How many phases are currently available is marked for the Glacier activities. We had 4 available at the start of last turn, and if I remember correctly we completed 1, so we should have 3 more, unless the situation changed.
I don't think Secure Yellow Zones is a good use of Tiberium dice compared to things that fulfill other priorities such as increasing Underground Tiberium Mitigation.
It's the last turn of the quest. I want to do it because I think it would be cool, and it doesn't actually matter.
From a practicality standpoint it would also presumably give GDI a new toehold to launch further Red Zone operations, which would peripherally assist underground reclamation.
If people with mass effect drives can enter the Sol system, we have literally no way of stopping those that would like to come to earth/Venus and pick up samples.
At present, this is only correct for Venus. By the time of the sequelquest, this is highly unlikely to be the case for Venus, either. Ion cannons are approximately lightspeed, and even mass effect drives have trouble dodging such.
Did Blue Zone 14 complete? It feels like it should have with it being 4 points from completion and the players having access to +5, +10 and +15 bonuses still?
No. The omake bonuses do not apply to overflow. And there were two separate chains of overflow, one from the Red Zone inhibitors, and one from the Blue Zone ones. (And yes, it was only 4 BZ inhibitor complexes that completed, not 5 as preliminary-but-inaccurate estimates had it.)
Like guys humanity had a apocalypse combined with a civil war then aliens invaded that indistemically killed both sides military and innocent civilians, with even what most nods would likely agree with unnecessary cruelty inducing weaponry and then discover afterwards that all of that was just a mining expedition, humanity is not going to have a lot of initial trust left in the proverbial tank for any aliens to waste on fuck around games.
It is worth noting on the Tib for aliens discussion that it takes a fairly long time for contamination to get bad. And the primary reasons that shit got as horrific as it did on earth can be traced to us having no idea how to keep it contained at the beginning, actively spreading the 'wonder material' because we didnt know better, three earth shattering wars pulling efforts away from the crystal, and the Temple Prime explosion.
Any ME race is going to have a ton of advantages we simply didn't in regards to Tiberium, not least of which is large interstellar empires with plenty of dead rocks to use for harvesting. But also being able to look at our history of painful mistakes and avoid them.
Any ME race is going to have a ton of advantages we simply didn't in regards to Tiberium, not least of which is large interstellar empires with plenty of dead rocks to use for harvesting. But also being able to look at our history of painful mistakes and avoid them.
That is true which is why we should keep it to ourselves as a strategic resource. It is awful yes but it does give humanity a number of advantages against the older more established species.
Got to say that line of thinking they can easily contain it is fucking arrogant as hell, just like how the pre war Nations and corporations were they thought they could control it they could not how can anyone else can without the tiberium control Towers that we are not going to let any aliens close to and if they try they they will get killed.
It is worth noting on the Tib for aliens discussion that it takes a fairly long time for contamination to get bad. And the primary reasons that shit got as horrific as it did on earth can be traced to us having no idea how to keep it contained at the beginning, actively spreading the 'wonder material' because we didnt know better, three earth shattering wars pulling efforts away from the crystal, and the Temple Prime explosion.
Any ME race is going to have a ton of advantages we simply didn't in regards to Tiberium, not least of which is large interstellar empires with plenty of dead rocks to use for harvesting. But also being able to look at our history of painful mistakes and avoid them.
Tiberium nearly turned Earth uninhabitable to native lifeforms in less than thirty years, as shown in Tiberian Sun, and the only reason it failed to clinch that victory is GDI investing heavily in sonics based anti tiberium systems and aggressively abating it.
It would also absolutely fit certain short sighted groups' methods and objectives to put tiberium on an inhabited world and expect to be able to keep it contained. We know now that tiberium actively and rapidly adapts to all containment schemes; they might get lucky, but more likely it will escape fairly quickly, after which it will start subverting local carbon life to spread more rapidly. One of the reasons it spread on Earth so rapidly was because it offered a way to turn otherwise useless land into useful tiberium farmland that could be exploited for considerable financial benefit, which is still going to be true for ME races.
Tiberium nearly turned Earth uninhabitable to native lifeforms in less than thirty years, as shown in Tiberian Sun, and the only reason it failed to clinch that victory is GDI investing heavily in sonics based anti tiberium systems and aggressively abating it.
It would also absolutely fit certain short sighted groups' methods and objectives to put tiberium on an inhabited world and expect to be able to keep it contained. We know now that tiberium actively and rapidly adapts to all containment schemes; they might get lucky, but more likely it will escape fairly quickly, after which it will start subverting local carbon life to spread more rapidly. One of the reasons it spread on Earth so rapidly was because it offered a way to turn otherwise useless land into useful tiberium farmland that could be exploited for considerable financial benefit, which is still going to be true for ME races.
And we did not have spaceflight, antigravity tech, tiberium inhibitors, or colonies on planets that pointedly LACK biospheres to use. Nor the literal instruction manual on how to not get turbofucked.
Unless someone does something actively malicious like planting shards in deep caves or powdering the stuff and dumping it into a jetstream, I really dont think that, when provided with our own experiences, the Citadel is going to be losing planet after planet to the crystal.
If we can claw our way back after OUR situation, I cannot think of a way that an initial outbreak couldnt be contained within a few years of dedicated effort. At least as long as action is taken swiftly.
Well, by now, our scientists working "off-camera" should be able to begin collating data to get a sense for how big the One Big Tib Field on Venus is spreading, which is something. On the other hand, we don't have information about underground spread. The near-certainty that there's no groundwater on Venus probably inhibits underground spread somewhat, but there's a lot of X-factors.
The fact that the Tiberium on Venus has grown into a continent-scale mass, even without a biological factor to accelerate the spread and the presence of just about the most hostile natural environment that can be found in the solar system, makes me dubious about whether the Citadel can even contain it on a 'dead rock.' And the criteria for those might be narrower than you think - given that Tib was fired at Earth and Venus (and seemingly not any of the other bodies in the system, though we'd really need to be able to check the Jovian moons to be sure) makes me think that Tib requires certain conditions to grow economically/efficiently. Namely, heat and a thick atmosphere - if it was just heat we'd see seeding on Mercury, and if it was just atmosphere we'd see Titan. If the Visitors considered it worth their time to seed cold, airless rocks with Tib I imagine they'd have done that already (or more likely shotgunned the entire system). Without knowing how well Tib can consume in the absence of both (which... well tbh I wouldn't want to take Tib up the gravity well either), we kind of have to assume it requires conditions that are closer to a lifebearing world.
The thing is that they're a huge project, and they're a ZOCOM project, and ZOCOM gets a good amount of investment from us but can only get so large a slice of the overall military budget. The Ground Force Zone Armor factories really sucked a lot of the oxygen out of the room for other projects.
Strictly speaking the Ground Force Zone Armour Factories project isn't even done, the military has just said 'wait, we need to do a design cycle first to integrate lessons learned before we continue expanding'.
Although at least as the wider army gets access to Zone Armour ZOCOM is relieved of a fair few non-RZ and RZ border duties so it can focus on the deep Red Zone, the madlads.
Yeah and considering that habitable garden worlds are extremely valued by the Citadel races Tiberium is effectively nightmare fuel for them. We may actually have large scale colonization of Mars to help with keeping our people safe from the stuff. Mars is cold, the air thin, there is a not insignificant amount of solar radiation, and it is still better than what the red zones are like.
Resources: 1540+420 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)(-50 Epsilon Eridani Expedition) (100 in Reserve for Banking)
Tiberium Spread
Surface
26.985 (+0.28+.125 from Karachi project over 3 turns) Blue Zone
1.68 (+0.19+1.49 from Karachi project over 3 turns) Green Zone
0.07 (+0.00) Cyan Zone
23.305 (+0.47,-1.655 from Karachi project over 3 turns) Yellow Zone (115 points of mitigation)
47.96 (-0.94) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.67 (+0.33) Blue
12.75 (-0.89) Yellow (46 points of mitigation)
87.49 (+.56) Red (27 points of mitigation)
Next Mutation Roll: Q2 2066
Current Economic Issues:
Housing: +100 (+87 LQ, +13 HQ) (1 high-quality housing per turn)
Energy: +58 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +28 (-14 from military activity)
Food: +66 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +61 (+2 per turn from Distributed Industrial Authority) (+628 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: +5 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from other government) (-1 from graying population) (Net +1)
Tiberium Processing Capacity (3070/4200) (720/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +13
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: +13 per turn
Production: +51 per turn (7.6 HG, 15.9 IHG, 22.2X, 6 RZ SMARV)
Consumption: -38 per turn
31 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-25 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel Shipyard, 4 Fluyt 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 population in space by 550
Spend at least one die on Steel Talons projects every turn
Projects
Deploy Governor-A refit
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)
[ ] 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 411/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)
[ ] Second Generation Continuous Cycle Fusion Plants (Phase 8)
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 65/270: 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)
[ ] Petropavlovsk-Kamchatsky Caterium Fabricator (New)
Building a Caterium fabricator will be a relatively minor project, all things considered, with there being (at this time) relatively little demand for the product. However, it is a starting point, and beginning to make the material available will be both a stepping stone towards more advanced versions, and make some substantial amount of the material available to those who could find uses for it.
(Progress 0/160: 25 resources per die) (+3 Capital Goods, +2 Energy)
[ ] 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 103/300: 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 182/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)
Agriculture (6 dice +29 bonus)
[ ] Green Belt Projects
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)
[ ] Orchard Domes
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)
[ ] Bioplastics Development
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 52/80: 20 resources per die) (Plant Genetics)
[ ] Terrain Retention Projects
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 75/160: 15 resources per die)
[ ] Medical Plant Deployment (New)
Salvebrush and Kingsfoil are far enough along in the development process for them to be seriously deployed. While the Initiative medical system is not under particular strain at the moment, plants like these are steps towards greater self-sufficiency across the Initiative's smaller settlements.
(Progress 0/220: 15 resources per die) (+1 Labor, +4 Health)
Tiberium (7 dice +39 bonus)
[ ] Tiberium Vein Mines (Stage 11)
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 4)
The Enhanced Harvest spikes, while not politically uncomplicated, are becoming a proven technology, and with iterative improvements in the design, are becoming less controversial, especially as they aid in reduction of the problems of subsurface tiberium.
(Progress 123/180: 20 resources per die) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
[ ] Tiberium Glacier Mining (Stage 14)
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 34/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (+1 Red Zone Abatement, +1 point underground Red Zone Abatement) (4 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
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 6 (Progress 9/75: 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 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 71/75: 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)
[ ] 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)
[ ] 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 5)
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 156/220: 30 resources per die) (1000 residents)
[ ] Aldrin Planned City (Phase 4) (Updated)
Shifting from building the critical infrastructure of the city, to bringing it up to the level of a true Lunar metropole will include both building up local bureaucratic elements, and more importantly block after block of residential space, mostly building down into the lunar regolith.
(Progress 40/1700: 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)
[ ] Holotheaters Construction (New)
Rather than a single type of entertainment, holotheaters will offer a variety of options. There are, of course, the single-player interactive plays where advanced hardlight projectors, finely tuned speakers and carefully managed temperature-control and airflow systems create an immersive experience that is impossible to attain at home, but likewise are a number of theaters experimenting with using hardlight for the creation of visual effects, exchanging set scenery and so on to improve the audience theater experience.
(Progress 0/200: 25 resources per die)(+10 Consumer Goods, -1 Capital Goods, -2 Energy)
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 210/500: 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
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 3/250) (Wyndham)(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)
[ ] Third Generation Zone Armour Development (New)
With major advances in material sciences and mechanical engineering, and Nod adapting to Zone Armour, a blank slate revision is required to meet the requirements of the future. While the current generation of suits is certainly serviceable, they will need work.
(Progress 0/80: 20 resources per die)
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 120/150: 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)
Ground Forces
[ ] Next Generation Armored Vehicle Factories
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 85/450: (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)
[ ] GD-3 Deployment (Phase 3) (High Priority) (Refits)
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 35/180: 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 325/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
[ ] Governor-B Development (Platform)
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 60/300: 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 206/240: 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
** 4 Hour Moratorium on Voting **
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 206/240 1 die 20R 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
--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
Only have 5 labor to play with for this turn, hopefully we can get some more underground mit to end on a high note though underground rz mit is limited to the glaciers (I do think we do the Wyndham MARV even though we cant do the inhibitor )
-[ ] Blue Zone 6 (Progress 9/75: 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 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 71/75: 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)
4 to 6 dice here can get us all six remaining Inhibitors. Another +12 U-YZ abatement would be fantastic for keeping U-Tib from breaking through to the surface, and maximizing our negotiating position with Kane.
4 to 6 dice here can get us all six remaining Inhibitors. Another +12 U-YZ abatement would be fantastic for keeping U-Tib from breaking through to the surface, and maximizing our negotiating position with Kane.