/500
Mission: Unmanned Lander Venus 77/150
Mission: Manned Landing Mars 82/450 Organize dedicated SCED Base 119/100
Expand RnD Staff 5/5C 114/150
Granger Does It Again: Restores Treasury Funding in 6 months.
SeekingSolitude
So, our resident Dark Lord of the Treasury has managed to set another record. Not only has he been setting and breaking growth records, he has managed to nearly fully restore his funding in just six months. He still can't seem to stop the spread of Tiberium though. If Dr. Granger is listening, maybe he can make that his next magic trick?
Dr. Folinic
That's assuming he's willing to do so, but I see him as more down-to-earth guy, probably will just say okay and smile instead of boasting about it. If anything, he may sigh in relief about what he just did and tossed the budget to hopefully stop Tiberium spread dead on its tracks.
BlinkyWinky421
I know that this section of the boards is a bit more Nerdy than most, but seriously, this is the deep nerd stuff to dive into quarterly tiberium extraction budgets. I'm honestly impressed by this recovery but it's shocking how much it isn't being reported on in the news. And I'm starting to wonder if I can get a job in the field of Glacier Mining-it sounds like it's a growth area for the foreseeable future.
LaserKiwi2000
Well this is why the politicians always take Treasury's budget. Treasury will do what they need to to secure their budget no matter what. Hopefully now that they have reached their peak last plan budget I can get a goddamn shirt! Like! I have a computer before proper clothing lmao. I mean, multiple glaciers are easy but haven't completed clothing plants? How.
EvangelionLover2080
Heh, my bro's right. Granger got computers supplied before clothes. Oh, and I haven't had wine in years. Or beer? Have I even had that?
NearlyHeadlessNeve
Blaze it! Is this a signal that the doctor will get us some weed? How even does this sort of thing happen? Is it actually easier to mine tib than do products for the civilian market?
MrWaterCare2045
Ayyy fuck up in the Yellow zone. Feels bad, hope their water isn't ruined.
FloatingWood
#LaserKiwi2000 I've heard they're looking into 'restarting the Twente textile industry', but I don't know what they're smoking to get that done. The clothing industry basically fell over decades before the First Tiberium War.
Also, what dark magic permits Granger to double his budget in 6 months? Can we learn this? It would be so damn useful given everything else we need.
KropotkinsGhost
#FloatingWood
Not from a Capitalist.
LaserKiwi2000
#FloatingWood. Huh yeah lmao, pretty sure it's marketing or something.
At some point, some enterprising benis enlargement ads will pop up offering Dr Granger pills or something.
Budgeth4wk
Apparently from treasury reports mining Tiberium is the sole reason the Treasury is making all the money. I'm conflicted here. The market is still weak all around and jobs are still scarce but they are still making rounds and the clothing factory is nearly done. I've heard from my MP that new MARVs are being deployed to Red Zone 1 and Saarland is now done. So GDI income through Tiberium will increase again instead of staying in silos. Also, the FMP is complaining about Granger shutting out any public-private partnerships since this is now a purely state-owned venture and ZOCOM was tasked to protect the glacier mines around the world.
FloatingWood
Well, Granger was the top tiberium guy before they convinced him to run the Treasury, so it's kinda understandable he is so monofocused on doing tiberium all the time. I wouldn't be surprised if he accepted the job just so he could focus the Treasury on the death crystal.
It's also getting us lots of stuff mind you. But I'd rather we could get more than just steel mills, concrete plants and military stuff. My stove is on its last legs and if I never have to grind and knead the grain and dough for my bread by hand again it will be too soon.
#KropotkinsGhost, Ehm, what?
Akira Oda (Treasury)(Tiberium Office)
Uggghh… the new hires are just the worst and they also moved me to the Tiberium office because they got short staffed when ZOCOM pulled out. Anyway, glacier mines are a fact of life here in the Treasury and they are where we make the most money since collecting taxes aren't really on the cards anymore these days. Some of our analysts are screaming at the rate Tiberium is growing throughout the world and the dreaded 10% blue is coming soon. I'm sure Granger will approve more abatement in the red zones and MARVs since that's the only thing we believe can be a solution to our problems.
FloatingWood
#Akira Oda Then why am I still getting taxed? It's ridiculous.
Akira Oda (Treasury)(Tiberium Office)
#FloatingWood Taxes are still a thing but not really something growing for years now maybe when the private sector grows we will see. The grants are still not working their magic like what the market people would want right now and the consumer goods target might still be Treasury driven until after the election. But I won't know that I'm handling the death rocks here.
MajorMiner
Tiberium -> Earth: Nom Nom Nom.
Treasury -> Tiberium: Nom Nom Nom.
SaneFireMan
This is the power of a fully armed and operational Tiberium Glacier Mine.
KropotkinsGhost
#Floatingwood
The power of the centrally planned economy is a path to many abilities that some consider to be Unnatural.
MajorMiner
#SaneFireMan
Apparently it takes a bunch of Logistics resources, though - even with the new air transport factories, slack in the system is disappearing faster than a <deleted by Moderator>
Feanor
I am happy to say, that the publishing printers' backlog is starting to be cleared out. I think, anyway, because books aren't taking as long to arrive after being ordered, though maybe that's also more transport methods provided? Either way, it's nice to read what I want again.
Q2 2054 Results
Resources: 420 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+18)
Logistics: Marginal Surpluses (+2)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (=)
Consumer Goods: Titanic Shortages (-18)
Labor: Gargantuan Surpluses (87)
Tiberium Processing Capacity (1060/1250)
Yellow Zone
Water: Limited Surpluses (+5)
Politics
The alliance between the Free Market Party and the Hawks has begun to show cracks, with moderate Hawks breaking with their party leadership to endorse the uptick in military spending. Not content to merely meet plan goals, the Treasury has already begun outstripping them. However, the splintering is still relatively minor and has not coalesced under a new leader, one who will oppose the hardliners currently leading the party.
In the Developmentalist camp, there has been a courtship of the socialists and starbound parties, alongside the United Yellow List. Left and Centre Developmentalists are looking for allies in the lead up to the next election, especially with Treasury investment into the now all important Consumer Goods still low, and looking to stay that way with the continuing spread of Tiberium.
Military
The recruitment wave has started in full force, with most of GDI's remaining military forces finally up to full strength. While it will take some time to season the soldiers, and fully prepare them for the realities of combat, there are many areas of relatively low intensity fighting to do this in. While fully equipping them will take some time, especially for the Air Force, as many of the reconstituted units are intended to be equipped primarily with Apollos rather than the older Firehawks, they are extant and training as best they can at this time.
Markets
GDI's services market has resumed a slow but steady growth, still oriented around skill areas. With most consumer goods still effectively unavailable, a small but growing section has become the repair shop. For everything from clothes to electronics, small, typically one or two person operations have sprung up to darn clothes, patch socks, and make sure that the computer lasts a few more weeks. Food however has been hitting a rough spot, especially with the news coming out of the Yellow Zones.
Tiberium Treatment
A new treatment for Rock Lung has been rolled out to GDI's hospital system. While increasing one year survival rates by only 34 percent, and five year by only 17 percent, it is both more comfortable and substantially cheaper than previous approaches. The labs have since moved on towards a more politically charged problem, the analysis of the long term effects of Tiberium Infusions, a common treatment from the Brotherhood of NOD, derived from their research into "Divination." With some members of the formerly Qatari Brotherhood having received these treatments, GDI can examine the long term consequences of the treatment and potentially variations of the treatment from the different sects of the Brotherhood.
Brotherhood
The number of laser weapons has been increasing, and a smaller, more compact version has been found in a captured infiltrator's backpack. One such weapon in particular is a derringer configured chemical laser system. has been found to be damaging enough to be lethal, even through GDI's standard light body armor. While heavier suits are not particularly uncommon, it is a worrying escalation in the firepower of infiltration assets. Additionally, raids on GDI shipping have been on the rise, leading to at least one lost cargo vessel. While not yet a critical concern, or substantially impacting the overall logistical situation, it is a worrying escalation from the Brotherhood. The attacks have relied on speedboats supported by barges. Rather than capturing a ship wholesale, and providing a target for air strikes or the Ion Cannons, the cargo is broken into and cross loaded onto the barges before reaction forces can be scrambled.
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 173/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
Since the early 2000s, GDI has required that all of its military aircraft be capable of vertical takeoff and landing, a requirement due to the number of areas where small bases required air support for security. However, VTOL is inherently hard on airframes. Therefore, under normal conditions, and on prepared bases, GDI prefers to use conventional takeoffs and landings, preserving stress on the airframe for more critical times. It is here that the C-35 shines, and with a new plant recently opened, it is ready to continue supporting more normal stages of operations. So far, the vast majority of the available units have begun with short haul intra blue zone flights. While they lack the range for most intercontinental transits, there are some (such as the Britain - Iceland - Greenland - Canada route) that they can make, and have the airport infrastructure available to manage, effectively island hopping. This leaves locations like the Himalayan and Chilean Blue Zones as the most isolated, and cut off from immediate support, however this is not avoidable at this time, and requires further development, most likely the deployment of space assets, or suborbital shuttles.
[ ] Carryall Plants
The Carryall became NOD's standard lift aircraft in the Third Tiberium War. Impressively simple, it is not as capable as the V-35, but is far cheaper. The schematics and skill sets brought with the Qatari Loyalists will make implementing them into GDI's Logistics system relatively cheap. Mass production of Carryalls in GDI colors will begin solving many of the logistical problems, at least for short to mid range transportation. However, it is not particularly popular politically due to its associations with the Brotherhood of NOD.
(Progress 189/100: 15 resources per die) (-- Energy, +++ Logistics) (-5 Political Support)
The Brotherhood's Carryall is properly a variant of the Second Tiberium War ORCA Carryall. Both use a set of four ducted fan rotors, and are designed as low level tactical air transport assets. However, the redesign was rather thorough. Unlike the generally skeletal construction of the Orca pattern, the NOD version has a fully enclosed cargo bay, primarily for infantry and light vehicles. Additionally, the NOD version has substantially larger fans, which make up for the increase in weight in other areas. Below the surface differences, NOD has managed to make a heavily stripped down and simplified aircraft, something that can be effectively maintained with hand tools in a rough field, and requires very little training to either fly or maintain, both concessions to the many warlords that NOD relies on.
In the Treasury's service, the Carryall has received little more than a new coat of reflective paint, and an EVA for a co-pilot. Primarily deployed in the various Blue Zones for now, the Carryall has meant that airlift, while still not precisely cheap, is much more available than at any point since before the war. The new production line has freed up hundreds of V-35s for service in other areas, most notably on the front lines against the Brotherhood of NOD. While technically a Carryall, it has become a commonly used heavy lift helicopter, delivering prefabricated components for the most part. While it is used as a personnel transport at times, that is a relative rarity, with V-35s still dominating in that role.
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 423/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
Finally completed, the industrial complex has already begun taking in substantial quantities of Tiberium. With GDI's other processing facilities having reached near their maximum capacity, Saarland, while not a proper Tiberium Processing Plant, has enough of the parts to process the Tiberium into usable materials, and enough industrial capacity to convert those materials into capital goods. This has prompted a reshuffle, with, for example, some of the first Tiberium Glacier mines being rerouted towards the Saarland, rather than processing in Brittany and southern England. However, it has actually proved to have more Tiberium processing capacity than ability to convert it into capital goods. So train lines filled with billets of raw material have been headed north daily, if not more often. While the Saarland is not a good candidate for further development, it has become a proof of concept for more ambitious planned city projects. At this time, there are three main proposals. Chicago Planned City, for experimenting with its use as an abatement center, Karachi Planned City to provide a second main link for the Himalayan Blue Zone to the outside world, and Colombo Planned City to begin GDI's offensive into the Indian Subcontinent as a whole.
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 150/200: 10 resources per die) (+++ Consumer Goods, - Energy)
GDI's new Civil Clothing Factories have begun with synthetic materials. While not the best quality, and something where there are still many people who prefer, for one reason or another, different organic materials, it is extremely cheaply available. Most of these plants are relatively simple. A series of automated cutters and sewing machines, with a relative handful of hand fitters to correct mistakes and do some of the more complicated laying. What remains to be done is primarily the design and distribution. The first wave of attempted designs was overly conservative, being in effect environment suits, rather than appropriate civilian wear. With some further testing, and perhaps a focus group or two, the second wave of clothing should be functional, pleasant to wear, and at least marginally good looking.
[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water)
The Yellow Zone Aquaponics projects have been caught up in a conspiracy this quarter, with multiple operators engaging in a scheme to shortchange the Yellow Zone food allotments in order to scalp consumer goods for resale in Blue Zone secondary markets.
With the longstanding consumer goods shortage, and many prized foods being either completely or effectively unavailable for the vast majority of the population, there has emerged a substantial secondary market, where food can be priced up to five times what GDI sells. In this scheme, the Yellow Zone Aquaponics operations would ship their food out to warehouses, where the crew would overreport the percentage of damaged or unusable produce and then covertly bring it into the Blue Zones.
While at least a substantial percentage of the scalpers have been caught, and some are already beginning the trial process, it has shaken the confidence of the Yellow Zones in the Treasury's ability to continue to serve them, and protect them against Blue Zone exploitation.
[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)
The strategic food stockpile expansion is underway, mostly removing the long hated fungus bars from the market. While most stores still stock some, they are low turnover items, mostly sold to the people who actually found them palatable. While it will take some time to fill, and the strategic stockpiles are still not particularly large, they are enough to make good most potential delays in resupply, and shortage in the case of NOD attack. The food stockpiles have also been moved forward, spreading many of them from dedicated warehouses in the Blue Zones into the Terminus cities, and smaller stockpiles in the fortress towns, marking a higher degree of confidence that the areas will not be immediately overrun in case of conflict.
[ ] Tiberium Glacier Mining (Phase 6)
With the expansion of harvesting efforts in other areas, further development of both the North American and Italian glacier mines are ready to go. While each is a relatively small upgrade and expansion, combined they are likely to equal the outputs of the other glacier mines.
(Progress 389/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (2 available Phases) (2 phases completed)
While expansions have been ongoing at existing sites, the highlight of this quarter's campaign has been the creation of a major new complex near Milan. A new model of harvest support vehicle using a downscaled version of the MARV's sonic cannon has been used, primarily to loft sonic charges into locations to create small scale avalanches, which can be picked over by harvester units. The difficulty is primarily in the mountainous terrain, which has a number of areas where it is quite possible to get a harvester stuck and not be able to get out. Part of the solution has also been dedicated hauler trucks, which allow harvesters to stay out on the face rather than trek all the way back, often along switchback roads, to the refinery areas. Combined, these efforts have made it not the least productive site and something that GDI can begin to roll out to other sites.
While not confirmed yet, GDI's analysts believe that the continued expansion of glacier mining is beginning to have ablative effects, even with the Red Zones continuing to massively expand quarter after quarter.
[ ] Reclaimator Hubs
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. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 108/105: 20 resources per die) (Contributes to plan goal) (Red Zone 1 North)
Major Stavrakas has been everywhere, pushing the workers to ever greater exertions, cutting the corners that she knew could be cut, preparing the way for the MARV fleets. A Reclaimator hub is a titanic edifice of piping and concrete. The tools to build and maintain a fleet of titanic tanks, each hundred of tons of armor, weapons, and processing capability, are themselves a major undertaking. Just one of these facilities costs more than nearly all of GDI's military factories, which does not count the costs of the MARVs themselves.
Built near the top of the Italian boot, over what was once Genoa, known for its markets and merchants, it has become a fortress city. A single MARV takes hundreds of people to maintain. While the crew itself is only ten, keeping the unit functional requires massive amounts of effort. From here, MARVs will range across northern Italy, sweeping through the Tiberium encrusted hills and valleys, funneling a stream of resources back to the hub, and from there, loaded onto aircraft and cargo ships to be delivered to the south of France and beyond, following many of the same routes taken by the Glacier mines further south.
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 61/60: 15 resources per die) (-- Labor, -- Energy)
The Glasgow plant opened on one of the last days of the quarter. While much of the work still has to be done by hand, and the pace of assembly is slow, it is fully functional. Suits are guided down an assembly line, with each station building onto the suit from a skeleton out. Many of these are equipped with automatic mechanical assembler arms. However, at least at the moment, getting in under pieces of the suit is still difficult, and human hands are more dexterous, meaning that between assembly points, the final connections do have to be made by human hands. The pace of assembly is expected to rise in the coming weeks however, with the workers becoming used to the factory environs, and their expected tasks. Even at current rates however, the Glasgow factory is likely to outpace the total production of the wartime suit factories in months, and continue to widen the gap after that point.
-[ ] New Moscow (Progress 102/60: 15 resources per die) (-- Labor, -- Energy)
The New Moscow plant, comparatively, is off to a sprinting start. Appropriating some technologies from the Robotics Works constructed there, the plant is the most heavily automated of the lot, with small robotic arms doing work that at the other plants is done by hand. Production is substantial, with a company worth of suits already out the door, and another nearly completed by the end of the quarter. While filling the full demand of the Zone Operations Command will take another plant, and some substantial time, the end is in sight for this phase of construction projects. However, ZOCOM is not the only organization paying attention. The other branches of the military, ranging from the Space Force to Ground Forces, and even the Navy have begun making noises about acquiring Zone Suits for themselves, and potentially even their own variants, for specialized roles. For example, the Navy desires a diving capable model, to jump off of ships out in the littorals and walk their way to shore. While this is currently little more than idle speculation, it is idle speculation that can quickly become actionable demands.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (Infrastructure: 146)
Investigations into the Infrastructure department have uncovered a generally functional field. While there are always potential undiscovered problems, they are too minor, technical or petty to be worth dealing with. Generally, the department has been kept too occupied, and too far away from serious amounts of material to become as corrupt as some of the other areas.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (Agriculture: 91)
The security review of the Agriculture section has raised numerous concerns, primarily dealing in corruption and official malfeasance. With ongoing problems with the supply of Consumer Goods, and limitations in the availability of high end foods, GDI's agricultural sector has effectively rotted. In the last three months, few of the handful of higher end production facilities have escaped a wave of arrests, resignations, and retirements. The entire project was uncovered when Yellow Zone farming operations attempted to break into the riches. However, in further investigation, it was a much deeper and much more widespread problem than originally thought.
(+2 Consumer Goods, +1 Food)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (Bureaucracy: 146)
Calling an investigation into the core of an Initiative department is not a common thing. The bureaucracy is often under suspicion, but rarely poked and prodded to the degree that a full blown investigation entails. However, this is not the first time that Dr. Granger has attempted to show that nobody is above, or, for that matter below, suspicion and investigation, even throwing open his own files. While nothing was found, that will do little to quell the rumors of a secret Brotherhood Sect in the Treasury, let alone more scurrilous accusations.
Huh looks like us letting Navy upgrades lay to the side has allowed NOD to begin Piracy operations I'm not surprised at all by this. After all we have to spread out our Military focus across all branches(instead of just the ground forces) or else NOD will take advantage of whatever weakness they find(which they did). So now we'll need to do some Navy procurement to counter this before it gets any worse.
Shaking 2 consumer goods and 1 food worth of corruption out of Agriculture is a nice surprise that helps the nat 1 sting a little less, I wonder how much of that "inefficiencies in distribution" is corruption rather than logistical challenges. As for the future, Orbital hasn't gotten a security review in a long time so they're up next, and after that... LCI is probably the most vulnerable to "consumer goods fell off the back of a truck" kind of corruption so maybe try to shake a couple points of con goods out of that sector once some factories start coming online? HI as well to a lesser extent.