An influential media figure with a Grangerist bent is a decent enough target if you want to stir up panic and maybe rile up Initiative First a little bit. "Frank wanted us to coddle the Yellow Zones and look what it got him!" etc. etc.
Not really a high priority but probably an easy target of opportunity for when you don't want to go after a big fish because the last time you took a swing at a big fish your Shadow Team got captured and shaken upside down until all their tech fell out.
[X] Plan Steady Progress on all Fronts
-[X] Infrastructure 5/5 dice 85R
--[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice (45R)
--[X] Chicago Planned City (Phase 4) 3/700 2 dice (40R)
-[X] Heavy Industry 4/4 +1 Free dice 100R
--[X] Continuous Cycle Fusion Plants (Phase 2) 22/300 4 dice +1 Free (100R)
-[X] Light and Chemical Industry 3/4 dice 60R
--[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 3 dice (60R)
-[X] Agriculture 3/3 dice 60R
--[X] Perennial Aquaponics Bays (Stage 2) 123/350 1 die (10R)
--[X] Wadmalaw Kudzu Development 0/40 1 die (20R)
--[X] Security Review 1 die
-[X] Tiberium 6/6 dice 125R
--[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
--[X] Chicago Planned City (Phase 4) 3/700 1 die (20R)
--[X] Tiberium Processing Plants (Stage 1) 0/200 2 dice (60R)
--[X] Railgun Harvester Factories (Vladivostok) 0/70 1 die (10R)
--[X] Railgun Harvester Factories (Maputo) 0/70 1 die (10R)
-[X] Orbital 5/5 +4 Free dice 180R
--[X] GDSS Philadelphia II (Phase 4) 362/710 1 die (20R)
--[X] GDSS Columbia (Phase 1) 0/80 1 die +1 Free (40R)
--[X] GDSS Shala (Phase 1) 0/80 1 die +1 Free(40R)
--[X] GDSS Enterprise (Phase 4) 0/765 1 die (20R)
--[X] Lunar Rare Metals Harvesting 0/170 1 die +2 Free (60R)
-[X] Services 4/4 dice 40R
--[X] Green Zone Teacher Colleges 0/200 2 dice (10R)
--[X] Emergency Tiberium Infusion Development 0/120 2 dice (30R)
-[X] Military 6/6 +1 Free die 125R
--[X] Prototype Plasma Weapons Development 0/60 1 die (25R)
--[X] Orbital Strike Regimental Combat Team Station 0/220 1 die (20R) (High priority)
--[X] Ground Forces Zone Armor (Set 1) (New Sevastopol) 0/200 1 die (20R) (High priority)
--[X] Naval Defense Laser Refits 121/330 2 dice +1 Free (60R)
-[X] Bureaucracy 3/3 dice
--[X] Security Reviews: Agriculture 3 dice
Free Dice: 6/6
Income: 715/715R
A very broad push across everyone's agendas (except Air Force & Steel Talons). So long as the Fusion Plants come online, everything's balanced for Energy, and there are no projects that require Logistics.
I feel like the political landscape would react best to broad progress instead of throwing everything at only a couple items. Can't have anyone complain they're getting ignored. I went with Chicago instead of Arcologies because it looks like the struggle with NOD might be heating up, so I'd like to finish up one of our lynchpins.
Concerning space launches, I am assuming we are sticking to Fusion lifters for the time being @Ithillid ?
Asking as something like this would fit in as a great stepping stone to rail gun launch systems in the tech tree (what a time to be alive): View: https://www.youtube.com/watch?v=JAczd3mt3X0
It's really really hard to come up with a launch system that's simultaneously better and/or cheaper than our fusion rockets while still being acceptably hardened against NOD sabotage. There's a few theoretical megaprojects like a space elevator that aren't feasible because of things like "we don't have any territory on the equator" and "NOD would definitely blow it up as a big setpiece cutscene in the next game", and any use cases smaller than that the fusion rockets already cover with something that's bullshit effective and already in service.
Building something, that's functionally a railgun throwing rockets into a space, means building a railgun that throws rockets into the same space where your spacestations are. At least with Fusion lifters you know where they are launching from, with this... ehhh.
If I remember correctly Ilthid has said in the thread that the Scrin we encountered where basically a mining group, which kind of makes me nervous for when we encounter an actual Scrin military force with their military grade weaponry.
There is a reason why during the beginning of this quest(literally the first few quarters), the High Orbit Ion Cannon option(which had notes about being able to fire against another scrin invasion lol) was only really useful for avoiding NOD knocking out the Ion Cannon network(no longer an issue given our current ASAT network that has been built up and hardened against MasterstrokeTM). If the scrin came back, either we could've fought them off anyways(eg very very weak force) without the higher orbital ion cannons or we are dead(either through the loss of critical manufacturing capacity or scrin victory)
Why is it so important right now to classify them as they sure as don't care what we think they kind of proved that with by dowsing our civilians in liquid tiberium or whatever that news footage showed when they invaded?
The aliens that invaded Earth during TW3 weren't the Scrin.They were the enemies of the Scrin.
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If you reenable the subtitles for the first "Scrin" mission using a patch, the Supervisor, after saying "No precedent exists for viable indigenous resistance after Ichor LQ detonation event.", has a line that was subtitled but not spoken.
Just checking, but the next Tiberium Mutation roll is at the Next quarter and not this one, right? since it was 3 turns ago, and the number rolled at the time was 4.
Same with the Scrin campaign. They only came to earth due to the liquid Tiberium explosion which generally means it's time to harvest. They were very surprised to find that there were still natives kicking around. Attacks by the Scrin on human targets were basically them getting annoyed at having their mining operations disrupted.
Despite the devastation they caused, their time on Earth did not go well for them. They were scattered on landing and the leader of the expedition was obsessed with building the harvesting tower network even as their AI told them they were not equipped for this and they needed to focus on escape to bring reinforcement. In the end, all but one tower was destroyed by GDI and that one tower only survived due to NOD interferring and attacking the GDI forces laying siege to it.
Well, they weren't surprised that there were still natives around, per say. But they expected the natives to be in a state of total civilization collapse (with the PC's Mothership AI mistaking the ongoing 3rd Tiberium War for that sort of collapse), not still intact enough to put up an organized resistance.
Guerilla warfare, you don't attack hard targets you attack easy targets. He's about the easiest there is.
That's kind of the point in nod working hard to assassinate targets, because their overt military attacks are having neglible results or outright failing.
[X] Plan Running the Eyewall v. 4.7
-[X] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[X] Integrated Cargo System 0/800 15 Resources per Die -2 Lab -2 E -2 CapG on Completion, 3 Dice = 45 Resources
-[X] Continuous Cycle Fusion Plants (Phase 2) 22/300 20 Resources per Die, 6 Dice = 120 Resources
-[X] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 4 Dice = 40 Resources
-[X] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 resources
-[X] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
-[X] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
-[X] Offshore Tiberium Harvester Stations (New) 0/200 20 Resources -5 Political Support per Die, 1 Die = 20 Resources -5 PS
-[X] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[X] Study Novel Material 0/50 20 Resources per Die, 1 Die = 20 Resources
-[X] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 2 Die = 10 Resources
-[X] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
-[X] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[X] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die = 30 Resources
-[X] GD-3 Rifle Development (New) 0/30 10 Resources per Die, 1 Die = 10 Resources
-[X] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 2 Die = 30 Resources
-[X] Security Reviews Military 1 Die
-[X] Security Reviews Military 3 Dice