It sounds like we were a turn or two late for the aurora honestly. Oh well finish that off anyway as it will be a decent bomber. As for the rest, most of the incomplete stuff are a stones throw from finishing and the more shiny stuff lies behind having better territory or industry. Which is fair.

Glad that Talon's are somewhat happy. Really sounds like Topgun in there.
 
Krukov has continued to gather strength, drawing in a number of the peripheral warlords that nominally had held allegiance to Reynaldo. However, he has also been significantly more cautious, beginning to move factory components to parts unknown. While InOps has attempted to make headway in finding the new locations, they have so far eluded detection.
Yeah, our window's closing.

With these rations, the key elements are primarily volume and taste. With most GDI vehicles equipped with a boiling vessel
As is only right and proper.

weight is not a particular concern, as infantry is unlikely to need to carry these rations while on dismounted patrol and dedicated rucksack survival rations for such circumstances do exist.

What sort of rucksack rations does ZOCOM play around with? What with having to be suited up or in a hab 24/7.
 
Not going to lie, I feel like the Aurora was practically made for deploying plasma warheads. Not something we can probably invest too rapidly into, but something to consider
 
Our window is definitely closing with the Krukov information I suspect if we don't complete one Aurora factory next turn then our chance to hurt him will have passed entirely.
 
We should note that Ground Forces are now rated High and that they're basically telling us to fund other things please and thank you. So we can focus on things like Auroras, Orcas and ORSCT.
 
The aurora is still worth getting. Even if we miss the window on those factories we would now have stuff that can act on any new info.

One more arrow in the quiver. Another tool in the shed.

While a far cry from the Brotherhood's version with hundreds of liters of Liquid Tiberium and having some 100 to 400 megawatts of power pumped into it, it is also far safer. T-Glass provides a noticeable safety improvement over the glass or ALON that the Brotherhood uses. Beyond that, the plant can be safely contained within a sonic fence, and an armored bunker that would contain and channel a detonation to prevent widespread contamination. With a footprint little larger than a backup power generator or substation, these can be a useful secondary source of power, one that can be deployed at significant political cost, but a limited economic one.

Gotta say, I am pleasantly surprised by the power cells.

It looks like they are going to be pretty safe to use and even if they blow up the region should be fine.

Looks like it still has a political cost, but depending on how the pluses look, this could actually be viable for us.
 
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Looks like it still has a political cost, but depending on how the pluses look, this could actually be viable for us.

Yeah, this looks just safe enough that I'm tempted to roll it out a couple of times, looking primarily for increased institutional experience with liquid tiberium rather than even the energy production. More understanding of the death goop means we can (hopefully) better protect against when NOD inevitably starts making liquid tiberium flamethrowers. Because there is no such thing as too much warcrime in their book.
 
We should note that Ground Forces are now rated High and that they're basically telling us to fund other things please and thank you. So we can focus on things like Auroras, Orcas and ORSCT.
Huh. I thought they'd keep screaming about Zone Armor now, now, now, but I guess that's as much an organizational headache to arrange for them as it's been a logistical headache for us. Sure, we can put it off for a bit longer.

There are two other key security concerns however: Cuba and Florida. The Caribbean was, before the Third Tiberium War a Brotherhood sea, with chains of islands providing cover for the Brotherhood and, at least before the massive expansion of the Red Zones, served as a key supply line, moving with low profile transports between North and South America. Today, many of the inhabitants have moved their emphasis to piracy and supply raiding, forcing the cargo ships that use these two areas to run with a heavy escort. While there are now enough ships to make the journey quite safe, it is a lasting strain on the Navy's resources, and is likely to be an early target for offensive naval landings, if those ships are funded.
I think assault ships will have to wait until after Escort Carriers, I'm afraid. We've only just enough hulls to provide convoy duty in peacetime.

The Offshore Tiberium Harvester stations, despite their political problems, have been a rousing success story. Operating in the near shore littorals, out to about a hundred and fifty meters deep, the stations have begun hauling in a significant load of Tiberium. However, they do have problems. Most notably the limited number of areas that they can effectively operate. As they are large flat bottomed craft that need to remain relatively still during a harvest, they cannot effectively operate during significant storms, or fast moving ocean currents. Beyond that, they are also vulnerable to attack. With the Brotherhood of Nod stepping up their naval activities, it is only in secure areas, like the Baltic Sea, North Sea, Sea of Japan, or the Sea of Okhotsk, which are surrounded by blue zones, and have constricted accessways that GDI can lay defensive lines across, where they can be deployed. This means that in total, there may be more construction, but it will be a limited supply, not a long term strategy for development.
So it's going to be a bit like glaciers, in that there are limited sites and they'll strain the Navy the way Glaciers strain ZOCOM.

While the two major battles, and hundreds of smaller conflicts occuring around the world have depleted tactical stockpiles, shells have continued to flow into operational and strategic stockpiles. Analysts are still deeply concerned about the strategic supply situation in the case of a protracted global war, but it is much less acute than before the completion of the most recent phase. Although shell production is still likely to be vastly outpaced by consumption, the cupboard is not likely to be bare for some time. Everything depends on how long it will be until the war comes. If it is in six to nine months, it is likely that it can last for four to six months before stockpiles are run dry. If it is in two or more years, the stockpiles are likely to be full, and GDI will be able to prosecute the war for over a year before shells become a limited commodity, and likely two more before the shell supply runs dry.
Unfortunately the Karachi Sprint is scheduled for Q1 2060. We might want to think about another Shell phase.

In the field, they have proven to be a significant maintenance problem. The jump jets burn out quickly, and repeated impacts rapidly wear the knee and hip joints. Beyond that, there is the shimmer shield. While it is relatively useful, especially in reducing the incoming damage from laser weapons, it is also a significant tuning problem. It often decoheres rather than retaining tune, at least with the current models. However these were not unexpected problems as this is a radically new platform. While some are likely to be worked out in the field, others are likely to remain until the second or third generation of the platform.
And here's an argument for getting platforms out now rather than later--more new gadgets stuffed into the platform means more maintenance problems.
 
Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ Low ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌
Good news in that, for now, having enough shells for their artillery has put Ground Forces up to High Confidence. If the war happened tomorrow, having our main forces at this point is a good thing. Bad news, though, is we're going to need those OSRCTs soon for the Space Force.
Breakthrough
One of the labs that was not selected for final development funding has, using its standard allocation, achieved a significant breakthrough. The Scrin used massive numbers of crystals for their computing architecture. These are a modular solid state computing architecture, with each crystal being a solid state volumetric computer. With most modern chip designs, the basic tool is a chip or disc, with information stored on a 2 dimensional medium. However, one of these isolinear computing devices instead stores memory and processing capability in a three dimensional volume, etching layer upon layer of switches one on top of the other, all working on the same problem at the same time.
For anyone who hasn't seen it, this is a reward for @Rakuhn's C&C3 custom map mod.
Krukov has continued to gather strength, drawing in a number of the peripheral warlords that nominally had held allegiance to Reynaldo. However, he has also been significantly more cautious, beginning to move factory components to parts unknown. While InOps has attempted to make headway in finding the new locations, they have so far eluded detection.
As others have noted, we're going to have to rush the Auroras out before our window of opportunity closes.
Stahl is also beginning to gather noticeable support. While attacking Rio de Janeiro is currently beyond Initiative capabilities, shipping into and out of the port city has at least doubled, with numerous cargo submarines surfacing, rather than coming into the deepwater moon pools that they would normally operate from.
The interesting thing about this bit, is that with the right ships could GDI could attack Rio de Janerio and cut off his resupply. Not the kind of opportunity we have against Krukov, but something to note. Not that we should be investing in attack capability when our defense is still lacking with us not having those Escorts yet.
Green Zone Food and Housing
Currently, with the expanding Blue Zones and the mass evacuations back to more secure regions, the Green Zones are low in population, and most of the former Terminus cities are now safely in the Blue Zones. At this point it is only a handful of scattered fortress towns in the Green Zones at the leading edge of previous construction campaigns, and many of them have become operations bases for GDI mechanized units rather than civilian populations.
This is good news! Even if we're behind on High Quality Housing, between our abatement and BZ housing efforts we've managed to seriously secure most of our population. It also means we don't need to do more YZ farming, and can concentrate on building up food stockpiles to ensure food security instead.
Beyond that, these keystone luxury goods, or at least the promise of supplies, is making the Negotiator Corps very happy. The ability to serve actual coffee (rather than hoping for chemically produced substitutes) is likely to provide a significant amount of goodwill in negotiations, although with current supplies being limited, it is not likely to produce actual leverage, as diverting tons of high demand consumer goods to non-Initiative actors is a political nonstarter at this time.
Another reason to complete the Perennials is their use in diplomacy. While Kudzu will get us much needed caffene, we should still complete the Perennials since they give us many other food luxury items.
With the Brotherhood of Nod stepping up their naval activities, it is only in secure areas, like the Baltic Sea, North Sea, Sea of Japan, or the Sea of Okhotsk, which are surrounded by blue zones, and have constricted accessways that GDI can lay defensive lines across, where they can be deployed. This means that in total, there may be more construction, but it will be a limited supply, not a long term strategy for development.
While the Offshore Harvesting might not be an unlimited supply of resources, having perhaps four more phases of it available is equivalent to four phases of Vein Mines that don't cost Capital Goods to use. If the further stations don't cost PS to use, expect to hammer that button soon.
Although shell production is still likely to be vastly outpaced by consumption, the cupboard is not likely to be bare for some time. Everything depends on how long it will be until the war comes. If it is in six to nine months, it is likely that it can last for four to six months before stockpiles are run dry. If it is in two or more years, the stockpiles are likely to be full, and GDI will be able to prosecute the war for over a year before shells become a limited commodity, and likely two more before the shell supply runs dry.
It sounds like the next two phases of Shell Plants will be less needed as time goes on. (Provided the war doesn't start soon.) However, we're still obligated to build them before the Plan ends. So we might still want to do them soon, while doing so will be most effective.
The reason for this is a fundamental problem with air defense in the modern world. It is unfortunately short ranged. At a speed of over a kilometer per second during combat operations, an Aurora can cross through the entire threat envelope of any modern defense system, likely before the system can reorient to launch, and has enough speed that some defensive systems, at times cannot retarget fast enough to get an angle for more than a split second. When paired with glide bombs, it is nearly immune to any weapon the Brotherhood of Nod has in its current arsenal.
Huh. The Aurora sounds very useful if it's really that hard to defend against. I guess its full effectiveness depends on how hard it is for other aircraft to intercept it, as opposed to the vulnerable ground defenses. The only downside here is it might inspire a NOD version, eventually, which we'll be equally hard-pressed to defend against.
-[ ] Reclamator Hub Blue Zone 2 (Progress 58/125) (Richmond)

The Richmond to Washington area has long been an important core for GDI administrative work. While it has been deemphasized in the decade since the Third Tiberium War, it has not seen an end to its importance. The Pentagon is still one of the keystone administrative and recordkeeping centers for GDI. The old American Library of Congress and the Smithsonian collections are still one of the most complete records of pre Tiberium civilization in the world. This MARV hub is built with one purpose. Not to mine Tiberium but to ensure that some of the last remnants of the time before do not vanish from the earth, at whatever cost must be paid. It is a final holdfast, a fortress unlike nearly any other on earth. Ringed not only with artillery and railguns, it plays home to some of the only land based antimissile systems that have a reliable chance of working. While its ability to defeat Brotherhood Strategic arms targeted anywhere beyond the immediate environs of the MARV base is limited at best, the base itself is likely to be able to stop most strikes short of actual saturation fires.
Well, if only it wasn't super expensive to build these... Still, it might be a project we can negotiate for with the Political Promises action. But otherwise, those defences aren't gonna be finished anytime soon.
How many refugees will travel to Green Zones this month? Hundreds of thousands? Millions? How many of Nod's workers and soldiers will defect? A defeat at Savannah would have been a savage blow to our ambitions in the region, but it wouldn't have stopped the population movement. At this point, I don't think anything can stop the population movement. Kane's magic tricks can't change the fact that Nod is losing the peace.
I think you're being quite overconfident. Our immigration is limited by the territory GDI holds; civilians have a hard time fleeing across the blasted waste of the Tiberium-invested wastelands. If we don't continue to take territory, our immigration will slow down to a trickle.
 
While the Offshore Harvesting might not be an unlimited supply of resources, having perhaps four more phases of it available is equivalent to four phases of Vein Mines that don't cost Capital Goods to use. If the further stations don't cost PS to use, expect to hammer that button soon.

I'd imagine that if we build our navy up even more sites would become viable.

These are definitely a strong incentive to do so since we are going to need resources for our new dice we are going to be getting.
 
We've had better turns but we've certainly also had worse. Offshore harvesting sounds like a promising way to get some quick and easy income, even if it's going to run into diminishing returns and cap out pretty soon it's a novel income stream timed perfectly with the extra Philly dice.

Shame it sounds like we did the Auroras too late, that's what I was worried about. We can definitely rush out a factory next turn and try to get the air force a handful to play with before Krukov manages to move everything but assuming Karachi is still scheduled for Q1 2060 then there just isn't going to be the dice to get them ALL the factories next turn. At least we'll get something, better than nothing, even if Krukov manages to get away with more than we'd like.
 
Ayyyy, I'll take it. As far as turns littered with bad rolls go, this was one of the best outcomes.

The only bit I'm jittery about is the 'low' space force confidence when all of our most expensive assets are up there. I doubt that Nod is sitting around twiddling thumbs when it's been watching us launch stuff day after day for years, eventually they're going to find a way to attack those installations.

I just hope that doesn't happen before we deploy some real defenses.
 
I think you're being quite overconfident. Our immigration is limited by the territory GDI holds; civilians have a hard time fleeing across the blasted waste of the Tiberium-invested wastelands. If we don't continue to take territory, our immigration will slow down to a trickle.

In fact, it appears that our refugee stream has effectively ended, for now. The impact on health services is the lowest in years and housing demand has barely increased.

Now, the Karachi sprint should change that, but it is notable.
 
While the Offshore Harvesting might not be an unlimited supply of resources, having perhaps four more phases of it available is equivalent to four phases of Vein Mines that don't cost Capital Goods to use. If the further stations don't cost PS to use, expect to hammer that button soon.
We have 810 RpT currently, and we'd need around 75 RpT more to be confident of using all our Philadelphia dice.

So we need...median three phases, maximum four. Yeah, that sounds about right.

EDIT: There's also T-Glass, which we can probably count on working on this quarter and next, for a total of 40 RpT. So we can actually get away with as little as two phases of Offshore Harvesting.
 
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Ayyyy, I'll take it. As far as turns littered with bad rolls go, this was one of the best outcomes.

The only bit I'm jittery about is the 'low' space force confidence when all of our most expensive assets are up there. I doubt that Nod is sitting around twiddling thumbs when it's been watching us launch stuff day after day for years, eventually they're going to find a way to attack those installations.

I just hope that doesn't happen before we deploy some real defenses.
We already have real defenses. You'll note that Space Force is not asking for further phases of ASAT currently, but rather ORSCT.
Unfortunately the Karachi Sprint is scheduled for Q1 2060. We might want to think about another Shell phase.
I would prefer waiting on Q1 2061, to get all our phases of consumables out, and at least a couple Zone Armor factories in operation.
I think we should send the Negotiation people to the Caribbean and convince the locals they can do better working with us.
That sounds like something that is not under the Treasury's mandate. It would be nice if GDI could do that, but it also would require some reason to actually get NOD to listen. Which generally is not a high probability.
 
REACTION POOOOST!

Military‌ ‌Confidence‌ ‌
Ground‌ ‌Forces‌ ‌:‌ High ‌ ‌
Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
Space‌ ‌Force‌ ‌:‌ Low ‌
Steel‌ ‌Talons:‌ ‌Low
Navy:‌ Decent ‌
ZOCOM:‌ ‌Decent ‌
Mm. Ground Forces at High. Good. Very good.

Space Force at Low. Bad. Kinda bad.

My own plan draft already includes budgeting for the start of OSRCT and orbital lasers, so we're at least taking steps to remedy that soon, I hope.

Breakthrough
One of the labs that was not selected for final development funding has, using its standard allocation, achieved a significant breakthrough. The Scrin used massive numbers of crystals for their computing architecture. These are a modular solid state computing architecture, with each crystal being a solid state volumetric computer. With most modern chip designs, the basic tool is a chip or disc, with information stored on a 2 dimensional medium. However, one of these isolinear computing devices instead stores memory and processing capability in a three dimensional volume, etching layer upon layer of switches one on top of the other, all working on the same problem at the same time.
Nice. Now the trick will be implementing this in normal technology; three-dimensional integrated circuits are going to be difficult to build.

Brotherhood of Nod.
Krukov has continued to gather strength, drawing in a number of the peripheral warlords that nominally had held allegiance to Reynaldo. However, he has also been significantly more cautious, beginning to move factory components to parts unknown. While InOps has attempted to make headway in finding the new locations, they have so far eluded detection.
Mm. We need to try this turn. I'm surprised Krukov is bothering, but we have to live with the situation as it exists.

Stahl is also beginning to gather noticeable support. While attacking Rio de Janeiro is currently beyond Initiative capabilities, shipping into and out of the port city has at least doubled, with numerous cargo submarines surfacing, rather than coming into the deepwater moon pools that they would normally operate from.
Shipping in and out is definitely a sign that he's trafficking with Nod warlords elsewhere in the world and gaining support from them.

Both the Barghest-bis and what is being termed the Vertigo-bis, have had shootdown samples captured. The Barghest Bis is an extended version of the existing Barghest design, adding a single centerline turbofan engine, and a pair of over the shoulder missile hardpoints, in addition to the extant pair of plasma cannons. Approximately as fast as the Firehawk, it is a significant upgrade in terms of air to air firepower, especially as it still has a noticeable maneuverability edge on any aircraft fielded by the Initiative.
I'll call it a Barghest now since it has distinct design elements the Banshee did not beyond "can fire its zap guns at things in the air." This is still not outside our capacity to counter, but it's closer to parity with the Apollo and probably superior to the QAAM-armed Firehawks that make up the bulk of our own air-to-air fighter corps. Not a good sign, but we don't need to immediately jump all-in on countering it.

While the captured Vertigo-bis wreckage was badly damaged, there are some clear elements of pre-Tiberium designs. As a flying wing, it has a low radar cross section, but is most effective at subsonic speeds. A pair of conventional turbofans are the main propulsion system, making it a relatively cheap aircraft to build, and one that can carry a substantial bomb load, likely in the range of fifteen tons internally and some unknown amount externally. Much of the wreckage suffered severe damage from a post crash fire, which has rendered significant portions unrecognizable.
Likely including the cloaking device and avionics. :p :(

Green Zone Food and Housing
Currently, with the expanding Blue Zones and the mass evacuations back to more secure regions, the Green Zones are low in population, and most of the former Terminus cities are now safely in the Blue Zones. At this point it is only a handful of scattered fortress towns in the Green Zones at the leading edge of previous construction campaigns, and many of them have become operations bases for GDI mechanized units rather than civilian populations.
Good; we want to keep it that way.

Ammunition
Current artillery ammunition stockpiles in the Americas have been significantly depleted by ongoing operations, both during and after the offensives this quarter. However, global stockpiles have been barely impacted, and while there is still a significant need for greater volumes of more specialized rounds, at current production rates GDI is not expecting to face lasting shortages as the American stockpiles are refilled. Overall, ammunition consumption has begun to significantly drop as the new guns are rolled out to more batteries, and older models are relegated to the back lines. While potentially problematic for a wartime scenario as they would spike shell consumption when GDI needs them most, the guns will also serve among the Initaitive's final lines of defense as Blue Zones are overrun like they were in the Third Tiberium War.
I still want to do the fifth and sixth rounds of Shell Plants soon. The completion of the Philadelphia, plus any attempt to pursue the Karachi Sprint, will put us in an awkward position of having our Resources stretched over more dice, even as we commit to a great many dice on 20 R/die projects. it will be an excellent time to spend dice on 10 R/die consumables projects, starting in 2059Q4.

Military Priorities...
No significant change in Ground Forces priorities, and they're basically saying "we're more or less good, bro, make sure the other branches are okay, though seriously DUDE get on that power armor."

Steel Talons, no change, but we can make progress for them in the near future, no worries.

Air Force, some change in phrasing, but no surprises. Order of priorities should still be Super-Orcas-and-Aurora, then probably wingman drones, then everything else.

Navy, no change.

Space Force, no change; they don't like the situation and we need to act, starting in 2059Q3 unless there's a hella good reason.

Beyond that, these keystone luxury goods, or at least the promise of supplies, is making the Negotiator Corps very happy. The ability to serve actual coffee (rather than hoping for chemically produced substitutes) is likely to provide a significant amount of goodwill in negotiations, although with current supplies being limited, it is not likely to produce actual leverage, as diverting tons of high demand consumer goods to non-Initiative actors is a political nonstarter at this time.
It's definitely a good flex in diplomatic negotiations.

Revised versions are significantly improved, growing at merely ten centimeters a day, and producing significantly more flavorful leaves. With it being potentially incredibly prolific, it will be problematic to control, although for at least a few years it will be in absolutely incredible demand as it will be the only form of caffeinated beverage that is widely available.
Caffeine content however is low, about 20 milligrams per eight ounce serving of brewed tea at the highest, and more processed versions are about as caffeinated as decaffeinated tea from traditional tea leaves.
I was afraid of that. :(

Hopefully it'll at least be relatively easy to set up the plantations. I wonder what the reward for them will be? Consumer Goods? Political Support? +1 to all dice as the bureaucracy finally has some goddamn caffeine? :p

The Offshore Tiberium Harvester stations, despite their political problems, have been a rousing success story. Operating in the near shore littorals, out to about a hundred and fifty meters deep, the stations have begun hauling in a significant load of Tiberium. However, they do have problems. Most notably the limited number of areas that they can effectively operate. As they are large flat bottomed craft that need to remain relatively still during a harvest, they cannot effectively operate during significant storms, or fast moving ocean currents. Beyond that, they are also vulnerable to attack. With the Brotherhood of Nod stepping up their naval activities, it is only in secure areas, like the Baltic Sea, North Sea, Sea of Japan, or the Sea of Okhotsk, which are surrounded by blue zones, and have constricted accessways that GDI can lay defensive lines across, where they can be deployed. This means that in total, there may be more construction, but it will be a limited supply, not a long term strategy for development.
So noted. Though even one more phase would be nice to have in the short term, and as our naval capabilities improve, maybe we can secure control of more oceans.

The Liquid Tiberium Power Cell as developed is a small scale power supply. Fifty liters of liquid Tiberium is wrapped in a Tiberium Glass containment cell. As needed, electricity is fed into the containment unit, which then produces approximately three times the energy fed into it as the Tiberium inside decomposes. While the decomposition is slow, it is noticeable, with the reactant needing to be replaced about every six months as energy output declines and there is a buildup of toxic and potentially highly reactive substances in the chamber. The cell is wrapped in stator coils which harvest the decomposition energy from the cell. While a far cry from the Brotherhood's version with hundreds of liters of Liquid Tiberium and having some 100 to 400 megawatts of power pumped into it, it is also far safer. T-Glass provides a noticeable safety improvement over the glass or ALON that the Brotherhood uses. Beyond that, the plant can be safely contained within a sonic fence, and an armored bunker that would contain and channel a detonation to prevent widespread contamination. With a footprint little larger than a backup power generator or substation, these can be a useful secondary source of power, one that can be deployed at significant political cost, but a limited economic one.
@Ithillid , to roughly an order of magnitude how big would the 'kaboom' be if one of these things got touched off by a conventional explosion or a catalyst missile?

Is this more like 'one kiloton and a local area tiberium patch distribution of a few kilometers, tops?' Much better than that? Much worse than that?

While actual deployment will be the responsibility of the healthcare system and the Welfare Department, pushing ahead with funding has been a good investment, as it will begin to alleviate the problems being faced by the members of the Qatarite defectors that underwent Tiberium infusion treatments. It is now far more possible to undertake exploratory surgery to remove tiberium shards growing in their bodies, and provide rapid healing through stem cell seedings, easing recovery and reducing the risks involved.
Hm. Sounds like we don't need to handle the deployment project, because other branches are going to do it themselves with the hundreds of RpT they get every turn thanks to reallocation. :)

While the two major battles, and hundreds of smaller conflicts occuring around the world have depleted tactical stockpiles, shells have continued to flow into operational and strategic stockpiles. Analysts are still deeply concerned about the strategic supply situation in the case of a protracted global war, but it is much less acute than before the completion of the most recent phase. Although shell production is still likely to be vastly outpaced by consumption, the cupboard is not likely to be bare for some time. Everything depends on how long it will be until the war comes. If it is in six to nine months, it is likely that it can last for four to six months before stockpiles are run dry. If it is in two or more years, the stockpiles are likely to be full, and GDI will be able to prosecute the war for over a year before shells become a limited commodity, and likely two more before the shell supply runs dry.
I still wanna finish the next two phases of Shell Plants soon. :p

Beyond that, there is the weapons arrangement. While the Apollo technically can, and sometimes does, carry a substantial load of external armament, the Aurora is a significantly more specialized aircraft, and so every external hardpoint that does not absolutely need to be there (such as a pair of external drop tank points to extend the range) has been deleted.
I imagine the drop tanks are conformal...

Instead, it is wrapped around two modular bays rated for three tonnes each, each able to carry a pair of heavy bunker busters– ones suitable for cracking through mountainous terrain with little collateral damage– or a suite of smaller payloads, such as 100kg inertial guided bombs or munitions sleds. These sleds are relatively simple affairs, equipped with a set of delayed release drogue chutes, used to bring the missiles down into their usable airspeed ranges, as attempting to launch at too high velocities can produce problems with the guidance system.
Sounds pretty good. The sleds are a nice touch given that, yes, most existing GDI air-to-ground munitions probably weren't designed to be dropped at near-hypersonic speeds.

The reason for this is a fundamental problem with air defense in the modern world. It is unfortunately short ranged. At a speed of over a kilometer per second during combat operations, an Aurora can cross through the entire threat envelope of any modern defense system, likely before the system can reorient to launch, and has enough speed that some defensive systems, at times cannot retarget fast enough to get an angle for more than a split second. When paired with glide bombs, it is nearly immune to any weapon the Brotherhood of Nod has in its current arsenal.
I mean. A big-ass laser could probably engage, but Nod would need to be tracking the Aurora as it crossed over the laser's engagement envelope, and that presents its own problems.

I expect Nod to be able to build something that can at least credibly shoot at Auroras, but it's likely to be of the "you get one shot more or less as it overflies you" type, which is of limited use because by then the munitions it's dropped are already about to hit you over the head.

The Brest factory has opened its doors and begun making deliveries. While the Talons have not yet proven their use in combat, it is only a matter of time before they find their place in the battle line. However, even as they are being delivered to units, morale has begun to soar, as they are not only getting revisions to existing assets, but expanding towards new designs.
Well, that's good.

In the field, they have proven to be a significant maintenance problem. The jump jets burn out quickly, and repeated impacts rapidly wear the knee and hip joints. Beyond that, there is the shimmer shield. While it is relatively useful, especially in reducing the incoming damage from laser weapons, it is also a significant tuning problem. It often decoheres rather than retaining tune, at least with the current models. However these were not unexpected problems as this is a radically new platform. While some are likely to be worked out in the field, others are likely to remain until the second or third generation of the platform.
Yeah. This kind of shit is why we use the Talons to beta-test our bleeding edge military hardware. Some of the problems they're encountering are more or less unique to them (a tank doesn't need regular hip replacements), but others (the shimmer shields) are not, and are probably better handled by the Talons whose average degree of technical expertise among the fighting forces is probably higher than in the conventional Ground Forces. So they can thus work the bugs out.

"Morale soared to unprecedented heights on base today as a living legend came by to give his namesakes the once-over. Colonel Havoc himself down to my base, to see the Havocs! We've graduated our best Wolverine pilots to run these things, and they're taking to them like ducks to water. Lieutenant Inazuri has been working his ass off getting his platoon into fighting shape. The only problem is, now all the other units are green with envy-I saw Captain Inazuri watching the Lieutenant a little more closely than I liked. And not in her normal 'I want to bang my husband but we're on the clock' way, more like 'my husband is an idiot and I will punish him for it.' Just hope she does it off the clock, I do not need an anti-fraternization review in this unit. Too many people sleeping around on this base."

-Colonel Adrian Keynes, Steel Talons, Lisbon Garrison.
D'aww.

Well, I'm happy that the world's most successful group of Battletech cosplayers are happy. Maybe we'll get lucky, and some daredevil will jump-jet one into landing on Reynaldo's head. :p

-[ ] Reclamator Hub Blue Zone 2 (Progress 58/125) (Richmond)

The Richmond to Washington area has long been an important core for GDI administrative work. While it has been deemphasized in the decade since the Third Tiberium War, it has not seen an end to its importance. The Pentagon is still one of the keystone administrative and recordkeeping centers for GDI. The old American Library of Congress and the Smithsonian collections are still one of the most complete records of pre Tiberium civilization in the world. This MARV hub is built with one purpose. Not to mine Tiberium but to ensure that some of the last remnants of the time before do not vanish from the earth, at whatever cost must be paid. It is a final holdfast, a fortress unlike nearly any other on earth. Ringed not only with artillery and railguns, it plays home to some of the only land based antimissile systems that have a reliable chance of working. While its ability to defeat Brotherhood Strategic arms targeted anywhere beyond the immediate environs of the MARV base is limited at best, the base itself is likely to be able to stop most strikes short of actual saturation fires.
Hm. I'm not sure we should bother to finish this one, until we've done the Plan commitment stuff in Military and want to fuck around a bit and find out what a Blue Zone MARV fleet is actually worth in gameplay terms.

It might honestly be more efficient to throw dice at hubs elsewhere in North America and let the rollover from those benefit the BZ-2 hub.

There are two other key security concerns however: Cuba and Florida. The Caribbean was, before the Third Tiberium War a Brotherhood sea, with chains of islands providing cover for the Brotherhood and, at least before the massive expansion of the Red Zones, served as a key supply line, moving with low profile transports between North and South America. Today, many of the inhabitants have moved their emphasis to piracy and supply raiding, forcing the cargo ships that use these two areas to run with a heavy escort. While there are now enough ships to make the journey quite safe, it is a lasting strain on the Navy's resources, and is likely to be an early target for offensive naval landings, if those ships are funded.
Oh God, GDI is having to contend with Florida Man, Tiberium Mutant Edition. :p

However, the fleet is seen as a deeply secondary priority at this point, as with the Brotherhood beaten off for now, it is unlikely to come under threat in the near future, even in the case of a general war. At the same time, as stormclouds continue to gather, a fleet in Savannah will protect the region and provide tools for warfare across the American South.
Yeah, worth finishing with one die if we possibly can, for the +RpT and mitigation alone.
 
Sounds pretty good. The sleds are a nice touch given that, yes, most existing GDI air-to-ground munitions probably weren't designed to be dropped at near-hypersonic speeds.
Or air-to-air munitions.

Could you imagine a squadron of Barghest-bis scrambling to intercept an Aurora flight over Russia, only to get terminally surprised by a nuclear QAAM? Because I would pay fuck-you money to see that.

I expect Nod to be able to build something that can at least credibly shoot at Auroras, but it's likely to be of the "you get one shot more or less as it overflies you" type, which is of limited use because by then the munitions it's dropped are already about to hit you over the head.
Or no use at all, with hypersonic glide bombs.
 
We may want to dedicate most of our military dice, and even some free dice, to rushing the Aurora.
Ehhhh.

Remember, the eventual need for production is likely to be no greater than the scale on which we build the existing (and in many ways similar) Apollo fighter. The production lines for those were a project that required two 70-Progress, 15 R/die factories that each used -2 Labor and -4 Energy.

Now, that was before the Capital Goods crisis was resolved, and the factories might be more expensive and demanding now, but I don't expect them to be vastly more expensive and demanding. It's likely that the actual needs of the project won't demand more than four Military dice. Since we were probably going to spend 10+ Military and Free-on-Military dice next turn anyway, that's not really a majority.

Our window is definitely closing with the Krukov informatvion I suspect if we don't complete one Aurora factory next turn then our chance to hurt him will have passed entirely.
We have already been told that this is true, and existing plan drafts take it into account.

We should note that Ground Forces are now rated High and that they're basically telling us to fund other things please and thank you. So we can focus on things like Auroras, Orcas and ORSCT.
True, though I bet their confidence would take a kick in the balls if a major war started up and their consumables supplies started to crumble. Running out of anti-laser ablatives can't be fun, for example.

Yeah, this looks just safe enough that I'm tempted to roll it out a couple of times, looking primarily for increased institutional experience with liquid tiberium rather than even the energy production. More understanding of the death goop means we can (hopefully) better protect against when NOD inevitably starts making liquid tiberium flamethrowers. Because there is no such thing as too much warcrime in their book.
I want some sense of the actual scale of how dangerous they are. Fifty liters of liquid tiberium isn't a lot in one sense (think "smaller than a beach ball,") but it might be a lot in the sense of "if this went kaboom, it would explode like a two-megaton bomb," in which case we really don't want to build them. I asked @Ithillid about this, so hopefully, we'll get some feedback on how big of a kaboom we're talking about.

Another reason to complete the Perennials is their use in diplomacy. While Kudzu will get us much needed caffene, we should still complete the Perennials since they give us many other food luxury items.
Also, it's a low R-cost project we explicitly promised to do, in a category where we have very little else going on and where we often don't even bother to use all our dice.

So we're gonna look really stupid if we don't do it. :p

While the Offshore Harvesting might not be an unlimited supply of resources, having perhaps four more phases of it available is equivalent to four phases of Vein Mines that don't cost Capital Goods to use. If the further stations don't cost PS to use, expect to hammer that button soon.
I think the big problem is providing naval security. Nod submarine warfare is gonna be a threat. But doing even a little in the near term would be nice, every bit of +RpT helps.

It sounds like the next two phases of Shell Plants will be less needed as time goes on. (Provided the war doesn't start soon.) However, we're still obligated to build them before the Plan ends. So we might still want to do them soon, while doing so will be most effective.
True. Plus, combined with the ICS to make supply delivery easier on a continental scale, it lets us use a volume of artillery fire that the Ground Forces haven't previously envisioned, basically drowning Nod in kaboom from ranges at which most of their systems cannot reply.

I think you're being quite overconfident. Our immigration is limited by the territory GDI holds; civilians have a hard time fleeing across the blasted waste of the Tiberium-invested wastelands. If we don't continue to take territory, our immigration will slow down to a trickle.
Personally, I favor saddling up for another couple of territory-claiming Yellow Zone Harvesting Expansion phases after we're reasonably confident we've seen off the worst of the Great Warlord Dogpile.

We've had better turns but we've certainly also had worse. Offshore harvesting sounds like a promising way to get some quick and easy income, even if it's going to run into diminishing returns and cap out pretty soon it's a novel income stream timed perfectly with the extra Philly dice.

Shame it sounds like we did the Auroras too late, that's what I was worried about. We can definitely rush out a factory next turn and try to get the air force a handful to play with before Krukov manages to move everything but assuming Karachi is still scheduled for Q1 2060 then there just isn't going to be the dice to get them ALL the factories next turn. At least we'll get something, better than nothing, even if Krukov manages to get away with more than we'd like.
Again, Auroras are a specialty aircraft and there will never be that many good known targets for them at any one time, nor will they ever be deployed in extreme numbers in any one place barring something really weird like "Oh shit, LEGION just went CABAL and we need to blow up the place it keeps most of its server farms, NOW."

I don't expect the deployment project to be the kind of thing that requires more than about four Military dice barring very bad luck, which still leaves plenty of room for us to lay groundwork for the Karachi Sprint.

We should at least give the Ground‌ ‌Forces‌ a Zone Armor factory or 2
I think that when the next tranche of Capital Goods production pops up after BZHIS, we'll start doing Zone Armor factories for Ground Forces. Right now, they're doing well enough as-is that it's not something we should drop everything to do, because a lot of the other branches of the military really are struggling.

We have 810 RpT currently, and we'd need around 75 RpT more to be confident of using all our Philadelphia dice.

So we need...median three phases, maximum four. Yeah, that sounds about right.

EDIT: There's also T-Glass, which we can probably count on working on this quarter and next, for a total of 40 RpT. So we can actually get away with as little as two phases of Offshore Harvesting.
There's also also the Savannah MARV fleet, plus incidental income from doing stuff like Red Zone Containment Lines. We've got plenty of options for mixing and matching to earn some more income, even if we can't afford to do any more vein/glacier mining right now.

I would prefer waiting on Q1 2061, to get all our phases of consumables out, and at least a couple Zone Armor factories in operation.
High Ground Forces confidence should be a sign that we can afford to make a serious localized offensive. The Ground Forces want Zone Armor, but they fought and won the Third Tiberium War without it, and Nod isn't that much more badass in overall land warfare now than they were then.

Ground Forces has had at least four major engagements and countless minor ones in which to put their equipment to the test against everything we know Nod's got, in the past year alone. If they think they're ready to go punch Kane in the face, they're ready to go punch Kane in the face. Or at least close enough to ready that continued heavy dice investment will keep them ready.

Meanwhile, waiting an extra year to do Karachi will put the project into a problematic state if something weird causes a major setback or limits the available dice expenditure.

That sounds like something that is not under the Treasury's mandate. It would be nice if GDI could do that, but it also would require some reason to actually get NOD to listen. Which generally is not a high probability.
Well, in this case, the best motives are things like "come to the GDI side, we have coffee" and "actually your standard of living will be a lot better" and "do you really want us to have to invade this place and have a big and totally avoidable war, you're kind of in the backyard of one of our biggest hairiest Blue Zones here."

I think it's worth a shot.

Or air-to-air munitions.

Could you imagine a squadron of Barghest-bis scrambling to intercept an Aurora flight over Russia, only to get terminally surprised by a nuclear QAAM? Because I would pay fuck-you money to see that.
Oh yeah. I am definitely in favor of developing an air-to-air variant of the Aurora bomber.

We could call it... the Apollo! :p

More generally, Auroras are apparently much faster than the Nod hypermaneuverable alien-tech fighters in a straight-line chase, which makes those fighters functionally incapable of intercepting Auroras. It's theoretically possible to intercept a Mach 4 bomber with a Mach 2 fighter, but not realistically possible to do so without the Mach 4 bomber's consent.

Also, nitpick, I doubt it's very useful to nuclear-tip a QAAM. They can score hits on enemy hypermaneuverable fighters with reasonable reliability, so increasing the blast radius to several hundred meters (the feasible limit for something that fits in a reasonable size missile casing for air to air work) only helps so much... and gives Nod warlords considerable excuse to go nuclear on us in retaliation. Since they're the experts at concealment and dispersal of the fighting forces, limited tactical nuclear warfare hurts us more than it hurts them.

Or no use at all, with hypersonic glide bombs.
The thing is, the hypersonic glide bombs won't necessarily hit the defense laser installation specifically.

Even if you don't manage to prevent the actual air raid from destroying what it came to destroy... hooting down the GDI bomber after it's already blown up its target is a significant accomplishment for Joe Noddie. Because it means the aforesaid bomber won't be back to blow up another, entirely different target tomorrow or the day after.

Basically what it comes down to is that Nod is likely to be able to put together strategic air defense systems capable of inflicting losses on our Aurora force. But by the nature of what it takes to track a hypersonic aircraft, those systems will not be cheap, any more than our own SADN systems are, so Nod will probably only be able to provide limited coverage that inflicts moderate attrition on the Aurora force.

And even that will likely take a while, so we may have a "Happy Time" of a year or so where our Auroras can just zoom-and-boom all over the world blowing the fuck out of Nod things with effectively no consequences. :p

If we're lucky.
 
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