Q3 2051 Results
News Roundup
The Plateau Times
Doctor Granger's insane programs have continued to waste resources haring off into boondoggles. The work on halting the spread of Tiberium in the oceans is little more than pandering to ecologists and oceanographers. Where are the resources to stopping the rock eating our homes?
Terra Firma Registrar
GDI has finally managed to begin putting out one more blaze that has been consuming our world. The oceans, while still choked with Tiberium, are somewhat less polluted now. However it is still not enough. So long as our home is a wasteland of rock and decay, we cannot let up the pressure on GDI to do what is right, not what is easy.
Washington Recorder
The perpetually unpopular Dr. Granger has been surprisingly competent, despite many people's worries about his programs. While his administration has been rocked by scandals, including allowing NOD saboteurs to poison much of the first wave of fungus patties, he has also, in the last year, managed to nearly resolve the housing crisis and has controlled and reversed Tiberium spread around the world. He might well still be the breath of fresh air GDI has needed, an outsider upending the status quo.
Resources: 310 + 0 in reserve
Political Support: 20
Free Dice: 5
Tiberium Spread
14.82 Blue Zone
33.59 Yellow Zone
51.59 Red Zone.
Current Economic Issues:
Housing: Substantial Shortages (---)
Energy: Massive Surpluses (+++++)
Logistics: Significant Surpluses (+++)
Food: Sufficient production, significant inefficiencies in distribution (++)
Health: Substantially improved (+++)
Labor: Practically unlimited
[X] Yellow Zone Reconstruction (Phase 1)
Although heavily ravaged by Tiberium, the Yellow Zones are home to some of the largest proportions of the world population, and are also the main recruitment grounds for NOD forces. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. The new construction will also have significant health benefits, as improved shelter and reduced Tiberium exposure will reduce the pressure on available critical care units. (Progress 65/400: 15 Resources per die) (-- Labor, +++ Housing, ++ Health)
Yellow Zone reconstruction has begun with transport linkages. Roads and rails have been driven out towards some of the more intact yellow zone refugee camps, towns, and cities, alongside power and telecommunications lines. While the linkages have already eased the logistics of supplying the nearest refugee camps, the people of the yellow zones have not yet seen the benefits of the new initiatives.While there is not substantial grumbling yet, it is not as welcome as some projections expected.
Each linkage has to be lined with sonic fencing and projector hardpoints, a concession to the ever present threat of Tiberium. While these are relatively thin protections, they ensure that the rolling stock will actually have a lifespan of over a year before they are irretrievably corrupted by Tiberium, and must be reprocessed.
The next phase will be to build a terminus for each of these lines, a means to offload supplies and onload people if nothing else.
[X] Urban Metros (Phase 2)
With rolling stock, if not a solved problem, one that is increasingly being fulfilled, as production orders have been placed, and are now waiting for the factories to produce enough vehicles. The further programs will be constructing new connections. Construction of trams, light rail, and subways are all substantially bigger projects than the rolling stock, however, they are going to be a requirement in the face of the doubling, or tripling of urban densities envisioned in the new plans. Most cities are going to rely heavily on trams, rather than subways or light rail, primarily because they require less in the way of dedicated infrastructure. However, in many cases, it will be one part of an integrated system combining local, regional, and long distance connections, drawing nearly every blue zone into a single, integrated mass transport system.
(Progress 189/150: 15 resources per die) (+++ Logistics)
The construction of integrated tramways, light rail, and the occasional subway have substantially eased transit. While few are fully operational, and all are drastically overcrowded, the fact that they exist has made it so that the vast majority of the population has a way to get to work that is better than walking for both directions. The construction of an urban metro system has also had cargo consequences. The ability to move most packages in bulk from warehouses and collection sites to the other side with a minimum of crossloading has both freed up heavy transport capacity, and a multitude of trucks.
Trams, rails, and subways cannot serve all customers, and many are still without sufficient transit, especially in the Yellow Zones, and more rural areas in the Blue Zones. However, for now, the urban cores are sufficiently, if not plentifully, serviced. Further work will need to be done to provide access to everyone else.
[X] Blue Zone Power Grid Reconstruction (Phase 2)
With GDI's power grid proper reconstructed, there are still problems with obtaining sufficient power supply. This means the construction of a new wave of nuclear plants, supplemented with solar and wind power. While Solar and Wind are substantially faster to bring online, Nuclear offers far greater power. This means that they are best approached in tandem, rather than one at a time. (Progress 325/300: 10 Resources per die) (- Labor, +++++ ++ Energy)
The most recent power production campaign has been a resounding success. Working nearly around the clock, new power complexes have emerged from the ground around the world. The current wave has relied mostly on wind power in areas with reliable air currents, and has been supplemented with a number of tidal power plants that were brought back online with the restart of Tiberium Algae abatement procedures. While large scale civil nuclear construction has only begun coming online at the end of the quarter, and are at this time nonoperational due to a lack of demand, there is a substantial surplus in supply for the first time since the Third Tiberium War.
[X] High Energy Capacitor Plants
A capacitor is much like a battery, in that it is designed to store electrical energy. However, unlike a battery, it is intended to release all of its energy in a single spike. While capacitors find many purposes in the civilian power grid to ensure a steady supply of power, or as a means of jump starting systems into motion, in a military sense they have more of a role in weapons. In GDI's case, that typically means a railgun, ranging from the small caliber weapons like the GLS-70, to the far larger rounds fired by naval railguns. (Progress 226/100: 15 resources per die) (makes military developments cheaper)
Capacitors are fundamentally simple, two metal plates, separated by a dielectric. However, the construction of the plates and the dielectric material can drastically change the effectiveness of the capacitor. While electromagnetic weapons are one of the most obvious uses of the component, they can be found everywhere from articulation to communications.
While centralized production will not replace dedicated lines for most military assets, not least because of supply security concerns, they will drastically improve the rate at which most facilities can be constructed, and research done, as the capacitor plant can be brought online alongside the production line, instead of before it. In more civil pursuits, expanded capacitor production will not provide all that many advantages, at least until the chip shortage has been remedied.
[X] Pharmaceuticals greenhouses.
For plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses with specially treated soil can be constructed. While too limited for significant food growth, these can be better put to use supplying ingredients for much needed medicines. (progress 167/100 10 resources per die) ( --- Labor + Food, + Health)
The recruitment of enough manpower to sufficiently staff the greenhouses has gone quite well, and they are already showing results. Some of the faster growing crops, especially the herbs, are producing enough to begin substantial exports to urban areas. However, many of the bushes and trees are not going to begin producing for months or years to come, no matter how much we would like to be able to put limes or other citrus on the shelves again. While the morale aspects are important, just as important are the medications. While some, such as the foxgloves, are already mature enough for processing, others are taking substantially longer to produce results.
[X] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 537/400: 10 resources per die) (slightly contributes to plan goal)
In a massive shock labor operation, combining dredging, submarine harvesting, and bag netting of drifting algae pods, the waterborne forms of the xenoforming crystals have been beaten back around the world. With much of the labor being done by drone operations, there have been efficiencies discovered that were not during the interbellum. With fewer crews and much more effective collection methods, what had been expected to be a value neutral operation has actually been running a small surplus, something that has been a pleasant surprise given the limits of GDI's military response forces.
[X] Tiberium Health Services
While healthcare is a right for all under GDI authority, few effective treatments have ever been found for Tiberium exposure. Currently, tens of, if not hundreds of millions of people in BLue and Yellow Zones alike suffer from Tiberium exposure. While all we can do at the moment is alleviate these symptoms, to do so will require us to construct networks of specialist clinics. (Progress 150/100: 20 Resources per die) (- Labor, +++ Health)
Finally, at long last, the first wave of Tiberium healthcare has been rolled out. While many issues, such as Tibertosis are still untreatable, most large medical centers have at least minimal capacity to safely treat tiberium exposure. Finally there are enough doctors, enough nurses, enough equipment for actual treatment to be done. It is also a signal that there can be more in depth research into the kinds of esoteric uses of Tiberium that the Brotherhood of NOD is famous for. While the current array of specialist clinics are still not sufficient to deal with the massive numbers of cases that have come about due to the war and the breakdown of containment, they are better than wartime expediencies and postwar desperation.
[X] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the early days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, the reconstruction of the ASAT network will re-establish GDI orbital dominance. (Progress 4/50: 10 resources per die)
What should have been a relatively simple operation, reconnecting existing ASAT networks to a central command system, has proven to be beyond the capabilities of the resources assigned to it. While the attention to creating an aesthetically pleasing base and defense against NOD shadows is certainly extensive, it is far from being operational. While currently one of the prettiest bases in the entire GDI system, and one with multiple interlocking layers of defenses, it is an empty shell with effectively no progress made towards actually getting ASAT networks back on line. The former project lead has been placed on administrative leave, pending investigation.
[X] Boron Carbide Composite Suits
Body armor has been a part of military development for millenia. A constant struggle between arms and armor has continued from the emergence of civilization in the fertile crescent to the modern day. Ever harder, ever tougher armor against ever higher velocity and penetration ammunition. Boron Carbide is the third hardest option available, just short of Boron Nitride and Diamond. While deployed in limited quantities before the Third Tiberium War, more production will allow them to phase out previous metallo-ceramic suits entirely. (Progress 39/100: 10 Resources per die)
While the Boron Carbide plating had been well proven, attempts to scale it up to full production for the hundreds of thousands of suits required to equip the Initiative have run into severe flaws. Not only is the initial run of suits far less protective than the previous ones, it also has a noted tendency to become razor sharp shards when impacted with rounds larger than intermediate caliber.
To resolve this, many of the modifications to speed production will need to be rolled back. This will impact both the time it takes to set up, and overall productivity, requiring significant workshop extensions to maintain production numbers, even without trying to make up for lost time.
[X] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop. (Progress 0/60: 10 Resources Per die)
To call the development of a remote weapons system for the Predator rocky would be one of the understatements of the year. The originally favored weapons system, the Vigilante proved to have significant and unforeseen incompatibilities, leading to the weapon to repeatedly freeze, crash, or malfunction. The best of the other systems in the competition, randomly locked onto everything from passing birds to windows, a result of the autotargeting system being drastically too sensitive, and the sensors on the Predator being intended to pick targets out at over a kilometer, rather than a few hundred meters. Instead of being able to rely on a relatively simple conversion, where the largest problem was running data and ammunition feeds through the tank's armor, a much more extensive program is needed to develop a new system. This will require further systems development, and while Ground Forces are not yet willing to give up on it as a problem, noises have been made about needing to focus resources elsewhere.
While some have suspected NOD infiltration, there is little in the way of hard evidence to suggest this, certainly nothing so obvious as explosives or Tiberium shards.
[X] Zone Suit Development Tenders
While railguns and sonic grenades are certainly effective as anti vehicle and anti infantry weapons respectively, Zone Armor was proven to be too limited, especially as the Trooper and Raider models shared few compatible parts, and neither could effectively protect against standard anti personnel weapons. A next generation of Zone Armors must be developed to fix these flaws. (Progress 131/80: 10 resources per die)
GDI's Zone Trooper and Raider Projects are best understood not as a mainline infantrymen, but rather mobile, aggressive, counterforce/countervalue assets, closer in both theory and practice to the Commandos, rather than the rifle squad. Both are intended to fill two primary roles. Either, they were to get into the back lines and raise havoc (as seen during Operation: Payback) or they were to act as primary strike assets, taking the fight to NOD armored columns, or their walker forces. In neither role were they expected to hold positions on their own. However, with the growth of Tiberium, and ZOCOM's perceived need for a new generation of suits, a more combined arms approach is being brought to the fore. Three new suits have exited testing.
First is the Zone Captain. Taking the sensor package from a GDI Sniper team and mounting it to a suit of powered armor is functionally simple. A laser designator, personal RADAR system, and an expanded communications suite gives these suits the ability to act as forward observers, directing fire support with lethal precision. While not intended for front line combat, it has been given a standard issue light machine gun with minor modifications, most notably reshaped grip surfaces so that the larger hands of the Zone Captain.
Second is the Defender. While Zone Armor is inherently complicated and expensive, it can be substantially stripped down. Equipped with a disc grenade launcher and a light machine gun, the Defender aims to be a version that reduces the cost of the equipment to being something that can be widely deployed. Instead of each soldier costing nearly as much as an entire squad, a Defender, with its lack of jetpack, advanced HUD, limited communications systems, and stripped down armor and mobility support systems is aimed to resolve. While still more expensive than standard GDI infantry kit, it is still substantially more comprehensive, and provides full coverage against Tiberium exposure.
Third and finally is the Maurauder pattern. Aimed to be a "Zone Heavy" the Maurauder is built around delivering a constant stream of rocket propelled grenades. While each grenade is small by RPG standards, they are still more than sufficient for use against both infantry and light vehicles.
Additionally, revisions have been made to the existing Trooper and Raider models, primarily in the form of improved armor, and modified articulation. While substantial work will have to be delayed until there are sufficient myomer bundles to completely rework the systems, small tweaks should keep the suits as they are relevant for decades to come.
[X] Wolverine Mark 3 Development
While existing Wolverine light suits are notoriously capable of tearing through even the heaviest of NOD infantry. However, its light armor and lack of multi role capabilities hold it back. A next generation design, the focus of the Mark 3 is integration of rapid fire railgun systems to give it additional anti material and antiaircraft roles.
(Progress 45/40: 10 resources per die)
The Mark 3 Wolverine is fundamentally a fairly conservative design. Very similar to the Mark 2, its big new features are an expanded power pack, and the reason for the expanded power pack, a pair of rapid fire railguns. While the most basic form was a pair of quadpack railguns taken from Zone Trooper units, these were discarded in favor of attempting to improve the rate of fire from each barrel. The eventual assembly was a rotary tribarrel, using both an active and passive cooling array to keep the rails from melting. While capable of achieving the same velocity as the Zone Trooper's design, each assembly can put more rounds downrange per minute than an entire squad of Zone Troopers. However, this does come with the inherent downsides of needing much more power to keep the guns firing.
Otherwise, the design is mostly fitted for, but not with. While there have been proposals for a range of upgrades, ranging from smart grenades to shoulder mounted missile racks, to sensor pods, none have made it onto the final design.
[X] 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)
The bureaucratic apparatus has had a relatively thorough clearing out. While there was certainly some deadwood to be cleared away, ranging from security cards that had not been cleared out of the system properly, to clearing people out of email circulars that no longer needed to be on there. However, all of this seems to have been corners that were cut out of necessity or convenience, rather than someone trying to conduct information gathering or attempting to influence the Treasury's operations.