@BOTcommander I don't normally look at the mechanics of Carterquest much, but... I just counted over 140 dice. That is way too many dice. You might want to cut back on how many actions and dice you're using, by like, a ton.
I know, and again, if Probe ahead had shown signs of winning earlier I would have been able to change more things, but since I need to react to the man quest I sometimes have little time. So I apologize.
 
Light Industrial sectors at +8 are tied for the best with VR arcade (services) and Ranching (agri) with the rest of the cons good being +4 or lower and are a way to get people employed and for that matter the YZ Light mentions: from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
I don't disagree with anything you just said (and as I discussed, the Light Industrial Zones are among the best consumer goods options on offer when measured as a "dice progress per +ConGoods" choice. But...

Math wise we are looking at 7-8 for YZ and 6-7 for BZ so 15 on the high end which is 5 quarters or 4 quarters and 3 free dice (dependent on rolls) so quite doable and would be a major feather in our cap to get both online by end of the year.
It's the supporting projects, too- we'd need to scrape up +3 Capital Goods from somewhere, for instance. I'm not saying it can't be done, but it'll take focused commitment.



Now to try and do something constructive, I'm putting out a rough "rolling target" metric for our effort to fulfill the plan targets. This is (to the best of my ability) updated to include Q4 results... which in turn means that we are conveniently 25% of the way through the plan.

Some things have been pursued aggressively this year and we're well on track to have them done long before the plan starts.

Other things... we're behind a naive linear 'schedule.' Which doesn't mean we're doing badly, as laying necessary groundwork is totally valid. But we should be mindful that we've undertaken commitments that we don't exactly discuss every day.

So with the benchmark of "how is this coming" being "25% is adequate, much more is good, much less is 'bad' for certain values of badness..."

--------------------------------------------------------------------------

Finish 3 Schooling Projects
2 of 3 done

Build 3 Rounds of Shell Factories
2 of 3 done

Build 8 Military Goods Factories
62.5% (5 done)

Increase GDI Income by 400
58.75% (235 done)

Build 3 MARV Fleets
~50% (2.5 hubs and 1 fleet)

~30% (including 5-fleet promise to Mj. Stavrakas)

Increase Abatement By 40 Points
27.5% (11 done)

Add 75 Consumer Goods
26.7% (20 done)

Construct 2 Arcology Programs
22.5% complete (140 of 620 total points)


Add 20 Capital Goods
15% (3 done)

Add 30 Food
10% (3 done)


Construct 3 Space Station Phases
0 done

Complete 5 Military Development Programs
0 done

Complete Yellow Zone Industrial Sectors
0 done
 
Yeah. Getting Yellow Zone Light Industry done before the election would be a major feather in our cap. It might also reduce how angry the Hawks get when we build Yellow Zone arcologies, which we'll realistically have to to complete our promise to the Socialists.

I think that if we get the Blue Zone Arcologies completed before the Yellow Zone Arcologies, the Hawks will be a lot less angry. Let's face it, when the Yellow Zone Arcologies first came up a an option we hadn't yet cleared unexploded ordnance or wreckage from the Blue Zones, so I think that if we'd started on the Yellow Zone Arcologies right then they would have had a serious and legitimate grievance with us. But now we've got that cleared up, and if we hold off on the YZ Arcologies until we complete the Arcologies projects for the Blue Zones, I think that will really take the wind out of their sails.
 
So looking at things for next turn for Mil current thoughts are 7 dice . 1 on RZ 6 south, 3 on Super MARVs. Then 1 each on Toronto Apollo Factory and Ablat Plating and 2 on Copenhagen shipyard. Those 2 mil factories should buy us time to do more dev and deployment rollout in mil. Letting us do the last of the zone suit, shipyards and apollo in Q4 maybe so we can build up more power. As is the current BZ power phase should net us enough for expenditures Q1 and some or all of Q2 with more dice on power in Q2 to cover any shortfall and provide power for future turns. With this Q2 mil would be super MARVs 3 dice and 4 or 5 dice on other projects like point defense refit, maybe 2 dice on Myomer works to get steel talon stuff going as well.
 
Whatever we do, I'd like to do Ablat Plating as a high priority. Scorpions, Venoms, Obelisks, Avatars, Beam Cannon, NOD Commandos, all use lasers and now it is being tested as an assault rifle for the masses. Our troops face Scorpions and Venoms every day, and any way we can make those weapons less useful is something we should go hard in.
 
So, overall SCED did quite well, but the Mission Planning department seems to be suffering from the lack of coffee.
[Carter]SCED Base Administrative Building -Modern 880/600
[Carter]SCED Base Part Production Plant Shell -Modern 401/350
[Carter]SCED Base Assembly Plant Shell -Modern 315/300
[Carter]Supercomputer Complex Stage 1/5 811/185
[Carter]Expanded Power Production 205/150
[Carter]Anchorage Site Staff Accommodations -Modern 698/600
[Carter]SCED Base Automated Assembly Line Shell -Modern 380/300
[Carter]SCED Base Mission Control -Modern 456/300
[Carter]SCED Base Staff Accommodations -Maximum 680/600
[Carter]Anchorage Environmental Testing Facilities 233/85

[Carter]Anchorage Variable-G Laboratories 478/485
[Carter]Anchorage Biohazard Laboratories 207/85

[Carter]SCED Base Tiberium Spikes 371/200 NAT 100
[Carter]Harper Tiberium Perimeter Teams Stage 1 439/300

[Carter]Anchorage Production Laboratory 348/285
[Carter]Anchorage Materials Laboratories 253/185
[Carter]Anchorage Chemical Laboratories 313/285
[Carter]Part Fabrication Plant Upgrade Stage 5/5 149/125
[Carter]Chemical Plant Stage 2/2 258/200
Satellite Factory 1402/1250
NAT 1
[Carter]SCED Base Civilian Power Connections 86/100
[Carter]Second Thorium Nuclear Plant 589/500 NAT 1

[Carter]Leopard Class Transport 524/425

[Carter]Basic Drive Module Development 2/2 AP 118/100

[Carter]Leopard Modification Development 374/400 NAT 100

[Carter]Heavy Space Suit Experiments 5/5C 3/3 AP 46/250
[Carter]Plasma Torch Drive Experiments 5/5 AP 20/20C 55/450
[Carter]Fusion Drive Experiments 5/5 AP 20/20C 63/450


Launch Herschel-Luna 6C (no die required) 64 No boom.
[Carter]Earth Orbit Long Range Comsat Network 52/100
[Carter]Lunar Commsat Network 72/100
[Carter]Mission: Unmanned Orbiter Phobos 49/50


[Carter]Staff Hire (10) autosuccess
[Carter]Staff Hire (10) autosuccess
[Carter]Expand Bureaucratic Staff 5/5C 123/50
[Carter]Expand RnD Staff 5/5C 167/150
[Carter]Reach out to the Universities 100/100


*flop*
 
So we've got a nat 1 on the satellite factory - ouch.

And then we've got a nat 1 on building a thorium nuclear power plant - this is really really bad :o
 
So we've got a nat 1 on the satellite factory - ouch.

And then we've got a nat 1 on building a thorium nuclear power plant - this is really really bad :o
From the discord, likely results there are that the satellite factory will need to spool up to full production, so max of 1 probe on the first turn it's active, increasing the max production by 1 per turn until it reaches the projected max.
For the thorium power plant, it will probably be a lawsuit about regulations because of the rush, which will eat a bureaucracy die for a while.
(Which is a pain, but we did get another bureaucracy die this turn, so no net change until it's freed up.)

Results for the nat 100s are still up in the air, but the Leopard modification might be more able to function on the Moon.
 
So, I don't know if this fits mechanically, but I've been thinking about the light industrial zones and arcologies. In my opinion, if we don't want to feed the narrative that the GDI is for blue zones first yellow zones second if at all, we should make sure that we alternate them. If we do blue zone arcologies as the first arcology project, then we should do yellow zone light industrial as the first light industrial, because doing it blue first both times will send a message. Just my opinion though.
 
You know what feels nice? After 1 plan and 1 year we are going into Q1 with only a few projects that feel like need to have this done this quarter so we can instead try to spread dice a bit to max progress instead of overkill to make sure it finishes in 1 turn. We still have a lot to do but it feels more along if we hit 1 or 2 out of these 3 that we start we can finish the others the next turn so we can go about 50% on each and follow up on the ones that dont finish the following turn.

Right now the only things that are trying to finish the same turn- abatement and BZ power for Q1. Otherwise stuff like mil we want at least 1 project to finish but we can spread dice in a way to get at least 1 done and solid chances for 2 or 3 finishing but if not we should be able to finish them easily Q2. It also means we can start slipping the odd dice here and there on longer projects to kind of chip away at each turn while using the rest of the dice in a category to finish up a project we want online sooner. So proper long term planning with a mix of projects that finish over a short term and long term.

This should mean that we are having less spillover on projects where that does not help and overall get more projects done.
 
Q4 2054 Results
BZ-2 General Chat mark XVIII: Still Not the Capital
BeltwayBeliever
So, er, does anyone know what is going on with all the construction? There are towers going up, there are power plants, every rooftop has a power array, and suddenly stuff is on the shelves again (or it was, I think it took shops in my area roughly fifteen minutes to blow through their entire stock of replacement parts and about two hours to hit the limit on back ordering). Same with the new pattern clothes. I was not able to get any of it unfortunately.

FloatingWood
From what I heard GDI got approval for a number of big projects. Well, the power plants thing was more than half a year ago but they really went for it this time. Nice to finally have the old wrecked array on the roof replaced though.
Also, forget about ordering the new electrical appliances for the next year, you're not getting any anytime soon, they're that swamped. They're only theoretically available while they work through the miles long backlog.

KropotkinsGhost
I managed to grab a toaster before they ran out! Oh how I missed having one of these. I do not exactly have much bread to toast but when there is some I can grab on the shelves, oh boy will I be in nostalgia heaven! Who knows I might even be able to acquire some butter or a butter substitute one of these days! The new clothing styles on the streets, the small growth in the blue zones, and the building of an arcology across town. It could almost make an old man like me excited for the future. I will be very excited to learn what news the probes that have been earmarked for space command to build will bring back. I'm thinking of going to one of the local news stations that just opened up and giving them an interview of my experiences from when Tiberium came to earth and now, just to show people that we are making it together, and there is hope for our fight against Tiberium yet..

FloatingWood
#KropotkinsGhost
Margarine has been a thing since 1800 or so. There's butter substitute to be had. Almost as hard to get as bread though. Seriously, you should be old enough to know this.

KropotkinsGhost
#FloatingWood
Maybe my tired eyes just miss it on the empty shelves. I'll make sure to see if they have any in stock next time!

YellowZon3r
The important question is "Did anyone probe Uranus?"

OneFallingLeaf
Well, it seems everything is going smoothly, just as planned (hopefully). With the return of
some alcoholic drinks, this should make life easier. Not to mention various appliances and all that stuff, thank the Gods above that I managed to nab one before a bunch of other customers rushing in like a tide, that was scary as fuck!

FloatingWood
#YellowZon3r Identified maturity level: 6 years old.
Yes, I'm giggling, why do you ask?
#OneFallingLeaf Kinda reminds me of those crazy sales traditions in BZ2. IIRC people at times literally beat each other into the hospital for, well, a hand mixer. Possibly with that mixer, which then ended up broken, not sure. It's been years.

Disgruntled old hand
#FloatingWood
You're talking about Black Friday's after American Thanksgiving. I remember them. It's been decades though. Since after the first GDI-NOD war. Really ending before the 2nd Tiberium War.

ProfCollingsworth
I was able to get a new hotplate with the assistance of several of my newly-assigned grad students, in exchange for some favors that I promise were not unethical. These old bones just couldn't get to the shops in time. It is encouraging that the Treasury seems to be confident enough in our manufacturing capacity to meet the massive demand for appliances and the like.

TacticalAssaultElephant
#BeltwayBeliever
The bossman has had me and the boys running rings around the blues putting down more tib fences, so I'm a little far from the water-cooler chats, but my brother says the treasury is shifting gears from 'fix our budget' to 'actually use our budget for something', which means building projects and factory renovations and whatnot.

Big spends on military, because fuck the noddies, big spends on power plants and factories and farms so things can get back to 'normal', and probably still big spends on mining because boy howdy does the treasury love mining, but yeah.

MajorMiner
#TacticalAssaultElephant I can't comment on mining specifically, but the military spending is going to mean a bunch of NODdies going T.T
Also, I am no longer the most extreme miner. Can't even be sad about it, though.
Edit: right, somthing on-topic. I'm hearing that we're going to be getting some updated kit in the kitchens "sometime", which is better than just dispairing laughter.

KryptosAdept
TBF, the treasury is actively trying to actually plow back the gains in their budgets right now. It's great for me since I no longer have to worry about the power going out anytime NOD tries to attack the infra. That really helps my work (it gets really annoying to say the least when you can't access the servers because the power is down to either your home or the local network and the latency of the sats is causing issues).

Solan
#TacticalAssaultElephant #MajorMiner
Get to my level the Treasury is in love with MARVs now that the resources we have are getting us to finish South America Red earlier than expected. I hope Chile has some of the good stuff when I go on break. Also, my siblings keep sending me news articles from home on how good they're having it and some pictures with friends and family. I heard they even reserved some appliances and clothes for me when I get back.

Rodney Zakara (Treasury)(Consumer Affairs Office-Blue Zone 2)
We are thankful for your patience with the arduous wait you had to endure during the Reconstruction of our society. While it is unfortunate that the problems of empty shelves are still persistent, various projects are there to alleviate it. Parliament has been in active cooperation with both Treasury Central in Manchester, BZ-3 and the various regional offices for constituency work. They have set the policy and tempo for our new normal. Also new construction of buildings utilizing the latest of farming technologies is coming soon to provide us food long since relegated to pure luxury to most of the populace when Tiberium struck the Earth. Finally Treasury Regional BZ-2 has various documentaries being shown in all local media stations. Please look at your schedules and if you missed the premiere you can catch up on the official video streaming channel of our partner networks as well as the official Treasury channel in the playlist BZ-2.

Anne Marie Lewis (Public Works)(Housing Division)
In the spirit of an enduring victory for humanity and our military the Department of Public Works in cooperation with the Treasury is currently opening up slots for various residents and businesses to arcologies in the Blue Zones. These new accommodations will come in three waves with various requirements. The first wave will be reservists and families with children. The second wave is the locals of the various zones the arcologies are providing. The final wave is the general application period. Please note that any application will be judged on need based metrics, and will be prioritizing the refugee camps to ensure they remain temporary. Lastly please look at our social media pages on the various blue zone arcology projects and the Department of Public Works for more details as well as some of the steps to acquire the government documents required for processing all of it for free.

PS: As a general rule a double blind InOps interview is standard for these projects. For the sake of your privacy and to not let any discrimation coming to various parts of the citizenry.

BeltwayBeliever
"Need Based Allocation" AKA, the people on the edge of the Yellow Zones need this more than you. Which is, you know, fair. Kind of really sucks out there, especially if you are trying to raise a family.

AccomplishingProvidence
#BeltwayBeliever
I will completely believe that residents of the far reaches of the Yellow Zones will get a spot in the gleaming new arcologies in the heart of the Blue Zones when it happens. I'm not trying to disparage your assessment, I am simply cynical to the nature of humans. But if any iteration of GDI could do it, it is GDI under the Two Grangers. Truly they are a force of nature.
It has been good to see genuine smiles on the faces of more than just the youngest children again. While the various basic amenities are not much, it is heartwarming to see people having more to their lives than simple drudgery. One might have been concerned that even the enlightened leadership of the Two Grangers would have left us all as eternal cogs in the machine.

I just hope that those who come to reside in the Arcologies do not end up thinking themselves above and removed from their fellow man. Unity is the strength of mankind and GDI, after all. Division weakens even the best of us.

Bicycles0-0
Dad's got more to work on than bicycles, and he's really happy. Won't be happy if I write too much, I should be doing an essay. Bleagh!

LimLan
Dad and Pops took me to their work on how they do news. The place was fun and my dad was on the cameras like a superstar. Pops was behind the stage with many screens telling many things to work. I also met new friends there like Suzie who loves all the toys and dolls, and Toby who loves all the books in the kid's library. The big bossy people my parents work for told them that they can bring families in if they behave. I want to be very behaved and I want to work in the news too.

PackMal
Gotta say we've been delivering a lot of new goods and food to the Terminus Cities and the Fortress Towns. A lot of delivery fees these days are now paid by the Treasury and the Post Office can only charge for Express Delivery in just the Blue Zones. The Yellow Zones are mostly either an on time delivery like the Terminus cities or a miracle that it was delayed in a day like the Fortress Towns because they keep firing shells all day everyday. Almost got hit by a Nod round while going to a fortress town because I had to be in a convoy most of the time when on the ground but this time was on the air because priority medicine was being delivered. Thank goodness we were on time when an entire school got sick and the local clinic was out of clean fabrics, and medicine. Feels lucky that here in the blue zones we don't worry that much anymore on that front.

Results Q4 2054
Resources: 475 + 25 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.25 Blue Zone
28.93 Yellow Zone (63 Points of Mitigation)
56.82 Red Zone (44 Points of Mitigation)

Current Economic Issues:
Housing: Small Surplus (+2)
Energy: Substantial Surpluses (+2)
Logistics: Marginal Surpluses (+1) (-1 from piracy)
Food: Sufficient production (+4) (+4 stored)
Health: Substantially improved (+5)
Capital Goods: Meeting Demand (+1)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (78)
Tiberium Processing Capacity (1115/1250)
Yellow Zone
Water: Limited Surpluses (+3)

Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Hawks: 31 Seats (1; 4; 18: 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)

Military Confidence
Ground Forces : Low
Air Force : Very Low
Space Force : Decent
Steel Talons: None
Navy: Low
ZOCOM: Decent

Plan Goals
Capital Goods: 17 points remaining
Consumer Goods: 54 points remaining
Food: 27 points remaining
MARV Fleets: 4 remaining
Military Goods Factories: 3 remaining
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Shell Factories: 1 remaining
Abatement: 29 points remaining
Schooling Projects:Childcare and Preschool remaining
GDI Income: 165 remaining
Space Stations: 3 phases remaining
Arcology Programs: 2 remaining.


Military
With massive recent projects throwing resources towards military development and deployment, while the actual confidence level remains low, morale has substantially increased. Shells, pouring out of blue zone factories, have already brought a number of the most forward deployed forces to their nominal ammunition levels, while the deployment of one MARV hub, and the near completion of a second has, if not hailed as a sign that things were looking up, a note that Granger is finally seeing the full picture of what the military can offer in terms of Abatement and Income.

Refugees
With the camps closed, new refugee waves are being settled directly in the Blue and Yellow Zone housing that is available. While there is only a trickle now, with most of the easily accessed Yellow Zones tapped out of people willing to pick up and move, the expectation of near future waves from future Fortress Towns and aggressive moves into regions that GDI has traditionally had difficulty in has kept the refugee administration groups fully staffed and ready to allocate housing, rations and clothes to the incoming population. However at this time a major concern is a lack of available housing, although the arcology program is likely to fix that at least for the immediate future.

Markets
Developments in the markets have continued apace. With the continued expansion of available consumer goods the market has begun to react to the new state of affairs. With people spending more of their resources on available goods, the market has focused on efficiency in order to maximize returns for costs, minimizing the impact on the precious Initiative tracked indicators.

Politics
The Free Market Party has begun to see a significant decline in support, with many voters seeming to defect to the Developmentalists. The Hawks have been ascendent as news of military defeats has become more common. While blunted by the Treasury's rapid response, and there are still severe splits in the Hawk ranks, they are likely to see substantial gains in the next election. While Al-Jilani has been campaigning in both Blue and Yellow zones, Ozawa has been focused entirely on the Blue Zones. However, both are pounding on the same drums, focusing entirely on trying to give as much political support for expansions of military spending.
Within the Developentalist ranks, the left Developmentalists, supported by Granger's policy decisions, are in ascent, while right Developmentalists are declining. This is likely to mean that more comprehensive rulings on worker rights can be made after the elections, and greater restraint on individual capitalists.

[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 140/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)

A standard pattern Blue Zone Arcology is a pentagonal hollow step pyramid, built in nine zones. The first zone, built around the core, is a vertical aquaponic array, built to provide primarily a greenspace and recycle the water used in the arcology. While it does not provide a particularly meaningful amount of food, or provide for the full needs of the arcology's water treatment, it does reduce the strain on the surrounding water systems. At the base of the arcology is the second zone, generally reserved for maintenance and plumbing primarily, along with the lots for the fleet of vehicles required to allow dwellers to venture out into the wider world. The third, fourth, and fifth zones are a series of increasingly large apartments, staggered around the outside of the pyramid, each with an enclosed balcony, and all of the comforts of the mid 21st century. On a standard design, the ones at the base are the smallest, with each step seeing a subsequently larger pattern. The sixth through eighth zones are placed in rings around the core of the arcology, generally one for each step, these are separated out and reserved for workspaces, generally a mixture of high skill craft workshops, offices, and service industries. The ninth and final area is the cap, which is a ring of dedicated social space, also often used as an emergency school area.
The first phase of work has been to do the surface repairs and resealings that many of the arcologies that currently exist have desperately needed for years. While previously, allowing them to remain only partially functional was allowable, this has changed in the current day. Expansions of capacity have already begun, but the full impacts will not be felt until the repairs project has been fully completed.

[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 427/500: 10 Resources per die) (- Labor, +++++ Energy)

With only a final round of checks, inspections, and tests required, a new wave of nuclear power plants is about to come online. With the final stages of fueling likely to complete in the next few days, the entire project is likely to require another quarter, unless substantive problems are found as the systems are brought online.

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 114/60: 5 resources per die)

The installation of a first round of microgeneration rooftop power arrays has been completed. Overall the design is not efficient enough or covering enough surface area to provide a meaningful amount of power for industrial uses. However, it is now enough to keep at least most of the life support running indefinitely, especially with some economizing. While unable to provide a steady supply of power, it has provided some inspiration to the designers. Instead of adding to the main grid, these microgeneration units can be used to provide a buffer in case of future supply shortages. Rather than merely making mandatory inspections and maintenance time easier to schedule, an expansion of the program can provide a power reserve, enough to keep operations going in the case of at least minor overall power shortages. However this will require substantially more installations, nearly twice what has already been installed just to be measurable.

[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 197/180: 10 resources per die) (+++ Consumer Goods, --- Energy)

The fundamentals of most personal electric appliances have not actually changed that much since the late 20th century. Most are simply one or more electric motors used to make something spin in effect. Ranging from burr and blade grinders, to mixers, food processors, blenders, and the like. While the design of a modern system is more efficient, and often has more features than the previous models, the upgrades are small and iterative, rather than fundamentally changing the system. Similarly, a modern lamp is derived from a technology first developed in the 1960s, the LED, or Light Emitting Diode. While early LEDs produced a thousandth of a lumen, the descendents of the design had conquered the lighting market by 2020. With all modern buildings extensively lighted, dedicated lamps are not particularly required, however being able to put a spotlight on a particular workspace is often useful.
In terms of the first wave of production, standardized spare parts are the first things to hit shelves, with production completely unable to keep up with demand, and the vast majority of the initial runs being ordered days or weeks before they were even produced, let alone packaged or ready to ship. The same applied to the first wave of full products, which were, if anything, even more voraciously ordered, mainly by yellow zone populations desperate to fill the spaces allocated to them. While actual deliveries have so far been heavily biased towards the blue zones, convoys have begun travelling to the Terminus cities and a handful out towards the fortress towns.

[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 136/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)

One of the expected stumbling blocks for GDIs new wave of vertical farms has actually been chickens. While easy to feed, they can only reproduce so quickly, and with the massive demand imposed by the farms, eggs have effectively vanished from shelves and been marked as indefinitely unavailable, as every available egg has been fertilized and has gone into bank after bank of incubators. These are destined for the coops at the base of the nearly 30 story tall vertical farm projects. Built to feed tens of thousands to a pre tiberium first world standard, the towers themselves are nearly completed. The only things that remain incomplete are the massive projects to lay the miles upon miles of pipe and trough to circulate water through the system. While some parts, most notably the water system, are actually more efficient than standard aquaponics systems, however they are also noticeably more expensive, especially with the dehumidifiers required to prevent molds building up in the system.

[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 143/120: 10 resources per die) (++ + consumer goods, - Labor)

With the initial program expanded after promising results, the organic textiles farms are producing in full swing. While far from enough for universal production, and moving only a tiny fraction of the need for new clothing, organic fabrics have been mainly used in hybrid systems, layering an inner lining of cotton, linen or hemp with mid and outer layers of polymer and synthetic fibers. While not as good in some respects as a purely organic system, it is at least more comfortable than entirely synthetic options. The overall response has been positive, with even more clothes available, even if total production is still comparatively limited to overall demand. However, demand is dropping and is expected to reach parity in the next few years.


[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 252/400: 15 resources per die) (4 points of yellow zone mitigation)

Further development of the perimeter fencing has started with the construction of a series of chokepoint citadels. Built at the roads to the Terminus cities, mountain passes, and other geographically advantageous features, these citadels form the basis for future projects, and if the lines move sufficiently, they will become hardpoints, stemming NOD advances and controlling the environment around them. It has also included a general thickening of the lines of sonic emitters, increasing the density by 25 percent so far, with an aim of doubling them before the completion of the current stage of the project. Additionally, with the current expansions of the Blue Zones some areas have been pushed forwards to take advantage of the remnants of redoubts that had been moved forward, converting them into mini citadels to provide for a more comprehensive system.

[ ] Intensification of Yellow Zone Harvesting (Phase 4)
With a second band of Yellow Zone fortress towns completed, GI can once more expand sections of intensification, this time between that arc of defensive fortress towns and the Terminus cities. While the security situation is far from good, it is good enough to continue expanding the work on this section.
(Progress 163/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phases available)

While the fortress towns are still extremely short of ammunition, and the GDI military heavily overstretched, the expansion of Yellow Zone harvesting operations this quarter have been generally tenuous. While a number of new spikes have sprouted near the Terminus cities, and more work has been done to contain other harvesting areas, the entire affair has had a generally cautious tone, approaching it as something where scurrying back to safety was generally a higher priority than the Tiberium operations. While certainly understandable, especially with the shock given to Tiberium mining in the last quarter, it is also a reflection of the limited resources assigned to the project, especially with most of the engineering crews assigned far behind the lines. Despite these disadvantages, the production increase has been as much as could be hoped for from a project such as this one, and one that is likely to pay for itself in under a year.

[ ] Red Zone Containment Lines (Phase 2)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones. With a first wave already in the field, applying yet more resources will increase the effects of the effort.
(Progress 188/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)

Even with the military overstretched, even more work has been done to ensure that continuing progress has been made in containing the Yellow Zones. From the fortresses, a series of outposts, one for each average day's travel, have been erected between them. Not only do these mean that the forgotten can push harder and be more greedy with their expansion, it also has meant that GDI can deploy yet more development, and many more harvesters into the perimeter of the zone. While NOD attacks have increased in the last quarter, the hardy miners have substantially increased both GDI's income and the impact of abatement operations. Many of the bases are little more than a perimeter of sonics with sealed prefabricated shelters at this point, with some amount of antiaircraft cover. For future projects one near certainty is expanding the development to be able to better support expansive operations, not merely a place to sleep, but a place to resupply, repair, and rearm for more substantial operations. While not as impactful as a MARV project, it is also far cheaper to deploy, and sees more immediate effects than the six month minimum of the MARV projects.

[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 148/90: 15 resources per die) (Opens new Space Projects) (20-30 resources)

The first stage of orbital cleanup has been focused on the large pieces. The destruction of the Philadelphia left hundreds of tons of high grade materials sitting in orbit, drifting and being slowly worn away by particulates. There are also many of the best preserved corpses. While many were vaporized or freeze dried and disintegrated in the blast, some few were unlucky enough to be trapped in still pressurized rooms, and died of thirst, starvation, radiation poisoning or oxygen deprivation. These corpses are still in good enough shape that they have been delivered to their families. Years after the war, some families are finally able to grieve using the ancient rituals, while others have to content themselves with empty urns and caskets. Economically, the project has actually turned a small profit, not enough to be truly worthwhile, but the knock on benefits of a safer set of orbitals is important, especially with the number of vital connections that pass through the area.
Each project has been the work of dozens of launches, delivering life pods to the area for space suited workers to work through carrying cutters and tags. Every day, orbital shuttles pass through, delivering food, water, and oxygen, while carrying back the day's haul of alloys and corpses. From there, the results are fed into shredders, which, using a series of centrifuges and magnets, separate out the alloys and other materials, many of which were melted into each other. The result has been mainly a giant pile of blocks of material, waiting for a purpose.

[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 91/40: 15 Resources per Die)

The work of surveying the nearby bodies, rather than being a project that the Treasury operates in house, has been handed over to the Space Command Exploratory Division, alongside a massive infusion of resources, something where the Treasury apparently did not realize just how limited Space Command funding actually was. Instead of being a seemingly reasonable amount of money, it proved to be five times the annual funding of the exploratory division. Much of this funding has been channeled into infrastructure spending, and the deployment of the first of the lunar probes. While the Mars programs must wait for a transfer window, preparations are already underway for launches once it opens.

Space Command Personnel Forum
SCED Budget Woes Solved: The Grangering Way (SCED Budget MOA with the Treasury and Press Release Reaction Thread)

Arthur Tan [Communications Team]
As all of you now know through the news thread coming from Admiral Carter's desk an MOA has recently been signed by both Space Command and the Treasury to further space exploration to the Near Body Areas. A budget release of 15 billion credits in lump sum payments has been released to provide what SCED sees fit to complete the probe launches and our various space missions. A budget plan from SCED ExeCom will be released soon. Lastly we thank the leadership team headed by Admiral Carter for their hard work in ensuring we can defend and explore the final frontier.

PS: A reminder that news reaction threads would be open until a month after the initial post or sooner to not clog up other urgent news. Please be reminded of the EVA mods specially designed by Space Command to ensure proper decorum even if we can have a bit of levity.

PPS: Good job admiral and stay safe with the missus.

Murat Basile [Space Command Exploratory Division]
What are we even going to spend so much money on? I mean we have been running on low flame so far and could have started both missions within a year's time. Wasn't the plan to launch a probe to our moon this week regardless.

Natalie Lee [Aerospace Administration]
There have been rumors this was the easiest way for Granger to throw us a bone for the lunar landing mission.

Charline Mooren [Space Command Exploratory Division]
I just hope Carter uses some of the money to give us better working environments. Working out of prefabs was alright, but 15 billion can at least buy us enough toilets.

Mia Shen [Space Command Exploratory Division]
I hope some money falls off the wagon for RnD. Have been reading up on high energy physics to understand the basics of a plasma torch but getting to a functioning prototype will be expensive.

Amaro Capet [Space Command Liaison Office]
Apparently our friends in the Treasury Orbital Office did us a solid and managed to talk Granger into giving our boys and girls in SCED some much needed money in exchange for orbital waste management. Quite a bargain of course when we need to check if our space industry could work and it did. Hauling the wreckage and finding more bodies is good morale now since we are removing the trace of Nod destroying the former heart of our government.

Li Moon [Space Command Budget Office]
I am currently looking at SCED's proposed budgets right now and that 15 billion is looking to be drained in a quarter or two. I know Carter had a lot of facilities built with the shoestring budget and personal favors but SCED ExeCom wants a lot of contractors in their bases. Can't blame them, they're new and they were slow rolling to get all the facilities for the moon launch. Good thing SCED clearances are easier to give out than normal and we might need to reach out to Public Works since we can't easily locally source the labor anymore.


[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 133/130: 10 resources per die) (Developmentalists)

Local public media has taken a fourfold approach. Rather than focusing on a single dominant news source or type, the grant system is built on creating competing and separately operated media systems. So long as viewership and circulation is kept above a minimum, and direct retractions below a maximum, the grants come with effectively no strings, a mechanism to ensure that the media is able to report independently, while also trying to ensure at least some level of accountability and accuracy. The first type of media is local school associated media systems, generally associated with the journalism school. These have the most lenient requirements, and are expected to be a training ground for investigative journalists. Second is independent public media. Combining local funding, with substantial parts coming from the Initiative, these public television, web, and media services provide for a hopefully more professional approach, and allow the local environments a media service that is accountable to them, rather than outside funding. Third is the foundation of local government news bureaus. While inherently somewhat propagandistic for the Initiative, they are also held to the highest level of professionalism. Fourth and finally are independent journalist cooperatives, relying on selling their news and articles, either to the other three branches, larger news corporations, or publishing their own material. Intended to be the most independent and held to generally low standards, they are hoped to fill in the gaps between the other three approaches.

[ ] NOD Research Initiatives
While the Brotherhood of NOD fielded relatively few genuine breakthrough technologies in the last war, between the Qatar Loyalists and masses of captured equipment, finding the limits of the technology and adapting what can be fielded to GDI use, should be a relatively cheap project.
(Progress 198/120 : 30 resources per die)

A combination of GDI scientists and Qatari defectors have made numerous breakthroughs in adapting substantial portions of NOD technology to GDI needs. While there are a handful of lower level technologies, there have been six areas of fundamental breakthrough.

First is the Crystal Beam Laser. While power intensive, fragile, and by Brotherhood standards obsolescent if not obsolete, it is a massive leap in high energy laser technology compared to any previous GDI system. Back before the Second Tiberium War, it was the basis for the first wave of Obelisk of Light systems, and the Firefly laser rifle. While both have been completely retired from frontline service by the Brotherhood, the secret was cracked with the aid of a number of Qatari specialists, who had kept working on the system looking for a breakthrough. The core is a piece of precisely manufactured synthetic ruby, which acts as the lasing medium. However, if the core is warped, cracked, or otherwise damaged, the entire system fails. While this makes it a poor fit for infantry use, it is much more likely to find a place in the vehicle fleet, especially as a point defense system, and an anti aircraft weapon.
Second is actually an improvement in the processing and refining methodology. While the Brotherhood typically uses the Abdul-Pascal-Kane method, which is cheap, flexible and extremely dirty, the Qatari's had been working on a new method, the Hewlett-Gardener system, that would modify the APK method to work closer to the GDI Moebius method. With the Hewlett-Gardener method, the yield can be dialed a few percent. While actually more expensive than existing methods, it should also increase the efficiency of Tiberium processing as the fraction of critical materials can be increased at the expense of less critical ones. While it will not directly increase effective income, the researchers' estimates place the increase in processing capacity between 25 and 35 percent, as most facilities will move towards more Tiberium expensive outputs.
While Brotherhood Cybernetics technology is extensively brute force, there are some parts that have many uses. One of those is cooling technology. The lasers and particle beams favored by the Brotherhood and the Marked create massive heat spikes, enough to cook the cyborgs if not mitigated. If scaled up, these should allow for both much higher energy propellants and in fact solve many of the laser problems. While NOD's solution is not particularly elegant, their heat sink combined with an exchanger is a fairly functional solution, although it does require a fair amount of noxious chemicals. In terms of development time, the likely length is fairly short.
The next two are more theoretical developments. First is an examination of NOD stealth methodology and theory. While none of the survivors know the material well enough to replicate the design, they do know it well enough to begin designing countermeasures to the most common versions of NOD sensor disruption and stealth systems. Stealth has always been one of NOD's most common edges, and this technology is likely to be one of the breaking points that provide for a better performance in coming battles. The other is a better understanding of their energy generation technologies, specifically their Liquid Tiberium Generators. While unacceptably toxic for GDI's purposes, the potential is extraordinary. The unit is an addition to existing power generation systems using small amounts of liquid Tiberium. These systems offer a multiplicative effect, enough to bring an obsolete gas turbine to parity with even the most modern of GDI prefabricated nuclear reactors. Additionally its use as a weapon is equally intriguing and terrifying, not least because it gives them even better access to potential weapons of mass destruction than their nuclear arms. Neither project is likely to see substantial deployment in the immediate future, however they are also important to better understand NOD technology when another look is taken in the near future.

Finally is actually an immediate result. By putting together the knowledge of the Loyalists with the materials collected from decades of fighting the Brotherhood, an actual knowledge of the most important figures can be found, and some of their personal details, more than Intelligence Operations has put together.
The most important is Kane. While none within the Brotherhood know his true story, there are many legends. Most place him as being ancient, with some even crediting him as being a central figure in the first stories of the old testament. What is known, from Havok's report on the works beneath the pyramids of Giza, is that Kane is very old, with tombs bearing his sigil dating back thousands of years to the time of the Pharaohs. However, any claims to be as old as Kane are widely agreed to be insecure commanders lying to make themselves look better.
The second is a new name to GDI's knowledge. Rather than operating under banners and heraldry, Jackson Waterley has preferred stealth and to strike and fade often before the enemy commander knows he is there. A brilliant tactician and field commander, he has proven to have little political knowledge, a crippling failing in the Brotherhood's often intercine political dealings. Having served many masters, he has recently fallen off of the grid, with many suspecting that Kane himself has chosen him as a future commander. Of course, it is also possible that he has been killed in the ongoing strife within the Brotherhood's ranks.
Gideon (no other name recorded) is an up and comer in the Brotherhood's ranks. While he was raised on the opposite side of the world, records from his days in one of the Black Hand's Schola Fidelis, gave him high marks in oratory and the code, but not as a particularly skilled battlefield officer, likely to be pushed aside to serve as a confessor or a local priest, rather than rising through the ranks. However, the war has killed many of his superiors, placing him high in the ranks of the North American Black Hand, where he has also shown a skill for politics.
In future quarters more profiles will be assembled, and delivered to GDI High Command desks as they are prepared.

[ ] 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. 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 0/105: 20 resources per die) (Contributes to plan goal)
  • RZ 6 North (Progress 105/105)
  • RZ 6 South (Progress 93/105)

Even though only one was ordered, two massive fortress complexes have sprung up, one on the northern side of the Red Zone on the same river as the mines, and one on the south, a coastal installation near Lima Peru. While only the Amazon basin complex has been completed, effectively securing much of the length of river between the mines and the sea, the one near Lima is still under construction, awaiting the delivery of more tooling and components before all systems are brought fully online. The two projects are unfortunately not mutually supporting, as Red Zone 6 is split by the Andes Mountains. Rather than being a fully North/South split, the region is effectively split into a North East and a South West. The mountains are certainly not uncrossable, but to the vast bulk of a MARV are effectively so. Logistically, the supply of Tiberium from the northern hub will flow down the river, joining the output of the Amazon mines, and being sent to European and North American Blue Zones, much like how in ages past, the biological distinctiveness of the rainforests were delivered to the global north. The Southern outpost on the other hand will almost certainly make nearly all of its deliveries to its south, delivering the overwhelming majority of its output to B-8. The pair are a mark to how the current planning systems are actually remarkably inefficient, with how much more has been done than was expected, leading to a number of rounds of bonuses being distributed to the workers and engineers that made the development possible.


[ ] Shell Plants (Phase 2)
GDI's development of its artillery complement has far outstripped the available ammunition production. With ever more units likely to be recruited in the coming quarters, GDI cannot afford to allow for slack in increasing production. With only the general purpose shells available enough, further development of yet more shell plants are required for enough ammunition, especially of various specialist rounds, to be available.
(Progress 335/300: 10 Resources per die) (--- power)

Yet more of the Devil's Porridge has been made and mixed and poured and cast. Ever more shell works have been erected, usually as far as possible from surrounding civilian populations. Each typically designed for a million rounds a year. While the vast majority are dedicated to general purpose rounds, some handful have begun producing the most common forms of specialty rounds, mostly shrapnel, an absolute requirement against the heavy NOD assault waves. However, even this is not enough to fill the arsenal in a reasonable period of time. With the existing surpluses, predictions point to it taking nearly a decade (assuming no unplanned expenditure of shells or expansion of military duties) to fill stockpiles to an acceptable level. While immediate shortages have been alleviated, it is in effect a just in time supply. Many of the outposts, fortress towns and training commands are going through shells about as fast as they can be delivered. While the immediate impact of the expanded production has been to allow nearly every battery a full arsenal of shells, the ammo dumps and expanded supply network are still effectively dry.

[ ] 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) (191)

Another round of security reviews, digging deep into the affairs of the Tiberium department have uncovered relatively little. While there was certainly some amount of skeletons lying in closets, and a number of places where funding was not allocated entirely according to proper procedure, that is par for the course for such a large department, and many of the perpetrators have either retired or died in the years since. The amount of actionable material has been very small, and well below the point where the director of the Treasury needs to concern himself.
The work of the infiltrator Eva Core has also received attention. While finding precisely what was delivered to the Brotherhood in full is impossible, going through the files accessed has revealed that her focus was nearly entirely on Red Zone Harvesting operations, likely putting her as a part of one of the more radical Tiberian sects. A small minority within the Brotherhood, Tiberian sects place their full faith in the second tenet of the Brotherhood, specifically that "Tiberium is a gift, and one that must be used and accepted for what it is." Her efforts seem to have focused on fighting GDI efforts for Tiberium abatement, rather than producing overall damage.
 
Oh right good update! But now I really want to finish off the Navy's Hydrofoils and the Airforces Apollos, the Hydrofoils cause I am not liking that Piracy debuff we're taking and the Apollo's since they've been there for a long while now and I'd like to see them done now.
 
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So bad news first- ConsGood shortage increased from -19 to -20 but that is likely a function of increased demand as we produced +7 ConsGood this turn.

Good news- Free market party took a further beating and we should keep on beating them to election day. Hawks-split could be bad, could be good. Development- party changes are favorable to us. YZ- We are doing more for them than past GDI admins so voters from here should be positive towards the treasury.

So changes- I originally had fiber optics with 3 dice, with the text from services I am changing that to 4 dice on arcologies (same resource cost overall). Also I might have to drop the 1 dice on ablative for 1 dice on shell to make progress to phase 3 but I want 1 apollo and 1 shipyard online next turn
 
Alright, got another Plan Draft up. Compared to my previous one, it has less R&D on Fusion and Scrintech in favor of more immediate stuff. Or well, stuff in preparation for the Elections.

[] Plan Yellow Enfranchisement
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 1 dice (15 Resources)
-[] Fiber-Optic Expansion, 2 die (40 Resources)
Heavy Industry (5 dice)
-[] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources)
-[] Fusion Power Prototype, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Chemical Precursor Plants, 1 die (15 Resources)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Vertical Farming projects, 2 dice (30 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
Orbital (3 dice)
-[] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
-[] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
-[] Orbital Cleanup (Phase 2), 1 dice (15 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 1 Dice (30 Resources)
-[] Childcare and Preschool programs, 2 Dice (10 Resources)
-[] Fashion Development Houses, 1 die (10 Resources)
Military (5 dice +4 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
-[] Shell Plants (Phase 3), 1 die (10 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0

Infra continues steadily making BZ Arcologies, enough to make progress, but not enough to finish. But we'll have the first phase done before election time, and that'll be another 4 Consumer Goods and half of the Socialist Party's demands met. We also want to get Fiber-Optic Expansion done before election, that way we'll have enfranchised more people.

HI is BZ Power Production with 4 dice because we'll desperately need another Power Production Campaign after this one, 1 die on Fusion Power Prototype because we need to start to work on Fusion for when Fission starts becoming uneconomical from the lack of fissionables. And one die on BZ Microgeneration (subject to possibly being swapped out if needed.) Next turn I plan to push for YZ Power Grid and more BZ Power Production. Not Rolling Stock because it's too much of a power hog right now.

Instead, I'm relying on LCI to get the necessary capital goods. One die on Chemical Precursors (we can slow-roll it out since we don't need the Capital Goods immediately, just when the Industry finishes), two dice on Yellow Zone Industry, and 1 die for Security Reviews, since we're about to start investing heavily into LCI and we want to make sure it's clean.

Agriculture, we finish Vertical Farming for Food and Consumer Goods, then Perennials since getting the kinds of foods it grows feels like the thing that'd unlock some Consumer Good options, plus I think it's been mentioned that there may be narrative effects behind it. And also because it takes a while to reach the full benefit, so starting and finishing it early let us get the full value before the Plan's over.

Tiberium goes all in on BZ Perimeter Fences because it's cheap and for rushing the Synergy bonus at the end. Also, the military's still very overstretched and not really ready for more Yellow or Red Zone operations.

We want to start doing stuff in Orbital now, so there's 1 die on cleanup, and one die (Fusion) on Philadelphia to get to work on making the other stations. Enterprise Phase 3 won't do much until we actually have mining operations in orbit to provide raw materials that aren't just recycled satellites. There's also 1 die on Orbital Communications Satellites for more enfranchisement before elections.

Services has 1 die on Scrintech so we can get to that research and juicy technology, 2 dice on Childcare to finish up the last of our education obligations. 1 die goes on Fashion Houses for more Consumer Goods that don't need power, and so money is saved up for other projects.

Military, we got lucky with MARV Hub rolls, so we're putting one die into finishing the 2nd Hub so we can do another MARV Fleet next turn. Other than that, it's 3 dice on another S-MARV Fleet, 2 Dice on Copenhagen Hydrofoils so NOD piracy isn't as big a problem, and another die on Shell Plants, since those are still in fairly short supply. After that is the tricky bit. We want at least one Apollo Factory up and running so the air force can retake the skies. But the question is if we try for both, or just one. Both is probably what's needed to really get the Air Force back in gear, but it'll wipe out most of the electricity gain from Power Production. Right now my plan has us trying for both, so next turn we can get to stuff like Myomer, plus starting some of the other trials for the Ground and Air Force.
 
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The description of shell plants makes me really want to finish Phase 3 next turn. "Just enough" isn't really enough to cover everyone's needs.
 
Infra 4/5 60R +12
-[] Blue Zone Arcologies (Phase 1) 140/450 4 dice 60 R
HI 5/5 +2 dice 70R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 427/500 3 dice 30 R
-[] Fusion Power Prototype 0/200 2 dice 20 R
-[] Heavy Rolling Stock Plants 111/250 2 dice 20 R
LC 3/3 20R +12
-[] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R 0%
-[] Security Review 1 dice
Agri 3/3 40R +12
-[] Vertical Farming projects 136/250 2 dice 30 R
-[] Yellow Zone Purification Facilities 0/320 1 dice 10 R 0%
Tiberium 5/5 95R +30 (-2 for 2 years due to graduates)
-[] Blue Zone Perimeter Fencing (Phase 2) 252/400 3 dice 45 R
-[] Red Zone Containment Lines (Phase 3) 104/180 2 dice 50R
Orbital 3/3 50R +12
-[] 3 dice 50 R as placeholder- we have a good amount of new projects here
Services 4/4 30R +27
-[] Childcare and Preschool programs 0/200 2 dice 10 R
-[] Fashion development houses 0/225 2 dice 20 R
Military 5/5 + 3 dice 125R +12
-[] Reclamator Hubs RZ 6 South 93/105 1 dice 20 R
-[] Reclamator Fleet RZ 6 North (Super MARVs) 0/210 3 dice 60 R
-[] Apollo Fighter Factories (Toronto) 0/70 1 dice 15 R
-[] Shell Plants (Phase 3) 35/??? 1 dice 10 R
-[] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20 R
Bureau 3/3 +12
-[] Security Review (LC) 3 dice +1 LC 100%
Free 5/5

490/465 +25 one time (490 total)

Right so it looks like we have another wave of refugees coming in so continued work on Arcologies for more housing space with bonus consumer goods is needed. For HI- BZ power because we need that Q1 to stay positive on energy with 2 dice on rolling stock (cap goods and logistics) and fusion power (energy development) as those would be nice to finish Q1 but as long we bring them on Q2 we should be fine, so giving them a chance to finish Q1.

For LC- Starting plan goal and major consumer good output (+8) YZ industry that also puts another dagger into the Free Market Party and boost support in the YZ as well as security review of LC (that and HI are the two that have not had a review this plan). Tiberium gets 1 phase of BZ fencing and 1 phase of RZ containment for 6 mitigation and some income (keep in mind we are short on income for all dice this turn and that is with avoiding stuff like Scirin research which is expensive) so we need both the mitigation and the income.

Orbital gets 50 R reserved as I need to see what new options we have before making decisions. Services- work on a plan goal and also a cons good increase that if they do not finish Q1 we can finish Q2 without issue but this way we get a chance at them finishing Q1. For Mil 1 dice to finish RZ 6 South, 3 to try and get our 2nd MARV fleet operational. Then 1 dice on an Apollo and 2 dice on a shipyard to try and get 2 more factories online and 1 dice to make some progress on shell plants since we need phase 3 online this year and the sooner the better. Q2 will be marv, shell and likely ablatv development.
 
While this makes it a poor fit for infantry use, it is much more likely to find a place in the vehicle fleet, especially as a point defense system, and an anti aircraft weapon

Interesting. We might be able to dip into the USA's tech tree from Generals.

Second is actually an improvement in the processing and refining methodology. While the Brotherhood typically uses the Abdul-Pascal-Kane method, which is cheap, flexible and extremely dirty, the Qatari's had been working on a new method, the Hewlett-Gardener system, that would modify the APK method to work closer to the GDI Moebius method. With the Hewlett-Gardener method, the yield can be dialed a few percent. While actually more expensive than existing methods, it should also increase the efficiency of Tiberium processing as the fraction of critical materials can be increased at the expense of less critical ones. While it will not directly increase effective income, the researchers' estimates place the increase in processing capacity between 25 and 35 percent, as most facilities will move towards more Tiberium expensive outputs.
Well I know what most people will want to research first.

While none of the survivors know the material well enough to replicate the design, they do know it well enough to begin designing countermeasures to the most common versions of NOD sensor disruption and stealth systems. Stealth has always been one of NOD's most common edges, and this technology is likely to be one of the breaking points that provide for a better performance in coming battles.

This is what we should research first.

In future quarters more profiles will be assembled, and delivered to GDI High Command desks as they are prepared.

Nice can't wait to learn more about our enemy.

While immediate shortages have been alleviated, it is in effect a just in time supply

We have to fix this. Just in time supply means any major attack will leave them cut off and destroyed.
 
In regards to current plans for next turn, it should be noted that with the start of a new year we're almost certain to see many new options; Both LC&I and Services in partucular only have 4 remaining projects and are likely to gain more.
 
Hrm...
It looks like Shells are a bottomless pit.
Perhaps we should investigate the Railgun option.

Or at least get Chemical Precursors up.
 
In regards to current plans for next turn, it should be noted that with the start of a new year we're almost certain to see many new options; Both LC&I and Services in partucular only have 4 remaining projects and are likely to gain more.

And orbital is likely to pick a few up too. Orbital cleanup explicitly states that it does so.

The Nod research success seems like it might openup a few projects too?

Edit: Actually, we've been told that narrative does have an affect. Logically, would the shell plants not benefit from us building the chemical plants?
 
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