I think prosthetics should wait until the start of Seo's term. This turn I've got 2 dice on Scrin, 1 on NOD, and 1 on a Security Review, because it's paired with Orbital for the longest time without one.
[ ] Plan Granger's Goodbye Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
-[ ] Mecca/Jeddah/Medina Planned City(Phase 4), 3 dice (60 Resources) Heavy Industry (5 dice +2 Free)
-[ ] Continuous Cycle Fusion Plants, 5 dice (100 Resources)
-[ ] Automated Civilian Shipyards, 2 dice (40 Resources) Light and Chemical Industry (4 dice)
-[ ] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
-[ ] Reykjavik Myomer Macrospinner (Phase 1), 1 die (20 Resources) Agriculture (3 dice)
-[ ] Forgotten Agricultural Support, 1 die (10 Resources)
-[ ] Perennial Aquaponics Bays (Stage 2), 1 dice (20 Resources) Tiberium (5 dice +2 Free)
-[ ] Tiberium Stabilizer Deployment, 6 dice (6 Fusion) (120 Resources)
-[ ] Mecca/Jeddah/Medina Planned City(Phase 4), 1 die (20 Resources) Orbital (3 dice)
-[ ] GDIS Pathfinder, 1 die (30 Resources)
-[ ] Orbital Cleanup (Stage 7), 1 die (1 Fusion) (10 Resources)
-[ ] Security Review, 1 die Services (4 dice)
-[ ] NOD Research Initiatives, 1 die (30 Resources)
-[ ] Scrin Research Initiatives, 2 dice (60 Resources)
-[ ] Security Review, 1 die Military (4 dice +1 Free)
-[ ] Wartime Factory Refits, 1 die (20 Resources)
-[ ] ASAT Defense System, 3 dice (3 Fusion) (60 Resources)
-[ ] Governor Class Cruiser Shipyards (Rosyth), 1 die (20 Resources) Bureaucracy (3 dice +1 Free)
-[ ] Security Reviews (Services), 2 dice
-[ ] Security Reviews (Orbital), 2 dice
Long Range Sensors + ASAT blows a big hole in our budget, and probably still doesn't complete LRS. This is our last turn to get Granger's huge bonuses to high cost-per-die of the Research Institutes, which let's Seo pump them out quickly.
Also, we do have other things to do with our Bureaucracy Dice actually. For example, Services has gone just as long without a Security Review as Orbital has.
This is the last turn we'll have Granger's big boosts to our Services projects though. That's pretty important for getting the high-cost Research Institutes out.
You did not read Superiority. Well in that case let me elaborate: In Superiority a force that is superior in both technology and manpower loses to an inferior force in both technology and manpower because they kept pursuing more and more scientifically superior military developments without bothering to ensure that deployment of those technologies was properly done.
We are heading into Tib War 4. Deploying what we already have is more important especially if what we have can get our current cutting edge military equipment deployed to more of our forces. So quite frankly this:
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)
[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion) (high priority)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)
[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)
[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 30 resources per die)
I think prosthetics should wait until the start of Seo's term. This turn I've got 2 dice on Scrin, 1 on NOD, and 1 on a Security Review, because it's paired with Orbital for the longest time without one.
I disagree because the big service bonus from Granger helps us get the labor increase we need going now instead of waiting on it (and Seo does get +5 to the project rolls for research as well as the what we get from his trait so for research the drop in bonus is lower than the rest of service projects). Also Q1 I would do a service review, a time when we need to cut costs as right now you are leaving mil investment low when we are going to need to make sure they are able to secure the mining at the start of the turn to increase our income.
You did not read Superiority. Well in that case let me elaborate: In Superiority a force that is superior in both technology and manpower loses to an inferior force in both technology and manpower because they kept pursuing more and more scientifically superior military developments without bothering to ensure that deployment of those technologies was properly done.
We are heading into Tib War 4. Deploying what we already have is more important especially if what we have can get our current cutting edge military equipment deployed to more of our forces. So quite frankly this:
I read it years ago. I just believe this argument is nonsense when we still have estimated at least a year.
Especially when you're not even spending enough resources to have more than a tiny chance of completion. If you want to prepare for the 4th Tiberium War, focus on the things we can actually get deployed and most urgently need deployment, like shells, ablative, and upgrades for our existing forces like Orcas.
I disagree because the big service bonus from Granger helps us get the labor increase we need going now instead of waiting on it (and Seo does get +5 to the project rolls for research as well as the what we get from his trait so for research the drop in bonus is lower than the rest of service projects). Also Q1 I would do a service review, a time when we need to cut costs as right now you are leaving mil investment low when we are going to need to make sure they are able to secure the mining at the start of the turn to increase our income.
I think trying for glacier mines early next year is risky at best and foolish at worst when the military is scarce on bare essentials like shells and other consumables. Better to either accept the lower income rates or fight for a higher budget in Parliament, and focus on other methods of Income gain that don't strain the military like Vein Mines.
I read it years ago. I just believe this argument is nonsense when we still have estimated at least a year.
Especially when you're not even spending enough resources to have more than a tiny chance of completion. If you want to prepare for the 4th Tiberium War, focus on the things we can actually get deployed and most urgently need deployment, like shells, ablative, and upgrades for our existing forces like Orcas.
I think trying for glacier mines early next year is risky at best and foolish at worst when the military is scarce on bare essentials like shells and other consumables. Better to either accept the lower income rates or fight for a higher budget in Parliament, and focus on other methods of Income gain that don't strain the military like Vein Mines.
Those will be done when Seo takes over since then we will have less resources to use and projects the cost 10-15 Resources per Die will be the name of the game. You do get that once we do the Research Initiatives it will still take up to years to have Research Development projects done from them?
Those will be done when Seo takes over since then we will have less resources to use and projects the cost 10-15 Resources per Die will be the name of the game. You do get that once we do the Research Initiatives it will still take up to years to have Research Development projects done from them?
Of course, that's why the entire plan has been to do as much progress as we can without completing them under Granger. That way they get done earlier and therefore start providing results earlier.
So why are you only spending 3 dice on LRS? If you actually want it to finish before the budget cut, you should be spending 4-5. You could easily get it up to 4 by cutting a Free die from Medina/Tiberium and making up the difference with your bank. Once the budget cut happens, affording the resource cost will be a nightmare, and every die spent now means more can be spent on the 10-15 Resource stuff next year instead of needing to cover the rest of LRS.
I think trying for glacier mines early next year is risky at best and foolish at worst when the military is scarce on bare essentials like shells and other consumables. Better to either accept the lower income rates or fight for a higher budget in Parliament, and focus on other methods of Income gain that don't strain the military like Vein Mines.
I'd say without going for Glaciers the level of income would be too slow to recover to the levels that is already being used to, and is thus a necessary risk, especially when that risk has already been severely mitigated by literal years of military investment. The Military can handle it already, and will only benefit from more income since much of the increased resources will be going right back towards Military projects anyways to further fund and expand the Military for keeping pace with the expansions.
Besides, by the way the updates read, I'd say expansions into Yellow Zones seemed to be much more intense in Military risk and conflict than expansions into Red Zones anyways, since Nod lives in Yellow Zones and not in Red Zones.
You did not read Superiority. Well in that case let me elaborate: In Superiority a force that is superior in both technology and manpower loses to an inferior force in both technology and manpower because they kept pursuing more and more scientifically superior military developments without bothering to ensure that deployment of those technologies was properly done.
I have also read it, and they specifically lose because they pull back the majority of their forces for refits when a new technology becomes available. It's not the just the pursuit of more advanced weaponry, or not bothering to properly deploy technologies, it was severe mishandling of refits and rebuilding of units in a way that our military would not stand for. While the general lesson stands, it's also something where the specific issue is not going to be a problem, because our generals aren't going to allow GDI to, say, pull all Predators off the line at once for RWS refits.
In general, any argument which assumes that Treasury subordinates, or people in another department, are idiots, is both an insult to the QM and the other people in the thread.
Oh and on a related note, here's an action that'll be popping up in Bureaucracy:
[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)
For Q4? 3 bureau dice gives a 89% to hit the highest DC and a 99.6% to hit the lowest so yeah pursue that for Grangers last turn if nothing else pops up in bureau. It adds another security review to push back to Q1 of next year but that does help cut costs by 10R (assuming orbital dice on comm sats which at 10R per dice is our cheapest option in orbital, or orbital cleanup again at 10R) . I would lean towards doing this Q4
I think trying for glacier mines early next year is risky at best and foolish at worst when the military is scarce on bare essentials like shells and other consumables. Better to either accept the lower income rates or fight for a higher budget in Parliament, and focus on other methods of Income gain that don't strain the military like Vein Mines.
Glacier mines are double the income of vein mines at 20 less progress needed. They are very much needed for a quick income recovery. And keep in mind that income to other parts of GDI help those departments perform better, including the military. So not going for glacier mines is only slowing down our deployment and progress. Also a reason I am chucking free dice at the military to try to roll some more projects out (and if not finish those Q1 and if they all finish will chuck the mil dice at shell factories which are getting 1 dice Q4)
For Q4? 3 bureau dice gives a 89% to hit the highest DC and a 99.6% to hit the lowest so yeah pursue that for Grangers last turn if nothing else pops up in bureau. It adds another security review to push back to Q1 of next year but that does help cut costs by 10R (assuming orbital dice on comm sats which at 10R per dice is our cheapest option in orbital, or orbital cleanup again at 10R) . I would lean towards doing this Q4
Glacier mines are double the income of vein mines at 20 less progress needed. They are very much needed for a quick income recovery. And keep in mind that income to other parts of GDI help those departments perform better, including the military.
Uh, doesn't it increase costs, since the Orbital Die that gets tied up by Security Reviews is open again and we want to use it? Not that it matters, I've got a bank and we want more Orbital Cleanup anyway.
Uh, doesn't it increase costs, since the Orbital Die that gets tied up by Security Reviews is open again and we want to use it? Not that it matters, I've got a bank and we want more Orbital Cleanup anyway.
It decreases cost in Q1 by fitting another security review into Q1 since we would be using free dice for rolled dice part of security review so the category dice will be one that normally would be on a project costing R (so orbital has 1 orbital dice on security review and 2 on one of our 10R projects thus we have 20R with 3/3 orbital instead of 30R with 3/3 orbital)
Of course, that's why the entire plan has been to do as much progress as we can without completing them under Granger. That way they get done earlier and therefore start providing results earlier.
So why are you only spending 3 dice on LRS? If you actually want it to finish before the budget cut, you should be spending 4-5. You could easily get it up to 4 by cutting a Free die from Medina/Tiberium and making up the difference with your bank. Once the budget cut happens, affording the resource cost will be a nightmare, and every die spent now means more can be spent on the 10-15 Resource stuff next year instead of needing to cover the rest of LRS.
Huh? If the 4th Tib War is coming in a year we are too late to do the Research Initiatives. Well that is because this next turn is so filled with options that need to be taken that something had to give and if I only put one less Die on LRS than what would be needed for it to finish and I do everything else that is needed in my plan than that is a good plan in my book. We need 6 Dice on Mecca to get it over and done with and not have it hanging around our necks next turn.
I have also read it, and they specifically lose because they pull back the majority of their forces for refits when a new technology becomes available. It's not the just the pursuit of more advanced weaponry, or not bothering to properly deploy technologies, it was severe mishandling of refits and rebuilding of units in a way that our military would not stand for. While the general lesson stands, it's also something where the specific issue is not going to be a problem, because our generals aren't going to allow GDI to, say, pull all Predators off the line at once for RWS refits.
In general, any argument which assumes that Treasury subordinates, or people in another department, are idiots, is both an insult to the QM and the other people in the thread.
[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 0/300: 15 Resources per die) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
(Progress 0/200: 15 resources per die) (-- Energy)
We spent six months doing this one which is the same amount of time that the new Torpedo took to deploy in Supremacy. In Supremacy they then redesigned the new torpedo and deployed it again. And then did two more expensive research and deployment projects that cost time,money and territory.
It would be like if we did plasma development and shimmer shield right now and then developed the new tank and then on top of that developed something other than Havoc with the Steel Talons. And then had to Deploy all of those in succession.
So my point stands: We are going into Tib War 4. Finish deploying what we already developed, listen to what the military needs right now not what we think we can get in a year's time to then start to deploy and harden our infrastructure against masterstrokes as much as we can.
We can do this the turn after. We don't have to rush out every action we can the moment we get it and using all free dice on Bureaucracy the first turn of a new FYP is a good cost saving measure.
Made a slight edit to my plan. Next turn, our HI Dice should be done or mostly done with the 1st round of Fusion Plants, so they can move on to the Shipyards in the name of More Logistics (and hints in the Q3 results that we probably want more Yards to help ship all the chips made in Boston.) So I traded the Free Dice there and put them into Services for some dice into Prosthetics.
We have 10 Fusion Die not 11 because we burned up on this turn. Also why are you doing Expand Orbital Communication Network now? We don't need that Logistics gain until the turn after the next.
Glad to see most plans are now jumping onto Prosthetics Deployment to get it done. Why are you people trying to do Research Institutions now when we have a war incoming? I was only willing to do those because there was nothing better to do in Services, I prefer my Military buildup and I will quote Superiority at you if your answer sounds like a quote from Superiority.
Edit: Superiority not Supremacy. Stupid Civilization: Beyond Earth.
I'm not keen on rushing Prosthetics Deployment at the moment.
Our Health systems are straining and Pharmaceutical Synthesis Centers only gives +4.
Each phase of Prosthetics Deployment costs one Health, and the Refugees will keep coming.
While it is good to get ahead of a crisis, we shouldn't be paying resources to swap one crisis for another.
At least delay by one turn so that we can see if the Pharmaceutical Synthesis Centers are enough to keep the Health system healthy.
Our labor situation is looking to run out by Q1 2059
At the current rate, which has been consistently 5.5 Labor per quarter for the past four years, we will run out of labor in Q1-2059 at the latest. More likely, at current usage, we will run out in Q4 next year. It seems to me that knocking out at least the first of the prosthetics programs would delay that by another quarter or two, but, as has been mentioned, prosthetics is a temporary measure. We will need a more sustainable source of labor, and soon. This in my mind leads to the Yellow Zone Qualifications Initiatives, which seems like a cheap way to get access to a larger pool of labor from all those refugees.
The text doesn't seen to say one way or the other. But it's modeled after spider silk, and if it's even a quarter as strong as Darwin Bark Spider dragline that still makes it 2.5x stronger than Kevlar.
Also, after re-reading the spider cotton entry, it's explicitly designed with ultralight body armor in mind. If we can make lightweight armor with this, that means it's strong enough you can afford to make a lightweight uniform and still call it armor. Because full Kevlar is... not light. It's stiff as hell and takes several layers to be bullet resistant, like a modern day gambeson.
And if we can make equivalent armor at reduced weight, adding more layers to get equivalent weight should produce better armor.
Militarily, spider cotton probably isn't a huge concern compared to ablat and zone armor. But, considering it's coming from our agriculture dice, it also seems very much worth the effort regardless. Especially in contested regions that haven't been pushing the lasers as hard, though improved zone armor undersuits would probably make a difference elsewhere as well.
The fact that it also gives us some capital goods slack is almost a bonus. Though, again, since it's coming from agriculture dice it's actually a pretty good deal. With our current food surplus, anything else those dice can work towards is a win.
Catching up for the last 20+ pages (since page 600). Random thought time. Fair warning though this was complied over several days, and can be a little bit incoherent.
1) ZOCOM was the only ones in the military without a write-up in Q2 2057 results and their confidence dropped to Decent the turn after. If we don't get any explanation, my suggestion is to follow the Army request and build them some Zone Armor facilities. And/or build the Havoc Mech that is technically from Steel Talons.
Doing so should allow the Armg to support ZOCOM in times of urgent need, because it allows Infantry to operate within Red Zones, and give extra firepower to ZOCOM.
2) The Navy will probably not be a priority. It might be, though - if we decide to make a solid push into India in the next four years. Or are forced to by the Nod activities.
To that matter I would point out that Colombo Planned City on Sri Lanka would benefit from the expanded Navy - but it is not the only vector that GDI may follow into India. Karachi Planned City (the Logistics one) is suggested to be a forward base towards securing the northern parts of India.
If we decide to focus on India, choosing both will put us in best possible position... And now that I think of it Colombo seems hinting to also be a Logistics Hub, like Karachi.
3) Mecca/Jeddah Planned City is situated in YZ-1, near RZ-1. I think. We might want to pick RZ-1 South as our next Reclamator Hub. When we get breathing room for that.
Also, don't put the Liquid Tiberium research anywhere near there. From the POV of Nod Warlords that care more about Tiberium than Muslims, sabotaging such a research site ruins the Planned City and, more importantly, the majority of Nod Warlords who would otherwise care about Mecca and Jeddah continuing to exist. Too lucrative a target.
4) With the news we can expect the war with Nod to intensify in 2 to 4 years, and considering that building stuff needs time, War Factory Refits might be needed sooner rather than later - and that costs far too much Capital Goods to afford easily. Ugh.
5) I may have missed the cost-benefit analysis of Enterprise VS other stations, so here goes.
Assuming that the progress needed drops by 10 per stage of Enterprise, and we intend to max out Colombia, Shala, and Philadelphia II, the 4th stage of Enterprise will cost us 770 progress and save us 310+310+30=650 progress from them. Or, more or less, pay for itself in the long run.
The 5th stage will require 1530 progress, and save us those same 650 once again. Not very effective. We probably should not try to get it before changing focus to other space stations.
6) I think we should not develop MBT-7 and Mammoth Mk4 until we complete several more subsystems RnD projects. As a matter of fact, after reading a few explanations on how R&D works in quest, I think we should do "bundle" research opportunities. Like Shimmer Shields and MBT-7, then Plasma Weapons and Hover MRLS (for plasma missiles as their primary payload), followed by "everything you can fit, Mammoth and Mastodon". Or something like that.
7) I kinda don't get it - what's so special about Scrin portal tech that it's literally on top of the possible results from the scavenged tech research?
8) One of the possible knock-on effects for the invasion reclamation of India will certainly be an influx of refugees and disgruntled locals whom we will need to provide Housing for. Which, incidentally, will be rather deep into Yellow Zones and distanced from the Blue-Green Zones. Not to mention, unlike refugees the locals will not appreciate forced relocation (even to better housing), and in fact GDI will not appreciate the possibility of influx of people who were governed solely by the Brotherhood of Nod, literally for generations. Too untrustworthy for my sensibilities.
I expect that if/when it comes to this, we will be given region-specific projects to restore India. Or as it's called, Yellow Zone 3.
9) On pages 616-617 I have concluded that extant income by Q1 2054 was spread as 200 BZ, 405 YZ, 270 RZ, and 5 Algae (oceans). I gotta say I am happy that Algae cleaning doesn't take up space in Tiberium processing facilities beyond that small surplus we are getting from it.
Also I don't know if anyone gave a thought to the dangers of Tiberium Algae but I have some. Maybe I will look post an omake on this but for posterity here are thoughts:
Four methods of dealing with Algae for a ship.
1) Stay far away from it. Pros - no additional measures required. Cons - detours.
2) Use sonic emitters mounted on hull to abate it. Pros - no detours. Cons - any acoustic sensors would detect you with ease. We (GDai Navy) know because we use those same acoustic sensors to find any submarines dumb enough to use this method. And it works.
3) Do what the Treasury did and work on its wholesale removal worldwide. Costly in time, effort. Good for ecology though.
4) Ignore it and travel right on through. Here's what will happen:
A) your career with us is over, we don't need idiots like you in our ranks (it's still GDI navy Officer speaking)
B) The ship at best is going to have to take extensive drydock repairs immediately after arriving to the nearest friendly port that can do that kind of work
C) and in the worst case scenario, here's the story of Azure Dreamer, the last of the great luxury cruise liners to ever set sail in the ocean, back before 2nd Tiberium War.
(omake transitions into horror story)
Almost immediately after setting sail the liner passed through a field of Tiberium Algae on a transatlantic cruise, with the owner of the ship insisting it was no big deal. Several days later, Azure Dreamer began sending off distress calls, with request for Rescue and military assistance. One of GDI military vessels responded.
What they found out haunted them for decades and spelled the end of civilian shipping till after 2nd Tiberium War. As it turned out, Tiberium impregnated the hull like some sea worms used to, for wooden ships of age of sail. The toxic gases it released concentrated within the enclosed hull, turning the lower decks of the cruise liner into a mass grave, and turning several passengers into Visceroids. Of which two managed to Fuse together, and all of them hunting off the surviving passengers and the crew of the cruise liner. The marines had to fight the Major Visceroid in the cramped quarters of the ship to get to Survivors, and the Azure Liner went the way of Titanic shortly after the evacuation. Death toll was about 75% of all lives that boarded the Azure Dreamer on its final Voyage, and a number of marines dealing with the Visceroids.
(horror end)
So really, the Treasury did the right thing.
10) On the topic of Nod sabotage and wartime actions... Remember how Nod was focused on attacking Blue Zones the previous war? If they do the same thing they might cripple us. More to the point, we aren't that much bigger than GDI was, pre-war, in terms of territory held. Pre-war BZ was 20% of the Earth, and we are barely 21%. So really, we probably recovered most of our old territories including buffer zones, but haven't really cut into Nod territories. This assumes of course that former BZ aren't RZ now.
11) On the topic of Arcologies. Can someone give me an estimate of how much it would take to build 5-6 stages of BZ Arcologies in terms of resources, dice, and so on? And how much (or little) Infrastructure dice we will have left.
12) Due to the fact we have Zone Armor factories built as separate projects with no overflow (example below), progress reduction from 200 to 190 and 180 from completing Myomer facilities isn't going to be a decisive difference in most cases, we would still most likely spend 3-4 dice to complete it. It's the cost in Labor, Energy and CapGoods that is the killer.
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Okay. TODO list.
A) Finish the mathpost for income sourcing. I can already tell you that Taxes will be BZ.
And if someone knows the budget for pre-war GDI that would be wonderful! My current eyeballing it is somewhere in 1800-2500 range, with at least a third of that in Taxes (read BZ prisperity trickling over). Also, out of curiosity, what do you think I should expect the tax rate to be? Then we could measure the overall pre-war BZ economy, I think.
Hopefully it will be done tomorrow.
B) Finish the omake draft and post it... Maybe someday.
C) Check the research options and make those bundles for public consumption... Over the weekend if I don't forget.
So, some of the people on discord have complained some about how the development system is a bit opaque. Part of the reason for that is that multiple systems can often combo together in different ways. To take the URLS for example, if you had waited and comboed it with Plasma, it would have been a smaller, more expensive project, because it replaces a lot of different warhead types with just plasma warheads. On the other hand, because you comboed it with the QAAMs you got a project that was bigger than either of QAAM standalone, or URLS standalone, but significantly cheaper than the two combined.
Beyond that, lets take the MBT-7 program. Right now, it is maybe six hundred progress at 15 rpd. Big, but doable, mostly because you have a design that is going "we want the MBT-6+" and doing what it needs to do in order to give you that. On the other hand, you can do a pile of development projects, and that starts increasing the price, because you don't want the MBT-6+, you want a hovertank with shields and a plasma cannon, and that is a radically more expensive program. Say 1200-1400 progress at 20 or 25 rpd.
(numbers of course subject to change at any time and for any reason)
This gives me reminders of good old UFO: Enemy Unknown where one of two hi-end support units was ingeniously called "Hovertank/Plasma" and was one of two, besides airship-grade Plasma Beams, plasma weapons without need for rare ammo. Makes me feel warm inside.
Speaking of... Ithillid, would Tactical Ion Cannons mounted on vehicles also be disabled within the area that Ion Disruptors are active? Just in case.
The thing about Spider Cotton and armor is that it is actually not that big a deal from your end of the field. On one hand, yes you absolutely will reduce losses, and shave off a good few grams, but at the end of the day it is trading up from one soft body armor option to another, and the primary defensive layer is hard body armors at this point.
7) I kinda don't get it - what's so special about Scrin portal tech that it's literally on top of the possible results from the scavenged tech research?
They would certainly be degraded significantly, and otherwise it depends on the precise implementation that Nod goes with. Would certainly have been stopped by the Temple Prime fields, but not all disruptor fields would have that capability.
Infra: We don't have to slow walk these projects. This is intended to set up the completion of the Arcologies and Rail Expansion for the turn after.
Tib dice are more effective for Mecca/Jeddah and I doubt anyone expects us to complete another phase the quarter after we finished the previous one. The PS would be nice, but it isn't worth creating problems for.
HI: Power to the People (Us).
LCI: We need that health. I'd like assign the remaining dice to a Macrospinner project, because Capitol Goods without a Labor cost is juicy.
Agri: Just finish off these small things for the moment. Would likely assign the spare dice to Perennials for the eventual PS.
Tib: Could be overkill on the Stabilizer Network, but anyway... Free dice used to de-crystalize Medina.
Orbital: May as well try to finish the Pathfinder and review security. Orbital Coms for the extra Logistics and PS.
Services: Get that Research started. I'm wary of attempting Prosthetic Deployment when we have a Health system under strain. Might start the Domestic Animals Program, as it gets PS with only a Food cost.
Military: Considered going one dice less for ASAT, but NOD have already attempted to disrupt our launches, so playing it safe here.
Bureaucrazy: Been 3 years since Orbital was reviewed, and we have some major assets there...
Political Support: 30
Free Dice: 6
Fusion Dice: 10 (+1 per turn)
Tiberium Spread
16.73 Blue Zone
4.61 Green Zone
21.81 Yellow Zone (88 points of abatement)
56.85 Red Zone (61 points of abatement)
[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)
[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 235/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)
[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Rail Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+++ Logistics)
(Progress 0/275: 15 resources per die) (+++ Logistics)
(Progress 0/300: 15 resources per die) (+++ Logistics)
[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design incurs other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing) (low priority)
[ ] Blue Zone Duplex Row Housing (Stage 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)
[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)
[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)
[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in reestablishing GDI's presence on India's coastlines, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*
[ ] Medina Planned City
With the projects to restore Mecca and Jeddah completed, and with them the original spectrum of the Initiative's work in the region, there is one area that still needs attention, the holy city of Medina. With many of the Initiative's potential leaders involved, this is likely to be a high priority project beginning next plan.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 244/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
Heavy Industry (5 dice)
[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)
(Progress 0/300: 20 Resources per Die) (+++++ Energy)
[ ] Blue Zone Microgeneration Program (Stage 3)
Building additional distributed power production and a more redundant grid, plus a number of in-building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 40/120: 5 resources per die) (++ Energy Reserve)
[ ] Yellow Zone Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ Energy)
[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for my superior performance in others.
(Progress 36/2400: 15 resources per die) (++++++ Capital Goods, +++++ Consumer Goods, -- Labor, ---- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (- Labor)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 resources per die) (+++++++ Capital Goods, -- Labor, ----- Energy)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)
[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)
Light and Chemical Industry (4 dice)
[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery and recreational drones, have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)
[ ] Chemical Fertilizer Plants (Phase 2)
With the initial phase of fertilizers completed, and many of the lowest hanging fruits plucked, the next phase is to begin supplying more specialized nutrients and existing ones in greater bulk. While this will be somewhat more expensive for the rewards, it is still worthwhile.
(Progress 94/300: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 69/250: 15 resources per die) (+++ Health, -- Energy)
[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)
[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 0/80: 20 resources per die)
(Progress 0/160: 20 resources per die) (+ Capital Goods)
(Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
(Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
(Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)
[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+ Energy)
(Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
(Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
(Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
(Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)
Agriculture (3 dice)
[ ] Agricultural Support
Providing support to the Forgotten is something that should be a relatively simple affair, moving experts and material into the settlements is something that will likely closely mimic what has been done with Yellow Zone settlements and should see similar impacts to nutrition and food availability.
(Progress 127/150: 10 resources per die)
[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (++ Labor, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (+++ Labor, - Energy, - Capital Goods)
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
[ ] Yellow Zone Aquaponics Bays (Phase 5)
With the constant influx of refugees making providing enough staples difficult, the harder to handle high value goods are a clear next target in reducing the load on Initiative road systems, and will make many of these goods far more accessible in the regions where the Initiative is settling many of the refugees.
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Progress 0/250: 10 resources per die) (++++ Food, ++ Consumer Goods, ---- Water)
(Continues)
[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/200: 10 resources per die) (++++ Water, -- Energy)
(Progress 0/250: 10 resources per die) (+++ Water, -- Energy)
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Agricultural Processing Plants (Stage 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)
[ ] Spider Cotton Plantations (Phase 1)
With spider cotton finally having reached a state where it can be used en masse, the only remaining task is to begin building large scale plantations where it can be grown in bulk. While some applications require only small amounts of the silk to produce useful amounts of goods, these fields are few and far between.
(Progress 0/170: 15 resources per die) (+ Capital Goods)
(Progress 0/180: 15 resources per die) (+ Capital Goods)
(Progress 0/190: 15 resources per die) (+ Capital Goods)
(Progress 0/200: 15 resources per die) (+ Capital Goods)
(Progress 0/210: 15 resources per die) (+ Capital Goods)
[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium (5 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)
[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation remains problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)
[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (--- Energy, -- Logistics)
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)
[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 1673/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)
Orbital (3 dice)
[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 237/300: 30 resources per die)
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space.
(Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)
[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized.
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)
[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)
[ ] Orbital Cleanup (Stage 7)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 18/90: 15 resources per die) (Opens new Space Projects) (20-25 resources) (Fusion)
(Progress 0/90: 15 resources per die) (20-25 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (5-10 resources)
(Progress 0/90: 15 resources per die) (5-10 resources)
(Progress 0/90: 15 resources per die) (0-5 resources)
[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/45: 15 Resources Per Die)
[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/90: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)
Lunar Operations
[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/340: 30 resources per die) (++ Light Metals) (Fusion)
[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (++ Heavy Metals) (Fusion)
[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(++ Lunar Water)
[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.
[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.
Services (4 dice)
[ ] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (++ Health, +++ Labor, --- Capital Goods, -- Energy)
[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)
[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 30 resources per die)
[ ] Prosthetics Deployment Initiatives (Phase 1)
While deployment of the prosthetics will primarily be the domain of the welfare department, building dedicated factories and clinics focused on the working population will speed deployment and ensure a steady increase in the effectiveness of GDI's workforce.
(Progress: 0/80: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/160: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/160: 15 resources per die) (- Health, + Labor per turn)
(Progress 0/320: 15 resources per die) (- Health, + Labor per turn)
[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (4 dice)
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)
[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion) (high priority)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)
[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)
[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 resources per die)
[ ] 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.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die) (High Priority)
[ ] Zone Emergency Medical Evacuation Vehicle Deployment
ZOCOM believes it needs two facilities, on nearly opposite sides of the world, to serve its general needs, and to supply the Forgotten. While even combined they won't be quite enough to serve all of the Command's medical evacuation needs, they will be enough to make a significant dent in them.
-[ ] Portland (Progress 0/80: 10 resources per die) (- Labor, - Energy) (Must be completed before End of 2058)
-[ ] Sydney (Progress 0/80: 10 resources per die) (- Labor, - Energy) (Must be completed before End of 2058)
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
Air Force
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (- Capital Goods)
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die) (Fusion)
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die) (High Priority)
Ground Forces
[ ] Universal Rocket Launch System Deployment (Phase 2)
With existing missile and rocket facilities almost entirely converted over, GDI needs far more rockets in order to solve its artillery and supporting arms problems. With a new series of MLRS systems being proposed, massive numbers of heavy rockets will be needed to feed them.
(Progress 105/200: 15 resources per die) (-- Energy) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die) (High Priority)
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)
[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)
[ ] Sandstorm HMLRS Development
A further expansion of GDI's use of artillery, the Sandstorm is intended to be a fast moving, hard hitting missile platform, capable of launching surface to surface and surface to air missiles in large volleys with higher precision than existing Initiative artillery systems in a return to the old concept of the Hover Multiple Launch Rocket Systems of the Second Tiberium War.
(Progress 0/40: 10 resources per die)
[ ] MBT-7 Paladin Development
A complete redesign intended to replace the Predator across GDI's arsenal, the Paladin integrates many of the most modern developments into its core systems, without the compromises that wasted weight and space inside the Predator.
(Progress 0/40: 15 resources per die)
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Navy
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Rosyth (Progress 137/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die) (High Priority)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
[ ] Busan-Ulsan Combined Port (Progress 0/85: 10 Resources per die) (--- -- Energy, -- Labor)
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)
Steel Talons
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die) (High Priority)
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)
Bureaucracy (3 dice)
[ ] 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 55 + 1 operations die)
[ ] Campaigning For Seo's Appointment
-[ ] Call in Starbound Favors
With the Party only as major as it is due to the actions of the Treasury and the SCED, calling in favors from the Starbound party should pull them easily into Seo's camp, and provide their votes without significant problems (-5 PS)
-[ ] Call in United Yellow List Favors
The United Yellow List owes much of its existence to Granger's policy choices. While they are one of the most favorable already, they can be rallied, if given good cause to do so. (-5 PS)
-[ ] Interdepartmental Favors
While the other department heads don't get a vote specifically, actively requesting that they support Seo's nomination is something that can be done without too many issues. (-10 PS)
[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)
** 4 Hour Moratorium on Voting **
** Final turn of the second plan, and remember, Seo, or whoever your successor is, is the person whose PS matters when it comes to reallocation**
@Ithillid PS should be at 30 since we took those call in favor options
] Automatic Medical Assistants
GDI's medical system is extensive, however it is also significantly overworked. By supplying a number of automated assistants to conduct routine procedures the valuable manpower can be concentrated working on more important and skill based fields.
(Progress 0/300: 20 resources per die) (++ Health, +++ Labor, --- Capital Goods, -- Energy)
Interesting but something to grab later next turn as cap goods and energy are needed elsewhere, also it is a one time increase to labor not a per turn so the per turn is more valuable to grab now.