So I wanted to do a proper reactionpost to the update, and never really got the chance what with the chaos of the initial thread discussion...
REACTIONPOOOST!
Housing: Major Surplus (+31) (16 population in low quality housing) (1 points of refugees)
Last turn, it was 23 units of population in low-quality housing. This suggests that the experimental communal housing was retroactively defined as
low-quality, and only the Phase 3 arcologies got counted as "not low-quality." We'll still need to focus on apartments and arcologies to get people out of that sorry state.
[ ] Blue Zone Arcologies (Stage 4) (Updated)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ]Blue Zone Apartment Complexes (Phase 2)
A second wave of apartment complexes, dotting GDI cities and snaking between higher and lower density areas will provide a further boost of high quality housing. While not as Tiberium hardened as the arcologies, that is a distant threat, and one that can be safely disregarded in the immediate timeframe in favor of housing people in better conditions.
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-1 Logistics, +6 Housing)
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
No changes here
except that the arcologies are no longer listed as "High Priority." This suggests that the political pressure is starting to slacken and that we've bought ourselves some breathing room to complete the next phase.
One might further infer that at this point, the main Housing priority we have isn't so much "it has to be specifically arcologies," as "get people out of the miserable commieblocks and communal housing projects, and into something decent, ASAP." Which means apartments. The next two phases of apartments are practically a no-brainer. The Logistics/Housing ratio becomes less favorable at Phase 4, but by the time we do Phase 4 we will
definitely have done some major Logistics projects, hopefully the war will be over, and we will no longer be so tightly Logistics-limited.
It's a pity that there's been no change in the number of people we can comfortably fit in an arcology from the communal housing experiments. Maybe a redesign study will be possible in the future, or maybe the communal housing will just have been kind of a waste except insofar as it got people out of the Green Zones shortly before said Green Zones were attacked.
Light and Chemical Industry (4 dice)
...
One thing I'm noticing about the Light Industry category is that it is
versatile. You can do almost anything (in terms of indicators) with the right Light Industry project, albeit you usually can't do it
as well as some other category. You can get Capital Goods or Energy or Food or (with the glider project) even Logistics out of Light Industry dice. It's
weird.
By contrast, Infrastructure pretty much
only does Housing and Logistics. Heavy Industry pretty much
only does Capital/Consumer goods. And so on.
Just thinking about it.
[ ] 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.
I think it's safe to say we'll probably never actually 'finish' Johannesburg now. It's more expensive to work on than Reykjavik, it's more exposed to Nod attack than Reykjavik. Not likely to be worth it.
[ ] T-Glass Foundries (Stage 1) (New)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])
So much has been said about this. Finally an industrial application for transuranics in large quantities. The Resource trickle is very welcome, even if it's more costly to get here than it would be over in Tiberium (see my earlier remarks about Light Industry's versatility).
Like, 700 Progress, roughly ten dice and 150 R for +40 RpT... Well, that's actually not that much worse than we'd expect from something like MARV fleets, though it's quite dice-inefficient if not necessarily
resource-inefficient compared to something like glacier or vein mining.
[ ] Civilian Glider Development (New)
The Brotherhood's glider systems have limited military uses under GDI doctrine. However, it has far more uses on the civilian side, as a recreational system and potentially a useful one in various ultralight aircraft and civilian drone systems.
(Progress 0/40: 10 resources per die)
Still want this, but now we have
two very shiny light industrial projects, not just one, so it may take a bit longer to do.
[ ] Perennial Aquaponics Bays (Stage 3) (updated)
A final major phase of Perennial plants, built around the vast demands for spices, and luxury foods is currently under construction. While it will at this point be producing well into next plan, GDI can supply an increasing amount of its population with high demand consumer goods in the near future.
(Progress 163/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns)
This is a staged project and this stage is explicitly marked as final. We should slow-walk it, but it can absorb two dice easily, so that doesn't change much for this turn.
[ ] 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 22/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/200: 10 resources per die) (+4 Food, +4 Consumer Goods, -8 Water)
(Progress 0/250: 10 resources per die) (+8 Food, +2 Consumer Goods, -8 Water)
[ ] 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) (+8 Water, -1 Energy)
(Progress 0/200: 10 resources per die) (+8 Water, -2 Energy)
(Progress 0/250: 10 resources per die) (+4 Water, -2 Energy)
I still say we should try to do a bit more of this, though to be fair it's competing with a lot of other stuff and our Agriculture dice are scarce.
With
Philadelphia Phase 5 giving us four Agriculture dice per turn, and also the general increase in dice count giving us more reason to search for cheap projects just so we have a way to use all our dice, that might need to be reconsidered soon.
Plus, we're likely to be pushing farther out into the Yellow Zones again in 2060 (if only because we're starting to run out of Green Zone territory to reclaim, and because we may be following up on the defeat of several major warlords by taking territory from them)... so doing agricultural and water work to support this is a good idea.
[ ] 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) (+4 Food, +4 Consumer goods, -2 Energy)
Heh. Remember when this project was popular and widely liked? Some day we might come back to it, never know. It's a good prototype for space agriculture, if nothing else.
[ ] 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) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
This would be attractive and have some collateral benefits.
[ ] Strategic Food Stockpile Construction (Phase 1)
Beginning to lay in a set of additional stockpiles, these can be cached in strategic positions to feed the Initiative's population in case of a shortage. Many of these will be forward positions, in the Green Zones so that those populations will not have to be evacuated in the case of distribution shortfalls.
(Progress 0/150: 10 resources per die) (+2 Food in Reserve, -4 Food)
Not gonna lie, seriously considering swapping out my
Perennials dice in my own plan for this. But at this point many have voted for it, and I hesitate to change it in any way that isn't a clear upgrade. I'll be in favor of this in Q3, and I no longer object to doing it in any other plan.
[ ] 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)
I just want to call attention to this option. It'd probably be a bad idea to do it
right now unless we were so confident in our military strength that we expected to be able to just shove back the warlords bodily all over the world despite them being close to maximum readiness.
On the other hand, doing this may become a very
good idea if the war goes well and the warlords are weakened, because it means we can launch a counterattack and rapidly seize territory from them. If what
@Ithillid has told us about our military readiness is correct, we're going to be in pretty good shape to repel the Warlord Dogpile. Not that it won't hurt, but we've got a well-supplied military even if it's not as well-supplied as we'd like, and we've got a lot of fortified defensive depth even if it's not as fortified as we'd like. Relatively speaking we're probably about as tough a target as we were before Tib War III in a lot of ways, and Nod was losing that fight
hard in short order despite the huge advantage of a total decapitation strike on GDI's leadership right at the beginning. Without the Scrin chewing up our backfield, I think we've got a good shot of coming out on top of this and seizing some more territory.
...
I think that doing this to weakening Kane's loyalists may give him further incentive to cough up the TCN blueprints, too. Because right now, assuming he
needs the TCN built (and he seems to need it for his own agenda)... Well, his only real hopes are either:
1) Give GDI the TCN blueprints and trust in our hatred for the abominable green death rock to motivate us to build it on general principles.
2) Wait for tiberium to nearly overrun the Earth and make GDI desperate. At this point that could easily take several decades to happen, and there are worrying signs GDI may be prepared to fuck off into space before that
does finally happen.
3) Somehow use Nod as an instrument to conquer GDI outright and seize enough of its Blue Zones and industrial capacity to do the TCN construction himself.
If we cripple the warlords before Kane re-emerges, we just might be able to take Option 3 off the menu for him. Option 1 is favorable to us, and Option 2 is "business as usual, keep working on those spaceships," so I like the idea of removing Option 3.
[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Stage 6) (Updated)
With the containment lines at their full extent, further work can be done to reinforce existing positions and expand ongoing operations to continue offensives against the Red Zones. While more expensive and less effective than the original construction phases, it is still a good source of both harvests and abatement.
(Progress 54/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
(Progress 0/200: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
We're reaching a point where
Red Zone Tiberium Harvesting is arguably a better way to get mitigation than
Red Zone Containment Lines are. Comparing two phases of
Harvesting to one phase of
Lines, the former costs 60 more Progress (0.75 Tiberium dice) for the same amount of mitigation, but provides an average of +30 RpT instead of +12.5 RpT.
It's probably a bigger stressor on ZOCOM, mind you, because Nod is more likely to harass a full-scale harvesting operation than a handful of mini-harvesters who mostly just sit around and watch a thousand kilometers of sonic fencing that's protecting
Nod populations just as much as it is our own.
[ ] 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)
...
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)
-[ ] Red Zone 7 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)
Note that interestingly, we don't even know what a Yellow Zone inhibitor
does, because we have no Yellow Zones where we've done all the MARV hubs. I would think as a matter of logic that it would provide more Yellow Zone abatement than a Blue Zone inhibitor would, but I don't know for sure.
One note is that with the containment lines reaching the point of diminishing returns, and only costing 5 R/die less in exchange for needing 80 less Progress... it's frankly worth it to build
Red Zone Inhibitors now for the Red Zone mitigation. And since we
really want to start rolling back the Red Zones in a big way... I think we should seriously consider doing it soon.
[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 148/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
I remain interested to see what this turns into. Hopefully the estimated RpT will turn out correctly and not be a mis-estimate on Seo's part. If we're lucky, we'll get a new project that's analogous to vein mining but without the Capital Goods cost... though it may cost Political Support per phase instead, because the public still associates offshore mining with tiberium washing ashore and fucking up coastlines.
Still, a way to get RpT by burning Political Support wouldn't be a bad thing to have.
[ ] Improved Tiberium Containment Facilities Construction (New)
While not immediately a requirement, building a limited ability to contain Tiberium beyond the limits of GDI's ability to process it, will provide both wartime redundancy and allow for greater offlining of resources. Tank farms of Tiberium are admittedly a security risk, but one not particularly greater than existing Tiberium silos present around the world.
(Progress 0/120: 20 resources per die) (+100 Tiberium Reserve)
I don't see this as being worth it right now, but it might be nice to have a single phase of this just to see if it has any hidden effects. Given that we have every reason to want to refine every gram of tiberium we can harvest, ASAP, this is not as valuable a project as all that right now just looking at the merits, though.
[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-5 Political Support per die)
Honestly, I'm deeply ambivalent about even trying to do this,
ever. We are nowhere near the condition of not having enough tiberium to harvest
anywhere, after all; there's more than we'd like to be dealing with almost anywhere on Earth.
[ ] 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. (Station)
(Progress 0/80: 20 resources per die) (5 Political Support)
(Progress 0/165: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/335: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (1 available Bay)
(Progress 0/675: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (2 available Bays)
(Progress 0/1355: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (3 available Bays)
Given the size of population that can implicitly be supported by +15 Food, it's kind of amazing to imagine that a station with no more than 1000 permanent residents could grow that much food...
[ ] Study Novel Material
The SCED has brought back what seems to be a novel and naturally occurring stable trans uranic material. However, before anything can be done with it, it does need to be studied and examined.
(Progress 0/50: 20 resources per die)
Still thinking this is Element Zero from Mass Effect...
[ ] Orbital Cleanup (Stage 8)
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 13/85: 10 resources per die) (20-25 resources)
(Progress 0/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
(Progress 0/85: 10 resources per die) (15-20 resources)
(Progress 0/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)
I really would love to do this, but we just don't have the dice what with our other commitments.
I'm curious to know what Low Orbit Support Satellites
do, mind you.
@Ithillid , any comments?
[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)
Huh. So Phase 3, I look closely, is talking about stuff that
has a replacement, but which we probably won't replace immediately because the current model is satisfactory for the present moment.
@Ithillid , if we do the Super Orca project, will it knock one point of Capital Goods cost off Phase 3, Phase 4, or neither?
[ ] 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 4)
A final main control station in the Earth orbitals will provide a significant layer of redundancy, and prepare the system for substantial expansions
(Progress 36/220: 20 resources per die) (Station) (High Priority)
MAN I wish we could squeeze these in.
Notably,
ASAT Defense System Phase 5 is a lot more expensive, probably because it's going to involve deploying whole new constellations of weapons satellites along with just plunking down (plunking up?) a control node or two.
[ ] Ferro Aluminum Armor Refits
With the system offering a cheaper and more effective means of protecting some section of GDI's more lightly armored forces, it can be widely deployed at a relatively cheap cost. However it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 0/350: 5 resources per die)
I do hope we can get around to this eventually.
[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes.
(Progress 0/350: 20 resources per die)
(Progress 0/400: 20 resources per die)
(Progress 0/400: 20 resources per die) (-2 Energy)
Ooof.
Trying to figure out ...
@Ithillid , is this the "use lasers for air/artillery defense" option we just got by finishing the naval point defense refits? If so, is this going to include lasers in the defense network? Do we need to finish this before we
can integrate lasers into our overall territorial air defenses?
And is Phase One of the SADN project fairly well described by the blurb? Is Phase One limited to
only those sites, or does it extend to cover other key targets, such as unique industrial nodes like North Boston and other cities named and well known for hosting specific major factories?
Notably, aside from the +20 Progress increase from having laser defenses built into the design, we also have locations for each hub (which are one way to work backwards and figure out which Blue Zones on the map correspond to which number, if you needed that)
Notably, sites at least
vaguely near or '''near''' the Mecca/Medina/Jeddah area:
1) YZ-2a (Djibouti, at the entrance to the Red Sea,
on the African side))
2) RZ-1S (Tripoli, a long way away in Libya)
2) RZ-3N (Istanbul)
3) RZ-3S (Beirut)
As for sites that might support Karachi, all I could find was
5) Reclamator Hub Red Zone 4 South (Progress 0/125) (Chattogram, in what is now Bangladesh)
I may have missed something. On another note, RZ-5's sites are both fairly close to Bintang's territory.
[ ] Universal Rocket Launch System Deployment (Phase 2)
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
...
[ ] Shell Plants (Phase 4)
(Progress 128/300: 10 resources per die) (-2 Energy) (High Priority)
...
[ ] Ablat Plating Deployment (Stage 4)
(Progress 45/200: 10 resources per die) (Very High Priority)
On the subject of consumables,
Shell Plants is getting the love it needs to hit Stage 4 this quarter in the leading plans. I think next priorities should be ablatives and the URLS. Notably, URLS can be slow-walked to Phase Two completion one die at a time; it probably only needs two dice to clear the phase. Ablatives has higher requirements than that.
[ ] 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)
Just a reminder that we have separate,
not mutually exclusive, APC projects here. It sounds like the Guardian Mark 2 is a straightforward upgrade, and notably,
it is likely to be needed for Zone Armor rollouts among the Ground Forces, if only because Zone Troopers can't really fit inside the thing very well as it is.
[ ] GD-3 Rifle Development
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
Remember that until/unless we can afford mass power armor refits, this is our closest option to countering widespread deployment of biomonsters. Should definitely be flagged for consideration in 2059Q3 or Q4, even if we can't fit it in right now.
[ ] 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)
[ ] Neural Interface System Development
Pioneered by GDI's Firehawk program and the Brotherhood of Nod's Purifier, neural interface is not precisely a new technology, however, the Talons are taking another crack at developing a variant that is cheap, noninvasive, and flexible, hopefully cutting crew requirements by enhancing situational awareness and intuitive control schemes.
(Progress 0/60: 25 resources per die)
Taking one of these in Q3 or Q4 would be a good peace offering for plans that don't take the Seoul factory. Also may result in cool shit like plasma cannon armed Mastodon and Mammoth superheavies. If Bintang can make plasma guns work on a battleship, why can't we make it work on a giant stompy robot landmonster?
[ ] Administrative Assistance (New)
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
Once
Philadelphia Phase 5 is done, we can do this and an effective security review in one turn.
[ ] Make Political Promises
With Seo's support becoming increasingly shaky, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Initiates Subvote)
This may be worth doing. I personally favor testing this in 2059Q3 to see what we can get in return for promising
Columbia Phase 2 by the election and/or
Columbia Phase 3 by the end of the plan. If we don't like the offer we can always cancel any plans to do that.
[ ] Conduct Economic Census (New)
It has been over a decade since GDI took a comprehensive census of its economic affairs outside of its own industrial efforts. With taxation becoming an ever more noticeable part of the Initiative's economic base, a better understanding of the people and companies is likely advantageous.
(DC 100/150/200/250)
This may yield surprising results that could cause a political upset, and doing it properly is
hard, so if it can't be done over multiple turns, we'll probably need Free dice to get the job done. Something to consider for early 2060, perhaps?
[ ] Conduct Civil Satisfaction Surveys (New)
With immigration and displacement having moved millions of people around the world, a better look at the population as a whole, and what their problems are is likely useful. While this kind of information gathering is difficult and time consuming, it is also critical to knowing who is where, in a degree of detail greater than even GDI's all consuming surveillance state can know.
(DC 90/120/150/180)
Good to do as soon as possible once we have
Philadelphia Phase 5 for the fourth Bureaucracy die.