Washington DC. Home to some of the longest conflicts of the Third Tiberium War, has been glitzed up as best GDI can manage. Tastefully hung buntings, floats, and banners cover shell holes and bullet scars left over from the war. Representatives, special interest groups, ministers, and the Forgotten have descended on the city like a swarm of locusts, scrabbling for political favor and every scrap of luxury they can manage. In the middle of it all is Granger's Political Working Group, led by the great general Michael McNeil. Making contacts, touching bases, and generally trying to prevent either the Free Market Party or Hawks from making too much of an issue.
While the Doctor and General have both maintained a degree of distance from the event, pundits on all sides of the political spectrum expect the event proper to be fundamentally about their wants and desires.
Dr. Granger's arrival is met with little fanfare, an old man in a battered brown suit with patched elbows, overcoat drawn tight against the January cold. The uniform of an academic, not the third most powerful man in the world. The only betrayal of his true allegiance is a pair of pins at his lapels, and an expensive piece of low profile body armor under his shirt. On the right, the striking eagle of the initiative. On the left, the shield with scales and key of the treasury. The first time the vast majority of delegates realized that he was at the conference was when he sat down at the Treasurer's seat to begin negotiations.
With weeks of bilateral, and multilateral negotiations, and dozens of congressional meetings, little has been achieved. Everyone has positions that they are unwilling to back down from, and red lines that are beyond the other side's minimum negotiating stance. While GDI and the Forgotten have a history of working together, there are both far too many old forgotten far off things, and their battles side by side were long ago. Beyond that, there are more humble problems, from food, water, shelter, and security, to the questions of the Forgotten's ongoing role in both immediate and future conflicts.
Everyone is looking to Dr. Granger to pull together the disparate factions and provide a plan that can not only bring the Forgotten on board, but also pass through the Initiative's Parliament, one increasingly riven by partisan divides.
In order to pass a treaty, you must both get majority support (at least 60 percent of the Parliament) and have a treaty acceptable to the Forgotten. (no more than 1 leverage)
Current Leverage: -8
Forgotten Commitments
[ ] Tiberium Research
While GDI has masses of academics, few have the living experience of living with and around Tiberium compared to the Forgotten. Starting a number of worker exchange programs and bringing Forgotten Elders in to advise research should speed development of treatments. However, the Forgotten have a long history of medical manipulation, and so pushing this through is politically expensive, and socially risky.
(4 Leverage) (Improved Tiberium medical research speed and results)
[ ] Tiberium Work Crews
Earning GDI the right to hire members of Forgotten bands to work the Red and Yellow Zone Tiberium mines would be a substantial increase in safety as the mutants are immune to many of the harmful effects of Tiberium. While these crews would be relatively expensive to maintain, they would also be far easier to construct, as the Forgotten do not need many of the more expensive safety protocols in place for Initiative teams.
(2 Leverage) (A pair of new projects for Tiberium extraction open up to use Forgotten labor to extract mass Tiberium)
[ ] Salvage Purchasing Agreement
While many elements of NOD and Scrin hardware left in Forgotten territory have either degraded or been stripped for parts, there are still likely to be many pieces of prototype other otherwise unsalvaged pieces of technology left. By creating a purchasing program, GDI can acquire substantial amounts of leftover equipment. Much of it will be relatively standard issue, but there is likely to be some quite interesting pieces in the collection as well.
(2 Leverage) (Chance at new technology)
[ ] Military Support
The Forgotten are masters of operating in environments that require extensive and expensive equipment and training for Initiative troops to maneuver and fight in. While not all of their methods will carry over, the Initiative can request some amount of advice and support from the Forgotten, and guides for many of the Red Zone border regions.
(3 Leverage) (Improves military results. Increases impact of military operations in Red Zones)
[ ] Human Terrain Initiatives
By consenting to anthropological studies, the Forgotten can allow GDI to more easily read their social cues and signposts. While not particularly temporally distant from their prewar cultures, the Forgotten have undergone a substantial social upheaval in the last decades. With more expansive studies, GDI can hopefully avoid clashes, as occurred in the aftermath of the Second Tiberium War.
(2 Leverage) (Decreases Leverage costs in future conferences.)
[ ] Initial Forgotten Integration
While the Forgotten are a separatist group, and do not particularly wish to join GDI on any form of systemic basis, creating programs to help integrate and support the individuals who do want to return to the Initiative as full citizens will help ensure closer integration of Forgotten and GDI interests. While they will be a tiny minority, GDI can and will be able to better engage with citizens than outsiders.
(12 Leverage)
GDI Concessions
[ ] Liquid Assets
One of GDI's most notable advantages over the Forgotten is the sheer bulk of its industrial capacity. By allocating some amount of resources permanently to supporting the Forgotten, it can buy substantial goodwill among the population, and provide some substantial improvement in quality of life
(-2 Leverage) (-10 Resources per Turn)
[ ] Initiative Communications Support
By supplying communications equipment, and allowing the Forgotten to use GDI's telecom satellites, the Forsaken can become more interconnected and coordinated. While this will require additional production of capital goods and additional specialized factories, providing this kind of support will go a long way in both bringing the Forgotten closer to the initiative, and in buying their support.
(-4 Leverage) (-- Capital Goods, -- Consumer goods)
[ ] Life Support Assistance
Life in Red Zones is hard. Even with an immunity to Tiberium, GDI can do much more to assist the Forgotten. At the most basic end, ration packs, water purifiers, and other essential supplies can be transferred over. While some of this is plentifully available, much will require additional facilities be constructed.
(-2 Leverage) (Must construct Personal Water Purifier Plants before end of plan)
[ ] Captured NOD Equipment
GDI captured large amounts of NOD equipment during the war. While nearly all of it is not up to GDI standards, or is otherwise impractical for GDI to field, it would help the Forgotten, especially weapons like the RPG-43, which can be supplied in vast quantities.
(-2 Leverage) (-5 PS)
[ ] Deploy New Habitats
The G330X is the foundation of many mutant settlements, or at least a shelter from extreme weather and ion storms. However, many of these shelter modules are now ten years old, ten years in yellow and red zone conditions that have taxed them to the utmost, and the nomadic mutants place some priority on more than just improvements, but the construction of new modules. As GDI has already constructed prefabricated shelter plants, this will require limited additional work
(-2 Leverage) (New project (Prefabricated Shelter Deployments)(Progress 0/50: 5 resources per die)
If there are other proposals/demands that people want, I will add them as write ins.
Parliament
GDI's parliament also has to be appeased in order for this to pass. Minimum of 72 seats supporting the deal. Each level of support has to be taken in sequence.
GDI must complete at least two Naval Development Projects before end of plan.
Weak Opposition
GDI must complete all remaining factories (Zone Suits, Apollos, Wolverine Rollouts) before end of plan.
Strong Opposition
No possible deals.
United Yellow List
Strong Support
No Demands
Weak Support
GDI must complete at least two more Yellow Zone Infrastructure projects before end of plan
Weak Opposition
GDI must increase its food output by at least (++++) by end of plan.
Independents (This set can be taken independently)
Weak Support
Finish at least one phase of space stations by the end of plan.
Weak Opposition
Finish at least two phases of space stations by end of plan.
Strong Opposition
GDI must take at least three Grants by end of plan.
Development
Strong Support
No Demands
Weak Support
The Treaty must include Tiberium Work Crews
Weak Opposition
GDI must achieve net equality (=) on capital goods by end of plan.
(A/N: This is a preview of some of what you are going to be seeing in future dealmaking, and in the reallocation with the next plan. In reallocation there will be more potential options however. think three to four in each tier)
Dr. Granger the Politician? : The Washington Conference and the emergence of a new balance of power.
JustAvianDreams
So I just heard the news. The Washington treaty (No, not that one, or that one) just got signed. And guess who was behind it actually coming to fruition. Nobody but the patron saint of the Tiberium Harvest Dr. James Granger! Who saw this one coming, because I certainly did not?
Fireofunknownorigin
I remember hearing something about a Political Action Group being highly involved in the run-up to this and it makes me worry that GDI is going the way of the old democracies with the political lobbyists influencing decisions more readily than they should. I am sure a few of the Whitehairs on these boards can tell you about history before the tiberium wars.
ProfCollingsworth
It is possible he simply is the person who had enough power to push through a plan everyone could agree on. He is one of the most powerful people in the GDI, after all.
JustAvianDreams
#Fireofunknownorigin It is Granger's seeing eye politicians more than anything else. It is people like General McNeil advocating good economic policy and making deals rather than some special interest group.
Fireofunknownorigin
#JustAvianDreams, the SAG is a special interest group though, it's just a special interest group for the treasury/economic development people. Essentially part of the GDI deep state that persists through election cycles. People the politicians should be dictating goals to and not the other way around. I dunno maybe I am just a little too cagey for these types of things. I'm not a scorp just a student of history.
KropotkinsGhost
I am glad to see the Forgotten are being remembered these days. Granger really does seem to be The Man that gives a shit about the small people. Regardless of the actions of anyone else, Granger and his team have shown time and time again that they care for everyone that lives on this planet in one way or another. If there is anyone that I could see uniting a diverse group of people it would have to be them. Surprisingly making our lives better by the day. I am almost excited to see how this turns out. If we can unite the blue, yellow, and red zones, then humanity might have a solid chance against the Tiberium scourge.
ProfCollingsworth
Having had some more time to investigate, I think you're talking about the Treasury Department's Political Working Group, which was established 6 months ago. Probably to help Dr. Granger with navigating politics since he is somewhat notorious for being blind to them.
#Fireofunknownorigin
There is no evidence of the current Political Working Group having any significant continuity with any previous such groups, I would be hesitant to say that Michael McNeil is part of any "deep state". I will also add that, as a professional student of history, the term "deep state" is most often used as code for "there are people in government bureaucracy who aren't doing what I want." I don't know your intentions, but that is a rather loaded term to use, and it has connotations of conspiracy theorism.
Fireofunknownorigin
#ProfCollingsworth, I understand that, my knowledge for the inner workings of government was more informed by old vhs and dvd copies of british television so I might have a different interpretation (probably wrong) of such things than most, I am aware of of how such language can sound as I am blessed to be able to be terminally online so I get to see the noddie screeds/manifesto's before Inops or whoever scrubs them and traces the IP or someshit. Anyways I think we've gotten a bit too far of topic.
It's good to see the forgotten getting some support/recognition I was afraid Nod cells committed a progrom to make a common enemy that isn't GDI so they could cement their power in the yellow zones. Information on them is so sparse and only really limited to the interbellum period between the first and second tiberium wars and a little after the firestorm crises. After that all I can find is that they went into a self imposed exile in the near redzone areas and the redzones. Anyone have any more information?
EngineerofCulture
I had an older brother who had the luck or misfortune to survive his tiberium infection and turn into one of them, but we lost contact 30 years ago. I hope he is okay.
ProfCollingsworth
There's a lot of bad information and active misinformation about the Forgotten, but from what I can verify as good, they've had a nasty time of it - and some of the blame for that comes from GDI negligence or actions. Of course, it seems that some of *that* was caused by NOD false-flag operations, but I can't verify how much. NOD's preference for deception-heavy wars makes for unhappy historians.
I am very happy to see that they're actually getting what looks like a decent deal here, and hope that Dr. Granger is able to ensure that the terms are followed and the trend continues. I think GDI could have pushed for a more favorable deal, which says some good things about long-term prospects - nations usually don't go for a generous deal with someone they are planning on "taking for a ride".
Barbarossa
This is 'nice' and all, but can someone explain to me why everyone is making a big deal out of it? It's not like I think they're mutie freaks who should all die or something but there's like, a few hundred thou of them, and we're pissing away resources for what? Trinkets? To feel good? If they want in on Civilisation no-one's stopping them from moving to a Yellow zone you know, so why the hell are we coddling these people? We should deal with them like we dealt with the old native tribes and let them do whatever the hell they want in their 'sacred lands' or whatever and leave them to it.
AgathaH
#Barbarosssa: For SCIENCE!
More seriously, there's a lot we can learn about how they manage to coexist with Tiberium and… well, not die of it.
Oh, and my SO reminded me that we should probably make sure not to treat them like lab animals, since freedom is the right of all sentient beings.
Barbarossa
#AgathaH: Coexist? With Tiberium? Get real, just because they're riddled with it and aren't dying doesn't mean they're coexisting with it, it means they haven't been finished off by it, and besides, their style of living is a joke, I'd make a comment about living in mud huts, but the Tiberium ate all of it. Modern civilization cannot exist in a red zone, and I for one don't see the point in trying to live with something that absolutely destroys my quality of life. If they could take all the Tiberium off the planet tomorrow, stick it in a box, and revert everything back to the tech of the 80's I'd consider that an absolute victory. If we ever get off this rock we should shoot anyone who even thinks of bringing that shit with us, and that means no Forgotten get off planet, doesn't it?
AgathaH
Mgrl. You're lucky SO made me delete my first response. I'm pretty sure it *technically* was within site rules, too!
You're right that modern civilization can't coexist with uncontrolled Tiberium, and I doubt they qualify... but there;s so much we don't know about them. AND SO SCIENCE DEMANDS WE FIND OUT!
SecurityGuardBen
I think I am gonna take some leave for a bit, the recent terrorist attack that killed several Masters students and a lecturer was some heavy stuff. Lone terror attack, so I hope we continue to get yellow zone investment. Only way to beat terrorism is not giving in.
DragonBall2040
@SecurityGuardBen Damn it lone wolf attacks are awful. Better not lead to changes in security that stop me going to uni once I catch up after being unable to access any education in Miami. Lost most my documentation when fleeing Texas when a kid ages ago.
LaserKiwi2000
Ahh, at last we see the Forgotten remembered, and this will help both economies grow. I always did wonder how they survived in the Red Zones what with there being no proper resources there, but I guess that's why their population is so low for having like 50% of the planet available theoretically.
I am pretty happy about Alternative Learning. That gives a lot of flexibility for everyone and means people aren't locked out by age. Sometimes one just wants to do a paper to brush up on a hobby. I myself, plan on doing an organic chemistry paper just so that I can do vaguely hard sci-fi.
Ooh! Also got a punnet of strawberries. It's been years. I ate them all by the time I made it back from the store and just pretended they sold out. I don't think my big sister believed me, but she got lucky with a refurbished Nintendo that I am banned from playing on, so screw her!
CaneToad1488
<message deleted by moderator>
User was banned for extreme racism
KidRockHater2030
WOOOO finally there's some toys! Camped outside the local shops along with a few hundred other people when we heard about the new toy factories sending out the first wave of goods. Finally got some dice, basic playing cards and a chess set. Cost me a lot of money though, and a bit of trading. I have to camp out the local supermarket and wait in line and get my neighbour some berries and, I think, there was even jam coming soon? I damn well hope so!
EvangelionLover2020
You guys know about the Boston chip factory right? Well I finally managed to get my hands on a new device. Well, a replacement to the damaged motherboard on my 5 year old Nintendo. My bro LaserKiwi is a bit pissed off and it's nice to know he's a dumb dumb admitting to eating luxury goods online! Wait till mum and dad hear!
LaserKiwi2000
Fuck. Here's my yuri obsessed sister to ruin everything.
Barbarossa
Take it to Off Topic you lunatics.
MyChonnieYaoiOTP
@Barbarossa Yeah, bloody lunatics ruining everything
Moderator: On topic please, and reduce the hentai references and jokes, thank you very much.
YourFateCalls989
I am immensely glad to see the GDI give the Forgotten the attention they deserve. Their flesh hides many secrets of Tiberium, and I am certain that we can learn much from them and their ways. Unless of course the GDI chooses to ignore all that and listen to the racists instead but here's hoping.
PiningForTheFjords
Are they going to let them into the schools? I can't imagine that they have access to a lot of education in the Red Zones. With recent events they might be more welcome than Yellow Zoners, at least if you believe certain circles.
Q1 2053 Results
Resources: 425 + 0 in reserve (45 currently allocated to other departments)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.24 Blue Zone
31.51 Yellow Zone (56 points of mitigation)
54.25 Red zone (22 points of mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (+10)
Logistics: Marginal Surpluses (+6)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (-28)
Labor: Gargantuan Surpluses (118)
Political Working Group Reports
Military
Military operations against the Brotherhood of NOD have continued. While little of it is particularly substantial in terms of effect, a continuing war on NOD is part of the long term leverage the military is aiming to use in upcoming budget renegotiations, a crisis to point to to ensure that their budget share remains high.
Refugee Camps
Conditions in the camps have continued to worsen. While many have been moved out, an outbreak of airborne disease is inevitable, and likely sooner rather than later. Few of the substantial problems can be solved in situ, requiring substantially more progress towards housing. Additionally, the military wants to consolidate many of the existing camps towards single areas, rather than trying to secure all of the locations against both attack and infiltration.
[ ] Yellow Zone Reconstruction (Phase 3)
With the immediate need for housing filled, the final step in Yellow Zone reconstruction proper is the establishment of connection points for trains, aircraft, and other elements of the logistical network, tying them into the main Blue Zone routes and to each other more efficiently. While this will not inherently bring business and construction efforts to the regions, it should ensure that they are better served and less able to build the kind of separated economies that the Brotherhood of NOD thrives in. It would almost certainly require the trunk links to be completed before or concurrently with the construction of these secondary lines. The Hawk party would be rather annoyed at this being done before blue zone rail links.
(Progress 232/200: 15 Resources per die) (++ Logistics)
Substantial logistics efforts have begun allowing shipments of fresh fruit and vegetables, spices, and what few consumer goods are available into the yellow zones. While the shipments are a trickle in a dry riverbed, a tithe of a tithe of what is actually required, they are a substantial step towards equalizing quality of life. While the best connected regions are along the recently constructed trunk lines, a series of civil airbases, Mulberry type ports, and roads have meant that less convenient cities are also seeing improvements in quality of life.
The project has required a substantial investment into additional rolling stock, and is likely to consume much of the available capacity for new rolling stock for some time to come, especially considering expected losses to NOD and Tiberium. While there is currently enough capacity to build the needed equipment, it is likely that new projects towards additional vehicles will be needed in the near future.
[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 561/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)
Progress on GDIs chip fabrication has run into a number of snags, ranging from misaligned cutting tools to insufficiently sealed vacuum chambers. With initial runs ruined by errors in the process, the Initiative has moved to replace these malfunctioning or poorly constructed components. However acquiring replacement components has proven to be far more of an investment than GDI's budget accounted for. A final push, and further quality control checks on existing equipment, should allow the plant to begin full production only marginally behind schedule.
[ ] Toy Plants
While electronic devices have been the preferred means of recreation for children the world over for decades, ongoing shortages have caused proposals for a new wave of toy plants to be constructed. Ranging from dolls to dart guns, toys can be produced simply and cheaply, a supply of entertainment for children the world over. (Progress 159/100: 5 resources per die) (++ Consumer Goods)
A series of new toy plants have been constructed. Mostly using plastics and some small amounts of metal, the toys produced have been mostly the simpler things, or classics. The three largest production units have been soccer balls, d6 dice, and basketballs. Beyond that, a series of board games, mostly pre 19th century, have entered production, but at far lower rates. Articulated toys however have been much slower to come online, a result of needing far more unique parts fabricated and assembled, compared to standardized tokens. The vast majority of this has gone to schools, rather than markets for private consumption. However, this is likely to change in the coming weeks as school homerooms are stocked.
While toys and games are not the be all end all of entertainment options, GDI has found a surprising amount of demand. There are likely to be future phases of construction, and further development of games, toys, and other manual entertainment devices.
[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 36/80: 10 resources per die) (+ food)
Initial construction of the aquaponics bays has run into a significant problem. Specifically the allocation of water. Unlike Blue Zones, where water is relatively available straight from a tap, the Yellow Zones lack the infrastructure to supply industrial scale water, even with GDI's efficiency. A single farm can require over two and a half million liters of water as part of its start up requirements, more than an olympic scale swimming pool. While ongoing water costs are far lower, this has meant that water has had to be trucked in from nearby Blue Zones, straining the logistical allocation of the project. Most arrangements have about a one percent water loss per day, meaning that a relatively small trickle of water, often little more than a few extra households on a system, can maintain water levels.
[ ] Luxury Aquaponic Bays
Ranging from strawberries to peppers, there are many foods that don't have the caloric or nutritional density to make them viable as a productive backbone. However, with the worst of the food crisis behind us, a series of aquaponic bays dedicated to these products as consumer goods can be constructed. While consumer goods are not a necessity they are politically useful, and even small luxuries can be substantial improvements in quality of life.
(Progress 105/100: 10 Resources per die) (++ Consumer Goods)
The initial luxury aquaponics bays are relatively small scale affairs. Rather than trying to ensure that there are plentiful luxuries, the focus has been on diversity. While each run is naturally a monoculture, on any given farm, there are dozens of runs, each one representing a different crop, catering to multiple tastes. From peppers like Jalapenos and Habeneros to strawberries, blackberries, and blueberries, this project has seen the single largest diversification of available foodstuffs since the Third Tiberium War. While quantity is still a very substantial issue, it is one that can be handled by further developments, and future projects. However, many of the luxury goods are ones that do not transport particularly well, meaning that any luxury development will need to be heavily spread out, rather than high efficiency centralization.
[ ] Blue Zone Perimeter Redoubts (Phase 4)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 174/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)
A final phase of redoubts have finished primary construction. However, secondary construction, primarily the allocation of Tiberium harvesting equipment, and their artillery complements has delayed operational readiness. With construction completed, and orders in place, although not delivered, for a number of new vehicles, GDI's redoubt system is nearly completed. A fully operational mutually supported forward perimeter. While still certainly porous and not particularly well defended by most estimations, it will substantially increase the cost of operations, and provide at least an early warning before the enemy can reach the perimeter of the blue zones proper. Expectations are high that in the coming weeks, GDI can finally announce that the Blue Zones are as secure as modern technology can make them, although there is still much to be done on the perimeter fencing itself.
[ ] Blue Zone Perimeter Outposts (Phase 4)
The final project for the perimeter outposts is to allocate sufficient logistical support, mostly aircraft, but also trucks, and potentially trains or ships, to transport the outposts forward. While at any given time few will need to be moved, those few carry something of an outsized burden on the system, as they are widely flung, and logistical systems are as of yet not flexible enough to manage these problems without issue.
(Progress 151/150: 20 resources per die) (- Logistics) (small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)
Every available factory hour not going towards stocking the rails has gone towards allocating new rolling stock to supply the outposts with sufficient capacity to keep moving forward. While Tiberium has not begun to reverse nearly as much as originally hoped, movements of out of position outposts have substantially increased the efficiency of ongoing operations, and are likely to keep the outposts relevant in future campaigns, as operational efficiency remains high. While current efforts were barely enough, some planners have begun looking towards the future operations, both increasing Yellow Zone mitigation, and starting to reverse the spread of the Red Zones. While few of the initial proposals, such as boreholes or mines in the Yellow Zones, are likely to be practicable, especially in light of continued capital goods shortages, others, like establishing containment outposts, or continued campaigns in the deep yellow zones, are far more likely to be functional means to slow, if not stop, the spread of Tiberium.
[ ] Red Zone Tiberium Harvesting (Phase 4)
A further campaign, focusing on South American Red Zones is already underway. While further progress will require a final infusion of resources, at this time it is a highly feasible project, even with the lack of abatement that it provides. Aiming towards a further phase of Tiberium glacier mining, this seems to many like a means to ensure that glacier mines finish either immediately before or after reapportionment. While perfectly expected by most people, and a kind of thing that treasury secretaries have done for some time, it would be considered somewhat unusual for Granger's administration.
(Progress 172/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
A further phase of Red Zone outposts have been completed. Driving south of the Amazon River, the outposts have punched a hole towards a cluster of glaciers that seem unusually rich, potentially enough for further Tiberium mining operations. Once a site of some of the highest biodiversity on the planet, much of the region has long been consumed by Tiberium. With many of the trees inaccessible, it is a green crystal wonderland, of trees and bushes petrified in place by the growing crystal, with stretches of debris from broken limbs and toppled trunks interspersed with pockets that seem frozen in time. All are harvested alike and fed to the ravenous industrial maw of the Initiative. While not particularly proximate to any existing industrial centers, these further mines are likely to be used to fill in excess production along the eastern seaboard of B2 and feed the European Blue Zones.
[ ] Tiberium Glacier Mining (Phase 3)
With the Siberian route completed, a further mining campaign is feasible. With the nearby railheads, even the landlocked position is not going to make resource movement substantially more expensive, although it will begin putting strain on the logistical capacity of the rail lines in the region.
(Progress 230/200: 30 resources per die) (-- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
Surprising many in GDI's parliament, Granger's Treasury has continued to expand Tiberium glacier harvests. Using much the same method as previous projects, this has proven to be one of the more substantially profitable projects. Loading effectively straight onto the rail lines connecting blue zones in the Himalayas to Kamchatka and the Korean peninsula, the massive outpouring has restarted dozens of factories that had been closed due to a lack of material to work with.
One of the most productive mines, a significant part of that has been a distributed mining face, with a half dozen faces under attack at any given time, producing a more stable flow of Tiberium, and allowing more loading, instead of having to invest in costly Tiberium containment measures due to the limitations of the logistics of the location. However, with the main trunk line connecting Blue Zones often less than a kilometer from the mine faces, a constant flow of incoming trains has prevented the need for that, barring a sudden problem in the logistics system.
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 130/500: 5 resources per die) (--- Labor) (nat 1)
The opening of the Tertiary education system has gone remarkably poorly. While undergraduate classes are still far from being ready, graduate level work has already begun, with small groups of highly motivated students being the standard. The masters students have been nearly uniformly eager to get back to work, and put their research once more in order. While many labs have been stripped for the war effort, and many experiments will need to be redone, students have already put in tens of thousands of requests for material, ranging from petri dishes and glassware, to particle accelerators.
With the opening of admissions to Yellow Zone residents, a NOD sympathizer has slipped into one of the newly admitted masters programs. Shortly after attending his first class at a university in B-2, he acquired a knife and handgun by unknown means, and went on a rampage, killing many, including his teacher. While the actual damage was limited, the shooter being arrested shortly after exiting into the halls of the school, it has become a lever for Hawk groups to demand the exclusion of Yellow Zones from the program, or at least intensive and invasive security review before admissions are finalized.
[ ] Ban Yellow Zone Students
GDI cannot in good conscience allow for potential terrorists to be admitted to places of higher learning. While it will be unpopular and smacks of segregation, it is also a sop to those who believe that GDI has been too soft on people who are either terrorists or terrorists in potentia.
[ ] Institute additional security reviews
GDI's ongoing war against the Brotherhood of NOD has lead to the effective death of privacy. While traditionally not used against potential students, revising this policy will, in theory, help keep terrorists out of GDI's educational institutions. However, it is likely to result in an effective ban on many in the Yellow Zones who are not effectively GDI emigrants due to errors and omissions in their records as a result of living in a region where NOD is near omnipresent and government is not.
[ ] Reject additional security measures
GDI already has substantial security measures in place and further ones will do more to continue to alienate the Yellow Zone communities, and strengthen NOD than they will protect us. Our future is in co-opting Yellow Zones, not crushing them in an endless war.
[ ] Alternate Education Programs
With the school systems nearly universalized, there are still many people whose education was interrupted or never completed. Beyond that, there are many more who want to improve their skills, or simply have a life long love of learning. By creating programs of weekend and night classes, lectures, and seminars, GDI can make it easier for people who want to continue learning while making space for people to do other things. Additionally, as schools have capacity, "secondary slots" can be opened for adults to continue to engage in classroom learning, especially at the secondary and tertiary level.
(Progress 204/200: 5 resources per die)
Alternate education has a long history. The first correspondence course dates back to 1728, and other programs, such as the lyceum movement promoted continuing education well into adulthood. However, it was not until the 19th and 20th centuries that governments began driving the course of alternate education. In the United States, programs focused on the unemployed, or on veterans education. In the Soviet Union comparatively, there was more interest in opening adult continuing education as a means of improvement for everyone.
GDI's program of alternate education has leaned far more heavily towards the latter approach. However, at this time, the programs are fairly limited. While many in the Yellow Zones lack a proper secondary education, and so the programs there are seeing substantial uptake, the Blue Zones have primarily seen uptake in their arts programs, with few choosing to take the more technical classes, due to having had a mostly functional educational system throughout much of the last fifty years. However, more uptake can be expected as technical and tertiary education becomes available, as there are many who look at these classes as additional certifications to help them find work.
Politically, the Yellow Zones do see this as a "second class" education. However, it is an opportunity that they had not had before, and one that will increasingly solve a potential skills shortage that had been brewing.
[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 94/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)
Reopening the printing houses has proven to be more challenging than first expected. While the houses are staffed, and printers ready, the expected inundation of manuscripts has not yet arrived. Before a book is published, each one has to be read over, edited, sent for review, edited again, and finally sent to print. While a small handful of works have been printed, so far it has been a trickle. Further work bringing forward authors and novelists is going to be needed. With so many dead or no longer writing after the war, a new generation is required, many of whom are writing on barely functioning devices. Additionally, those few that are publishing have tended to self publish, chapter by chapter, preferring to leave incomplete works on fiction forums, rather than not being able to publish at all. A broad sweep for the best of the lost, and publicity campaigns should solve this problem, but it does mark an interesting shift in GDI's public sphere, although probably not a particularly permanent one.
[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 57/100: 30 resources per die)
The construction of Enterprise has begun with a series of massive steel frameworks. Carried up in 200 ton loads by GDI's few fusion launched spacecraft, the assembly in orbit has been slow, with space suited astronauts slowly bringing together girders many times larger than they are. Currently the station to be, is little more than a skeletal framework, hundreds of meters long. While future work will begin enclosing spaces, laying the frameworks for zero gravity construction bays, and assembly gantries, none have even begun assembly yet, let alone launch.
The final step before this phase of construction can be termed complete is to bring together the pods for a basic habitation and life support system to be used by a permanent crewing of the station. With the initial aim being a fifty man crew, rotated out as needed, the eventual crew will be in the thousands, monitoring nearly as many processes, and being, in effect, a small city in orbit.
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Newark (Progress 92/75: 15 resources per die) (-- Labor, -- Energy)
The Newark Zone Suit Factory has finalized construction. Taking over a strip of three blocks in southern Newark, still in ruins from the war, the production lines are at least remote controlled, if not fully automated. However, initial production has been slow. Initially intended to draw on the nearby and nearly completed North Boston chip fabricator, delays in operations have meant that there are still suits stacking up without sufficient chips to put in them. While other machining parts have become much more available, the lack of chips has been a substantial bottleneck in rollout. At this point, GDI has chosen to prioritize spare parts over completed suits, keeping existing units running rather than trying to bring new ones online. Stockpiled in two warehouses between the airport and docks, the spare parts have been shipped as far as South America to keep Zone Troopers and Raiders in the field.
Looking at the program overall, while the new suits are far from eliminating the use of foot infantry in the Zone Operations Command, they have begun substantially cutting the numbers of the average infantry battalion. Instead of six man squads, most Zone troopers operate in teams of four, a concession to their higher cost per unit. However, this has lead ZOCOM, instead of cutting its manpower, to plan to increase the overall number of units fielded. Instead of releasing excess manpower, it has been formed into erstaz units and assigned to various blue zone roles as a standing manpower reserve and a means to quickly organize new units as more zone suits become available. In the upcoming budget meetings, likely starting preliminary talks in a matter of months, ZOCOM seems to be angling for a much larger share of the budget, over and above the near doubling in income that they expect from reallocation away from the Treasury.
[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 91/75: 15 resources per die)
While initial tests proved to be more problematic than initially expected, a longer, lower impact burn proved to be just the solution, at least pending the development of dedicated drop vehicles. While not viable for the initial idea of a hot drop directly into combat, as the long burn creates a sufficient amount of time for NOD missile and laser systems to acquire lock and fire upon the descending pods, it does allow for a fast delivery. The pod array can land as close as a dozen kilometers, although guidelines suggest more along the lines of two dozen, assemble into formation, and then rush to the target. While not quite as capable as initial hopes and projections had suggested, the Space Force is quite happy with this project, and awaits the availability of stations and funding to begin deploying such forces to aid in future conflicts.
This is likely to take some time however. Building stations for drop support is not a cheap process, especially not when a single mechanized platoon takes multiple launches, and requires fusion support in order to make a launch. Expand this to an entire RCT, and GDI at this time quite simply does not have the capacity to make a serious attempt to assemble these orbital forces. Either the forces must be assembled in orbit, or massive construction of additional lift capacity is required.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) 143
GDI's investigation into the massively expanded Tiberium sector has been only marginally disruptive to the ongoing expansion. While Tiberium handles far more in the way of raw resources than nearly any other department, and has been overall clean. While some raw materials have been diverted from other purposes for craft uses, this is a very marginal amount of material, and the few who have done it in any significant scale have been reassigned. A worrying sign of the continuing consumer goods shortage, and an ongoing problem, especially as further investment into systematically solving the consumer goods problems are unlikely to occur compared to further development of Capital Goods and the commitments that the Treasury has made.
Washington Conference
-[X] Tiberium Research (4)
-[X] Tiberium Work Crews (2)
-[X] Salvage Purchasing Agreement (2)
-[X] Military Support (3)
-[X] Human Terrain Initiatives (2)
-[X] Liquid Assets (-2)
-[X] Life Support Assistance (-2)
-[X] Captured NOD Equipment (-2)
-[X] Deploy New Habitats (-2)
The Washington Conference has concluded after over a month of negotiation, with a treaty that the Forgotten see as being incredibly generous. While some of the demands, such as the treatment, saw pushback, especially from more mistrustful members of the representatives, the offers were too good to pass up.
In terms of its impact on the ground, the most noticeable change has been the emergence of coordinator teams. Seen as madmen and women by many of their peers, a coordinator team is in effect a RIG filled with scientists and communicators rather than soldiers. Intended to act as a hybrid contact point and anthropological study, each team is assigned to a larger Forgotten band, living with them, and only emerging periodically for supplies. While the specific aid shipments that they would also be coordinating are not yet in operation, that is one of the priorities for the Initiative in the coming months. In most cases they have been welcomed into the camps and convoys, although in others there have been more tensions.
In terms of what the Initiative has gained, the biggest has been a constant flow of groups of younger Forgotten at GDI outposts and positions. While many are carrying in scrap, either from NOD or the Scrin, some are looking for work, either as mercenaries or more commonly in work crews. While the Forgotten have long recognized the capabilities of Tiberium, and have some tricks of their own when it comes to the material, they are incapable of processing it in anywhere near the masses that GDI can. By supplying GDI with labor, and with the promise of new projects, they can bring home goods above and beyond the concessions granted to their tribes and bands.
Resources: 415 + 0 in reserve (45 currently allocated to other departments) (10 allocated to the Forgotten)
Political Support: 60
Free Dice: 5
Tiberium Spread
14.24 Blue Zone
31.51 Yellow Zone (56 points of mitigation)
54.25 Red zone (22 points of mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (++++ in refugee camps)
Energy: Substantial Surpluses (+10)
Logistics: Marginal Surpluses (+6)
Food: Sufficient production, inefficiencies in distribution (++)
Health: Substantially improved (+++)
Capital Goods: Massive Shortfalls (-14) (collapse in 4-7 quarters)
Consumer Goods: Titanic Shortages (-28)
Labor: Gargantuan Surpluses (118)
Plan Commitments
95 Mitigation (17 remaining)
2 Naval Development Projects (2 remaining)
2 stages of space stations (2 remaining)
Infrastructure (6 dice)
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 33/500: 10 Resources per die) (+ Logistics, + Health)
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 20 Resources per die) (++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential 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 is seeing increasing 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 8/200: 10 resources per die) (- Labor, - Logistics, ++++ Housing)
[ ] Blue Zone Duplex Row Housing (Phase 1)
With the proper high density housing running directly along many of the high volume transit lines, there are many spaces in between. Duplex row housing, two houses stacked on top of each other, one typically at ground level, and one accessed by a stairway, can fill in these areas, and can be serviced by lower volume transit options. The current plan has these arranged in blocks, around a central greenspace. Each unit is far larger than existing apartment blocks, representing a space designed for families and children, rather than the bare minimum to crowd people in.
(Progress 0/200: 10 resources per die) (+++ Housing)
[ ] Urban Metros (Phase 3)
With much of the immediate transport deficit cleared away, the next phase of urban metros is to fill out existing routes, increasing the number of cars in library lots, increasing the number of units on tram, subway, and train lines, and putting more busses on existing routes. While this will not free up much capacity for use elsewhere immediately, they will future proof development in the face of planned densification measures and the construction of new residential, industrial, and commercial areas. Popular among most parties besides Yellow List.
(Progress 39/150: 15 resources per die)
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/300: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
Heavy Industry (3 dice)
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
As immediate power needs are currently distinctly overserviced, the next wave of power systems are distinctly more speculative in nature. Primarily oriented towards nuclear systems, the next wave envisions power demands in line with the period before the Third Tiberium War, and the need for substantial redundant capacity in the case of future wartime necessity.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)
[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. While the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/300: 5 resources per die) (++ Energy)
[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 561/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston almost ready to enter full scale production, some in GDI's planning staff are already looking ahead to 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 probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. 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 0/150: 15 resources per die) (- Labor)
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/150: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy)
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 0/200: 20 resources per die) (++ Capital Goods)
[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)
[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)
[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 0/200: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry (3 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)
[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, --- Electricity)
[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/200: 10 resources per die)(+ Logistics) (makes military developments cheaper)
[ ] Yellow Zone Workshops
With the development of permanent living spaces in the Yellow Zones, an industrial element needs to be built in order to ensure widespread employment. Handcrafts and small enterprise are one of the best means to do so while keeping overall industrial costs down, especially with the ongoing paired tool and computer crises. While these workshops will not be supplied with more than basic hand tools and lighting, and are unlikely to pay well, they are a first stepping stone towards building a more comprehensive industrial base in the Yellow Zones.
(Progress 0/150: 5 resources per die) (+ Consumer Goods)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/200: 15 resources per die) (++ Consumer Goods, + Health)
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/250: 10 resources per die) (+++ Consumer Goods, - Energy)
[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 0/200: 15 resources per die) (++ Capital Goods)
[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/150: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)
[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die) (++ Health)
[ ] Prefabricated Shelter Deployment
With GDI already producing large numbers of prefabricated shelters, replacing the Forgotten's shelters is a relatively simple problem. While this will require some limited application of resources and contacts with the Forgotten to make the deliveries, the new modular shelters should be a substantial upgrade in quality of life.
(Progress 0/50: 5 resources per die)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 36/80: 10 resources per die) (+ food)
[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 0/150: 10 resources per die) (-- Labor, +Food)
[ ] Bamboo Paper Works
With the ongoing computer crisis, ever more work is having to be done on paper. However, there is currently not enough paper available to replace all of the forms and other paraphernalia of bureaucracy. While wood pulp papers are obviously not a practical solution, there are other options, specifically bamboo papers. The fast growing grass has many similar properties, but can be brought online in a fraction of the time.
(Progress 0/200: 10 Resources per die) (Delays Capital Goods Collapse)
[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/350: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)
Tiberium (6 dice)
[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
[ ] Blue Zone Perimeter Redoubts (Phase 4)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 174/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 0/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 30/200: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
[ ] Red Zone Enclosure Campaigns
While many sections of the Red Zones will still continue to expand unchecked, our efforts to increase GDI's presence in the areas, and the near completion of the Blue Zone Perimeter Abatement efforts, has caused GDI's planners to look towards containment of the Red Zones as the next major priority. One option is to erect something similar to the Blue Zone Perimeter fence along sections of the Red Zones that are at least somewhat secured. While sonic fencing will not stop the spread of Tiberium, it will slow it substantially, buying time for other efforts to be made.
(progress 0/200: 20 resources per die) (4 points of Red Zone Mitigation)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/150: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
[ ] Red Zone Forgotten Support
To use the Forgotten in the Red Zones is to substantially reduce the commitment needed to ensure worker safety. While food and water will still need to be shipped in, and somewhat paranoid security measures taken, the use of the Forgotten in Red Zone deployments will mean that some portion of the workforce will not need hermetically sealed living quarters and an array of other mechanisms to ensure zero exposure. While they will of course receive substantially better accommodations than their camps, it is still not as demanding as the measures taken to ensure normal worker health.
(Progress 0/150: 5 resources per die)(-10 RpT) (decreases progress needed on Red Zone operations)
Orbital Industry (3 dice) (1 fusion lift die)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype 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 human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 57/100: 30 resources per die)
[ ] 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 0/100: 30 resources per die) (5 PS for completion)
[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)
[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)
Services (3 dice)
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 130/500: 5 resources per die) (--- Labor)
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)
[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)
[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/250: 5 Resources per die) (--- Labor)
[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/200: 5 resources per die) (+ Consumer Goods) (5 Political Support)
[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 94/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)
[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)
Military (3 dice)
[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)
[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
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)
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/250: 30 Resources per die)
[ ] 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)
Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 0/150: 10 Resources per die) (-- power)
Navy
[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)
[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 0/40: 10 resources per die)
[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(Progress 0/40: 10 resources per die)
Steel Talons
[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)
[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
[ ] 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 0/40 : 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 0/40: 10 Resources per die)
Bureaucracy (3 dice) (-2 dice for Washington Conference. Net =1)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)
Housing, Housing Housing: The Thread of Ongoing Housing Crisis and the Beginning of Reconstruction.
Alan Summers
So everyone, after far too many rounds of small cramped apartments, we finally have proper housing again. Still small, still cramped, but hey, at least I can stretch my arms out without hitting my mother, my daughter, and our cat. And we have some local greenspace where I can let my family run around without worrying about anyone getting lost. And the proximity to the schools is quite nice.
Also, I finally saw a GDI survey team come through and haul away a handful of Scorpion tanks that had been left there since the war. A few had been graffitied up by local teens, but frankly they were an eyesore, and I am glad they are gone. A few of the shell holes have been prettied up rather than being removed, but, well, only so much the Treasury is willing to do.
Disgruntled Old Hand
I can understand your anger and annoyance. Though as someone on the inside who has certain access there has been a lot of damage from the war to more critical systems that needed to be fixed first. We were close to a capital good crash.
SpeakerToManagers
I do not agree with this policy of pulling down our beautiful old suburban home built in the 90s. Our house might have had some damage, but it would have been perfectly repairable with some new studs and drywall. Instead, now they've pulled down the family home and divided the lot up! I have to deal with these unwanted renters and one of them is from *Chicago* and I do not trust a Yellow Zoner who enjoys fungus pizza casserole. This is blatant government overreach and I will be complaining to my representative.
Stralyan1998
I can't help but kind of agree even if the poster above me really needs a lesson in manners (and what's wrong with fungus pizza casserole?). My area is remote enough to remain untouched for now but I really hope the GDI won't force us all to move into their new planned cities, or at least to let us actually own our own homes if they do. I don't particularly care for the idea of some landlord swiping my home out from under me, even if that landlord is wearing a badge.
MajorMiner
So, I'm stuck out here in a Tiberium-infested hellhole, but I've been hearing good things from my parents and extended family about this. I'm looking forward to a rotation back where green things aren't trying to eat me. I'm planning on eating a lot of salads, as revenge.
Pizzaislyfe
<message deleted by moderator>
User was threadbanned for derailing and extremist foodie prejudice
Fireofunknownorigin
I am surprised nobody tried to take those tanks for salvage lord knows you could make a pretty penny on it these days. Even if all the good systems have been stripped already the armour and drive systems gotta be worth something at least. If not it sounds like an investment you fix up now when parts are plentiful and wait to sell to a collector a decade down the line or something.
Stralyan1998
It is. All the old military equipment around my area has already been looted so thoroughly that the GDI cleanup crews just went and skipped it. I've got some nice pots and pans that I'm pretty sure someone bled on in a past life. The fact that they were just sitting there until getting hauled away without anyone taking a bite is making me think Alan's area had it pretty well.
Fireofunknownorigin
Can't be if he is talking about living in a refugee camp, my guess is he was near a major battle and the inspectors are swamped with UXO. Meaning that wrecks are just the bottom of the priority list and so common the local economy for the parts is wrecked.
Stralyan1998
Surely there would have been some use for them?
JamesandBonesy
James: I wanna thank Miss Gloria from Public Affairs for helping me and Mister H down the street with making sure he got all his yard decorations back, aside from the ones that went boom. (He's still grumbling about those ones, because he made sure that Bonesy wouldn't set them off, even if he dug into a rabbit hole.)
Bonesy: Woof!
PiningForTheFjords
We haven't been hit as hard as some of the more industrial blue zones or the yellow zones, but it's still good to see the harbour getting cleaned up. The Salvage Sculpting competitions were fun, but having a fully functional harbour is better. Yes, there's been competitions sculpting and decorating salvaged war material (nothing explosive or with live ammunition, all that stuff was the first to get salvaged and sold back to GDI). Humans will find entertainment where they can, even with limited resources.
Quality of Life thread MarkXXVIII: the Qualitying <REDIRECTING OFF TOPIC HOUSING THREAD DISCUSSION TO ITS MORE RELEVANT THREAD by major moderator>
LaserKiwi2000
WOOT! Finally got access to new books again! It's just some old classics but damn if it feels good to have my tattered bookshelf with books I am barely going to read because I am too busy reading fanfiction and shitposting with the new device I got! Haha suck it, Sister! A smart phone and a new laptop! Pretty sure I got lucky with the distribution of the first batch. Time for some Crusader Kings 2.
Edit: ooh moderator moved discussion. Makes sense.
KidRockHater2030
Excellent, I managed to get my novella authorized for publishing on a small level; 10 thousand copies for now. There fortunately isn't a major set of requirements in terms of getting one's work published on a small scale, possibly because it's been several years since we had publishing, and the Arts needs to be less regulated for a time to see how the dust settles. Either way, "The Jaffa Who Cried Tib" is available for purchase at your local New Zealand and Australian Blue zones. It is a semi-comedic dig upon Aucklanders. It must be noted, for most out of NZ audiences, that Aucklanders were notorious for gaining extra resources in the local abatement rollout than they arguably needed. Auckland never actually lost some small areas of blue.
EvangelionLover2020
OMG! I saw a picture of the most handsome Forgotten dude. That guy was RIPPED! I mean, he's probably contagious or something, but there was a cool anime aesthetic with his eyes softly glowing and I swear when he smiled in the gif I got, there was a tiberium laced filling, a bit like gold?
SecurityGuardBen
Thank god Dr Granger saw sense! Not today, hawks!
@LaserKiwi2000 Neat! I think I have an old copy of that too, but I am on the backlog for a new computer that actually has a graphics card.
SpaceLover
Woot! Finally a complete space station again! Let's hope this investment continues.
GorgonRamsey
Still not enough spices for more than a single proper meal a month! "We have capsicum online now" bullshit! It's been three goddamn years and not even enough spices to emulate reruns of My Kitchen Rules and other shows? Fucking hurry up goddamn it, jesus christ. I just want some good fucking food!
EvangelionLover2020
@GorgonRamsey Absolutely. I mean, it's nice to have something every so often, but it's almost worse than never getting it. The memory of how good the flavours are but never being able to fill the void. Maybe they should just have the generic Oregon, Thyme, Mint and Paprica on mass production? You can do a lot with those, you just need enough.
LaserKiwi2000
@GorgonRamsey, @EvangelionLover2020 I just want some goddamn Coke again, or some Mountain Dew. I want sweet! I want endless amounts of fizzy. FANTA! Gimme FANTA. Videogames and fizzy. Maybe chips? Wait when are we getting corn chips? Corn grows fast and doesn't use much water right?
SoreButt1billion
Yall talking about food. I just want some goddamn proper toilet paper. I once cried myself to sleep watching one of those CottonSoft ads. God I miss rampant consumerism. Fuck tib.
AntHater
Good thing about Tib is that it really reduced the hassle of needing to buy bug spray. One less shortage we need to think about.
Archer
@AntHater Tell me about it! Fuck ants.
AutomodGulag
95% chance that discussion of Ants does not contribute to a thread about housing. Cease this at once or all shall be purged.
MODERATOR: AutomodGulag gets time-out. Also, not Jokes about gulag please. Also thread moved already.
UmamiUmamiUmami
How about this! Centrally mass produced UMUMI! It's basically GoodMSG. Easy to make. Goes well with rice. Also Rice! We need more rice production. And noodles. Heck, wait. When was the last time anyone could replicate the most basic of manga meals?
Feanor
Holy crap. My old account and username I made as a joke like ten years ago still works and nothing happened to it!
Anyway, I just have to ask: why are everyone manga obsessed? Where's the BETTER fiction? Where's the talk about Tolkien and the Silmarillion? I ordered two sets of the entire Legendarium. Where are my Tolkien fans at?
Mithrandir 103B193
#feanor
First: Fuck Feanor. Second. Was wondering the same thing? Maybe bad thread for it. But we ARE here. I ordered it too. Wait time of a month though. At least there was a spare issue of FMAB that I picked up from someone, oh god. The Anime spread is catching me too.
LaserKiwi2000
#Mithrandir 103B193 nah you're good. Looks like moderator moved our segway into a less specific thread.
Who's Archer a reference of? *types into GDIoogle* Ahah! A comedy spy cartoon. Something for my backlist.
Q2 2053 Results
Resources: 415 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.37 Blue Zone
30.8 Yellow Zone (61 points of mitigation)
54.83 Red Zone (26 points of mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (4 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored)
Health: Substantially improved (+4)
Capital Goods: Significant Shortfalls (-4) (collapse in 10-14 quarters)
Consumer Goods: Titanic Shortages (-22)
Labor: Gargantuan Surpluses (115)
Plan Commitments
95 Mitigation (8 remaining)
2 stages of space stations (1 remaining)
Personal Water Purification Units
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 182/500: 10 Resources per die) (+ Logistics, + Health)
Starting in on the larger reconstruction project, the first major step was the question of what could be left alone. While many of the leftovers of the war were either things that could be safely ignored or fitted in with little effort through landscaping, others are significantly more problematic. With the length of time since the war, many areas had already seen weathering effects and life begin a process of molding the battle damage into just another part of the landscape. Bomb and shell craters had been filled in with water, and become part of the landscape in parks throughout the blue zones. On the other hand, there were also more substantial problems. The most common of which were destroyed vehicles judged not worth recovery. While immediate post war surveys had found many of them, resources had been stretched too tightly for the units to be recovered. Now, with a more thorough mandate, a large number have been recovered, either for restoration and delivery to military museums, or recycling into more immediately useful forms, depending on the degree of damage.
[ ] Blue Zone Duplex Row Housing (Phase 1)
With the proper high density housing running directly along many of the high volume transit lines, there are many spaces in between. Duplex row housing, two houses stacked on top of each other, one typically at ground level, and one accessed by a stairway, can fill in these areas, and can be serviced by lower volume transit options. The current plan has these arranged in blocks, around a central greenspace. Each unit is far larger than existing apartment blocks, representing a space designed for families and children, rather than the bare minimum to crowd people in.
(Progress 223/200: 10 resources per die) (+++ Housing)
The first wave of duplex housing has been completed. Built as continuous structures with independent entrances, this is only really viable in the Blue Zones. The sheer number of entrances and exits make properly sealing the place a nightmare. While not exactly spacious, especially not by pre First Tiberium War standards, where an average home could easily reach over two hundred square meters of floor space. Comparatively, these units are typically between 100 and 120 square meters of floor space. Still, that is nearly twice the size of the older apartment buildings. However, there is a lot more space than that floor implies. The buildings are arranged into blocks of 54 units, surrounding a central green space. While this is usually relatively long and narrow, others are squares or circles, depending on the terrain in the build area. While furnishings are still spartan, they are somewhat more available than they were to the original set of apartment buildings. Much of this first wave is dedicated to families, especially those with young children, and as such are built with access to schools in mind. For most, a school bus can take them only a few minutes to school, and for some, it is even within walking distance, although this is relatively rare.
[ ] North Boston Chip Fabrication (Phase 3)
GDI's newest Chip Fabricator is ready to enter full scale production. While this will begin to require substantial amounts of energy, it will also provide much of the capital goods required to begin replacing old equipment and bringing online projects like the Zone Armors currently being stockpiled for a lack of chips. It will also begin outputting some substantial amounts of consumer goods with supplies that are not immediately needed. While it will not fully fix the Capital goods crisis, it will solve the chips crisis in the immediate term.
(Progress 664/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)
The impact of the North Boston plant is hard to overstate. While only completed near the end of the quarter, after a large selection of its parts had to be replaced due to defects, the impact has already been felt around the world. From zone suit factories pushing out bumper loads of new equipment, to local factories kicking into action after their control circuits are replaced, to replacement parts finally being available for laptops, although there year long wait estimates are not particularly uncommon. The sum result is a near equalization of supply and demand for capital goods. While not everything is available, and there is a substantial amount of technical debt and legacy equipment still in service, the ongoing demand is nearly met.
While the factory is not yet complete, its original foundation is fully operational. Future projects will either build extensions from scratch, or completely rework the design for either greater production or more advanced chips. However, such a project will cost more than the entire plant has so far, making it a far off goal rather than a feasible project at least for the current plan.
[ ] New Moscow Robotics Works
While chips are one of the most pressing crises, one of the other significant hurdles is the provision of robotic assemblies, ranging from waldoes and robotic arms, to Crab, Bee, and Elephant class construction drones. While construction gangs have become a common sight across the initiative, in more normal times, most of the work is handled by drones, assembling buildings under the direction of human foremen. While it will not reach full capacity without the output of more chip fabricators, replacing humans in construction will speed along many projects. (Progress 209/200: 20 resources per die) (++ Capital Goods)
Biomimetics is not a particularly new science. Leonardo Da Vinci attempted to build flying machines by studying bird wings for example. However, the term was not coined until 1969, by Otto Schmitt. Ranging from velcro to the shape of bullet trains, biomimicry can be found everywhere. However in few places is it more noticeable than the Crab and Elephant construction drones.
The former is built for large scale hauling and installation. Its left arm is a modular hardpoint, generally used for a rivet gun, welder assembly, or other fusing tool. Its right is a multi axis manipulator, to position the parts being fused together. Its broad back and six legs give it the capacity to carry loads stably at angles that human, or even tracked vehicles would struggle with, a great asset in places like the Himalayan Blue Zone, where even with decades of terracing, there are many steep mountainsides in the way of construction.
The latter is even heavier, typically used to haul large prefabricated sections around a construction site. With broad sides, the prefabricated section is carefully positioned, and then stabilized with the trunk, ready for other units to link it into position.
Far less biomimetic is the bee. A simple quadcopter design, the bee can either carry light loads, or cooperatively carry much larger ones. Primarily used in a support role, bees swarm around construction sites, delivering everything from rivet refills to water, to the construction units and people on site.
However, construction drones are actually the least important part of the construction at New Moscow. Far more important are the robotic arms that are used to assemble everything from cars to phones, to satellites. The continuing outflow of industrial components has brought many factories much closer to their rated productivity, replacing rooms of manual fitting with efficient high speed production lines, increasing both precision and rate of assembly.
[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 83/200: 20 resources per die) (+1 Fusion Lift Die)
One of the early recipients of many of the chips and robots was the Monrovia based assembly yard for the assembly of Leopard fusion SSTOs. Spaceplanes themselves are not particularly new, with the hoped for reusability often not appearing in the form of substantial cost savings. The Leopard bucks this trend, primarily due to the massively increased deltaV allowance of its fusion engine, although it still requires substantial overhauls between missions, primarily due to its metallo-ceramic hull going through substantial heating during reentry, requiring a thorough check of all systems between launches. However, even if a Leopard needed to be rebuilt from the engine out with every launch, it would still be a substantial savings, if only due to the sheer mass that it can lift to orbit. However, with the generous deltaV allowance of the ship, they can do much more to control their velocities than traditional spaceplanes with judicious burns, rather than relying entirely on aerodynamics to prevent them burning up in the atmosphere.
The initial assembly yard is, however, little more at this point than a series of buildings. Long cavernous assembly bays and smaller, oftentimes nearly claustrophobic construction plants shape and fuse the titanium structures that form the bones of the aircraft, while other facilities either assemble COTS elements into space ready housings, or build dedicated instrumentation, often by personal attention, if not by hand precisely. The main assembly line sits silent though, as the heavy cranes required to move the larger parts safely have not yet arrived. However, with a final push, and a final investment of ever more common capital goods, the Leopard can embark on its many journeys to the stars above.
[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 171/200: 15 resources per die) (++ Capital Goods)
Carbon Nanotubes were first discovered in the 1950s, and first found uses in the early 2000s. However, these have almost always been in the form of so called "bulk" nanotubes. Unorganized fragments and short lengths of nanotubes have found uses in tape (as it retains its adhesive qualities under extreme conditions without leaving residue), pigments (such as vantablack) and various forms of composite construction. However, long sections of structured nanotubes have been notoriously difficult to synthesize, and even when available, extremely expensive. One of the few areas where material costs have mattered to the Initiative, this has prevented nanotubes from being widely used in everything from armor, where it has potential to disperse NOD laser blasts, to communications and infrastructure.
The new production plant has gone into LRIP, however current variability levels have left the median length closer to 5cm rather than 1 meter, a length where on one hand it is too long for many applications, and too short for many others. However, further refining of the process should allow for a scaling up towards, if not reaching, 1 meter lengths, long enough for the tubes to be spliced together, and allowing for arbitrarily long lengths, alongside weaving, and other secondary processes.
[ ] Prefabricated Shelter Deployment
With GDI already producing large numbers of prefabricated shelters, replacing the Forgotten's shelters is a relatively simple problem. While this will require some limited application of resources and contacts with the Forgotten to make the deliveries, the new modular shelters should be a substantial upgrade in quality of life.
(Progress 67/50: 5 resources per die)
Deployment of the first wave of shelters has begun, primarily along various GDI logistical lines. The population found has become a mixture of children, elderly, and typically young adults. The children and elderly often find the migratory lives of the forgotten tribes difficult, and so are being allowed to settle under the watchful eye of GDI guardians. The young adults on the other hand are looking for work. While not as socially prestigious within Forgotten communities as other potential tasks, working for GDI is often extremely profitable, where limited costs are paired with high rewards, leading to many who cannot compete for the highest positions ready to find their fortunes with the Initiative. As future projects look to more actively utilize the Forgotten, their society and practices will become increasingly clear, however as of this point there are still many frustrating mysteries about their social and cultural practices.
[ ] Yellow Zone Aquaponics Bays (phase 1)
While most food is grown in the blue zones due to easy access to fresh water and the security situation, it is sometimes seen as a noose around the neck of the GDI loyalist Yellow Zones. Building some bays will both provide jobs, and allow for crops that do not survive long transits well to become available in GDI controlled Yellow Zone cities.
(Progress 82/80: 10 resources per die) (+ food)
Completion of the Yellow Zone aquaponics bays has been a near run thing. With substantial effort having to be diverted to building out water capacity for the initial set of beds, they have finally been completed.
A large part of this is due to the expense of supplying water to the Yellow Zones. While Blue Zone water is typically relatively clean, although still not particularly healthy to play in, Yellow Zone water is far more of a toxic stew. While Tiberium is one of the worst offenders, other substantial issues are the morass of toxic byproducts of Tiberium refining, especially the Abdul-Pascal-Kane method. Add onto that the products of low tech and low regulation industrial activity, and the water is often an actively harmful morass to those unfortunate enough to consume it without substantial treatment. A water plant therefore not only has to be a sealed environment, but it has to be a sealed environment where much of this is either filtered or chelated out, often requiring several rounds of treatment to achieve necessary levels of purity. And that leaves the question of how to handle the waste products. While leaving them to become Tiberium would be a relatively easy process, it would also be a risky one as containers could easily leak or breach. While a good solution has not yet been found, GDI has continued to expand the water treatment facilities in order to bring the Yellow Zone aquaponics systems online, and create enough spare capacity for more construction.
[ ] Integrated Biodome Experiments
While there are few immediate needs for greater biodiversity given the widespread Tiberium contamination on earth, if we are to live on this planet long term, there are thousands of animal and plant species that will need to be reintroduced. By building self contained biodomes, test strains can be built up to encourage genetic diversity and expand our collections of source material. This will also be a good starting point for expansions offworld if our experiments bear fruit (Progress 165/150: 10 resources per die) (-- Labor, +Food)
Building a self contained biosphere is another idea that is not particularly new. Back before Tiberium there was an attempt known as Biosphere 2. While both attempts to operate self contained facilities proved to be failures, and lead to mass die offs in the biospheres, they did provide a guiding light to the new program. The first key element of this program was a goal. Each biosphere, seeded using carefully selected species, and housed under a hermetically sealed dome, is intended to be a net positive creator, effectively farming genes, with harvests stored back in the seed banks for future use in orbital projects, or potentially reseeding the Earth. One key element is that these initial projects are not intended to be entirely isolated. Instead, a steady flow of fresh supplies is brought in, creating feeder systems for phase 2 and phase 3 biospheres, constructed under the project, but not yet prepared, intended to be increasingly complex simulations of a natural habitat, and by phase 3 be ready for near permanent self sustaining activity. However, the seeding and the experiment will take years, if not decades to fully mature, as even GDI cannot rush the pace of nature.
[ ] Blue Zone Perimeter Redoubts (Phase 4)
A final wave of redoubts, primarily closer to the perimeter fence will both thicken the line as forward bases leapfrog each other as Tiberium sites are harvested, and future proof positions as the line begins to extend, both along the coasts and the interior. While in the future there are likely to be further phases of redoubts as the lines of the Blue Zones expand, the time to begin assembling them is not today.
(Progress 239/200: 20 resources per die) (small additional income trickle [5 Resources]) (4 points of yellow zone mitigation)
The final, at least at this time, phase of Blue Zone Redoubts, has been completed. With allocations of needed trucks and aircraft, a redoubt can be disassembled, shipped to a more optimal location, and reassembled in under a week. Additionally, a substantial allocation of guns, mostly smoothbore 152mm pieces, have finally made their presence known. While NOD has not substantially hit the sites, it is only a matter of time until some substantial damage is done, either by the new attack assets, or by NOD finding some way through the defenses.
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
Development of the Yellow Zone harvests has been slowed by constant NOD attacks. One notable event included roughly a wing of Second Tiberium War era Banshees that had somehow escaped destruction in the intervening years. While the Banshees lacked the air to air capability, a result of their weak targeting systems, they pushed back multiple convoys over the course of about three days until they were hunted down by mixed Apollos and Firehawks. This is one part of a drastic increase seen in the last two months of a diversification of NOD arsenals. Ranging from various forms of Methyl Organometallic flamethrowers, to radiological devices, to old or variant equipment, it is clear that the Brotherhood of NOD is far from defeated, and has been diversifying its equipment in experiments to find new options and potential counters to GDI developments. Losses on both sides have been high, with many of the new weapons proving as dangerous to their users as their targets, while others have proven to be extremely dangerous, including a new pattern of infantry laser weapon, seemly a variant of the old Firefly rifles used in the aftermath of the First Tiberium War.
Intelligence report: Pattern 2053a Laser Rifle Brotherhood of NOD, South America
The novel P2053a has been found on six battlefields in the hands of soldiers from three different warlords in the South American Yellow Zones, primarily in former Argentina. From captured samples, and test firing under controlled circumstances, the standard pattern is the following.
Weight: 2.3 kg
Length: 900 millimetres
Magazine: 35 shots (rechargable)
Type of Fire: Single shot
Sights: adjustable, back and front sights with optional laser sight attachment point on the right hand side of the gun.
Reliability has been highly variable, with some weapons failing after only 30-70 shots, while others have been able to fire several hundred rounds continuously.
[ ] Red Zone Enclosure Campaigns
While many sections of the Red Zones will still continue to expand unchecked, our efforts to increase GDI's presence in the areas, and the near completion of the Blue Zone Perimeter Abatement efforts, has caused GDI's planners to look towards containment of the Red Zones as the next major priority. One option is to erect something similar to the Blue Zone Perimeter fence along sections of the Red Zones that are at least somewhat secured. While sonic fencing will not stop the spread of Tiberium, it will slow it substantially, buying time for other efforts to be made.
(progress 237/200: 20 resources per die) (4 points of Red Zone Mitigation)
The perimeter of nearly all of the Red Zones is absurdly too long to even have a hope of fully enclosing it. However, some few, such as those found in the south east asian islands, are small enough and contained enough that layers of sonic fences can halt the spread. In these cases a full perimeter has been established, and coastal patrols maintain the aquatic portion of the defenses. For the larger Red Zones, another method has been used, focusing on a shieldwall. Instead of trying to halt the spread, hundred kilometer long shield sections have been erected, directing the growth of the Red Zones away from populated areas as best as possible. While these are of more limited use in actually stopping the spread of Tiberium, it does help somewhat, as the growth is often funneled towards mining operations that can substantially slow, if not entirely stop, the crystal.
[ ] Red Zone Forgotten Support
To use the Forgotten in the Red Zones is to substantially reduce the commitment needed to ensure worker safety. While food and water will still need to be shipped in, and somewhat paranoid security measures taken, the use of the Forgotten in Red Zone deployments will mean that some portion of the workforce will not need hermetically sealed living quarters and an array of other mechanisms to ensure zero exposure. While they will of course receive substantially better accommodations than their camps, it is still not as demanding as the measures taken to ensure normal worker health.
(Progress 160/150: 5 resources per die)(-5 RpT) (decreases progress needed on Red Zone operations) (nat 100)
In GDI territory proper, hiring is a relatively straightforward process. A request for volunteers/applicants is sent out, people register interest, and then the best qualified are selected for interviews. With the Forgotten, it is a much more complicated affair. The first step is to talk to the local headman or council of elders depending on the tribe. If they give consent, then volunteers can be asked for from the population, and then dickering can begin over wages. In light of this, GDI's planners initially distinctly over budgeted for the acquisition of labor. Expecting to have to pay both the leadership and the workers, it was a very pleasant surprise to only be expected to pay the workers. While in this case, a cultural disconnect proved to be beneficial for the initiative, it is both a worrying sign of a certain degree of cultural chauvinism in the GDI bureaucracy, and a lack of actually good information about Forgotten cultural practices. Both will need further study and potential remediation.
[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes and land rovers can offer scans of planetary objects and potential habitation sites, our existing facilities are too limited for any kind of development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 160/100: 30 resources per die)
The first stage of Enterprise has been completed, with the permanent station crew, fifty men and women led by Sarang Mikoyan, having taken up residence. With station level artificial gravity online in the living quarters, and water based anti radiation cladding around most of the station, they can live comfortably there so long as they are resupplied, although usually a tour will last no more than six to eight months due to the austere conditions of the core station. While there is currently little for them to do beyond maintaining the systems on board, an initial zero gravity workshop is functional for the crew to assemble probes to launch into the outer system as part of surveying the system for extractable materials. Additionally, work has begun on a first stage industrial ring around the core, intended for use in orbital cleanup and recycling efforts, turning orbital junk into high grade components. While there are still many elements left to add to the station, both in terms of fundamental structure, and additional task modules, it is a mark of a commitment to going to space once more, and staying there in a more systematic fashion.
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 361/500: 5 resources per die) (--- Labor)
Far more substantial progress has been made on Tertiary schooling without the tragedy of the last quarter. With the Treasury pushing back against Hawk demands for restriction on Yellow Zone students, a series of competitive examinations have begun across the Yellow Zone cities, aimed to find an admittedly relatively small fraction who are qualified to attend university. While in time the Yellow Zones will begin producing students with standard qualifications, at the moment, nearly every prospective undergrad student has fragmentary education at best, and so alternate means of determining qualification is required. To go along with this, construction and reconstruction of dorms, dining halls, and the other support paraphernalia for the classrooms has begun. While some college activities, like competitive sports and fraternal organizations have been progressively deemphasized over the course of the last fifty years, most are still firmly communities in and of themselves, and so require much of the support that any community does.
[ ] Reopen the Publishing Houses
During the war, many publishing houses were forced to close their doors. While some, like scientific journals were forced to remain open as a means of communication and recordkeeping, it is high time for somewhat more entertaining publications to return to markets the world over. These publishing houses will require an infusion of personnel and a substantial investment in new printing facilities, but are also a significant increase in the ability of people to make public and widely distributed statements that are harder to bury than posts on GDI social media.
(Progress 208/150: 10 resources per die) (-Labor ++ Consumer Goods) (5 Political Support)
GDI's publishing houses have finally begun a new wave of book publications, while individual print runs are often relatively small, usually no more than fifteen to twenty thousand copies, they are backed by effectively freely available catalogs of digital materials, which are much more common, especially as computers are finally becoming more available. Many of the early books are collections of poetry or short stories, collated either by theme or author that had been written during the war. With many authors the publication is a posthumous recognition of their work, but an important step in both recognizing the losses, and beginning to move on.
Beyond that, an outpouring of work has begun to come from Yellow Zones. While little has yet been published, Yellow Zoners have sent in thousands of manuscripts, stressing the systems of review and critique. Most of these are only found in hardcopies, with digital files often difficult to maintain under Yellow Zone conditions.
[ ] Point Defense Battery Development
Defending against a missile has been a point of development since the late 20th century. This is fundamentally a difficult affair. Hitting a small, often maneuvering target that is accelerating towards the gun platform has always been an issue. With the ever shrinking size of munitions payload in the last half century, the problem has only gotten worse. Modern munitions can put nearly as much payload on target on a warhead half the size. (Progress 46/40: 10 resources per die)
The first use of an anti ship missile came in 1943, when on 25 August, an HS 293 glide bomb struck the HMS Bideford, a royal navy sloop. The first ship sunk was two days later, when another sloop, the HMS Egret, was sunk by another such bomb. In 1967, the Israli ship Eliat became the first ship sunk by a ship launched cruise missile, taking three hits from P-15 Termit missiles launched from Egyptian boats. While all major navies in the latter half of the 20th century put significant effort to defend themselves against such missile threats, by the midpoint of the 21st century, three trends had made those efforts obsolete. First, modern missiles are significantly more energetic than their 20th century counterparts. This has meant that a missile of equivalent impact can be substantially smaller. Second, increased Tiberium particulate in the air has rendered missiles much harder to detect against the background noise. Third, modern missiles have much greater maneuvering envelopes than those of the mid to late 20th century, ensuring that their paths are much more difficult to predict.
In attempting to counter these weapons, size, speed, and rate of fire are key. Three programs have passed through the primary testing phases. First is a set of superimposed projectile box launchers, intended to deliver a controlled burst in fractions of a second, a concession to the short time between acquiring a target and impact. Second is a micromissile system, using kinetic kill heat seekers to attempt to intercept incoming fire short of the ship. While useless against the relatively cold bombs delivered by the Vertigo, many of NOD's missile systems can be quite adequately intercepted. Finally, a point defense electrolaser has passed through testing. Based on the old Volt auto rifle of the early 2000s, the design ensures short dwell times by shorting out the missile. While it will not stop impacts, it will prevent most detonations. While none of the systems are perfect, hopefully in combination they will prove quite effective.
[ ] Light Combat Hydrofoil development
The Global Defense Initiative has thousands of kilometers of coast to patrol. While the larger scale Battleships and Carriers can certainly project force, and existing hovercraft are quite capable of doing inshore patrols, there is a substantial gap in more long range patrol exercises and aircraft interdiction. A small 50 meter hydrofoil design, carrying both missiles and autocannon, can cheaply provide high speed coastal patrol and interdiction duties.
(Progress 41/40: 10 resources per die)
The hydrofoil is centuries old. First patented in 1869, and first tested full scale in 1904, hydrofoils are fast, at least for boats. Rather than driving a hull through the water, hydrofoils primarily ride on top of the water, with only a relatively small blade actually cutting through the water. Attempts at military use emerged in the 1940s, however they did not come into their own until the cold war.
GDI's newest watercraft, the 50 meter hydrofoil is designed to maintain speeds of 92 kilometers per hour on its foil, and carries a pair of point defense box launchers (one fore and one aft) along with eight standard multirole missiles in two launchers, one on each side of the ship. While their combat endurance is notably poor, their speed and range more than make up for it, with a single ship able to cover a radius of up to 450 kilometers from base, and still return by the end of the day.
The navy intends to build them at three plants. One for the Asian theater of operations, one for the Atlantic, and one for the Pacific. While the precise locations have not been determined, the projected order is likely to be large, doubling the number of hulls that GDI operates in all likelihood.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die) (86)
GDI's military procurement branch has developed an effectively split system. While there are substantial numbers of known compromised devices still in service, primarily due to the lack of replacement parts to build new systems, an entire second system has begun to be assembled, with the two systems as much as possible not talking to each other. While this has created some logistical snarls, and significant confusion, it is one of the only ways to ensure that the ongoing infiltration problem has been substantially resolved. The sweep however, has not produced any new infiltration efforts, indicating that so far as at least some of the infiltrators are concerned, the risks of inserting a new probe are not worth risking what material does make it out of the system.
Resources: 415 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten)
Political Support: 65
Free Dice: 5
Tiberium Spread
14.37 Blue Zone
30.8 Yellow Zone (61 points of mitigation)
54.83 Red Zone (26 points of mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (4 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored)
Health: Substantially improved (+4)
Capital Goods: Significant Shortfalls (-4) (collapse in 10-14 quarters)
Consumer Goods: Titanic Shortages (-22)
Labor: Gargantuan Surpluses (115)
Plan Commitments
95 Mitigation (8 remaining)
2 stages of space stations (1 remaining)
Personal Water Purification Units
Infrastructure (6 dice)
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 182/450: 10 Resources per die) (+ Logistics, + Health)
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 0/120: 5 resources per die) (+++ Water)
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential 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 is seeing increasing 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)
[ ] Blue Zone Duplex Row Housing (Phase 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)
[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
Heavy Industry (3 dice)
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 25/500: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)
[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)
[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 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 probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)
[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)
[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 83/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry (3 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)
[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)
[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/190: 10 resources per die)(+ Logistics) (makes military developments cheaper)
[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)
[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/130: 10 resources per die) (++ Health)
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)
[ ] Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 171/200: 15 resources per die) (++ Capital Goods)
[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (phase 2)
While some progress has been made towards developing an independent food supply for the Yellow Zones, water has become a critical issue, not just for food, but for the prospective industrial needs. However, there is still a sufficient surplus for a substantial increase in Yellow Zone agricultural developments. Still far from enough to feed its population, but one that can at least prevent rapid starvation in the case of a substantial breakdown in the logistical network.
(Progress 2/80: 10 resources per die) (++ Food, -- Water)
[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)
[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)
Tiberium (6 dice)
[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
While GDI's methods of attacking the Red Zones have typically relied on either loose perimeters of outposts or deep strikes towards the Glaciers, the Forgotten can move much more easily through the area. By coordinating with local tribes and establishing easy migration routes between harvesting outposts, the combined efforts can significantly slow the expansion of the Red Zones.
(Progress 0/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
Orbital (3 dice) (1 Fusion Die)
Orbital Industry (3 dice) (1 fusion lift die)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype 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 human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 60/200: 30 resources per die)
[ ] 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 0/100: 30 resources per die) (5 PS for completion)
[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)
[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)
(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)
[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)
[ ] 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 0/100: 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 0/100: 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 0/300: 15 Resources per Die)
Services (3 dice)
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 361/500: 5 resources per die) (--- Labor)
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 0/300: 5 Resources per die) (-- Labor)
[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)
[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)
[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 0/180: 5 resources per die) (+ Consumer Goods) (5 Political Support)
[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)
Military (3 dice)
[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)
[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
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)
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/250: 30 Resources per die)
[ ] 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)
Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 0/150: 10 Resources per die) (-- power)
Navy
[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)
[ ] 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. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second 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. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
[ ] 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 0/300: 10 Resources per die)
Steel Talons
[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)
[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
[ ] 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 0/40 : 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 0/40: 10 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 60 + 1 operations die)
[ ] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources.
So everyone, new thread, new issues. I hear GDI has been putting out new filtration units. Not for us, but for the Forgotten and people out in the deeper Yellow Zones. Hope it helps, even if it does not make my life better. As for what I have been seeing, the big one has been discussions, (although no movement quite yet) about the whole private services things. Now, what that means has usually been a question of which part of the web you end up on. On here, it has usually been things like restaurants, hairdressers and the like. Over there, it has been substantially more adult thematically, and since this is at least supposed to be a family friendly site, I can't say all that much.
On the other hand we have been getting some other major work done. Less housing, but more work being done on cleaning up some areas that have been fenced off during the war. Hope the poor souls doing the work stay safe. UXO is nasty business, especially with what NOD uses as weapons.
KroptokinsGhost
So glad to hear all this wonderful news! It slowly feels like pre-tib life is poking its head out of the shell crater. I'll be happy to get my hair cut professionally for once hah! And yes those brave men and women doing UXO cleanup know the risks and deserve all the respect for playing with explosives and ordnance all day. I did see a Indian spot getting renovated down the street. It'll be nice to be able to swing by and grab a bite to eat.
FloatingWood
"Not for us" he says. I'd say putting safe drinking water in their hands helps us, given what I've been hearing about the deeper Yellow Zones and the crazy guys doing the harvesting there. It's not just troopers, you know?
Stralyan1998
I'm real happy about these new developments. First the new craft facility opens up and now the restaurants and hairdressers are opening back up? We might not quite be at our goal of getting back to the pre-war normal just yet but this is a damn fine start. That it helps get the bureaucrats out of my hair some more doesn't hurt either. Now hopefully I can go get a nice burger every once in a while without having to...well nevermind what.
FloatingWood
I'm not sure what you mean. Well aside the whole 'fungus tastes just fine' thing. No it didn't, no it doesn't, and whoever came up with the 'how to spice your fungus bar' cookbook should be raised to sainthood.
At least it no longer tastes like shit. Well, not actually like shit. I hope. No experience tasting that.
YourFateCalls989
These new maker facilities can't make lab-grown organs yet right? Oh well, the current model will do for now I suppose.
MotorEnthusiast11
Privatising some stuff is fine, but what about everything else? The government has enough money to fund a colossal space program and I am still waiting for some state investment capital, so I can get my pre-eletric motor business up and working again. I just want a timeline for what we should expect when.
SpeakerToCustomers
I want to complain about this craziness going on in the yellow zones! Look at these pictures-
*pic*
*pic*
What the hell are we wasting money on these things for? Thats a solid meter of reinforced concrete, two meters of dirt *and* foamed glass? What the hell is this building supposed to do, resist a nuclear attack? But they're using it for a residential structure? If they were willing to spend this much on housing, we shouldn't have so many people in those ugly apartment blocks. Did some bean counter screw up a new bunker and build housing inside it?
YourFateCalls989
Hey, having a house that is also a fortified bunker is pretty nice actually.
Fireofunkownorigin
Isn't that like from proof of concept made prior to the war for advanced yellow zone housing? I think… my memory is foggy on that and it's not like I can find anything on it RN given that the Noddies liked to hit data centers as much as they liked to hit GDI bases.
Willis Adams
#YourFateCalls989 Lab grown organs are not something that is likely to ever be in the hands of the common consumer. Organs are hard generally, and take lab conditions to make functional anyway.
YourFateCalls989
#Willis Adams The tech is within reach. Maybe not right away but the GDI could probably have a fairly usable and easy to make version within a decade. Of course they will not make it available because they fear the true potential of humanity, but the street always finds its own uses for things.
SpeakerToCustomers
#fireofunknonworigin
I don't care who came up with it, this is a waste of money! They shouldn't be putting up fortresses in the Yellow Zones, just so they can do whatever with the budget. I can't get compensation for the lovely 500 square meter house I lost, but they can spend as much as they like on this?
FloatingWood
#SpeakerToCustomers, have you ever been to a Yellowzone? Or had to deal with tib infestation or something? I mean, sure, it's probably excessive, but I'd rather have the Yellowzoners alive in bunkers than dead of tib poisoning.
I mean, how well do you think your lovely little Blue Zone residence will fare, even in a relatively low contamination area?
#YourFateCalls989
Wait, if organ printing is in reach, why aren't printed organs a transplantation option?
Willis Adams
#SpeakerToCustomers
I want to live in one of those. Because unlike whatever you were living in, it is capable of getting hit by a barrage of NOD shellfire and leave me alive inside.
#YourFateCalls989
Look, kid, I am a doctor. I don't have the capacity to print organs in my clinic, the hospital I transfer the bad cases to does not, and the scientists are still figuring out the kinks. I can print a biocompatible pseudo-organ and implant that for flesh to grow over, but it still is not as good as an original.
ProfCollingsworth
Well, I heard that the classrooms in the building I may be teaching in soon were built with no windows or doors, so it sounds like the good engineers are busy building fortifications in the Yellow Zones. Given the historical fate of fortified towns on the frontiers, and their tendency to attract attacks that would otherwise vastly inconvenience squishy civilians in more central areas, I can't say I'm unhappy. Speaking as one of those squishy civilians.
YourFateCalls989
#FloatingWood
Within reach and widely available are two different things unfortunately.
#Willis Adams
Watch who you call kid. I have seen and learned things you cannot even imagine. I know that it is not yet available. I am saying that once it is (assuming GDI doesn't drag its feet on the research too much), it will likely not be available to create freely for the average person because the GDI is afraid of what their own people can truly do with such abilities.
Fireofunkownorigin
#SpeakerToCustomers
No, no what I mean is that those pics look almost exactly like an article I read years ago about a proof of concept house in the yellow zones. I think you got baited by some fake news.
AgathaH
Just a note for those who haven't tried it: leave UXO disposal to the professionals. Someone I know tried to do it on an amateur basis, and now has a lot less hair. And an annoying degree of hearing loss.
FloatingWood
That's pretty lucky. Not sure good or bad, but lucky.
Hatestheworld
I know what I want opening up.
Cooking Mama.
Charming #hatestheworld Just lovely. Thank you for that.
Stralyan1998
#Hatestheworld
*High fives you*
Johnny Mangoseed
My cousin's moved to the nearby California Terminus City to help with the new farms there. And he tells me that the new Yellow Zone farms will bring in 5% of the world's harvest this season. 5%, in only 6 months at that! These farms are in the middle of tiberium storms, using soil that keeps filling up with tiberium crystals, with machinery that needs to be serviced three times a day, water that's poison half the time, etc. etc. And because the new farming techniques are still a work in progress, people keep getting tiberium infections. One of my cousin's friends even got a green thumb- literally!
But the people of the California Yellow Zone are determined to make it work anyways. The plan is to make Yellow Zones grow enough food to be completely self-sufficient, despite living in a tiberium hellhole. I guess after so many years on rations and handouts, people are willing to do a lot for their food.
MeAndTheBoise
As someone from the 'darker' yellow zones, I can't help but be grateful that GDI actually does something like this. I'm well aware that we're respected by the higher ups as something useful, but a bit low on the priority side for development. To see GDI brass actually did an effort alongside this filtration units, I can't help but be hopeful about our future.
The Trial of Redmond Boyle
After nearly a year of discussion and the rituals of a just trial, Redmond Boyle has been convicted of a laundry list of crimes, ranging from the relatively innocuous corruption and fiscal malfeasance, to multiple counts of gross incompetence and one of attempted crimes against humanity. The current Director General of GDI, having been called to testify, described Boyle's orders across the Third Tiberium War as being "A civilian attempting to assume operational command" and the strike at Temple Prime "An operation that was more political theater than military sense."
The now retired Melissa Wu, former assistant treasurer, testifying about his activities as secretary of the treasury, revealed that he was not only a goldbug, placing outsized importance on a gold reserve that had primarily been a dumping ground for excess gold produced by Tiberium refining operations, but had also been influential in assigning contracts to his friends and business partners, granting a handful of major companies undue and nearly unfettered access to GDI's funds and funding. While none of these are precisely new accusations, Wu is the most highly placed accuser, and has been instrumental in making the case for corruption.
GDI does not typically use the death penalty, reserving it soly for those too highly placed to be left alive. Generally, it represents an acknowledgement that what the person knows is too important, too dangerous, to be left out into the general population, and as such is almost always used against the very highest ranking members of the Initiative's civil and military commands. Boyle, despite being a coward in life, went to his death well, choosing a firing squad, and facing it with courage.
As a case, this one is notably unusual. Instead of calling the accusations a NOD plant, or having been a case of Brotherhood misinformation. While far from a foolproof method for avoiding punishment, the Brotherhood does tend to muddy the waters enough for some of the otherwise guilty to sow enough doubt to escape punishment. However, in this case, while NOD is involved, it seems to be a clear cut case of picking their person to survive the Philadelphia attack, rather than a matter of misplaced guilt.
Political Working Group Report
GDI's departments have been sending a constant stream of lobbyists and "friends of the department" to the representatives to make their case.
Military Department Opinions.
Ground Forces
The Ground Forces command has not been entirely happy with the direction the Treasury has taken. While they have certainly been more fortunate than most in GDI's military, there are still weaknesses from the war that have not been properly addressed. On the other hand, the allocation of railguns and artillery have been instrumental, although shells have continued to be a problem in high intensity campaigns.
Navy
The Navy is not particularly happy with the Treasury. Having been ignored for years, they have finally gotten some funding towards their goals, but do not see it as particularly likely that they will be getting new hulls in the near future.
Zone Operations Command
Relatively happy with the Treasury, Zone Operations Command has primarily been asking for even more suits, as they can still not maintain operations at a high intensity.
Space Force
While Granger has not yet funded Space Force priorities, he has begun investing in space, and so while it is feeling somewhat superfluous, it is looking forward to being the premier branch as more of GDI's interests turn towards the stars.
Welfare Department
Right now, the Treasury has done quite a bit to reduce the demand on medical services. This has allowed many doctors to go on break somewhat more regularly, and has made the Treasury quite popular with the branch. Similarly, the cuts to the labor force have made payments and other welfare supplies somewhat easier, although still stretching the resources of the department.
Resources: 435 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.37 Blue Zone
30.8 Yellow Zone (61 points of mitigation)
54.83 Red Zone (26 points of mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (5 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+5) (+2 stored)
Health: Substantially improved (+6)
Capital Goods: Significant Shortfalls (-2) (collapse in 20-24 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (115)
Plan Commitments
95 Mitigation (2 remaining)
2 stages of space stations (1 remaining)
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 291/450: 10 Resources per die) (+ Logistics, + Health)
Reconstruction of the Blue Zones has been slow this quarter, despite the amount of resources allocated. Primarily this has been due to having to clear tens of thousands of explosives. Ranging from unexploded GDI ordinance (at times, failure rates for bombs reached between .5 and 1 percent during the war) to NOD weapons (which often had and have a much higher failure rate) to various forms of leave behind IEDs and minefields. While the devices had been cleared from high priority areas years ago, locations not in immediate use have been left, as they were judged not worth clearing. However, this is also specialist work, requiring dedicated teams of explosives experts, rather than something that can be done with swarms of drones or locally hired work crews. While work has continued on clearing away the detritus of war, and many of the less damaged buildings have been brought back into use, either officially or unofficially, there is still much left to be done, especially to the port and rail infrastructure that has not yet been refurbished.
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 124/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
Much of the work has been done on the habitation cores of the fortress towns. Usually a "pseudo-arcology" built from subdivided cells, the goal is to place habitation units underneath or inside a perimeter of ablative light industry, vehicle bays, and other less vital equipment in the case of NOD attack. However, far more work is required to bring the defenses to a prepared level. At this point, the construction of the earthworks and concrete sections has gone well, however the installation of artillery and other defensive systems has not yet been completed. With military needs consuming the vast majority of the available railguns and artillery tubes, only a handful of fortresses in mission critical areas under use by Initiative troops have had their complements allocated. While this is a problem that the military does want resolved, it will take more time and effort to procure and install the massive arrays of defenses that each fortress town requires.
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 201/500: 10 Resources per die) (- Labor, +++++ Energy)
With GDI's power grid drastically insufficient to meet projected need, from the Rapier class alone, let alone all of the other demands expected in the near future, a massive new construction project has been initiated. The process has begun with a literal laying of foundations, with the concrete being poured for dozens of new nuclear plants already, and with even more planned for the near future. With none of the high tech components installed, the areas are being left to cure at this point, with future waves of construction work aiming to develop the positions into something that can be meaningfully called a power plant, rather than simply a concrete assembly.
[ ] Leopard Class Construction Yard
The Leopard is essentially an overgrown and overbuilt aircraft, necessary compromises when it comes to attempting to ride a column of plasma into orbit. However, this does mean that orbital engineering teams are not well prepared to handle this kind of construction on a large scale. However, the heavy industrial teams are. Building a construction yard for serial production will be both expensive in the immediate term, and a significant savings in the longer term. (Progress 218/180: 20 resources per die) (+1 Fusion Lift Die)
The Monrovia construction yard finally clanked into action on an early September day. While no units have yet come off the lines, massive arrays of machinery and work teams have been an ants nest of activity, assembling everything from reactor casings and plasma channels to the cladding of the aircraft. While there are currently minor shortages of skilled workforce, and not all of the robots that have been requested have arrived yet, that has not stopped work beginning on the first of many Leopards. When fully operational, the plant expects to produce a unit every six to eight weeks. While incredibly fast for space ship production, it is still far from enough for any serious development, let alone evacuation of the Earth. (Any putative evacuation would not be enough to keep up with even the depressed population growth of current events.) However, at least for now, it is more than enough to keep up with GDI's ever growing need for space lift. However, the Leopard does have to be extensively refurbished, averaging a launch every six weeks at absolute maximum rate, and GDI prefers to ensure that there is more give in the schedule than that, because mistakes in spacecraft turn into explosions that cripple programs in the court of public opinion.
[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are currently too dispersed or isolated to bring water to in a reasonable manner. By building small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 263/130: 10 resources per die) (++ Health)
The water purification plants are fundamentally relatively simple. A box with an internal graphene screen, and a series of sonic projectors emplaced in a circle around the screen. Plug it into any standard outlet, and it will begin processing water fed into it from a reservoir on top to a second reservoir on the bottom. Using a reverse osmosis process, the filtration unit cleans the water, while the sonics prevent the buildup of Tiberium crystals from particulate in the water. The filter section does have to be replaced somewhat regularly, as there is buildup on the surface. While requiring a substantial amount of power (enough to pressurize water to 280 kilopascals), these units are portable, and can be fed from the solar tarps that are usually provided with it, or from other power generating plants. Providing clean water to the people has been a long term project for many states, with no western state able to provide properly clean water to all of its citizens by the end of the 20th century. Instead, many still relied on lead pipes, or other methods that leached harmful chemicals into the water. Additionally, few treated the water for chemical runoffs, meaning that in the recirculating water system, increasing levels of water soluble chemicals became problematic. By the midpoint of the 21st century, it is still problematic to provide water to far flung habitats, or isolated bands, especially as water pipes tend to also be vectors for Tiberium spread when used over long distances. This has meant that personal, portable water filters have become the norm. These units are able to provide 3-5 gallons per unit per day. Far from enough for most industrial uses, but equally good enough to provide for at least the basics of hydration and cleaning.
[ ] Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 216/200: 15 resources per die) (++ Capital Goods)
Long chain carbon nanotubes are now available, and some production has begun. It is however low rate, as it is a very new material. Nearly every piece of equipment was built and designed with only having short chain or bulk nanotubes available to use, while the prototype plant is offering long chains. However, for the people who are ready to use the long chains, it has been a revolutionary material. One of the relatively well known but quite useful elements is its use as a laser resistant material. Rather than ablating away, the long nanotube offers the capability to protect the users, while also spreading the heat from the laser along its length, spreading the impact to hundreds if not thousands of times its initial burn area. While other uses will come in time, it is a new material and simply testing expected uses is a substantial investment at current rates.
[ ] Yellow Zone Aquaponics Bays (phase 2)
While some progress has been made towards developing an independent food supply for the Yellow Zones, water has become a critical issue, not just for food, but for the prospective industrial needs. However, there is still a sufficient surplus for a substantial increase in Yellow Zone agricultural developments. Still far from enough to feed its population, but one that can at least prevent rapid starvation in the case of a substantial breakdown in the logistical network.
(Progress 99/80: 10 resources per die) (++ Food, -- Water)
A series of additional farms have begun operations. While few Yellow Zoners are particularly knowledgeable about the processes and skills of aquaponic farming, a number of Blue Zone expatriates have moved out to run the farms. Mostly the children of farm management, they have looked to the rapid promotion opportunities as a good way to get ahead. This is due to modern high level aquaponics being developed under GDI auspices and primarily in and for the Blue Zones. While there were a relative handful of Yellow Zone managers who did know the work, that labor pool has effectively been tapped out in the previous wave of farm openings.
Focusing primarily on producing leafy greens and other vegetables that do not take to transport particularly well, GDI's newest crop of farm managers have quite a few yellow zone workers, but have not integrated quite yet, despite their best efforts, being alternately overly paranoid and not paranoid enough, with multiple losses to various forms of Tiberium exposure and other hazards of the Yellow Zones that the population that calls the area home are all too aware of. They have also been a substantial strain on the water supplies of the area. However, this is a small price to pay for a better local food supply.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 183/200: 20 resources per die)
The novel crops laboratories have been erected on college campuses around the world. However they have not been fully staffed. A final round of hiring searches and finding the right people for the job will be required. Gene editing has a long history of opposition, primarily due to it being seen as unnatural, and playing god. Going back to the beginning, activism against GMOs has been driven by fears that are often not bounded by facts. While these early crops, such as Glyphosate tolerant corn and soybeans, at times had severe issues, such as overly restrictive end user agreements, no health problems have ever been linked with properly conducted GMO research. With the ambitious goals of the program, a new round of protests have been seen at these sites, with small assemblies at most of them. While the broader response has been positive, there are some small groups that have made it their mission to oppose these sites.
[ ] Coordinated Red Zone Perimeter Harvests (Phase 1)
While GDI's methods of attacking the Red Zones have typically relied on either loose perimeters of outposts or deep strikes towards the Glaciers, the Forgotten can move much more easily through the area. By coordinating with local tribes and establishing easy migration routes between harvesting outposts, the combined efforts can significantly slow the expansion of the Red Zones.
(Progress 441/200: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation) (2 phases completed)
Rather than being a slow start to GDIs reborn relationship with the Forgotten, the prospect of coordinated harvests with the Forgotten have been kicked off in one of the largest campaigns since the Third Tiberium War. Nearly every easily accessible tribe and band has been at least contacted, and most have joined willingly, or at most after some small inducements.
The coordination has been going surprisingly well. While there have been a number of communications errors, and some incidents where GDI and Forgotten harvesting efforts have attempted to harvest the same patches of Tiberium, these are expected growing pains for one of the most integrated efforts in the history of the Initiative. While not as purely Tiberium efficient as other methods, it has substantially increased both GDI and Forgotten incomes, secured long stretches of the Yellow/Red borderlands, and beaten off multiple NOD raiding groups. While these groups were almost entirely light forces, mostly bands of buggies and bikes, they would have been dangerous to many of the smaller bands, but with GDI assistance seeing them off has become effectively routine. Much of this is due to the ZOCOM escorts having ever greater complements of Zone Armors for patrol purposes.
[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 117/200: 30 resources per die)
The first ring is nearly completed. While telescopes are somewhat rare in the modern day, at night, especially out in the deeper parts of the Yellow and the Red Zones, one could (assuming one did not mind a bit of Tiberium poisoning) stare up into the night sky and see a bright dot migrate slowly across it. Of course, it is very slow, being just short of geosynchronous orbit. The station itself has grown since the last quarter, having a fully completed first ring. Designed as a recycling center, it lacks the capability to fully process ores. However, it is very good at separating and processing refined metals and alloys. For example on an old Soyuz pod, up until the late 1980s, it ejected its orbital portion before beginning its descent burn. The pod is roughly a thousand kilograms of high quality material, along with some amount of long sterilized astronaut waste products. Similarly, there are decommissioned satellites, fragments of the Philadelphia, and tens of thousands of other pieces of orbital junk floating in space around the planet. That is what the first ring is intended for. And, as GDI's orbital infrastructure grows, it will become the final resting place of many of GDI's ships, although not the Leopard or the Union, or most of the other "class" ships, which are already earmarked for a future museum station.
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 459/500: 5 resources per die) (--- Labor)
Another quarter of progress has been made on the development of the tertiary school system. While not a particularly bad quarter, it has also not been a particularly good one. Multiple potential crises were nearly averted, most notably a potential lack of good teaching assistants, and all the other staff that make a university system work. Additionally, the process of assigning classes and creating the learning assistance programs have become an expensive snarl. There have also had a number of substantial issues with substandard work by contractors, ranging from windows that would not properly seal, to windows that were sealed up too well, to various issues with doors and electrical systems. While none of the individual problems have been all too problematic, they have been enough to delay the finalization of the program by another quarter.
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 121/300: 5 Resources per die) (-- Labor)
Technical schools have never been a particular drive for the Initiative. In general thought, it is expected that most of the people who need these skills will either be part of a specialized training program, such as those run by the Ground forces for mechanics, or learn through an apprenticeship to an experienced craftsman. However, during and after the Third Tiberium War, the limitations of this model have become extremely apparent. While the schools have been constructed, there are two key problems before reaching the point of opening. The first is acquiring a sufficient supply of instructors. People who know the work are relatively common. People who can teach the work are somewhat less so. Second is providing for a steady supply of broken material for repairs. While teaching many of the basics can be done on little more than scrap metal, for more complicated elements actual broken items are required. Both will need to be resolved before the schools can properly open their doors.
[ ] Craft Shops and Maker facilities
Constructing a series of Craft Shops and Maker Facilities will both consume a negligible amount of resources, and allow people to begin custom making the items that GDI is currently not providing. Additionally, while not precisely a step towards a reduction in central planning, it is a movement towards a returned sense of normality and liberty. (Progress 208/180: 5 resources per die) (+ Consumer Goods) (5 Political Support)
Making things has always been a part of human life. However, dedicated makerspaces are a late 20th and early 21st century idea, a reaction to the development of 3d printers and an increasing decline in the need for any form of handicrafts. In the modern day they are a cheap replacement for filling supply lines with the dedicated components needed for day to day life. Much like any niche movement, the makerspace came with its own in jokes, one of which is the Newell teapot. First rendered in 1975, the teapot has become one of the ceremonial first objects printed in any new makerspace, and versions of it exist in nearly every programming library. In a ceremonial opening in Edinburgh, Dr. Granger printed off one such unit, in parallel with many other more local officials and leaders. Ranging from hooks and braces to hinges and spatulas, a makerspace is a publicly funded general purpose fabricator in essence. However many of the functions are somewhat arcane to the general public, leaving it, at least for now, the domain of the specialist and the schoolchildren. However, they are likely to be used as a basic market, with specialists selling their skills through making equipment, and everyone buying as they need to.
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 94/150: 10 Resources per die) (-- power)
In 1916, Sir Arthur Conan Doyle described a "miracle town" that had emerged in the Scottish Borders. "Only a little more than a year ago," Doyle observed, "it was a lonely peat bog fringing the sea, with a hinterland of desolate plain, over which the gulls swooped and screamed. Then the great hand of the Minister of Munitions was stretched out to this inhospitable waste, for it chanced to lie with good rail and water connexions and not too remote from centres of coal and of iron." Home to 25,000 residents, the instant town had a cinema, dance hall, and shops. The reason, HM Factory Gretna, produced cordite, a smokeless propellent used in munitions made by combining cotton waste, mineral oil, and nitroglycerin in large vats. Doyle was particularly struck by the factory's workforce: "smiling khaki-clad girls who are swirling the stuff round in their hands would be blown to atoms in an instant if certain very small changes occurred. The changes will not occur, and the girls will still smile and stir their devil's porridge; but it is a narrow margin here between life and death." Over a century later, nearly everything has changed. There are no smiling girls mixing guncotton, nobody falling asleep from the fumes as the propellant cures, and the devil's porridge is an even more noxious brew. However, much like at HM Factory Gretna, the line between life and death is a narrow one. Substantial progress has been made on a number of new shell plants around the world however none have yet gone into full production. More work is required before they can be staffed, and have the final elements installed, including the all important assembly machines, which put the fixed shells together before they are shipped out.
[X] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources. (194)
Services are an area that is both incredibly broad, and quite narrow. While it can refer to everything from law offices and programming to waiters and sex workers, the vast majority of the work is done by large numbers of low paid people selling their skills. Before the Third Tiberium War, the service sector had produced substantial wealth, but had typically not been of particular concern, especially compared to the high level worries about agriculture, or light and heavy industry. With the wave of nationalizations or closures that came with the war, many in the service sector began to freelance, often informally. While very little intentional misconduct has occurred, organizing and regularizing the service sector should help with increasing growth, and offering better protections to the workers.
The discussions of privatizing the sector have come down to two major questions. First, what kind of support is the Initiative willing to offer to help push startups? Second, what is the regulation scheme going to look like?
[ ] Broad Support
A widespread base of support will begin growing companies quickly, and provide best for a wide spread of new startups across the board. While relatively expensive, it is also one of the best ways to kickstart the new economy (-10 RpT, High Indicator Costs) (High regulation impact)
[ ] Limited Support
While providing for all of the elements the service sector is beyond GDI's current will, providing some smaller amount, and supporting them as needed will assist the creation of a spread of new companies, although with less support, the best positioned will be the first to reap the benefits of the program. (-5 RpT, Medium Indicator Costs) (Medium regulation impact)
[ ] No Support
While not offering support will not quite strangle the private enterprise initiative in its crib, it will drastically slow any potential growth, and ensure that only the groups who can find wealthy patrons will actually see any potential for growth. (Low regulation impact)
Regulation
[ ] Strongly Pro Worker
A substantial array of pro worker legal and policy choices, ranging from closed shops to preferring cooperatives or other collective ownership schemes, GDI can manage to head off the worst of potential capitalistic excess. This is also likely to ramp up consumption as the workers have more means to negotiate their pay.
[ ] Moderately Pro Worker
The service sector has often been a place where workers are exploited, usually worked against each other in a rat race to push productivity numbers up. By instituting strongly pro worker regulations, including the right to unionize, GDI can at least help in most of these cases.
[ ] Moderately Pro Owner
By emphasizing the role of the owner, we can assist them in finding the right people for the job, and with the massive labor surplus, any churn in the labor market can be worked through with the existing welfare systems.
[ ] Strongly Pro Owner
By taking a mostly hands off approach, and encouraging lawmakers to pass items like so called "right to work" laws, GDI can place ever more control into the owners and managers. While this will increase the efficiency of the sector, mostly by stepping out of the way and allowing people to do as they will, it also has the potential to increase incentives for rulebreaking.
Enforcement
[ ] Intensive Enforcement
With regular inspections, anonymous tip lines, and a well funded set of regulatory bodies, GDI can ensure that nearly any rule breaking is caught and punished appropriately.
[ ] Moderate Enforcement
Primarily waiting for a report of rule breaking to come in, moderate enforcement is substantially less costly to set up and maintain, however it is also significantly less effective, especially with lower levels of GDI involvement in the sector.
[ ] No Enforcement
Enforcement always brings with it a substantial degree of costs to both the initiative and the companies. Any problems can be dealt with by suits through the legal system.
A/N: Please be nice to each other. I know that you guys mean well, but this is something where I am touching very close to things that people care about deeply. I want this to be fun and engaging, not enraging.
Resources: 425 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.08 Blue Zone
30.75 Yellow Zone (61 Points of Mitigation)
55.17 Red Zone (32 Points of Mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (5 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+5) (+2 stored)
Health: Substantially improved (+6)
Capital Goods: Significant Shortfalls (-2) (collapse in 20-24 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (115)
Tiberium Processing Capacity (870/1000)
Plan Commitments
95 Mitigation (2 remaining)
2 stages of space stations (1 remaining)
Infrastructure (6 dice)
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 291/450: 10 Resources per die) (+ Logistics, + Health)
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 124/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 0/120: 5 resources per die) (+++ Water)
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential 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 is seeing increasing 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)
[ ] Blue Zone Duplex Row Housing (Phase 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)
[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
Heavy Industry (3 dice)
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 201/500: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)
[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)
[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 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 probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (+250 Processing Capacity) (Dice Allocation must be taken in HI/Tiberium dice pairs)
[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)
[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry (3 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)
[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)
[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/190: 10 resources per die)(+ Logistics) (makes military developments cheaper)
[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)
[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 2/80: 10 resources per die) (+ Food, + Consumer goods -- Water)
[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 183/200: 20 resources per die)
[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)
Tiberium (6 dice)
[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
[ ] Coordinated Red Zone Perimeter Harvests (Phase 3)
With many of the immediately accessible parties already brought into the scheme, GDI's further expansion is looking towards smaller and more isolated bands, who can reach out even further, often connecting lines, even if only with an intermittent presence. However, they are also more difficult to contact and convince, requiring more effort, and substantially more in the way of convincing then the rest of the Forgotten. Many of them opposed the initial deal, and they are wary of outsiders. However, if they can be convinced, they will become a valuable arrow in the endless war on Tiberium.
(Progress 41/300: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has 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, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, 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) (+500 processing potential) (--- Energy, -- Logistics)
Orbital Industry (3 dice) (2 fusion lift dice)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype 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 human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 117/200: 30 resources per die)
[ ] 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 0/100: 30 resources per die) (5 PS for completion)
[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)
[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)
(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)
[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)
[ ] 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 0/100: 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 0/100: 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 0/300: 15 Resources per Die)
Services (3 dice)
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 459/500: 5 resources per die) (--- Labor)
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 121/300: 5 Resources per die) (-- Labor)
[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)
[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)
[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)
Military (3 dice)
[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)
[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
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)
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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, and a massive solar array to keep the system operational.
(Progress 0/250: 30 Resources per die)
[ ] 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)
Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 94/150: 10 Resources per die) (-- power)
Navy
[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)
[ ] 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. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second 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. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
[ ] 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 0/300: 10 Resources per die)
Steel Talons
[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)
[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
[ ] 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 0/40 : 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 0/40: 10 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 60 + 1 operations die)
[ ] Private Industry Regulation Lobbying
While the Treasury can do a significant amount to manage the emergent private industry in its own right, some of the measures proposed do require more extensive legal action from Parliament. Items like tax incentives for cooperatives, or union protection measures need more than even the extensive powers of the treasury to become law. (DC 60/80/120)
** 2 Hour Moratorium on Voting **
Adhoc vote count started by Ithillid on Jun 10, 2021 at 6:31 AM, finished with 199 posts and 99 votes.
Timothy Whichard (AeroSpaceAdministration) (Public Relations)
This quarter has seen a pair of substantial pieces of progress for GDI's space ambitions. Not only has the orbital ASAT station come online, but so has GDSS Enterprise. Last quarter, GDI once more had a permanent human presence in orbit, but today, GDI has begun what will be a long hard climb towards self sufficiency in orbit, and eventually bringing resources down the well to people here at home.
This has taken the full efforts of all of GDI's spaceports, and every launch that could be managed. While we have taken every possible measure to avoid too much disruption, the pace of development has been such that we have received complaints.
VAdm. Harrison Carter [Space Command]
I want to use this moment again to thank everyone at Space Command, adjacent organisations and the Treasury for this monumental achievement. We could not have taken this first and important step towards a self-sufficient orbital presence without all of them, a presence that will secure GDI's supremacy in orbit and beyond.
ImagineSeals
While I understand and even support the investment in space, especially the new ASAT command post, I can't help but wonder why the GDI developed new fusion rockets to drive down launch costs, but now we're firing off dozens of old style rockets. I don't know the exact costs but things here on earth aren't exactly going well. NOD pulled off a pretty big airlift last year that we failed to even inconvenience despite intercepting it with fighters. Nothing has been done to prevent a repeat. Ground forces have been handed some new kit, but some of it is being underutilised due to a lack of artillery shells. And this isn't even getting into non-military concerns, like the refugee crisis, and the continuing shortage of various industrial and consumer goods. I can't help but think that priorities at the top are misaligned with the reality of the situation.
StylingSandy
I don't know for sure, but I've heard from one of my contacts that some people are concerned about orbital debris, and something called "Kessler Syndrome". I looked it up, and the prospect of cleaning up old space junk sounds good, because I don't want to lose the commsats we do have. So, for everyone who's been complaining about mail slowdowns, just imagine losing satellite communications.
Edit because of idiots: No, the Postal Services don't manage electronic communications. But imagine the slowdown if everything that was emailed had to go through us.
FloatingWood
Frankly, I wouldn't think there'd be a lot of slowdown. I mean, you guys manage to deliver a piece of paper from any address in a Blue Zone to another address in any other Blue Zone in 4 days or less.
Delivery from one ass end of nowhere Red Zone posting to another ass end of nowhere in 2 weeks, too.
I'd believe you if you told me that the GDI Postal Service could deliver Nod's letters if only they'd send it through the post and if some poor mailman got killed on their routes an orbitally dropped replacement with escort would continue the rounds within 5 minutes.
AccomplishingProvidence
It is encouraging to see mankind beginning to reach for the stars once more. It's just another part of mankind's efforts to extend our potential.
I do so hope that this will not be something exclusive to the richest residents of Blue Zones, and the military of GDI. It is not being presented as such, but it's far easier to see something like space travel become exclusive by its very nature.
randomactsofpoetry
High Flight
by John Gillespie Magee
Oh! I have slipped the surly bonds of Earth
And danced the skies on laughter-silvered wings;
Sunward I've climbed, and joined the tumbling mirth
Of sun-split clouds, – and done a hundred things
You have not dreamed of – wheeled and soared and swung
High in the sunlit silence. Hov'ring there,
I've chased the shouting wind along, and flung
My eager craft through footless halls of air…
Up, up the long, delirious burning blue
I've topped the wind-swept heights with easy grace
Where never lark, or ever eagle flew –
And, while with silent, lifting mind I've trod
The high untrespassed sanctity of space,
Put out my hand, and touched the face of God.
NeedlePine
GDI's military spending is all over the map. Half-assed investments into the airforce and ZOCOM, nothing for the Navy and now this hasty patch over our orbital vulnerabilities. It's nice that someone out there is trying to keep the Philadelphia disaster from happening again, but with the ASAT system half, maybe one-third completed, there's no way we can be sure all those expensive space stations are actually safe from a NOD attack. Yet more half-measures and misspent funds.
To all of you spacers going up there, best of luck. You're gonna need it.
IcarusUndaunted
#Needlepine Hey man, in case you haven't noticed, we did just come out of like, three near back to back world wars and until about a year ago, though it was kept pretty tightly under wraps, we were a few short months away from a near total industrial collapse. I was working in a zone armour factory, we were literally hand machining zone armour. And you wanted GDI to what? Make ships and god damn modern aircraft? By hand? Are you off your meds or something? What people like you don't realise is things like infrastructure spending is military spending, because without modern infrastructure, there is no way to make, never mind maintain a modern military. Navy guys and whatever might be pissed off about not having the latest aircraft carrier or whatever they dream of at night in their bunks, but they sure would hate it more if they basically got a floating slab of metal with antique vacuum tube computers trying to run the damn thing. I'm sick of people bitching about the damn military budget. You can't build ships or planes or tanks by stacking up massive piles of cash.
ProfCollingsworth
So, my commendations for those who are helping the human race slip the surly bonds of Earth. And it shows a significant difference under the Granger administration that the priorities are industry and security, rather than focusing on a political and administrative hub. There is a great deal of potential for space, and this seems to indicate that the focus will be on that, rather than as another secure bunker for politicians.
FloatingWood
Given the size of the stations and how building them basically ate the entire launch capacity GDI has, do you think they've got aquaponics and fungal farms up there? Because they deserve it.
#ProfCollingsworth, what is there to even produce up there? You'd need to launch all the materials, the production facilities can't be cheap to construct or operate, and you need to get everything down, too. Surely it is far more efficient to produce everything on Earth itself and ship it around?
Timothy Whichard (AeroSpaceAdministration) (Public Relations)
#FloatingWood
Glad you asked. See, space may look empty, but it is in fact full of stuff. In the near earth environs there are decades of random bits and pieces of old spacecraft. Further out, there are asteroids, and even other planets that we are seriously looking at beginning extraction. And once we have gotten up there, well, we are nine tenths of the way to the rest of the solar system (if we round a bit anyway).
FloatingWood
I'm not seeing an answer as to whether or not they've got aquaponics and fungal farms up there.
AccomplishingProvidence
Short-term, it seems likely they will have to ship supplies up. My understanding of these new Leopard ships is that they can return to orbit comparatively quickly. Longer term, there's pretty clearly plenty of space to install various long-term things like aquaponics bays. I cannot claim to be a space engineering and life support expert, but wouldn't installments such as aquaponics also improve air quality, providing something of a "two for one" situation?
VAdm. Harrison Carter [Space Command]
#Floating Wood
No, at the moment not and personally I do not see that changing in the near future. A human needs around a kilogram of food per day, meaning a Leopard could deliver around 200.000 daily food units in a single supply run, which is theoretically enough for at least 5 years. At the moment delivering food from the ground is cheaper than installing large scale aquaponics.
Johnny Mangoseed
My uncle's friend did some planning work on the GDSS Shala station back before the 3rd war. It was supposed to be an experimental agricultural station, the entire thing dedicated to trying out orbital hydroponic farms and zero-g plant growth. Way more extensive than the limited experiments they tried out on the GDSS Philadelphia. Maybe we'll see something like that in the future.
Solan
I wonder what are the working conditions in the Enterprise because of the whole economic reforms initiated by the Treasury there are new ways to be prosperous here at groundside again. Would we apply that to space when the private sector would be allowed rent space at the stations?
Akira Oda (Treasury)(Orbital Office)
#Johnny Mangoseed
Funny thing about the Shala that station was one of the few proposed stations for our return to space. This is all under public domain and you can use an FOI but the quarterly proposals in the Treasury from Orbital usually consider different stations and other QOL fixes asked by the other departments wanting better communications and their interests. ASAT is military though so I don't have any info on that and they are usually exempt from any FOI except for maybe the proposals and what the FOI office considers safe enough for public release but I heard from my colleagues that there were screaming matches with how much of our rocket inventory was being wasted with Space Command grumbling of "shock rockets" or something. The Secretary Office did allocate all of our fusion lift allocation this quarter to the Enterprise and it was cheaper than whatever ASAT came to be. In fact, using fusion lift is usually in our domain because civilian space infrastructure is what Dr. Granger prefers during Treasury policy meetings for the whole department and that's the only way we can afford it until the Enterprise. Now I'm off the Treasury is partying when both the Tiberium Office and the Orbital Office finally finished the reconstruction plan of the Granger administration.
RedRaider (Zocom) (boots on the ground)
So, from my limited understanding. Orbital elevators not possible. Leastwise not yet. (and arguably having anything on the ground is a security risk. Even if it would be a cheap way to get stuff into space.) But for now, the main thing is to get some orbital industry running, so they can build stuff without having to waste however much fuel it costs sending up the toolboxes. Because space is like, no gravity, so momentum means movement up there is way cheaper than getting the velocity to escape orbit. The tl;dr being once we have a permanent presence in space it will be way easier to expand that. Okay, that makes sense. Just so long as you guys keep our eyes in the sky and ion cannons running.
LaserKiwi2000
Woot! Space breakthroughs, all being completed in 3 months is rather impressive. The complaints are likely completely unaware of the fact that decisions are made for a reason. End of plan, last quarter of a plan. Space expensive. Pretty obvious why Granger picked extremely expensive infrastructure to complete before the next plan.
Private Military Department Budget bickering Slack Thread IV
LudwigSmith(Ltd Ground Forces, Blue Zone 1)
Looks like shell plants are delayed another quarter, which is troubling and frustrating. We have the artillery hardware but not the munitions enough to actually do much with them. Fortunately combat has been light.
AnastasiaWang(Ensign Navy, Pacific)
*Makes sure to check again, that slack channels don't count as insubordination if rude* For fuck's SAKE! It's been 4 years and we haven't even got any new shipyards or hulls or fresh anything. Great! Point defence research is ready to roll out! IF IT EVER GETS FUNDED. Great! Hydrofoils that look very promising have the designs and placement for where they will be constructed. But will they? We needed them last year! Half the time we barely know what's happening out there even WHEN we have an apollo available to do a flight ahead, which ⁸happened once.
DemetrievMacVolkanov(Officer, Airforce)
I will join in the honourable Ensign's complaints. We have had ONE airforce project complete. A single Apollo factory in 4 years, when there were supposed to be both completed. These had been HALF DONE ALREADY!. They aren't even particularly heavy on electricity usage! I mean, yes! Capital goods shortage, and rebuilding and food and everything else has been mostly done and was very important, but I am pretty sure that delaying novel crops by a little, or not doing the yellow zone fortresses before apollo completion would be the better order.
Oh, also, fuck Nod! Orcas are dying more often.
CassidyKoomba(RearAdmiral of Pacific)
We really need new hulls, agreed. Logistics gets a lot harder if I don't have better information. It is getting better and at least our remaining shipyards and suchlike are working, but the Rapiers and what the Guardian might be, are very important. Get them in production, and that's fine. Navy takes a long time no matter what.
EustaceLi (Officer ZOCOM, North America Red Zone)
So, I will accept no more than 8.3 minutes of abuse for receiving the largesse of the Treasury... because I've been busy tracking down some bastard Black Hand raiders who are trying to get close to the glacier mines. You know, the ones that have nearly doubled the total GDI budget from this time 4 years ago. *prepares for incoming friendly fire*
Oh, right, the Black hand: got them.
ArthurTan (Officer) (Space Force)
As someone from space force I heard from the grapevine that Carter is becoming friends with Granger the doctor when Treasury's space number crunchers are making glowing reviews of how high the ROI Space Command has compared to other military branches. I mean not to toot our own horn but when the GDI practically cut all programs from the former countries of the UN a lot of not laid off civilian personnel turned into officers in our branch. Sure in time we might split but that may be decades or centuries away. Besides we're the only branch that managed even in the wars to keep the lights on for the many probes before Granger came in and gave us orbital assignments. It's also weird now when we are also going to have an exploratory division here at Space Command with the Treasury Orbital Office approving our list for Granger. I don't know how long that will be.
Q4 2053
Resources: 435 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.49 Blue Zone
30.00 Yellow Zone (61 Points of Mitigation)
55.51 Red Zone (35 Points of Mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7)
Capital Goods: Significant Shortfalls (-2) (collapse in 20-24 quarters)
Consumer Goods: Titanic Shortages (-20)
Labor: Gargantuan Surpluses (111)
Tiberium Processing Capacity (880/1000)
Yellow Zone
Water: Limited Surpluses (+1)
Reallocation
The word on everyone's lips throughout the political environment is reallocation. Ranging from V.Adm Carter's Space Command Exploratory Division, to proponents of increasing the allotments for universal basic income, and the basic living allotment, to all of the military branches searching for a substantial increase in funding. Throughout this, the Treasury, while widely supported, has often been on the back foot, especially with their previous reallocation of resources and the fact that they are still over half of GDI spending, and have nearly reached the point where they equal total GDI spending at the beginning of the plan. In light of this, cuts to the treasury budget are inevitable, the only question is how much. While cutting back to the opening percentage seems likely, it is also likely that the Treasury could do much to stem the outflow, admittedly at a cost to the other commitments of the Initiative.
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 450/450: 10 Resources per die) (+ Logistics, + Health)
Repairing at least the worthwhile parts of the battle damage of the Third Tiberium War has taken a full four years. While GDI's cities still bear scars, they are healed over. Buildings still stand abandoned, but have been extensively deconstructed. There are still craters, but they have been cleaned. IEDs and UXO have both been extensively cleaned up. While some of the larger battlefields are still littered with waste, the smaller ones have been entirely cleaned up. Sunken shipping has been salvaged, or at least cleared from the lanes. While future projects will be needed to finish fixing some specific parts of the system, few of these will be anywhere near the scale, and none will have the sheer systematic approach of the reconstruction efforts.
Future projects aim to begin building arcologies, and some few have approached the megatower systems only dreamed of before the Third Tiberium War, relying on long chain carbon nanotubes as a key structural component, embedded into the core structural elements. More industrially, an integrated port system reconstruction will be aimed towards smoothing strategic logistics, alongside networked drone delivery systems, and other approaches towards building cities that are prepared for the future.
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 270/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
The allocation of artillery for the Yellow Zone fortress towns has been distinctly light, primarily 152mm guns with some handful of 120mm mortars being all that could be spared from GDI's ongoing military buildup. However, in light of the ongoing movement of people into the refugee camps from NOD territory, moving people into the primarily finished fortress towns has been an easy decision. While there will still be some work done as people move in, the conditions are far better than those in the refugee camps. To better defend themselves against NOD attack, many of the new residents have begun working with GDI soldiers to form home defense militias. Capable of little more than holding their walls, if even that, they have been reported to be highly motivated, and eager to learn from GDI troops. While the Ground Forces are still considering whether or not to accept or expand this kind of program, it is unlikely that they will turn them away. This seems to have emerged in reaction to the fortress towns turning away multiple smaller NOD raids and probing attacks. While none of these seemed to have the intention of doing more than acting as reconnaissance by fire.
More economically, there are a number of outposts and harvesting operations near these new towns, and many of the Yellow Zoners moving in are eager to start work on more Tiberium mining operations, especially as they have seen their economic fortunes substantially improved in the last years due to GDI activity. While they recognize that much of the wealth still flows into the Blue Zones, they are seeing more of the benefits than ever before.
[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 70/120: 5 resources per die) (+++ Water)
Ancient civilizations around the world built aqueducts going back to the 800s BCE, with an eighty kilometer aqueduct built by the Assyrians to supply water to their capital. However, one common feature that all of these ancient aqueducts shared was that they were a means of delivering water on a fixed path downhill. A slope of less than 1 degree is enough to keep the water flowing, and so prevent the supply from backing up. Carrying through to the 20th century, water supplies were rarely in convenient locations, and many cities required far more water than their own reservoirs could supply. However, in the modern day, the most important part of a pipeline is the pumping stations. While water is incompressible, to maintain water pressure over long distances a substantial number of stations are required to keep the flow up, especially as many blue zones are actually significantly lower lying than their surrounding yellow zones. While the pipelines between the buildings have not yet begun proper assembly, the pumping stations have been nearly completed, requiring only a handful of hookups to begin operations.
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 518/500: 10 Resources per die) (- Labor, +++++ Energy)
With a final wave of new power plants creating massive surpluses, wartime power solutions, including a number of biomatter plants, have begun finally winding down operations. While nuclear plants can be completed in six months, or even less with the application of enough labor, there are a number of delaying factors. Fueling and safety checks alone can take months, even discounting calibration of the sensors and safeties. At this time, GDI is likely to not be the only power consumer in the near future, with service sector work, such as movie theaters and arcades, likely spiking power consumption. While not in the same scale as manufacturing costs, they are likely to become an ever increasing share of total power consumption. However, there are potential future technologies that GDI could use to maintain an ongoing power surplus, including potential further fusion research, either in the form of peaker plants, or hopefully as a mainline power solution.
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.(Progress 154/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (+250 Processing Capacity) (Dice Allocation must be taken in HI/Tiberium dice pairs)
The first stage of developing the Saarland area, has been a series of quarantine operations and separating out buildings and complexes that need demolition from those that can be recovered and refurbished. While damage is worse than the most optimistic estimates, it is certainly not wholly unrecoverable. While initial stabilization efforts have slowed the degradation of the facilities, scavengers have stripped many of the valuable components, and Tiberium has destroyed many more. However, some of this has been made good by stripping other facilities in more at risk regions of Germany and shipping the material to the Saarland either by air or train.
The next stages of the project primarily rely on finishing the perimeter and finally bringing together all of the components for the capital goods production that will finally push the Initiative to the point of self sufficiency and allow for more expansive industrial productivity.
[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 194/190: 10 resources per die)(+ Logistics) (makes military developments cheaper)
GDI's new battery plants are mostly collocated with major military production facilities, as the vast majority of their products have been delivered directly to GDI's military industrial complex. A Predator's, let alone a Mammoth's railgun requires substantial power, and to hold the energy for more than a single second shot is a project that requires extensive refitting. However, with the removal of the larger guns, and the substantially smaller shot, that is a relatively easy process. A modern railgun slug is inert, little more than a ferrous alloy dart to be launched at many times the speed of sound. Stored primarily in the turret basket, the smaller darts have freed up much of the hull storage for replacement with rack after rack of batteries. While still a risk, they are less immediately dangerous than the potential of a cookoff after a penetrating hit.
In the civilian world, the batteries have also found a use, primarily in providing a small number of electric vehicle factories with supplies. While most were closed and repurposed during the war, some few have mostly been lying moribund due to a lack of proper batteries and engines. With the postwar production restarts, and now the battery plants, they can once more find some level of production, although far less than before the war.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 219/200: 20 resources per die)
A number of new projects have begun testing now that the laboratories have finished construction. Ranging from high production oilseeds to spider cotton, the novel crops are aimed towards being effectively an array of biological nanofabricators, assembling difficult or useful molecules in bulk. Of course, these utility crops are not the only thing being prototyped. New food crops have also entered the pipeline, the most promising of which is Entari. Aimed towards being a sweet, perennial vine growing large fruit, Entari is hoped to be a fairly universal food, with fleshlike texture and mild taste when unripe, and a softer texture with a more sweet and tangy taste when ripe. In function, the unripe fruit can be used as an effective meat substitute, sharing a texture with stewed chicken, while ripe fruits can be used in more traditional fruit roles. While none of the projects are anywhere close to completion, let alone the required safety testing and deployment, hopes are high.
One of the biggest advantages in doing this has been the ability to focus entirely on a single very narrow range of possible conditions. Rather than trying (as most previous genetic engineering programs have done) to build crops that are more pest resistant, more pesticide/herbicide resistant, or able to grow in hostile conditions, GDI's near universal use of carefully managed aquaponic systems allows it to focus on plants that don't need to be able to grow anywhere but the most favorable situations.
[ ] Coordinated Red Zone Perimeter Harvests (Phase 3)
With many of the immediately accessible parties already brought into the scheme, GDI's further expansion is looking towards smaller and more isolated bands, who can reach out even further, often connecting lines, even if only with an intermittent presence. However, they are also more difficult to contact and convince, requiring more effort, and substantially more in the way of convincing then the rest of the Forgotten. Many of them opposed the initial deal, and they are wary of outsiders. However, if they can be convinced, they will become a valuable arrow in the endless war on Tiberium.
(Progress 334/300: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
GDI's continued push towards the Forgotten has been less successful than initially hoped. While some of the other tribes and bands have increasingly seen the benefits of coordinating efforts, others have retreated from any contact, despite GDI's push to find areas of common interest. However, the coalitions of smaller groups that the Initiative has been able to entice have linked up remaining gaps, and become an integral part of an ongoing strategy to contain the ever expanding red zones. While many of the elements will have to be renegotiated as GDI intensifies efforts over the next four years, the existing framework is good starting ground for a comprehensive project to begin reclaiming half of the planet. In the coming plan, Red Zone projects are the highest priority, looking both towards containment and substantially increasing the income generated by these regions.
[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 268/200: 30 resources per die)
While completing the Treasury's political aims, part of the promises made to ensure passage of the treaties with the Forgotten, GDSS phase 2's completion marks the beginning of what is soon to be a self-sustaining orbital industrial base. One of the first projects for the now completed station is the cleanup of the orbitals, and as much as possible the recovery of many of the corpses left in space. While many of the casualties from Philadelphia will be too freeze dried and fragile to recover as anything other than a fine dust, those who died in the hours and days following the nuclear detonation are likely to be in much better condition. Of course, with many of the dead, they will have been vaporized by the blast and subsequent secondary detonations.
More economically, some of the first modular sections are ready to be brought online, leading to many new projects, ranging from orbital shuttles, to dedicated refining operations for orbital mining. These projects will be hard to afford after the reallocation, however they are also vital for the long term economic growth of the Initiative.
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 563/500: 5 resources per die) (--- Labor)
The Tertiary school system has finally been brought back to full operational status. While it will take time (up to a decade in some handful of cases) to begin producing new specialists and researchers, the machine is functioning once more. Even as students, many will be put to work doing the basic research that all other development relies on, from aerodynamic modeling, to genetic engineering and the ever ongoing quest for more nitrogen groups in a single molecule. Hundreds of development projects, both applied and blue sky, have already been approved, with thousands more waiting in the wings as the review process has gotten overwhelmed.
In their role as schools, not just research institutions, students have swarmed into the campuses like a cloud of recently liberated locusts. While a far cry from the parties that often characterized prewar campus life, even the more subdued postwar campus is a black hole for every bit of low end alcohol, drugs, and other form of excess imaginable. Of course, the students are doing far more than partying, but the social life of campus is something that has never been broken, and has gotten more tame, mostly because of the changing emphases of the students themselves.
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 211/300: 5 Resources per die) (-- Labor)
Further development of the technical school system has resolved the problem of insufficient worn out equipment. Most of the sites are situated close enough to major metro areas that they can make good use of of worn out trains, and buses, with a small spur track for deliveries. With the number of older vehicles on the road, and a promise of new vehicle production ramping up soon, a good number of vehicles that would otherwise go to recycling will go towards these schools, and some of the best work may in fact get them operational again. While there are still not enough teachers, the schools are closing on being ready to open, although likely (at first anyway) not at full capacity.
[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 253/250: 30 resources per die)
The first Orbital ASAT hub has been completed. Taking nearly every launch GDI could manage, and expending nearly every last launch vehicle in inventory, the station has gone from concept to completion in a bare three months, and even then, it was a close run thing, with launch failures rapidly increasing in the last weeks of assembly. While substantially smaller than the Enterprise, it is still, at this time, the second largest station in orbit, with a crew of eighty. While certainly substantial, it is effectively just enough for three twenty person shifts, monitoring the hundreds of ion cannons, and more importantly babying the EVA units that monitored thousands of communications and observation satellites in constellations that cover nearly the entire globe. While the crew is not nearly large enough to fully operate the entire system, it can operate it on its own on relatively minimal settings. While it cannot fully prevent a tragedy like the Philadelphia nuclear strike from happening again, it is enough to make it severely less likely, and almost certainly require further preparation in order to ensure a missile could make it through.
While a larger station, and a redundancy on the other side of the planet, would both make progress towards a fully orbital ASAT network, further upgrades will take substantially more time and money.
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 123/150: 10 Resources per die) (-- power)
Shell plants have encountered numerous delays this quarter, ranging from misalignments to multiple cases where marginally incorrect ratios ruined a test batch of shells. Shell, in various forms dates back to 1460, with an early incendiary was invented by Valturio. However, the modern high explosive is a product of the 19th century, following the invention of smokeless propellants. The first versions were known as Lyddite and Melinite, adopted by the British and French respectively in the mid 1880s. Both were blends of picric acid and guncotton, a common early solution, but one that would be replaced repeatedly across the 20th century. By the end of the century various forms of plastic bonded explosives had become the standard for most militaries around the world. These plastic bonded explosives are distinctly insensitive, making them safer to handle and transports to battlefields around the world, a requirement that GDI has been only too happy to continue. However, the explosives have kept evolving, moving towards cocrystallized binaries and trinaries that pack ever more explosive punch per gram. However, these are often distinctly unstable in their basic forms, meaning that even small calibration defects can create dangerous situations due to the emulsions breaking down.
[ ] Preliminary Service Privatization Discussions
One of the areas where GDI can look to privatize without needing to allocate substantial resources is the service sector. Rather than trying to build a privately owned industrial system, GDI can allow the private sector to begin with various forms of value added businesses, such as restaurants. While this will inherently produce some inefficiencies, and increase demand in some areas, it will not substantially strain GDI's overall resources. DC 120 (195)
The Political Working Group has descended on GDI's scattered legislature like circling vultures. Nearly every representative has gotten at least one face to face meeting with a celebrity or other highly placed figure in the group. The only exceptions are people like Morgan, who are implacably opposed to the slate of worker protections that the Treasury wants to employ. GDI's parliament often is a slow beast to rouse, with many of the important day to day matters covered by various bureaucratic departments and the realities of the weak parties meaning that building a coalition is often harder than writing the bills. However, with sufficient effort and shepherding, even a radical bill can be passed, with enough support. While it has been watered down from the original draft, stripping out language that would have ensured that any company with over 100 employees would be a cooperative for example, it is still a strong statement supporting a worker focused economy.
KropotkinsGhost
Well, the markets are opening back up, but somebody has been a funny little technocrat. Looking at the original text of the bill, back before it got mutilated by the parliament, it had items like.
All companies over 100 employees had to use a cooperative manner of ownership.
Bans on anti-union activities, or campaigning.
Employees right to information
4 months warning for termination
A grant program only for coops. (Parliament said to share with small businesses.)
When the stock market returns the GDI would be the first buyers of the stocks before IPO.
Minimum worker profit sharing of 15 percent of net revenue.
Workers make up 50% of a company's board.
On the other hand, we did get some stuff.
Bans on right to work measures
Mandatory 13th month pay based on location since not everyone can spend it on Christmas.
Mandatory Redundancy pay of 2 weeks
5 day no doctor needed paid time off on top of sick leave and parental leave already on the books.
Heavy Health and Safety training and enforcement
Minimum enforced vacation time.
Subsidized skills training.
Pro-parent policies in the workplace.
Yellowzon3r
Anything yet about building back up the emergency stockpile? GDI don't totally suck since they've been spending a lot of money in the yellow zones. But I'm looking at their space projects and if things go bad bloos are gonna be first in line to another little island. This time with empty space between them and the crystal rather than just water. I'd like some sort of safety net for just in case. Also if I'm gonna be paying GDI taxes I want to know they're not just dumping it all in top of the line blue zone Stuff. I'm too damn old to go back to university. At least that was the reason the blue zone prick gave when I know there's bloos older than me riding the gravy train. Fu***rs. And F*** your autocensor too.
Solan
#KropotkinsGhost I heard there was a measure of mandating an arbitrated CBA (Collective Bargaining Agreement) / CNA (Collective Negotiation Agreement) in the original bill? Did that pass I could find it myself but the dense legalese of the new law just makes me want to rest for a while? If so it would help the situation of both the private and state sector.
**AN/: So, with the plan complete, my next post will be a wrapup of what you have accomplished this plan, with charts and graphs. Then, there will be a post to look at reallocation and some of the bonuses you get for completing the plan. After than Q1 2054. **
In the rebuilding effort from the damages of the Third Tiberium War, Dr. Granger pursued a radical new plan. Unlike previous Treasurers, who had often pushed private enterprise and public/private partnerships to the foreground, Dr. Granger emphasized the primary role of the Treasury in both combating Tiberium and rebuilding the overall economic system.
The history of the GDI Treasury is a long and complicated one, defined more by adaptation to the changing needs of the Initiative as a whole than distinct power grabs. There can be broadly said to be three distinct periods in the Treasury's history. First is from 1995-2020. Here, the Treasury primarily acted as a receiving and distribution hub, managing the Initiative's money, rather than engaging in substantial shaping of the economy. While across the period it did become ever more involved in the Tiberium marketplace, this was due primarily to the harvesting efforts of GDI commanders in the field, rather than Treasury driven abatement operations. In the second phase, from 2020 to 2035, the Treasury engaged in one of its largest expansions. With the global economy collapsing, the Treasury expanded its remit from simply managing money to managing an ever increasing array of partnerships and responsibilities, including many of the Initiative's Operations Other than War. Ranging from food distribution to munitions production, the Treasury served as an economic hub, but one that reshaped, rather than replaced many of the economic indicators and drivers. Finally, from 2035 to 2050, GDI's Treasury fundamentally shifted into the economic field of a world government. However it did not do much to flex its economic muscle. Rather than actively shaping the world economy into a weapon of the wars that GDI continued to fight, it used it as a means to ensure a sense of normality, and reassurance.
Granger, despite being a civilian, turned to the Treasury as more than a means of facilitating markets, but rather took a very direct hand in fighting not only the war on Tiberium, but a war on hunger, disease, and exposure. Rather than allowing free markets, Granger solved one of the worst housing crises in human history in effectively three and a half years, while also effectively forestalling the collapse of industrial civilization, ensuring that there was enough to eat, and deploying a new way of war to GDI's ground forces. While Granger's first term in office was notoriously lean, with many, either in stories or more rarely in truth, surviving on fungus bars, it was not a starving one, and from the end of the first year on, people around the world saw a slow but steady improvement in their lives. While some aspects, such as the allocation of consumer goods, was more fitful, and was still a severe problem by the end of the plan, with many people having to patch and repatch worn out clothes, and do other patchwork repairs as they could and do without when they could not, rather than having replacement parts or systems available.
While Granger made many decisions over the course of his time in office, it was his diplomatic and political choices that made the most difference. The first major decision was his choice to focus on the Yellow Zones. Before the Third Tiberium War, the Yellow Zones had been increasingly abandoned by GDI as it saw ungrateful populations turning against them and rising up in the name of the Brotherhood of NOD, not worth trying to maintain presences in many of the areas as economic development was far cheaper in the blue zones. While GDI had begun to push out in the years before the Third Tiberium War, with projects such as New Eden, these projects were severely cut short by the war, and the need for ever greater military investments and attempts to keep the system from falling apart. Granger's program was far more integrated, approaching the Yellow Zones where they were and building cities there, rather than attempting to transform them immediately into Blue Zones before habitation.
One of the most fundamental decisions, beyond everything else Doctor Granger did in his first term as Secretary of the Treasury was his actions to recruit the Qatar branch of the Brotherhood of NOD. Having their origins in the followers of Killian Qatar, Kane's second in command through much of the Third Tiberium War, the branch was driven out of the Brotherhood and into hiding, only reemerging to seek succor with the Global Defense Initiative. Granger, against the advice of everyone close to him, chose to stretch out a hand in friendship to the group, and was massively rewarded. Not only was the group some of the best expertise the Initiative had ever received in not only living with Tiberium but harvesting it, but the group was also incredibly multidisciplinary, finding niches everywhere within the Treasury's remit. Given a new identity, and in the cases of some of the most prominent members, a new name. They were scattered across the Initiative in penny parcels, and kept under close surveillance. However, for nearly all of them, they in fact became loyal citizens and honest workers, choosing to fight, and in some cases die, for an enemy that had shown mercy, rather than brothers who had shown none. (1)
Granger did face severe criticism for some of his decisions, most notably his opposition to the Hawk and Free Market parties. Rather than find some middle ground or bending to many of their demands, he instead attempted to drive them out of the political battlefield, pushing development of centrally directed and state controlled systems. While some of these, such as the toy factory initiative, had consequences for the Treasury's system, he was able to maintain, at least for the first plan, a substantial degree of independence for the Treasury's system.
The final major action of Granger's first term was the development of a new form of relationship with the Forgotten. While the relationship had failed after the Second Tiberium War, it was renewed on Granger's own initiative, reaching out to the many wandering tribes and bands of the Forgotten. Meeting them in Washington DC, Granger led off a negotiation that would bring the Forgotten back, through mutually beneficial activities. Most notably the recruiting of Forgotten members to staff GDI's assault on the Red Zones, hardening much of the perimeters, although still getting pushed back chronically.
As GDI began pushing into its second four year plan, there were certainly ongoing crises, most notably the rising of the Free Market Party in reaction to the lack of Consumer Goods, and the continued spread of the Red Zones despite the best efforts of the Initiative. However, hopes were high that the economic miracle of the last four years could be replicated.
(1)In modern society, everything from birth to death is recorded. Birth Certificates began to be issued in 1900, Passports were far earlier, dating back to the dawn of recorded history. Other means of tracking people through paperwork have found their way into common use over the centuries. While this has made people far easier to keep track of, it has, paradoxically, made it easier for governments to slip people into the population. While this has often been the domain of the secret police, like the East German Stasi, the Initiative has often used it to protect defectors.
Income
Blue Zone
Yellow Zone
Red Zone
Housing
Refugee Camps
Energy
Logistics
Food
Health
Capital Goods
Consumer Goods
Labor
Q1 2050
125
17,35%
32,62%
50,03%
-32
-16
-8
-2
Q2 2050
125
17,35%
32,62%
50,03%
-32
-16
-8
-2
Q3 2050
155
16,73%
33,22%
50,51%
-32
-16
-4
-3
-2
Q4 2050
165
15,80%
33,68%
50,62%
-32
-16
-4
1
-1
Q1 2051
175
15,10%
33,65%
51,35%
-32
-4
-4
1
0
Q2 2051
240
14,75%
33,81%
51,54%
-16
-2
-2
1
1
Q3 2051
305
14,86%
33,57%
51,68%
-4
-2
0
1
1
Q4 2051
310
14,82%
33,59%
51,59%
-4
16
4
2
4
-16
-32
Q1 2052
310
14,13%
33,31%
52,56%
0
16
12
4
1
8
-16
-32
Q2 2052
325
14,20%
32,95%
52,85%
0
16
8
4
0
8
-16
-32
Q3 2052
325
14,41%
32,00%
53,85%
0
16
8
1
0
4
-16
-32
128
Q4 2052
335
14,20%
31,20%
53,68%
0
8
8
1
2
4
-14
-32
124
Q1 2053
350
14,36%
31,50%
54,14%
0
8
12
5
2
4
-14
-32
120
Q2 2053
415
14,24%
31,51%
54,25%
0
8
10
6
2
4
-14
-28
118
Q3 2053
415
14,37%
30,80%
54,83%
0
4
6
6
3
4
-4
-22
115
Q4 2053
425
14,08%
30,75%
55,17%
0
5
6
6
5
6
-2
-21
115
Q4 2053 End
435
14,49%
30,00%
55,51%
0
2
22
6
4
7
-2
-20
111
Total change
310
-2,86%
-2,62%
5,48%
32
-14
38
14
6
9
14
12
-17
Reallocation 2053
After four long years of the Treasury dominating GDI spending, the current budget cycle has ended, and GDI's bureaus and departments have entered into their ritual bloodletting once more, a gladiatorial game of memoranda and meetings, with reams of paper, and millions of words of text laying out agenda, and agendas to create agendas. While everyone agrees that the Treasury must share its riches, precisely how much is up for debate. Further, it is also time for the Treasury to share its goals for the next four years. While each party has their own ideas, there are a number of key indicators that the Treasury has had to meet since they became more than GDI's accounting division.
The current mood in GDI's circles of power is alternatingly triumphant and scared. Local unrest has started to turn into a massed demand for improved conditions. Consumer goods top the list of demands, and the Free Market Party has stepped in, promising a return to prewar conditions by unlocking the Treasury's coffers and pouring out the largesse to the people. In truth, their aims are to rebuild the powerful corporations of the interbellum between the Second and Third Tiberium Wars. With elections in two short years, the political fortunes of many, including the treasurer, rests on the actions of the Treasury, and the decisions made at this conference.
Current GDI RpT: 880
Current Treasury Percentage: 25 percent
Ongoing Commitments: 25 RpT.
Political Support: 70
Treasury Allocation
[ ] 20% - Accepting not only a substantial cut to the budget, but also a slowdown in overall spending would indicate a Treasury that is interested in building up more slowly and taking a backseat in the overall system. While likely to be quite popular, it is also one where ongoing crises will be difficult to address properly. (175 RpT, +10 PS)
[ ] 25% - Maintaining GDI's ongoing commitment towards economic development is relatively uncontroversial. While still a substantial amount of funds, it is also a major infusion of resources towards the rest of the Initiative. (220 RpT)
[ ] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
Plan Goals
Capital Goods
[ ] 10 points - A smaller commitment would be able to handle many of the projects that need further infusions of capital goods. While more than enough to solve the ongoing crisis, it is not enough to provide for continuing expansions of major factory complexes. (-10 PS)
[ ] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
[ ] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
Consumer Goods
[ ] 30 points - A relatively limited goal, and about a third more than is required to solve the immediate indicated demand, it is also an unpopular position, indicating that GDI has little real ability to return to prewar plenty. (-15 PS)
[ ] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
[ ] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
[ ] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
Food
[ ] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
[ ] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
(You must take at least 61 votes worth of promises from any coalition)
Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 9; 7)
Hawks: 31 Seats (1; 5; 18: 6)
United Yellow List: 10 Seats (7; 3; 0; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (34; 16; 3; 0)
Parties
Free Market Party (1/2/3/4)
[ ] Take at least 75 points of Consumer Goods
[ ] Take at least three grant programs
[ ] Construct at least 2 MARV fleets
[ ] Build at least 6 military goods factories
[ ] Take 30 points of Capital Goods
[ ] Increase GDI income by at least 600 points.
Hawks (2/4/6/8)
[ ]Construct at least 3 MARV fleets
[ ] Construct at least 5 MARV fleets
[ ] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
[ ] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
[ ] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
[ ] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
[ ] Take at least two additional grants programs.
[ ] Take 30 points of Capital Goods
United Yellow List (1/2)
[ ] Complete Yellow Zone Industrial Sectors
[ ] Complete three phases of Yellow Zone Arcologies
[ ] Complete three phases of shell factories.
[ ] Complete at least two phases of orbital communications
Developmentalists (3/5/7)
[ ] Take 30 points of Capital Goods
[ ] Take 75 points of Consumer Goods
[ ] Take 90 points of Consumer Goods
[ ] Take 45 points of Food
[ ] Increase abatement by 30 points
[ ] Increase abatement by 40 points
[ ] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
[ ] Increase GDI processing limit by at least 1000
[ ] Increase GDI income by at least 400
Independents (listed by number of votes)
Starbound Party (2)
[ ] Complete at least three phases of Space Stations
Independent Capitalist (1)
[ ] Spend at least 120 RpT on grant pgrams
Consumer Party (2)
[ ] Take at least 90 points of Consumer Goods
Socialist Party (2)
[ ] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
Adhoc vote count started by Ithillid on Jun 17, 2021 at 10:13 AM, finished with 149 posts and 51 votes.
[X] Plan Supermajority
-[X] 30% budget (265 RpT, -10 PS)
-[X] 20 points (capital goods)
-[X] 75 points (consumer goods)
-[X] 30 points (food)
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +6 votes
--[X] Construct at least 3 MARV fleets
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Increase abatement by 30 points
--[X] Increase abatement by 40 points
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X] Starbound Party +2 votes
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X]Plan Courting the Pizza Party
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +1 votes
--[X] Construct at least 3 MARV fleets
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Take 45 points of Food
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
-[X] Starbound Party +2 votes
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X] Plan Focused Promises
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] Take at least 75 points of Consumer Goods
-[X] Build at least 6 military goods factories
-[X] Take 30 points of Capital Goods
-[X] Complete Yellow Zone Industrial Sectors
-[X] Take 75 points of Consumer Goods
-[X] Increase abatement by 30 points
-[X] Increase abatement by 40 points
-[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
[X] Plan Pizza with Hawk Meat
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +6 votes
--[X] Construct at least 3 MARV fleets
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Take 45 points of Food
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
-[X] Starbound Party +2 votes
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X] Plan All-Around Buy-In
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 90 points - A substantially ambitious plan, a full 90 point development would bring back not only prewar luxuries, but also bring many of those luxuries into the yellow zones. While it would inherently define the plan, it is also something that should be popular across much of the political spectrum (+5 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] Free Market Party +12 votes
--[X] Take at least 75 points of Consumer Goods
--[X] Take at least three grant programs
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
-[X] Hawks +24 votes
--[X] Construct at least 3 MARV fleets
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[X] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Take at least two additional grants programs.
-[X] United Yellow List +10 votes
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
-[X] Developmentalists +50 votes
--[X] Take 75 points of Consumer Goods
--[X] Take 90 points of Consumer Goods
--[X] Increase abatement by 30 points
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X] Consumer Party +2 votes
--[X] Take at least 90 points of Consumer Goods
-[X] Socialist Party +2 votes
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X] Plan: Preparing for the future
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
-[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
-[X] Free Market Party (1/2/3/4) (12 votes)
--[X] Construct at least 2 MARV fleets
--[X] Take 30 points of Capital Goods
--[X] Increase GDI income by at least 600 points.
-[X] Hawks (2/4/6/8) (1 votes)
--[X] Construct at least 3 MARV fleets
-[X] United Yellow List (1/2) (7 votes)
--[X] Complete Yellow Zone Industrial Sectors
-[X] Developmentalists (3/5/7) (50 votes)
--[X] Take 45 points of Food
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
[X] Plan Less Promise More Action
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 45 points - A somewhat higher goal, providing substantial increases in food production is one of the means towards being able to provide not just a living supply towards the GDI population, but also increase stockpiles and begin feeding people beyond the initiative's direct control. (+5 PS)
-[X] Free Market Party (1/2/3/4) (3 votes)
--[X] Construct at least 2 MARV fleets
--[X] Take at least 75 points of Consumer Goods
-[X] Hawks (2/4/6/8) (1 votes)
--[X] Construct at least 3 MARV fleets
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
-[X] United Yellow List (1/2) (7 votes)
--[X] Complete Yellow Zone Industrial Sectors
-[X] Developmentalists (3/5/7) (50 votes)
--[X] Take 75 points of Consumer Goods
--[X] Take 45 points of Food
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 30 points - A relatively limited goal, and about a third more than is required to solve the immediate indicated demand, it is also an unpopular position, indicating that GDI has little real ability to return to prewar plenty. (-15 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
--[X] Take 30 points of Capital Goods
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Complete three phases of Yellow Zone Arcologies
--[X] Complete three phases of shell factories.
--[X] Increase abatement by 30 points
--[X] Increase abatement by 40 points
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
--[X] Complete at least three phases of Space Stations
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X] Plan Commitment to Peace and Prosperity
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 20 points - A somewhat higher goal, and one that should handle the majority of potentially capital goods intensive projects, it is something where getting it through should be simple, but will make few people happy.
-[X] 75 points - A somewhat ambitious goal for the plan, it is aimed to produce small surpluses across many fields of consumer goods, ready for activities that can improve quality of life. While it will require some substantial effort from the treasury to make the goal, but it is overall both achievable and relatively politically popular
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
--[X] Take at least 75 points of Consumer Goods
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
--[X] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Complete at least five deployment programs (Wolverine Deployment, Point Defense Refit, etc)
--[X] Complete Yellow Zone Industrial Sectors
--[X] Complete three phases of shell factories.
--[X] Take 75 points of Consumer Goods
--[X] Increase abatement by 30 points
--[X] Increase abatement by 40 points
--[X] Increase GDI processing limit by at least 1000
--[X] Increase GDI income by at least 400
--[X] Complete at least three phases of Space Stations
[X] Plan Broad support
-[X] 30% - A small increase in the percentage is more a means of protecting some of the Treasury's gains, rather than an actual funding increase. However, with the number of new goals and projects that other departments have been raring to go for, it will require calling in a number of the Treasury's favors with other department (265 RpT, -10 PS)
-[X] 30 points - While 30 points of Capital Goods production is an expensive proposition, aiming towards a surplus while also at least preparing to take many of the refits is a tempting proposition for many in the Initiative (+5 PS)
-[X] 60 points - A substantial wave of new and restored consumer goods production, either through grants, factories, or some combination of the two, is estimated to be enough to meet both indicated and unindicated demand, although those estimates may well be conservative (-5 PS)
-[X] 30 points - While GDI is currently running a marginal surplus, increasing food availability and running a more substantial surplus is something that would be generally popular, if not particularly praiseworthy.
-[X] Free Market Party (12)
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Take 30 points of Capital Goods
-[X]Hawks (0)
-[X] United Yellow List (10)
--[X] Complete three phases of shell factories.
--[X] Complete at least two phases of orbital communications
-[X]Developmentalists (34)
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
-[X]Independents (listed by number of votes)
-[X] Starbound Party (2)
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party (2)
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
[X] Limited goals 75 consumer goods version
-[X] 30% budget (265 RpT, -10 PS)
-[X] 20 points (capital goods)
-[X] 75 points (consumer goods)
-[X] 30 points (food)
-[X] Free Market Party (12)
--[X] Construct at least 2 MARV fleets
--[X] Build at least 6 military goods factories
--[X] Take at least 75 points of Consumer Goods
-[X]Hawks (1)
--[X] Construct at least 3 MARV fleets
--[X] Build at least eight military goods factories. (Apollo, Rapier, Zone Suit, Shell Plant)
--[X] Spend at least two dice or 30 resources (whichever is less) on military projects every quarter
-[X] United Yellow List (10)
--[X] Complete three phases of shell factories.
--[X] Complete at least two phases of orbital communications
--[X] Complete Yellow Zone Industrial Sectors
-[X]Developmentalists (34)
--[X] Take 75 points of Consumer Goods
--[X] Finish all remaining schooling projects (Technical Schools, Childcare and Preschool, and Educational Multimedia)
--[X] Increase GDI income by at least 400
--[X] Increase abatement by 30 points
-[X]Independents (listed by number of votes)
-[X] Starbound Party (2)
--[X] Complete at least three phases of Space Stations
-[X] Socialist Party (2)
--[X] Complete at least 2 arcology programs, either Blue Zone or Yellow Zone
Resources: 240 + 0 in reserve (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.49 Blue Zone
30.00 Yellow Zone (61 Points of Mitigation)
55.51 Red Zone (35 Points of Mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7)
Capital Goods: Significant Shortfalls (-2) (collapse in 19-23 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (111)
Tiberium Processing Capacity (880/1000)
Yellow Zone
Water: Limited Surpluses (+1)
[ ] Blue Zone Arcologies (Phase 1)
An Arcology is an all in one solution, combining comfortable living spaces with high levels of density, and providing all that one could want within a single building. While inherently complex as a structure, and not a requirement for Blue Zone life, they were a highlight of prewar GDI urban planning, and rebuilding damaged and destroyed buildings will begin providing for both more housing, and the basics of consumer goods production.
(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)
[ ] Yellow Zone Fortress Towns (Phase 2)
A further wave of fortresses can push deeper into the Yellow Zones, creating arcs of ablative settlement between the Brotherhood and the Terminus cities, keeping the enemy far short of the Blue Zone heartland of the Initiative. While supplying them is still difficult, their simple presence will require more effort from the Brotherhood.
(Progress 70/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 70/120: 5 resources per die) (+++ Water)
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential 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 is seeing increasing 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)
[ ] Blue Zone Duplex Row Housing (Phase 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)
[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
Heavy Industry (3 dice)
[ ] Blue Zone Power Production Campaigns (Phase 1)
With the Initiative having a strong power grid, more is not entirely needed at this time. However, there is always likely to be a use for more energy. While still reliant almost entirely on nuclear, with some allocation towards renewable energy, this will begin bringing more energy to the grid, allowing for more factories, deployments, and other needs.
(Progress 18/500: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Fusion Power Prototype
With Fusion reactions in use in the space program, there are intentions to attempt to use fusion as a baseline for powerplants. While the initial proof of concept designs will not produce a substantial amount of power, they are a herald of a new age, one not reliant on relatively expensive fissionables.
(Progress 0/200: 20 Resources per Die) (+ Energy)
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)
[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)
[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- 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 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 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 probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. 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. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 154/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
[ ] 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)
[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)
[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry (3 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)
[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)
[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)
[ ] Blue Zone Light Industrial Sectors
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.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)
[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 2/80: 10 resources per die) (+ Food, + Consumer goods -- Water)
[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.
[ ] Agricultural Processing Plants (Phase 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)
[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)
Tiberium (4 dice)
[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
[ ] Intensification of Yellow Zone Harvesting (Phase 3)
With a first wave of fortress towns complete, a further wave of development of the Yellow Zone harvesting operations is now viable. Much like a castle in the middle ages, the fortress towns will become the centers of a harvesting system around them, acting as a center of skills and human capital for intensive extraction.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 phase available)
[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Phase 1)
While the Forgotten have tapped out their resources to increase abatement, GDI has most certainly not. Deploying more bases, more harvesters, and more support focused towards containing Tiberium will provide a substantial amount of additional resources and cover large sections of the ever expanding Red Zones.
(Progress 0/180: 25 resources per die) (additional income trickle (10-15 Resources) (2 points of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has 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, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, 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) (+500 processing potential) (--- Energy, -- Logistics)
Orbital (3 dice) (2 Fusion Dice)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype 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 human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed
(Progress 68/400: 30 resources per die) (+ Capital Goods, + Consumer Goods)
[ ] 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 0/100: 30 resources per die) (5 PS for completion)
[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion) (shuttle)
[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/100: 15 resources per die) (Opens new Space Projects) (20-30 resources) (shuttle)
(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)
[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)
[ ] 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 0/100: 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 0/100: 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 0/300: 15 Resources per Die)
Services (3 dice)
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 211/300: 5 Resources per die) (-- Labor)
[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)
[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)
[ ] 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 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Multi Use Stadium Program
Large scale developments of enclosed stadia will begin a process of providing for improved entertainment. While dedicating stadia to individual sports, let alone teams, as happened before Tiberium is not particularly practical, it does represent a beginning investment in greater recreational opportunities, and the creation of a number of new spaces for small scale enterprises. Additionally, these stadia provide useful spaces for gatherings of large groups of people, which can include parties, and evacuations
(Progress 0/100: 10 resources per die) (++ Consumer Goods)
Military (3 dice)
[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice) (Further construction of military factories before reaching = capital goods will increase progress costs)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further 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)
[ ] Reclaimator 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. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
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)
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/60: 15 resources per die) (-- Labor, -- Energy)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Valparaiso (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 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, and a massive solar array to keep the system operational. However, there is another problem that must be dealt with first. GDI simply cannot deploy nearly enough force to orbit to maintain an OSRCT. More infrastructure, either sufficient fusion spacelift, or substantial investments into military development, are required before this station can begin to be brought online.
(Progress 0/225: 30 Resources per die)
[ ] 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)
Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 123/150: 10 Resources per die) (-- power)
[ ] 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)
[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 10 resources per die)
Navy
[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)
[ ] 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. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second 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. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
[ ] 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 0/250: 10 Resources per die)
Steel Talons
[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (--- Energy)
[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
[ ] 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 0/40 : 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 0/40: 10 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 60 + 1 operations die)
[ ] Recruitment Drives
With the Universities reopened, GDI has a long list of potential new recruits for its technical departments. While there are unlikely to be substantial numbers of particularly interesting recruits, more capacity is always useful (100/120/140/160/180/200)
[ ] Focus Reallocation
While focusing on Tiberium and Infrastructure has served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Infrastructure and -1 die to Tiberium)
[ ] Infrastructure
[ ] Heavy Industry
[ ] Light and Chemical Industry
[ ] Agriculture
[ ] Tiberium
[ ] Services
[ ] Military
[ ] Bureaucracy
[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)
** 2 Hour Moratorium on Voting **
** Remember, all valid plans must spend at least two dice or at least 30 resources on on military development **