Laser PD is probably a year or so away still even if we do the laser option this turn, because we need to then do the navy's hypothetical PD upgrade, and then have to actually roll it out.
The roll out isn't necessarily required. If we do the options we currently have right now for both I wouldn't be surprised if we straight up got laser LD as an option.
 
The roll out isn't necessarily required. If we do the options we currently have right now for both I wouldn't be surprised if we straight up got laser LD as an option.
[ ] Crystal Beam Laser Prototype Development
With work on the beam laser system effectively completed, there is more to be done to bring it into a format that can be deployed. Working with all branches of the military, a joint technological base can be established, branching into specific projects.
(Progress 0/40: 20 resources per die)

The option makes it sound like completing this is just "ok here is a working laser, now you guys have to figure out what you want to do with it." At minimum there's going to be one of those "specific projects" it branches out into to modify the PD system to work with lasers. It's not going to mutate the PD system to automatically have lasers with no effort the turn we do it, even if it's a cheap trial project to redesign the PD system that's still 6-12 months depending on rolls and if there's any research timers between this upcoming turn and having a laser PD system.
 
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Bear in mind that what I was actually proposing was to add a round of residences, not arcologies. The residential construction project is much cheaper and supports a different lifestyle than living in the arcologies. A large housing surplus represents greater variety and more people being able to move into better living quarters, not just tons of good housing standing empty or something.

Also, given that we have large populations literally living in a toxic wasteland, I'm quite sure that we can find uses for huge housing surpluses in the Blue Zones, if only through relocation OUT of the Yellow Zones.

I respect how you feel about it, but my real goal here was to find a reasonably Resource-cheap way to spend Infrastructure dice on something likely to be popular with the voters, and creating a very large housing surplus strikes me as a good way to do that. It does, I won't deny, hit Logistics a bit... but again, I would caution you against assuming that Consumer Goods production is the sole metric of how happy people are with the administration. If we were still in the negatives on Housing or Health, that would very much be a stain on our record, even if it didn't affect Consumer Goods at all.
My point on arcology is that starting phase 2 would be attractive to voters since a lot will miss on the first but seeing a second set underway will make them hopeful that they will be in the next set. That sort of thing is going to generate lot of good will right before the election. Lots of people will be thinking oh I can get in round 2 and that dream can be sold as something the devlopmentalists aligned with us will deliver. And for the YZ since we are brining YZ pop into the arcology for phase 1 that will help GDI popularity there as well.

Basically I view starting a second set (phase 2) of arcologies to be a bigger win with the voters than a round of blue zone residential at the additional benefit of keeping a bigger plus in logistics both to ensure goods move smoothly and for use in future projects.

The option makes it sound like completing this is just "ok here is a working laser, now you guys have to figure out what you want to do with it." At minimum there's going to be one of those "specific projects" it branches out into to modify the PD system to work with lasers. It's not going to mutate the PD system to automatically have lasers with no effort the turn we do it, even if it's a cheap trial project to redesign the PD system that's still 6-12 months depending on if there's any research timers between this upcoming turn and having a laser PD system.
That makes me want to see what lies behind it before we do any major developments because if there is a really good naval laser in there we would want that on the cruisers from the start if the project is not too big as opposed to having to do a refit project later.
 
I wouldn't get my hopes up to much in regards to laser, beyond PD. IIRC these laser are based on what Nod had in Tib War 1, ~60 years ago. They're obviously better, there's been more than a few advancements in power systems and materials etc, but GDI is really far behind in lasers.
 
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In the end we would benefit from a combined physical + laser pd system, because there are weather conditions where lasers are significantly reduced in quality like heavy rainstorms or fog and that screams for something Nod can abuse for masterstroke attacks on our poor ships.
 
Even if we don't get much of anything else worthwhile I think at the very least we could get a better PD and maybe an anti air set up out of lasers. The lack of travel time is huge for intercepting fast moving aerial objects.
Also may lead to us developing better protection against lasers. Having some on hand for testing, having a better understanding of their workings and the like.
 
With GDI's huge reliance on railguns, won't Railgun Munitions Development be useful? 60 progress, could be a good 1 dice choice to stick in the edges of a plan
 
Carter's Management Adventure Q3 2055
CarterQuest Q2 2055 Results
SCED Base Tiberium Perimeter Stage 2 319/500

With training of the perimeter teams continuing, one of the subjects is Tiberium First Aid. While the teams are already familiar with the basics, a professional refresher is appreciated. The refresher additionally includes training to safely perform the operations for Stage 2 and 3 contamination, confirmed dermal infection and confirmed subdermal infection specifically.

Relocate Part Production 316/250
With one final push of part production operations are moved to Aldrin, making the old industrial site completely obsolete. Port crews have already begun deconstructing the old prefabs, marking the beginning of a new era for the organisation.

SCED Base Civilian Power Connections 167/100
The transformers and power lines connecting Aldrin to the civilian grid have been completed. For future expansion the site no longer needs to expand local energy production at the downside of not being able to operate at full capacity, should an outage occur.

Automated Assembly Line (Phase 3/8) 296/200
Completion of the next stage of the line has been completed, nearly doubling the number of assembly robots and adding a few specialised ones, significantly speeding up the workflow.

Modify Leopard (Normal Version) 316/160
Perhaps motivated by the ever closing time window before the election, modification of the Leopard went ahead perfectly, even with the continued normal work schedule. work is assisted by the mission crew, who use this time to familiarize themselves with the design's kinks and mannerisms. The launch test went successfully, the 4 engines easily producing the lift without problems. With the mission ready to launch, assembly used the remaining time to do various tests on the spacecraft, finding and fixing a bug with the RCS thruster control and replacing a faulty bearing on the fusion reignition system.

C-Sat-Development Autosuccess
As projected, modifying the Hermes into a dedicated communication satellite did not require much work. To finalise it however it still needs a small ion engine from the still unfinished development program, to correct their orbits should they drift. A recent addition is enabling the network as a very basic lunar positioning system. A far cry from GPS, the system is still able to calculate the rough position using time, the number and tags of the CSATs in the sky to calculate it to an accuracy of about a kilometer.

Heavy Space Suit Experiments 175/160
A number of technologies were experimented with, tried and tested for what is now known as the Hard Case Suit Project, or HCS. Even with GDI's immense material wealth, some corners had to be cut on the current generation of Zone Suits. For HCS, which has to keep the wearer alive in a, in some ways, more hostile environment, many of those cut corners were reexamined. Some of the test frames were equipped with superconducting wiring and more efficient, and expensive, electrical components. The hard case shell of the suit made for an interesting test case for technologies, with a total of three configurations being prototyped, including one made of small tanks of liquid water surrounding the wearer. The most interesting tests, however, were made with a few Myomer samples graciously provided by the Steel Talons at the request of Shen. The artificial muscles provide more efficient locomotion at the expense of degrading under solar radiation, because of their complex carbon structure. The experiments have also made clear to the researchers and planners in what direction to take the HCS. Similar to the Zone suits, which can perform long term missions in Red Zones, the Hardcase suit should allow extended operations, with life support, cooling, comfort and radiation shielding to facilitate operations of at least 16 hours.

Space Command Mission Planning
In rapid succession SCED's singular Titan launches three times to send five probes on their way to Mars, with barely any time for repairs to hit the launch window, the last launch almost suffers from an accident during ascend, but the enduring machine prevails and makes it to orbit and back with one control surface busted and some careful maneuvering by mission control. The probes meanwhile are on their way through deep space, having already finished about 25% of the journey.

Mission: Unmanned Lander Venus 173/150
Orpheus-Venus
Transfer Possible: Launch Window
Launch Windows: next Q2 2055, Q4 2056
Time for Transfer: 4 months (1 turn)
Mission Duration: ???
Requirements:
-Venus Surface Exploration Vehicle Experiments Finished
-Venus Surface Exploration Vehicle Developments Finished
-[ ]Unmanned Orbiter (Venus) Mission Finished
-Titan Rocket System + 6C Done
-(?) Rover (1AP Launch)
-(?) Basic Drive Module (1AP Launch)

Venus' surface is, perhaps with competition from the deep red zones, the most inhospitable surface of all the planets, moons and planetoids in the solar system. Its CO2 rich atmosphere generates the strongest greenhouse effect in the Solar System, creating surface temperatures of at least 735 K°/462 °C with a surface pressure 93 times greater than Earths. This makes Venus' surface hotter than Mercury's, which has a minimum surface temperature of −220 C°/ −364 F° and maximum surface temperature of 427 °C/ 801 °F), even though Venus is nearly twice Mercury's distance from the Sun and thus receives only 25% of Mercury's solar irradiance. Above the dense CO2 layer are thick clouds, consisting mainly of sulfuric acid, which is formed by sulfur dioxide and water through a chemical reaction resulting in sulfuric acid hydrate. Additionally, the atmosphere consists of approximately 1% ferric chloride. The very top layer of Venus' clouds zips around the planet every four Earth days, propelled by hurricane-force winds traveling roughly 224 mph/360 kph. A vehicle designed to explore the surface will require major changes in design, as the temperature alone makes operating any machine for prolonged periods of time a challenge.

Martian Comsat Network 63/100 Nat 1
Perhaps motivated by doing something else than planning the repair schedule for the ion cannon network, the mission planning comission has been doing undocumented overtime for SCED for months. The additional work was finally noticed by HR, who gave all personnel except the critical staff mandatory vacation. Very loud arguments were heard out of Carter's office between the Admiral and HR's lawyers about "The Admiral please not again making use of his subordinates weird sense of loyalty to him" and "We found pictures of Secretary Granger in the common rooms the staff used to throw darts and knives at for entertainment".

Relocate Administration 126/150
SCED does not have the same need for security as Space Command, as the division is mostly concerned with civilian exploratory matters. There are exceptions however. SCED is still a Space Command subsidiary, many of the staff are military personnel and both organisations regularly intermix off work. As such moving administration is not as easy as it could be, all files are secured by InOps and moved in armored transport escorted by GDI soldiers, an almost funny matter, if it were not so serious with the Brotherhood of Nod being a constant threat.

Prepare for Budget Infusion 146/150
Several SCED projects had been shelved due to budget limitations, but with colossal budget infusions through the treasury these projects are once more possible. They just need slightly more planning, preparation and paperwork to actually become possible.

Reach out to the Technical Schools 23/50
Reaching out to the Technicals had been significantly easier than the universities, as they already have ties with GDI's military machine. The biggest hurdle has been the amount of paperwork that needs to be done for the proposed cooperation, that sees much of the self trained staff of SCED getting a chance to get an official degree matching their experience.



CartersQuest Q3 2055

This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in CarterQuest will be affected by the main one, but unless Ithillid says otherwise it is noncanon.


Budget: 45 Capital + 80 Capital Reserve (10 to Experiments, 20 to Research Grants)

Power: 10
Personnel: 0
Office Space: 4
Laboratory Space: 2
Work Amenities
-Anchorage +++++ (17)
-Harper +++++ (27) (+++ (7) after relocation)
Tiberium: 0
Resources: 7 Usable Storage: Enough
Advanced Parts (AP): 7/turn Usable Stored: 7 (If not otherwise specified, 1AP can be bought for 10C)

Plan Goals:
-Finish [ ]Manned Landing (Luna) Before Q1 2056

Mandate:
-Complete a Lunar and Mars Orbiter Mission within a reasonable timeframe with a minimum of three (3) probes per body and Phobos and Deimos Orbiter mission with a minimum of one (1) Probe. The lunar mission should be finished before Q2 2056 and the martian mission should be underway with the second launch window from now.

Auxiliary Dice (AD): Auxiliary Dice cost Capital, the C cost for each category is specified in the header. The cost is added to all other costs.

Industry (3 Dice): +14 (AD cost: 4C)
[ ][Carter]Automated Assembly Line (Phase 4/7) 96/200 (1 AP or 5C/Die)
As the third in the row of the "Industry-M"-line of prefab buildings, the one meant for the automated assembly line stands tall and identical to the other ones. Erecting it proved no issue after the experience gained with the two other ones. All that is left is installing the industrial robots.
(Power-, Personnel -)

Assembly (4 Dice): +9 (AD cost: 7C) (Progress limited by assigned Parts)
[ ][Carter]Satellite Factory Assembly: Satellites bought this way can be launched the same turn, max 3 per turn, requires no Dice)
-[ ][Carter]Hermes Orbiter Probe 10C Cost
-[ ][Carter]C-SAT 5C Cost

[ ][Carter]Communication Satellite 0/35 0/1AP 0/1C (+1 CSAT)

[ ][Carter]Hermes Orbiter Probe 0/70 0/1AP 0/2C (+1 Orbiter Probe)

[ ][Carter]Opportunity Rover 0/100 0/1AP 0/2C (+1 Rover)

[ ][Carter]Basic Drive Module 0/70 0/1 AP (+1 Basic Drive Module)

[ ][Carter]Large Basic Drive Module 0/140 0/2 AP (+1 Large Basic Drive Module)

[ ][Carter] Titan Rocket System 0/70 0/1 AP
The Titan is the lightest of the launch vehicles in GDI's arsenal. It is reliable, robust and reusable, but can only carry a small payload compared to its powerful siblings.

[ ][Carter] Atlas Rocket System 0/210 0/5 AP
The Atlas was the workhorse with which the Philadelphia was built. A far more powerful rocket than the Titan System it is also known to be maintenance heavy and expensive to fuel. (

[ ][Carter]Leopard Class Transport 0/350 0/20 AP (AP can be requisitioned for 1 AP ~ 2C)
The Leopard is the crowning achievement in ground-orbital transportation. Its powerful fusion drive gives it a truly ridiculous amount of lifting power and cargo space.

[ ][Carter]VTOL Leopard Class Transport 0/350 0/24 AP (up to 20 AP can be requisitioned for 1 AP ~ 2C)
A heavily modified Leopard with the capability to travel to the moon and back.

[ ][Carter]Union Class Transport 0/350 0/20 AP (AP can be requisitioned for 1 AP ~ 3C)
The Union is the overlooked part of what came of the fusion lift experiments. Having much more in common with a rocket instead of a plane its lifting capability is less than the Leopard, but it can lift off vertically as a trade-off.


RnD: +20
Mechanics FAQ:
RnD is divided into three categories: Development, which has Dice which can be assigned as normal, Experiments which have a starting cost and then make 1D100 progress per turn, and Studies which are long term observations of things and have no set end.

Development (3 Dice):
[ ]HCS Development 0/300 0/5C 0/2AP 0/400 (5C/Die)
With a variety of prototype technologies on the table, all that remains is bringing them together. By far the most work will be put into the more advanced features of the suit, such as the entering and leaving system and electronic features.

[ ]LRC-Development 0/1AP 0/1C 0/75 (5C/Die)
The long range version of the c-sat requires a little more work, or to be more precise, the parabolic send-receive antenna needs more work. Using this antenna and a more robust system of reaction wheels and RCS thrusters, the LRC can aim its antenna at specific targets to send and receive messages over long distances.

[ ]Radio-Thermal-Generator Module Development 0/2AP 0/3C 0/50 (5C/Die)
RTGs have historically been used as power sources in satellites, space probes, and uncrewed remote facilities such as a series of lighthouses built by the Soviet Union inside the Arctic Circle. RTGs are usually the most desirable power source for unmaintained situations that need a few hundred watts (or less) of power for durations too long for fuel cells, batteries, or generators to provide economically, and in places where solar cells are not practical. An RTG module will enable SCED rovers to operate in low light conditions, such as the outer solar system or the craters of the lunar poles.

[ ]Surface Exploration EVA Development 0/500 (2C/Die, requires 1 Rover in inventory)
Remote controlled rovers suffer from the, over interstellar and interstellar distances, slow speed of light. It takes about 5 to 20 minutes for a message to travel between earth and mars. Surface missions even further out will require local rover autonomy to some extent. The EVA unit will need to navigate, take samples and recognize when a problem needs a solution from earth, on its own. General reluctance in regards to autonomous vehicles means that GDI has limited knowledge of such use cases compared to other AI applications, making the creation of such an EVA more difficult.

[ ][Carter] Surface Space Suit Development 3/3C 1/1 AP 105/350 (5C/Die)
For any short term mission the standard GDI space suit will do, but for a longer term a new design will be needed. One that provides comfort in an environment with gravity and potentially atmosphere and is more resistant to corrosive and abrasive environments.

[ ][Carter]Ion Drive Module Development AP 4/4 84/125 (5C/Die)
An Ion drive has several advantages to a chemical one in a vacuum environment, such as a higher amount of delta V per weight-unit of fuel. The downside is that it requires a constant supply of power, usually from solar panels or a nuclear source. Similarly to the Basic Drive Module Development, developing an Ion Drive Module is about building a few models that fit with SCEDs mission parameters.

Experiments:
[ ][Carter]Reactionless Drive Joint Research Experiments 0/5Ap 0/??? 3C/turn
From the number of Scrin technologies discovered, the Reactionless Drive, as a revolutionary piece of propulsion, is of the biggest interest to SC and SCED and, as part of the treasury's joint research program, can assist the research. Understanding the physics behind the technology requires millions of configurations to be tested, the data compiled and physicists to spend many sleepless nights over the results. The more drive test-frames are out there to cycle through frame configurations, the faster the data can be gathered.

[Active]Plasma Torch Drive Experiments 5/5 AP 20/20C 222/340 5C/turn

[Active]Fusion Drive Experiments 5/5 AP 20/20C 167/340 5C/turn


Space Command Mission Planning (0/6 Dice) +5
[-][Carter]Mission: Unmanned Orbiter (Write-in) (for example: Luna, Mars, Ceres, Jupiter) 0/50

[-][Carter]Mission: Unmanned Lander (Write-in) 0/200

[-][Carter]Mission: Manned Landing (Write-in) 0/500
-Mars 279/450

[-][Carter]Mission: Research Base (Write-in) 0/1000
-Luna 493/500
-Mars 0/800

[-]Martian Comsat Network 63/100
With more missions to the mars surface likely to happen sooner than expected, the buildup of a proper commsat-system in martian orbit will need to be prepositioned to cover the surface radio reception.


Mission Tracker


Bureaucracy (5 Dice): +6
[ ][Carter]Relocate Administration 126/150
The administration however has much more paperwork and sensitive data that InOps has categorised to need at least basic secrecy, due to SCED position as a Space Command subsidiary. Moving operations over will need to be done with much higher security standards as thus take much longer.

[ ][Carter]Prepare for Budget Infusion 146/150
The first time the treasury decided to inject additional funding into SCED the organisation was almost paralysed about the question what exactly to do with so much money. By planning several projects outside the price range the Division can normally pay for, the organisation is prepared for the next time billions of credits are put in their laps.

[ ][Carter]Reserve Enterprise Working Hours (Requires one Die)
The Enterprise nearing the first real stage of operation has opened up an interesting option. The delivery of missions in small parts with assembly relegated to the personnel in orbit. It should take a little paperwork to set it up, but Carter being the Commanding Officer of Space Command helps.

[ ][Carter]Expand RnD Staff 0/5C 0/150
(+1 Development Die, Laboratory Space -)

[ ][Carter]]Requisition (Requires one Die)
-[ ]Titan Rocket System 0/10C
-[ ]Atlas Rocket System 0/20C
-[ ]Leopard Shuttle System 0/60C
-[ ]Union Shuttle System 0/80C

Inventory:
-1 Titan Rocket System
-1 VTOL Leopard
-Construction Robots
-Construction Vehicles
-V-35 Ox Squadron
-1 Basic Drive Module
-1 Hermes Probes
-1 CSAT
-1 Surface Rover


Vote by Plan, Vote closes in 24h-ish.
 
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So close with so many actions so let us try again on most actions and we can launch the moon landing and i think we should do so. I also plan to build serveral rovers to send to the moon as soon as the probe mission there is completed.

[X] Plan To the Moon and Venus
-[X]Industry (3 Dice): +14 (AD cost: 4C) 15C
--[X] [Carter]Automated Assembly Line (Phase 4/7) 96/200 (1 AP or 5C/Die) 15C 3 Dice
-[X]Assembly (4 Dice): +9 (AD cost: 7C) (Progress limited by assigned Parts) 37C
--[X][Carter]Satellite Factory Assembly: Satellites bought this way can be launched the same turn, max 3 per turn, requires no Dice)
---[X][Carter]Hermes Orbiter Probe 10C Cost 2 probes 20C
--[X][Carter]Opportunity Rover 0/120 0/1AP 2/2C (+1 Rover) 3 dice 3 AD 3 AP 27C
-[X]RnD: +20 16C
--[X][Carter]LRC-Development 0/1AP 0/1C 0/75 (5C/Die) 1 dice 1AP 6C
--[X][Carter]Ion Drive Module Development AP 4/4 84/125 (5C/Die) 1 dice 5C
--[X][Carter]Surface Space Suit Development 3/3C 1/1 AP 105/350 (5C/Die) 1 dice 5C
--[X][Active]Plasma Torch Drive Experiments 5/5 AP 20/20C 222/340 5C/turn
--[X][Active]Fusion Drive Experiments 5/5 AP 20/20C 167/340 5C/turn
--[X][Carter]Reactionless Drive Joint Research Experiments 0/5Ap 0/??? 3C/turn 3AP 23C
-[X] Space Command Mission Planning (0/6 Dice) +5 19C
--[X][Carter]Reinforce Herschel-Luna 2 probes and 1 titan 6C
--[X][Carter]Aphrodite-Venus-B 1 probe 1 drive module and 1 titan 6C
--[X][Carter]Launch Pardus(manned moon landing) 7C
-[X]Bureaucracy (5 Dice): +6 10C
--[X][Carter]Relocate Administration 126/150 1 die
--[X][Carter]Prepare for Budget Infusion 146/150 1 die
--[X][Carter]Expand RnD Staff 0/5C 0/150 5C 3 dice 5C
7AP/7AP
102/125C 23C in reserves
 
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One thing I think we need to consider, a lot of our conventional military investment is in Super MARVs and their infrastructure. That's fine, I dare say that's even great, but let's consider what it means when a lot of our frontline units are either ZOCOM and/or basically land battleships and it's supporting 'fleet'. Given the sheer size of a Super MARV, it's probably a lot easier to retrofit and future proof than it is say a Predator MBT. Remote weapon systems, point defense arrays, ablative armor pucks, all of these seem like they'd be relatively easy to integrate into preexisting MARVs. So while we should focus a fair amount on these sort of developmental projects, much like actual naval ships, we can afford to refit at a later date rather than wait for upgraded models.

Likewise, it looks like our army is increasingly used in a defensive fashion. The emphasis on tube artillery, the fortress towns, and the need for improved shell supplies in order to defend some place like Chicago, that all strikes me as more of a take and hold strategy than the sort of sweeping armored assaults GDI of the 3rd TW seems to have preferred. Now, we want the army to expand and reclaim some of it's old capabilities, but it's all a question of priorities at this point. For instance, Predator upgrades are probably less important in the immediate because we're probably not engaging Scorpions and Nod armor in open field battles that often apart from our expeditions, and infantry assaults are probably less of a concern if you're fighting in the shadow of a fortress with tons of artillery tubes chucking high explosives at any Noddie who looks at the tank funny. On the other hand, the Orca refit is all about increasing combat endurance and range, potentially gives us more precision strike options, and with sensor pods gives our forces a lot more options to identify and counter Nod stealth units as well as being able to better cover our expeditions farther from airfields.
 
We could always attempt to do multiple phases of [ ] Ablat Plating Deployment in a single turn, and do railgun munitions during that.

Reading Ablat Plating, it will have a substantial impact on military survivability. Might even be just as valuable as the artillery in its own way.
 
My point on arcology is that starting phase 2 would be attractive to voters since a lot will miss on the first but seeing a second set underway will make them hopeful that they will be in the next set. That sort of thing is going to generate lot of good will right before the election. Lots of people will be thinking oh I can get in round 2 and that dream can be sold as something the devlopmentalists aligned with us will deliver. And for the YZ since we are brining YZ pop into the arcology for phase 1 that will help GDI popularity there as well.

Basically I view starting a second set (phase 2) of arcologies to be a bigger win with the voters than a round of blue zone residential at the additional benefit of keeping a bigger plus in logistics both to ensure goods move smoothly and for use in future projects.
I'm shaky on this, aside from the Logistics benefit I'm not disputing.

First, effectively committing to finishing a second round of Blue Zone Arcologies in the back half of the Plan is a considerable extra resource commitment as compared to doing Yellow Zone Arcologies, which is what I favor as our way of fulfilling our commitment to the Socialist Party.

Second, a round of normal residential construction is much cheaper than a round of arcology construction that provides the same ++++ Housing. Again, that's a sizeable commitment of dice and resources. The reason I'm proposing the residential construction is that it's so cheap and easy to do that we can just knock it off and be done within a single turn before the election, as opposed to just barely beginning a much larger and more ambitious project.

I'm aiming for specific concrete benefits ("and you get a house, right now") instead of future promise.

That makes me want to see what lies behind it before we do any major developments because if there is a really good naval laser in there we would want that on the cruisers from the start if the project is not too big as opposed to having to do a refit project later.
In that case I suggest starting work on the escort carriers. Those will help us with anti-piracy protection too, and will generally expand the reach and flexibility of our navy. Also, escort carriers tend to be relatively small ships, often ships adapted from civilian vessels, so I can hope that they won't cost too much extra Energy and Capital Goods to build shipyards for.

In the end we would benefit from a combined physical + laser pd system, because there are weather conditions where lasers are significantly reduced in quality like heavy rainstorms or fog and that screams for something Nod can abuse for masterstroke attacks on our poor ships.
Furthermore, Nod is already intimately familiar with this category of weakness, because of their long decades of experience in getting kicked in the balls by it when we lucked out and hit them under such conditions.

So it won't take them long to realize that when we've started relying on lasers too, it means we now share a weakness with them and they can exploit it asymmetrically if they get clever.

With GDI's huge reliance on railguns, won't Railgun Munitions Development be useful? 60 progress, could be a good 1 dice choice to stick in the edges of a plan
There's a TON of 'development' projects, they're ALL 'useful' and they ALL or nearly all look like we could finish them off with a single d100 die roll.

The problem is that just developing all this stuff doesn't do us a lot of good if we don't actually manufacture and deploy it. So we need to temper our expectations and concentrate on developing shit we're actually going to follow through on, the way we followed through on the shell production thing.

That would be nice. MARVs are great and all, but we need more diversity in our investments.
Again, there's no point in racing through the entire list of development projects if we're not gonna have the resources to put all that stuff on the battlefield.

One thing I think we need to consider, a lot of our conventional military investment is in Super MARVs and their infrastructure. That's fine, I dare say that's even great, but let's consider what it means when a lot of our frontline units are either ZOCOM and/or basically land battleships and it's supporting 'fleet'. Given the sheer size of a Super MARV, it's probably a lot easier to retrofit and future proof than it is say a Predator MBT. Remote weapon systems, point defense arrays, ablative armor pucks, all of these seem like they'd be relatively easy to integrate into preexisting MARVs. So while we should focus a fair amount on these sort of developmental projects, much like actual naval ships, we can afford to refit at a later date rather than wait for upgraded models.
The ablative armor pucks and remote weapon systems are literally designed for integration with the existing Predator tanks.

There's a reason our ablative anti-laser armor is in the form of a hockey puck with glue on the back side, and that's because it's designed to be glued onto an existing armor plate. The next generation of tank will probably contain ablative layers integrated more fully into the material, although having an extra layer on the outside that can be easily replaced is still a good idea.

We could always attempt to do multiple phases of [ ] Ablat Plating Deployment in a single turn, and do railgun munitions during that.

Reading Ablat Plating, it will have a substantial impact on military survivability. Might even be just as valuable as the artillery in its own way.
Again, sheer number of dice are a factor. We can't just throw 10 dice at Military every single turn, among other things because it compromises the civilian economy in the long run (e.g. no Capital Goods for the war factory modernization).

Since MARV construction is an important part of our income stream right now, in practice even with free dice we only have about... 4-5 dice, tops, for all military projects combined. And we have several different branches of the military all clamoring for our support, so those dice get split several different ways and we're constantly struggling to prioritize in hopes of putting out the most fires as quickly as we can.
 
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Forgoing the probe to Venus in favor of finishing the Lunar probe requirement. Also does a couple commsats as well as working on a rover. And getting started on the RTG rover module, for longer-lasting/outsystem rover missions.


[X]Plan Carter's Terrible Comms Focus
Industry (3 Dice): +14 (AD cost: 4C) 15C
-[X][Carter]Automated Assembly Line (Phase 4/7) 96/200 (1 AP or 5C/Die) 3 dice 15C 96.40%
Assembly (4 Dice): +9 (AD cost: 7C) (Progress limited by assigned Parts) 24C 3AP
-[X][Carter]Satellite Factory Assembly: Satellites bought this way can be launched the same turn, max 3 per turn, requires no Dice)
--[X][Carter]Hermes Orbiter Probe 10C Cost 2 probes 20C
-[X][Carter]Communication Satellite 0/35 0/1AP 0/1C (+1 CSAT) 2 dice 2AP 2C 87.25% of 2 C-SATs
-[X][Carter]Opportunity Rover 0/100 0/1AP 0/2C 2 dice 1 AP 2C 67.6%
Space Command Mission Planning (0/6 Dice) +5 13C
-[X]Reinforce Herschel-Luna
--[X]2 Hermes Probes 6C
--[X][Carter]Launch Pardus(manned moon landing) 7C
RnD: +20
Development (3 Dice): 3 AP 19C

-[X][Carter]LRC-Development 0/1AP 0/1C 0/75 (5C/Die) 1 die 1 AP 6C 46%
-[X][Carter]Radio-Thermal-Generator Module Development 0/2AP 0/3C 0/50 (5C/Die) 1 die 2 AP 8C 71%
-[X][Carter]Ion Drive Module Development AP 4/4 84/125 (5C/Die) 1 die 5C 80%
Experiments:
-[X][Carter]Reactionless Drive Joint Research Experiments 0/5AP 0/??? 3C/turn 1 AP 43C
-[X]Plasma Torch Drive Experiments 5/5 AP 20/20C 222/340 5C/turn ACTIVE
-[X]Fusion Drive Experiments 5/5 AP 20/20C 167/340 5C/turn ACTIVE
Bureaucracy (5 Dice): +6 5C
-[X][Carter]Relocate Administration 126/150 1 die 83%
-[X][Carter]Prepare for Budget Infusion 146/150 1 die 100%
-[X][Carter]Expand RnD Staff 0/5C 0/150 3 dice 5C 64.73%

119/125 C
7/7 AP
 
I honestly think we should put dice on railgun ammo. a big stupid hypersonic slug is useful, but if we diversify it our railguns become much more flexible which give a big boost to our units without needing major refits.
 
The ablative armor pucks and remote weapon systems are literally designed for integration with the existing Predator tanks.

There's a reason our ablative anti-laser armor is in the form of a hockey puck with glue on the back side, and that's because it's designed to be glued onto an existing armor plate. The next generation of tank will probably contain ablative layers integrated more fully into the material, although having an extra layer on the outside that can be easily replaced is still a good idea.

Add to this MARVs are not everywhere. And there will be places they cannot get. They can't help in street combat supporting infantry for example. We need our work horse to be useful. Until a replacement pops up.
 
Even after the replacement appears, we'll probably go right on using the existing Predators until they start suffering too high a casualty rate against Nod... and with remote weapons systems and anti-laser ablatives I suspect that they'll be able to go on serving in that capacity right through the next war.

I honestly think we should put dice on railgun ammo. a big stupid hypersonic slug is useful, but if we diversify it our railguns become much more flexible which give a big boost to our units without needing major refits.
Again, yeah, we should totally do that, it's just that we've got like a dozen things it'd be nice to develop and we can only pursue so many at a time. And prioritizing them is a real pain in the butt.
 
I wouldn't get my hopes up to much in regards to laser, beyond PD. IIRC these laser are based on what Nod had in Tib War 2, ~60 years ago. They're obviously better, there's been more than a few advancements in power systems and materials etc, but GDI is really far behind in lasers.
Try 20 years ago. 2030s for Tib War 2. The laser system you are using though was primarily in Tib War 1 which was about 50ish years go.
There's a reason our ablative anti-laser armor is in the form of a hockey puck with glue on the back side, and that's because it's designed to be glued onto an existing armor plate. The next generation of tank will probably contain ablative layers integrated more fully into the material, although having an extra layer on the outside that can be easily replaced is still a good idea.
Your ablative systems will pretty much always be some form of add on armor. It might well look different, but fundamentally it will be some form of add on because lasers work by ablating armor. You have to be able to slap a patch on and keep fighting essentially. And that is something where add on works well. You pry up the existing tiles that have gotten hit, put on new ones in the same pattern, and keep going.
 
[ ][Carter]Automated Assembly Line (Phase 4/7) 96/200 (1 AP or 5C/Die)
As the third in the row of the "Industry-M"-line of prefab buildings, the one meant for the automated assembly line stands tall and identical to the other ones. Erecting it proved no issue after the experience gained with the two other ones. All that is left is installing the industrial robots.
(Power-, Personnel -)
This cost Personnel but there is no action this turn to get it.

Reach out to the Technical Schools 23/50
Reaching out to the Technicals had been significantly easier than the universities, as they already have ties with GDI's military machine. The biggest hurdle has been the amount of paperwork that needs to be done for the proposed cooperation, that sees much of the self trained staff of SCED getting a chance to get an official degree matching their experience.
This action is gone from the post what happened to it?
 
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