The long serving Vice Secretary, Illiana Radovic has retired after decades of working her way up the ladder. However, she had no wish to actually lead the Treasury, and while invaluable in guiding Granger's hands through the last six years, has made more room in her life for cats, family, and senior football nights. In her place, James Granger has promoted Seo Thoki, jumping ranks in a clear indication that this is to be his successor.
With Seo Thoki safely ensconced in the Vice Secretary's seat, it is time for a first vital decision. How to introduce him to the greater public.
[ ] The Developmentalist Political Action Conference
While fundamentally a political statement, introducing him as one of the guest speakers at the yearly DPAC would provide a broad and sympathetic audience, and one that will wield immense power, even if the party should crumble. However, it has its flaws. Primarily, it will strongly suggest Seo is another civilian oriented candidate, one who will prioritize Tiberium science and civilian development over Military goals and needs.
[ ] Initiative Energy Summit
As the keynote speaker at the Initiative Energy Summit, Seo would be thrust into the limelight and be forced to sink or swim. However it is a Treasury controlled event and one where Seo would have nearly complete freedom to express his ideas without preconceptions. However, as a radical, some of those ideas might well show poorly upon Granger's judgement, and a poor showing here could sink him as a candidate.
[ ] GDSS Enterprise Refinery Module Opening
It would normally be customary for the Secretary to say a few words as the refinery module came online. However, by giving the honor to Seo, it would be possible to indicate him as your successor,push him into the ceremonial limelight, and gather support from the Starbound party. However, it is only a ceremonial statement, and will have low risks, but also limited scope for rewards.
[ ] Chicago Planned City
With Chicago becoming an ever more critical part of the Initiative's overall economic system, and one with a significant military presence, making the introductions in Chicago will be a mark of confidence in the military's ability to protect him, and an indication that the Initiative's newfound aggression will continue, and the high levels of funding along with it.
[ ] GDIOnline
While not a formal presentation, posting a thread on GDIOnline is one of the more unusual ways to present a successor. While this will position him as a man of the people, and potentially one of the more accessible Treasury Secretaries, it is also not going to provide him with any real penetration in the halls of power, a deficiency that he will have to work to remedy.
MikoNyan
I have found a couple of neat new headdresses for my environment suit. Really liked customizing it for my own needs, plus some aftermarket hardware. Added an air conditioning unit, an extra set of filters, and then some skirting and decorations.
And then some more personal stuff, but I don't really need to talk about that.
CrystalWizard
I wonder if I can get a new set of light blue shirts, my old ones have a few holes by now.
FloatingWood
I'm sure that over the next few years we'll see fashion evolve rapidly, but right now I think I'm perfectly fine with my standard issue BZ wear.
VintageNut
They've got white suits! I'm getting one and hitting the floor Tony Manero style this month's end.
LastLizard
Personally I'm excited about the new boots and shoes. It's been a long while since I've had a chance to get new ones. My current ones were good when I got them, but they've gotten kind of… used.
MermaidKyoto
Do you think I could get away with wearing a Kimono to my office job? I've been wearing suits and pants for years and I can't feel cute or dateable in them. At my age, it's a terrible thing to be single, and we're in a very high-pressure work environment with little personal time.
FloatingWood
#MermaidKyoto, I don't see why you shouldn't, but I'm not your manager or HR department so...
Ormonde2020
These custom gas masks are amazing! I can't believe I can finally walk around and look good while also not having to breathe unfiltered air, which has been amazing for my PTSD. I've only had three panic attacks this month, usually it's closer to ten by now! I tell you one thing, being originally from a blue zone, it was hard as hell to try justifying wearing gear when I got back home, which would also set off attacks after an extremely bad encounter with a NOD confessor. Now I don't have to justify shit! I'm safe and fashionable!
KropotkinsGhost
I know that there are standard measurements for everything, but I'm still offended that my three foot tall crown I custom ordered makes it hard to get through doorways.
Solan
You know, everytime I contact home they show me new packages I will have to open when I return. This time it's clothes. Everyone in the MARVs assembly and construction center who has been working in Chicago got to meet the new Treasury vice secretary too. A nice if eccentric fellow but knows what it is. Anyways, my siblings bought clothes for me and while I can say they're stylish for Blue Zone use I might miss a bit on the uniforms when they have been my companion in the Americas getting a few months out of rotation thanks to new hires will get me to enjoy the fruits of my labor.
Vice Secretary Seo Thoki's Chicago Speech
Dr. Henry Olvier
The apparent next Treasury Secretary has given a speech in Chicago as his first real public appearance. So far, I have to say I am very nervous. My career has been focused on mining and abating Tiberium. The speech has said that "we need to focus on the technology of peace"
That phrasing means Tiberium technologies. And I am very worried that Thoki will try something stupid. And with Tiberium, there are a lot of stupid things that can happen.
FloatingWood
Reading the transcript I'm wondering if this was a GDI press event or a particularly milquetoast Nod propaganda broadcast. I mean, there's nothing inherently objectionable about what was said, but there were more than a few references that seem to have been copied from old Nod programming and aimed at Nod supporters in ways GDI normally does not.
I hope I'm just being paranoid and it was merely a speechwriter making a few bad calls of judgement, but damn.
Dr. Henry Olvier
#FloatingWood
It was pretty clear that it was aimed as an attack on the values of the Brotherhood. He did call the products of the Brotherhood little more than "making weapons and monsters" after all.
Born2Mine
Guess I don't need to worry about being out of work anytime soon. Not sure about utilizing Tiberium outside of turning it into other materials, I've seen enough harvesting ops go wrong and those have a pretty thorough manual by this point. Would hate to see what can go wrong when it's something new.
AgathaH
With the mention of new technologies, and the discovery of deep-underground Tiberium veins, I have to wonder… what don't we know yet? Sure, we're getting a handle on surface spread, but are we going to have Tiberium doing a repeat of that old Tremors movie?
Mikoto Arsikawa (Health and Services Office, Philadelphia Station)
It is the sincere hope of the Health and Services Office that rumors about 'tiberium volcanism' in Blue or Yellow zones are not repeated in the forum. These are baseless conspiracy theories, and cause people who have little need for them to hoard essential medical supplies and safety gear, sometimes for years, which then goes out of date without ever serving a useful end.
The new vice-secretary's speech was a clear message to both GDI and those outside our networks. Both of GDI's military confidence and our resurgent efforts to treat the ills of both the people and the Earth. With due foresight and sage judgement, the assistant secretary may prosper in his new role.
AgathaH
To be clear, I was thinking about long-term issues - stuff decades down the road, which most of us have no way to predict, but is kinda their job to prepare for anyway.
...That said, I'd totally watch a movie with Tiberium-eating Graboids.
AccomplishingProvidence
#DrHenryOliver, caution is always needed with Tiberium, but unlike substances like plutonium, or even worse, FOOF, Tiberium really does hold an extraordinary range of possibilities. That is the foundation of the powerhouse that GDI's industrial and economic sectors are becoming, yes? As well, I would wager he is signaling an intent to continue to build up non-military infrastructure alongside military infrastructure. Perhaps also a callback to the days of the "arsenal of democracy".
#FloatingWood, I had hoped you were not one of the posters here who had a knee-jerk "NOD Sympathizer!" reaction. I recognize Thoki's words bring caution to many, but they are clearly in support of GDI. It's a time-honored tradition to co-opt the language of your enemy (or "rival" or what have you) to attempt to pull in at least some of those on the fringes of that group into your own. Everyone does it.
#AgathaH while we are most assuredly safe from Tiberium-boosted Ass Blasters, it never hurts to gently ask if those whose job centers on containing Tiberium are being as rigorous and thorough as possible. Is it not the core principle of GDI's democratic system that we can ask those questions without fear? It does sound as if, taking #Mikoto Arsikawa's statement at face value (which I think we can), it sounds as if those responsible for managing Tiberium are absolutely keeping an eye on all associated factors. Which makes me feel safer at night, to be sure!
IFarmPotatoesAndPotatoAccessories
I'm... actually kinda feeling where the new guy is coming from? Everyone seems to be freaking out a bit, but I think the reaction is overblown. The first step to dealing with something is understanding it, and frankly, we've been so caught up in the mindset of not even trying that it took until a few years ago before we even started thinking up proper treatments for things like Rocklung, which has been around since literally before I, or my mother and father, existed. Grandpa is the only member of my family who was even around before Tiberium was a thing, and we're all still running around not knowing shit about it.
I'm not saying we need to fling ourselves face first into Noddie insanity like juicing up people with Tiberium Steroids, or making tiberium based Scalp polish like Kane uses, but we're really still stuck in our 'fire bad' phase with this stuff. Yeah, no shit 'fire bad' but we literally run our civilization on this crap, and despite the fact we have the universities, the scientists, the economy and all that other shit, NOD has been running circles around us for literal decades when it comes to Tiberium knowledge. They're mostly based in uninhabitable hell holes covered in vore rock and they still almost managed to gank us in Tib war III. It's embarrassing, like Mad Max hillbillies managing to overthrow an old world nation state.
I feel like #AccomplishingProvidence is the only other person in this thread who's even giving this guy a fair shake.
FloatingWood
#Dr. Hendry Oliver Huh, so he did. Hadn't gotten to that part yet. That does calm my worries a fair bit.
#AccomplishingProvidence I had thought I wasn't one of those too. I will have to reexamine some of my assumptions.
And yeah, after taking a bit of time to look through the text and comparing it to what the Vice-Secretary said it's a fair bit more reasonable than the sound bites make it seem. I think I'll keep an eye on him for a good long while nonetheless. Some of the things he proposed have an unpleasant history.
AccomplishingProvidence
#FloatingWood if you have the humility to self-examine, you have nothing to be truly ashamed about. We only bring shame upon ourselves when we refuse to stop, consider, learn, and grow.
As for Vice-Secretary Thoki, I would agree. He is someone we will all watch with great interest, for a long time to come.
KropotkinsGhost
This Loki sounds exactly like what we need. Fighting the green doesnt only consist of mindlessly throwing MARVs and stuff at it, but also of understanding the grey goo so that we can better improve the MARVs and stuff we throw at it. I'm still laughing at how nobody really knew where the man was going to give a speech until it was happening. Did InOps help plan Chicago and install secret underground tunnels? Hah!
Akira Oda (Office of the Vice Secretary, Treasury)
Hopefully this will end my time in jumping around departments when I can work on one thing again. Anyway, it seems I was chosen as part of the new staff for the Vice Secretary and this visit to Chicago got very interesting because well it's the boss' first political dig. Though Seo-san (by the way Eastern ordering last name first I use my first name in the international and western portions of this site thanks to habit but my kanji characters do say Oda Akira when I go to the more Asian BZ parts of the site) seems to be good at some improv because some parts of the speech didn't mention those things he said live. He also got inspired with this speech, good thing Nod didn't come, in fact the perimeter around Chicago was the quietest it has ever been since the city started being rebuilt.
Grooming a successor
Seo's first major public speaking event was the source of much speculation in the weeks leading up to it. While public announcements of speeches from undisclosed locations are common, usually the civilian sphere can at least determine where it will be held from the preparations. In this case however, the preparedness has been subtle enough that avoid even the well honed noses of the most interested investigative journalists. This meant that for most people, the first time they realized where he was, he was already on stage, speaking to them.
I have grown up, like many of you in the age of Tiberium. Much like historians classified the ancient past as a series of material ages, first stone, and then copper, bronze, and iron, our age has been defined by a single material. Tiberium. It is one material with two visions of it. First, the vision of the Brotherhood. Second, the vision of the Initiative.
The Brotherhood has often claimed to bring the technology of peace. But they have brought not peace, but a sword. They claim to know the true power of Tiberium, but have only used it to create weapons and monsters. Here we stand after half a century of conflict, the ruination of entire continents, and the fall of the old world order. Here we stand, amid billions dead and the ruins of the old, no wiser than the age of guided missiles and misguided men. But we cannot give up hope for our future and a future for all mankind.
As for the Initiative, our failures have been driven by arrogance, or our lack of comprehension or readiness to sacrifice. We have built our own technology of peace. Ripped an understanding of the greater secrets of the universe through the valiant sacrifices of the men and women of the Initiative. We have turned the wildest dreams of yesterday into the fact of today. We have taken the stone that bound our fate, and forged it into a warm light for all mankind. But even so, that warm light must be defended, against both those who would take it for themselves and from those who would see it extinguished.
To defend it, we must continue to work towards understanding. Not just of each other, or of the world around us, but in all aspects of life. We must remain true to the vision of the Initiative as it has been rebuilt in these last years, and build a society where none need go hungry. None need go without shelter. A society where none are damned for the accident of their birth. I have been given the responsibility to be a torchbearer in these dark times. I hope to carry it well. Thank you.
Seo Thoki.
New Trait: Forward Thinker: +5 to all technology rolls.
(This trait adjusts dice for development rolls, for technology results, and forming technology working groups)
Dear Doctor Granger,
As representatives of the Initiative Parliament, we believe that it is our duty to draw your attention to a number of projects that require your attention. First is the dolorous state of the global rail networks. Finishing the rebuilding process may look to be a daunting task, but it has been close to a decade since it was destroyed. Equally, with a large minority of the population currently inadequately housed, we believe that focusing your energies on the construction of new housing is of the utmost importance.
-Sincerely, Representatives Andrea Oakes and Melissa Wu
Surveys
SCED has completed not only the Lunar Surveys but the Martian ones as well. With this, the Exploration Division is prepared for actively engaging in more in depth surveys and exploration, ones that will prepare the planets for colonization and resource extraction. While this will take a significant further infusion of funds, it will also pave the way for the future. Additionally, more rare mineral deposits have been discovered on the moon.
Military
A number of large transient signatures have been spotted shadowing Initiative convoys. While none have been at the same time, and none have been spotted above the surface, they are clearly very large, bigger than any known submarine on record. While Initiative carriers and land bases in the area sent strike groups of Orcas to the location, by the time they arrived, the submarine had already slipped away and broken contact. While so far there has been no attempt by the submarine or submarines to engage any Initiative forces, it is likely to be only a matter of time until their purpose becomes more clear. So far, no warlord has claimed responsibility or has clear new construction that indicates shipbuilding capacity for something this size.
Brotherhood of NOD
Africa
Alazar Mehretu began his career in the Brotherhood shortly before the Second Tiberium War. A relatively young warlord at the time, he found his focus in special operations. As Marcion split the Black Hand, Mehretu, among others, took in the losing splinters. In contrast to the other Warlords' contentment in having 'simple' specialist field infiltrators, Mehretu chose another path. He forgeds them into relatively low tech deep penetration field operatives. While his men are certainly capable of conventional warfare, as demonstrated by the tests of some of the first Redeemer platforms, their key tasking has always been deep penetration raids and sabotage.
Additionally, while his core territory is in the African Yellow Zone, he has a global network of contacts and has been linked to attacks and terror activities as far away as the Americas and even Korea. While these attacks are of a much smaller scale, more oriented towards lone wolf attacks, they tend to target political flashpoints, such as the attack on a reopening university immediately after the war.
[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 450/450: 10 resources per die) (++++ Energy)
(progress 154/300: 10 resources per die) (+++ Energy)
A final major surge of construction on the major tidal power projects has been completed, with a series of smaller facilities nearly halfway complete. Unlike previous designs, these are primarily tidal current installations. Instead of a containment and turbine system, these are positioned far deeper off the coasts, often in conjunction with offshore solar and wind installations. These are far more expensive for the energy generated, and can produce less total, as a single installation cluster can cover tens of kilometers. In effect, they are underwater wind turbines equipped with adjustable flow turbines. Placed in tidal currents, they collect energy from the inflow and outflow, providing a more constant stream of energy than the dam systems.
These have become targets in Europe for attempted attacks by the Ten Rings organization. While so far they have been singularly unsuccessful, intercepted by hydrofoils and aircraft, the attacks have been increasing in the last weeks of the quarter, with two 450 ton craft being spotted as part of these operations. Elsewhere, hostilities have been more desulatory, with most being little more than abortive harassment by Vertigo bombers.
[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 363/360: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)
A massive surge of resources has been directed towards the Chicago area. Most notably, a forward aviation cluster has been erected. While many field bases can boast a few flights of Firehawks or Orcas, the forward aviation cluster is actually a runway with the hardware to sustain long term flight operations. Right now, two squadrons of Apollos have been moved forward, only really enough for sustained combat air patrols rather than contesting the air across the region, but more than enough to make heavy bomber overflight an elaborate form of suicide. However, a full six squadrons are expected to make their base there before the end of the year, providing air cover for not only Chicago, but for operations across the Ohio River Valley.
Beyond the limits of the Chicago perimeter, the network of harvesting operations across the American North has been completely reorganized, routed north into Chicago. This has had rippling impacts as far away as the European and South American Blue Zones as processing capacity earmarked for the products of, for example, the containment lines have been freed up for other operations. In fact, with the concentration of processing capacity in Chicago, it has become one of the largest single complexes existing in the world, an appetizing target for the Brotherhood and a very exposed one. While Initiative forces have begun pushing forward under cover of abatement efforts and established a wide front, it is still a relatively thin and porous one. However, that will change with the MARV fleet currently under construction coming online.
[ ] Mecca/Jeddah Planned City (Phase 1)
With Mecca currently under threat from Tiberium, a planned city complex, based on the Chicago pattern is a clear requirement. However, it is unfortunately going to be expensive, as the situation requires a pair of planned cities. One in Mecca to support the Hajj and Red and Yellow Zone operations, and one in Jeddah, some seventy kilometers away.
(Progress 276/160: 20 resources per die) (---- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (5 Political Support)
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
A massive surge of GDI funding and forces pushed their way up the Arabian peninsula this quarter. While representatives from the Treasury, Armed Forces, and the local Forgotten tribes made contact with Warlords, neutral or not, in order to offer safe passage through to the sacred city and coordination on abatement efforts, it is an effort that by design is a holding action. Organized by Brigadier General Suleiman Hamrawi, it had been a self-sponsored work borne out of networking and ties that crossed faction lines ever since the days when the Warlord Hassan led the Brotherhood to preserve the first and last intact Islamic Holy City, with Jerusalem deep in the Red Zone and Medina being far too close to the precipice of Red Zone for even consistent Forgotten habitation. The construction of the Jeddah water purification facilities has lent credence to their words, especially as water trucks have begun to crisscross the desert under Initiative escort. More out of luck than intention, Initiative forces began construction during the Islamic new year, an auspicious start to what is likely to turn into a decades long commitment.
Initiative Forces have also established three zones. First, a tight exclusion zone around Jeddah itself. This zone is intended to protect Initiative civilians who have been brought into the semipermanent barracks that have been erected there. Second is a loose perimeter around Mecca, providing medicine, food, and water to all who come there. And third is a forward arc of observation outposts, intended to keep NOD from sneaking Spectres or Stealth Tanks into range to bombard either city. Though it's almost certain that none of the surviving NOD-Aligned Warlords will have any intent to strike the Holy City, it's better to be safe than sorry.
Construction wise, the overwhelming focus has been on Jeddah rather than Mecca itself. While the city and the Kaaba are the overall goals, they are completely nonviable without a steady supply of freshwater, which has to be gathered from Jeddah and the desalination plants there. Rendered nonfunctional due to Tiberium incursion during the First Tiberium War, and with both cities being abandoned shortly thereafter, the Initiative has had to build nearly entirely new facilities. Based on the same reverse osmosis plus sonics approach as GDI's portable water filters, the new facilities and support staff for it has been the core of the new project.
In Mecca itself, all that is actually there is a series of prefabricated complexes. Primarily these are interface points for locals, and in some cases, upgrades on existing local housing. However, there are not yet any serious accommodations for the pilgrimage or serious diplomatic affairs for the region.
"Be quick."
"Three Forgotten Tribes and four Warlords"
"How many can we flip?"
"Legitimate or underhanded?"
"Clean on-the-books?"
"Good chances. But pray for Granger to keep the tempo. Otherwise, we may need to settle for fewer birds in hand than there are in the bushes."
-[REDACTED]
[ ] Blue Zone Microgeneration Program (Stage 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 160/120: 5 resources per die) (++ Energy Reserve) (40/120)
A systematic array of rooftop microgeneration systems, basement battery banks, and similar systems have spread across the Blue Zones like weeds. Under regular operations, blackouts are a thing of the past. Even in the cases of the worst weather yet recorded, GDI can ensure that the lights and life support stay on for weeks at a minimum. With even a trickle of external power, those lights can stay on indefinitely. However, in more day to day operations, a very different convenience has emerged. Now, GDI's power plant maintenance schedule does not have to be connected to the needs of the civilian population, as any repair or maintenance work that takes less than roughly 72 hours can be done without preparation by local civilian authorities. However, that does not mean regular safety operations are not being continued. Instead, it is a small edge in emergency cases.
Beyond that, there is significant hardening of the grid as a whole. NOD's increasing counterstrikes against the Initiative's positions have raised concerns that they will attempt to strike at the power grid, as they repeatedly did during the Third Tiberium War. While this has not yet occurred in any meaningful way, it is one of the potential threat vectors that the Initiative will have significant difficulties producing a counter to. One of the most significant ways this has been done is a mix of partially and wholly redundant substations, and the elimination of bottlenecks. While this has been an expensive project, it is one that has ensured that no single point can be taken out to create long term blackouts.
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
Development of the major fusion facilities has continued. With few real problems during construction, the systems have not quite yet come online. There are two key parts to the problem. First is the problem of the nearly excessive startup energy costs. While once the synchronized cycles are prepared, they can sustain themselves off of a shared reserve, each one charging the capacitors to kickstart the next. However, in the first startup, they must be charged off of the broader power grid without overstraining the system as a whole and without causing blackouts. Second is the more prosaic problem of regular safety and emissions checks. While the last of the first wave has been completed, the second requires that the plants be brought online, as a fusion plant is completely radiologically cold before it begins initiating fusion.
On the more research oriented side, the synchronized cycle plants are obsolescent before they have come online. In the struggles to fully develop the system, a new generation of continual fusion systems have been prototyped, and are remarkably close to being ready for at least initial construction efforts.
[ ] 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 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
After over two years of standing by, the North Boston plant has finally received authorization and funding for major expansions. Consuming the blocks to the north of the existing facility, work has begun on clearing the area, laying foundations, and the vital utility hookups that make everything work. Additionally, a dedicated port facility has been set up on the southeastern corner of the complex. Here, barges will be able to take finished silicon down the Charles River to Logan Point, and the broader Boston port complex, and to the airport. From there, C-35s, Carryalls, and cargo ships can haul loads out across the eastern seaboard, and around the world if needed. While the river is not the most navigable of places, with many obstacles for ships with over three meters of draft, it is also a solution that minimizes strain on other parts of the logistical system, as few other elements are using that particular stretch of water.
While it is intended to produce little aside from just more supplies of existing technologies, computing hardware has seen proposals for radical new developments, such as 3 dimensional crystal based computing hardware, fully optical computers and others. None are ready for full development, let alone deployment, but are areas of interest to the Initiative's scientific community.
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
Major expansions of the growth laboratories and the other complexes have been undertaken this quarter. However, the key final step has not been finished. With myomers coming in functional bundles, the system requires a ropewalk as a means of weaving the bundles together while not putting too much strain on them. Much like how previous eras made rope from natural fibers, the bundles themselves share essential ropelike qualities. At one end, a set of spindles of individual strands of filled myomers are placed on a mobile rack. On the other, a tensioner. And in the middle are a "donkey" and a runner. The Donkey is a set of feeds that ensure that the strands are properly positioned for twisting, while the runner passes back and forth between the tensioner and the set of spindles to ensure that the twist is even and secure.
One key difference between the modern ropewalk and the ones of yore is that the modern ropewalks are much shorter. Unlike rope, which is intended to be cut and spliced into usable sections by the end user, myomer bundles are constructed with a purpose in mind. This means that both ends of any given strand come pre-finished, only needing to be hooked into the machine for it to function properly. This has meant, rather than the often 200 to 300 meter ropewalks of early modern Europe, most of the walks are under ten meters long, with only a handful being in the twenty to thirty meter range. These are primarily meant for the very heaviest of myomer bundles, as each additional layer requires significantly more myomer than the last.
[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Entari vines have started large-scale proliferation in the Initiative's aquaculture farms. As the first fully engineered plant grown for food production, it was expected to be an unusual and challenging crop to cultivate. It has proven decidedly more so than expected. Although fast growing, early to bloom and quick to produce fruit, it was designed for optimal growth in very specific circumstances, and more than one growth bay failed entirely and rotted away after workers used to far more resilient produce did not correct for changes in temperature, humidity, nutrient balance or in one case, minor algae growth in the tanks. Many curses and aspersions aimed at the genetic engineers who designed and cultivated the plants during initial development and testing have been shared in the break rooms, and manuals and guides to growing entari have been rewritten to clarify just how critical it is to maintain the proper growing conditions. The Department of Agriculture is expecting that a minor infusion of further resources and some more time to grow will be all that is necessary to ensure the fruit will be available to all citizens.
[ ] 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 360/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
Behind Initiative offensives around the world, the hold portion of the take and hold operations have continued. With the continuing advancement of Initiative technology and the disunited state of NOD's warlords, the operations have so far been only minorly contested. While this quarter has seen no new deployments, rumor has done its work. Word of new weapons and defenses has energized the Initiative's ground forces, driving them forward, despite losses.
Behind them has been a more measured pace, a series of take and hold operations. These have discovered and rediscovered hundreds of NOD operational bases, the jumping off sites of the Third Tiberium War. While all have been long abandoned, stripped of useful materials, and in many cases poisoned by the waste products of brotherhood occupation, they mark a turning point. GDI is finally beginning to not only retake old territories lost to encroaching yellow zones, but has begun pushing significantly into lands held by the Brotherhood.
With this has also come a new wave of refugees. Columns of resupply trucks have begun threading back towards blue zones bearing loads of refugees, for now mostly young women, children, and cripples, but increasingly also a small trickle of young men. Some of the last group bear the scars of battle, and a few have hastily removed or damaged scorpion insignia on their skin.
The actual Tiberium harvest is somewhat more prosaic. Take an area. Establish standardized harvesting operations, begin laying sonic fences to begin holding back Tiberium fields that are not yet being picked clean by harvesters. In some cases, establish control over Tiberium spikes left standing by the Brotherhood. And this has, for the most part, gone off with few hitches. However, the Brotherhood has begun a series of scorched earth campaigns in some parts of the world, most notably under Stahl and Gideon, where Tiberium spikes have been systematically destroyed behind retreating Brotherhood forces, in an attempt to slow the spread of GDI influence and create burn zones between them and the Initiative.
[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction.
(Progress 40/60: 30 resources per die)
Work has continued on the gravitic drive system. This time, a second testbed drone has been constructed and test fired. While the drive system worked, the first time, it managed about 10 seconds of acceleration, reaching velocities of fifty meters per second, before something went wrong and the drive system cut out and could not be restarted. While the scientists and engineers are still crunching the numbers to determine what, precisely, went wrong, the current working theory is that a power surge fried some critical component of the control system as the drive unit itself can still be activated using external power.
While only a proof of concept so far, the result is that many of the Initiative's physicists have been working late nights and consuming all of the caffeine that has been allocated to them, attempting to adjust their models and theories to include the drive system that has been demonstrated to work despite their models showing otherwise.
[ ] 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 with material.
(Progress 385/385: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion) (High Priority)
Over the last quarter, a flower of steel has budded from the station's top decks. A titanic refinery system has taken shape, ready to be fed by an all consuming gaping maw close to its base waiting for the first shipments of extraterrestrial minerals. At its core lie three of the largest fission reactors ever put into space, for now resting in cold slumber for the day the refinery is turned on and their vast bounty of energy is turned to grinding, smelting, purifying and pouring the many tons of raw material GDI will eventually need for its space side industries. Above the calyx of the refinery system itself rests a tremendous spread of radiators in a petal-like formation to shed into the void the waste heat of the forges below and prevent them from cooking the station when running. Once lunar or asteroid mines have begun operations, however, Enterprise will become the core assembly point for the entire Initiative orbital system.
Beyond the refinery module, some of the first actual industries have been set up in orbit. Right now, they are minuscule, but one of the notable success stories has been in chip manufacture. With the problems of keeping oxygen out of the system being effectively a nonissue, a small trickle of chips has begun production. While not really enough to make a dent in the overall needs of the Initiative, it is enough to begin supplying GDSS Philadelphia with some. This has begun to reduce the number of upkeep launches required, although not by a particularly noticeable amount. Beyond the chips, most of the production has been fairly low sophistication– Wiring, piping, and panelling for the most part. Roughly an eighth of the radiator flower, mostly on the outer edges, was produced on the Enterprise, rather than being shipped from Earth. Similarly, once Enterprise has begun refining operations, it is expected to halve incoming resupply shipments if not more, as only the rarest of materials will be in short supply.
[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good. Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 242/225: 10 resources per die) (+++ Consumer Goods)
Work on the development of new fashions has been slow. This has been a combination of the demands of the Initiative and the demands of the population. On one side, the Initiative wants things that are a distinct departure from previous styles. While the past had seen an emphasis on cheaply made, often uncomfortable styles, meant for exposure and a rapid change in styles over the course of months or years, the Initiative has tended to aim more towards slower change and longer lasting clothing. On the other side, there are the demands of the population. Since the program began, there have been three rounds of test deliveries, and in each of them, only a few items have been authorized for full production. Now, with a further infusion of funding, the actual production orders have been placed, and a new wave of fashionable clothing has begun appearing on the shelves.
In terms of style, Yellow Zone Chic has been surprisingly popular, leading to designer environmental masks, high quality suits, and decorative additions being some of the items that the Initiative has significantly struggled to keep ahead of demand.
[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 115/40: 25 Resources per die) (Nat 100)
Stealth technology emerged in an experimental form as "Ezekiel's Wheel", an ultralight first generation stealth tank. However, it was only fully cloaked while stationary and not firing. Before the second, however, the Brotherhood of NOD developed a mobile tactical stealth system, one that could be used for more than lying in ambush. These two developments began a constant back and forth between Brotherhood attempts to make ever quieter and ever broader spectrum stealth fields, while GDI has built ever more capable sensor systems designed to pick a stealthed unit out of the background noise. Between the Second and Third Tiberium Wars, Brotherhood Stealth and EWAR measures had consistently outpaced Initiative efforts to counter them, reducing effective combat ranges of detection systems down below a kilometer in most cases.
This work would not have been really possible without two factors. First and most expected are the Qatari defectors and their in-depth knowledge of the inner workings of both modern and premodern stealth systems. While the systems themselves are black-boxed to the point where even the Qatari are not really capable of reproducing them, they do know many of the weaknesses. Second and most game changing is the fact that all Brotherhood stealth systems, from the very first models used the same working principles, with the following generations 'merely' iterating and refining and deriving from the past generations and parallel developments. To the growing realization and some horror of the Qatarite defectors, jailbreaking one black box system means you can jailbreak all of them.
From here, the development system as a whole took two different angles. First was to attempt to produce an actual stealth disruptor. Stealth fields are projections of energy, and by precisely emitting the right frequency, it should be possible to disrupt and defeat the energy fields, either permanently or within the right range. The second was a more refined solution. Instead of attempting to fully defeat the field, the Qataris knew exactly where to point GDI's sensor technicians seeking the weakest points on the EM spectrum. Not just finding a section that the field did not yet cover, but actually within the covered spectrum. This is what has panned out fully. Rather than nullifying the field outright — not yet achievable, but theoretically doable — ) the engineers believe that they have a system that can effectively penetrate current generation Brotherhood stealth systems out to between 10-12 kilometers that they can mount on many of the forces already allocating tonnage to sensor systems.
[ ] High Efficiency Heat System Development
Derived from NOD's cyborg systems, this combination of heat sink, active cooling system and exchanger should significantly increase the efficiency of not only GDI's laser systems, but also of many other components. While significantly more expensive to produce than a conventional system, it is also substantially smaller, meaning that it can effectively be mounted on tanks, aircraft, and other mobile vehicles to increase their effective rate of fire.
(Progress 108/40: 15 resources per die)
The Brotherhood has never seemed to have to deal with heat as much as GDI. From the Obelisks of Light in the First Tiberium War, to the Spitfire lasers and laser pistols of The Third to the particle beams of the Marked of Kane, NOD weapons have seemed to operate without having to worry about the levels of waste heat that conventional physics models available to the GDI insist should be the case, a source of unceasing frustration to GDI researchers. Nod DEW excitation chambers have been known to achieve unparalleled levels of efficiency, but even that has never quite explained it. Part of the secret has finally been cracked. The system seems to rely on the implementation of a box-shaped graphene nanolattice which acts as a highly conductive heatsink at the point of contact, conducting heat away from sensitive sites and into whatever coolant or metal heatsink that particular implementation favors, from glycol to gold. Beyond that, a series of hybrid graphite/polymer radiators allow for relatively small and cool means to dispose of the heat. On most NOD implementations, they are tucked away in some area that does not require much in the way of human interactions, either far forward on a rifle, or besides the engine block. This breakthrough has greatly simplified GDI cooling designs. Industrial engineers have begun to get their hands on some samples, but until production ramps up, the first tranches are dedicated to military applications with a need for compactness, with a particular focus on the new laser weapons
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
The MARV fleet for Chicago has begun to take form. Building from the keel up, the only remaining major set of components to be installed are the weapons systems. While intended to mount two damage control modules, and four anti-aircraft missile systems, they have not yet been delivered from the Blue Zone factories. Otherwise, however, they are ready for operations.
Although they were not ready for Seo Thoki's visit, he did make time for a smaller meet and greet during the whirlwind tour of the location. While there, he made an impression, although not an entirely popular one. In public eyes, he has started to be a somewhat polarizing figure. People who support him tend to see him as a visionary, and one who offers the secrets of the future. On the other hand, opponents see him as a risk taker who will lead the Initiative into oblivion, and as abandoning what the Initiative was formed to do.
[ ] 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 52/40: 15 resources per die) (High Priority)
The Orca of the Third Tiberium war was originally designed to carry 12 AGM-240 Sidearm missiles or an array of other modular weapons systems, ranging from Sidewinders or autocannon to hundreds of unguided rockets. However, during the war itself, by far the most common configuration was six Sidearm missiles. This was a result of three interlocking reasons. First, before the war, Sidearms were considered to be a relatively safe weapon. High precision fires that did not require long loiter times or repeated passes to empty the magazines. This had meant that they were, by far, the most available weapon in GDI's arsenal during the war itself. Second, NOD commanders on the ground tended to prioritize attacking and destroying factories producing for the Orca platform, sometimes at the expense of broader strategic goals. Third, the Venom increasingly made unsupported attack flights, especially ones requiring longer loiter times far too dangerous. While the Orca still carried out tens of thousands of critical missions and provided air support for Initiative forces everywhere from the Arctic Circle to the tip of South America, it did so in a noticeably crippled manner. While some commanders were, by luck, influence, or priority, able to authorize heavier missile loads, full packs were an extreme rarity during the war years. Even after the war, full prewar combat loads have remained a rarity.
The refit project as originally envisioned was a relatively simple upgrade package, increasing ammunition load, adding conformal drop tanks, and improving the sensor suite, alongside adding air to air missiles. The resulting design, however, aside from technically sharing a name, has seen nearly every component receiving either sweeping changes or being completely replaced. The new Orca, designated A-16, is a radically more capable platform than its predecessor. With the new fuel tanks, it can maintain half again as much combat range when fully loaded, while the new modular missile pods are actually even more convertible than the old A-15 models.
Beginning at the nose, a remodeled sensor pod integrates the new, more effective, sensor system. Beneath that, a rapid fire railgun on a single axis turret provides capability for strafing runs, and more importantly a means of defense against the near omnipresent threat of Venoms. Wrapped around the cockpit are a number of panels of lightweight carbon fiber and boron carbide. These, along with lightening cuts and the integration of long chain carbon nanotubes have helped keep the weight down, despite all of the additions being made. Along the cheeks, a pair of modular weapons pods have been installed. While not particularly better than the previous model, these are compatible with the new universal rocket systems. Above them, tucked inside the engines, a pair of conformal tanks have been added. Behind that, a third drop tank is located under the tail, for even more range. While the third tank does make it far more difficult to fly, it also significantly increases total range.
[ ] Universal Rocket Launch System Development
GDI's ground forces require a wide array of different rockets and missiles, ranging from simple and cheap tactical launch systems such as those mounted on the Mammoth and Pitbull, to heavy anti-tank missiles, and increasingly the large heavy strike length bombardment missiles. However, this has proven to be an increasing strain on the overall logistical system.
(Progress 63/40: 15 Resources per die) (High Priority)
During the lead up to the Third Tiberium War, GDI was producing over fifty different rocket systems, ranging from 58.4mm in diameter rockets for the Mammoth tanks to Sidewinders, Rattlesnakes, and various multirole missile platforms such as those found on the Pitbull and Missile teams. Some guided, some unguided, and none produced in enough numbers that GDI could ensure a steady and uninterrupted supply by the late years of the war.
The solution that Ground Forces came up with was a modular missile system. A series of sizes and components that could be fit together to fill nearly any role. Codenamed Thunderbolt, the missiles come in four sizes. T5, at 50mm in diameter, T10, T15, and T20 at 200mm in diameter. The other key feature is variable length, from a 50cm baseline, up to 3.5 metres with modular solid fuel sections. Each can mount standardized seeker heads, payloads, fuel and exhaust assemblies to produce a staggering array of potential rocket systems.
For example, as a signal rocket, a short T5 can be equipped with a flare, firework, or even an antenna system with wire, and fired up into the air without all that much difficulty. However, the same basic platform and launcher can be reconfigured to destroy light vehicles or deliver long range fragmentation charges into concentrations of NOD infantry. Or it can be loaded as a submunition round for the T20, with ten of them capable of being loaded into the rocket. Things become more interesting at the larger sizes. The T15 and T20 are planned to become the baseline of lightweight, high mobility rocket artillery systems, using a mix of guided or unguided weapons. A return of the MLRS of the first two Tiberium Wars has already been planned, relying heavily on the longest and heaviest of the weapons available.
The only holdout so far has been the Navy, which has cited its need for longer range and heavier missiles as a problem. And even so, the Navy has seen fit to propose Thunderbolt + as a future project, building in the capacity for larger systems. Fundamentally, by ensuring cross-compatibility, it will make it so that GDI should never have to worry about running entirely out of ammunition. In terms of deployment, GDI will begin by converting a long list of surviving munitions factories over to the new standard. However, with demand expected to spike in the coming years, a series of new factories have already been planned.
[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(Progress 52/40: 15 resources per die) (High Priority)
The QAAM in testing is fundamentally a fairly simple set of modifications to a standard Rattlesnake air to air missile. There are three real primary differences. First is that the seeker head has a roughly doubled scan speed and half again as much angle of sweep. Combined, these make it a significantly more dangerous missile alone because it is more difficult to break locks with rapid maneuvers the way that the Barghest has shown significant ability to do. The second is the control surfaces. The total area of the control surfaces has increased by a third, using a compressed carriage or folding fin design. While not noticeably larger than standard missiles, with the fins folded closed, they are released with launch, and air resistance snaps them back to the maneuvering positions. Third and finally, a wide-angle two-axis vectored thrust system increases maneuverability even more, although it has required an additional kicker motor to retain the range of the Rattlesnake. When combined, the QAAM proved to be a significantly more dangerous missile, but one that could burn off its energy quite quickly. A specialist addition rather than a replacement to the existing design. It is also a much more expensive and complicated system, one justified by the maneuverability of NOD's increasingly common high end air superiority craft.
Late in the quarter however, it became folded into the Universal Rocket Launch System program as it neared completion. This required significant detail level reworks of many of the assets, as it fell in between the sizes of the Thunderbolts 10 and 15. However, the fundamentals remain the same, and while it is not quite ready to be fielded, it will provide a baseline for not just air to air missiles, or with heat seeking missiles, but rather all high maneuverability missiles in the Initiative arsenal once completely rolled out.
[ ] Laser Point Defense Systems Development
GDI's rapid fire laser system was something of a disappointment. However, even on an improvised chassis it served distinctly well as a point defense laser. By developing dedicated and automated systems, it should render NOD missile attack on the tactical level a much more minor problem.
(Progress 88/40: 15 Resources per die) (Very High Priority)
Active protection systems are not a new idea. First developed in the Soviet Union, the Drozd, and later Arena, systems used top attack counter missiles to defeat incoming munitions. When the Initiative was first formed, they looked towards adopting APS properly. However, the advent of the First Tiberium War and the subsequent chain of near-extinction events forced them to abandon this blue-skies research avenue.. Only recently has it begun looking once more in that direction, where a friendly government and militarily oriented leadership, plus technological breakthroughs, has made a system that is actually viable. Stripping down the multi-barreled design to a twin barrelled system, and then adding enhanced cooling and prototype Remote Weapon System, the result is something that works, to the dismay of the assigned designers. The prototype APS, codenamed "Wali", is an ungainly mess. It has a second stacked turret, with laser emitters positioned above the RWS gun. Partially, this is due to requiring additional heat sinks and vents in order to prevent the system from overheating, and partially it is due to both systems requiring a very wide field of fire. Though the designers continued to lament the ergonomics, there's not much that can be done to soothe their woes.
In terms of function, it is quite capable of dealing with one missile at a time, even in relatively rapid succession, although even with the improved cooling system, the reduction to a pair of barrels for space reasons has meant that it can only shoot down about seven missiles in a fifteen second period. While not quite able to render the attack of a Stealth Tank meaningless, it is capable of severely depleting it. As for attacks from multiple angles, it is still unfortunately limited. So long as the missiles are launched from at least 120 degrees apart, as few as two missiles can be required to slip one through. However, the vast majority of missile attacks are far from that, and the system can treat salvoes of missiles across a roughly sixty degree arc with similar efficiency to single source missile attacks.
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Durban (Progress 167/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
The Durban shipyard has encountered severe NOD opposition this quarter. While the shipyard itself has remained sacrosanct, the nearby missile production facilities, primarily the one producing the cruise missiles, has been severely damaged by NOD attacks. Much like last quarter's attack on Johannesburg, this one was led by Shadow teams. However, in this case, they managed to get away cleanly, although damage was distinctly limited. Primarily, two of the containment tanks for motor precursors were breached, destroying them and damaging the surroundings. However, that has not slowed the overall program significantly, as the critical shipyards themselves have continued to be developed, including revising the fittings of the nuclear reactors. While the ships are expected to begin cutting steel early next quarter, they will be without sufficient components and supplies to complete without major infusions of funding.
- [ ] Vladivostok (Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
The Vladivostok navy yards have seen ground broken once more. Historically, the base of the Russian and later Soviet navies, it is the oldest surviving city of the Russian Blue Zone. First settled in the 1860s, it is nearing its bicentennial. Under Initiative rule, it has grown to be the largest of the Russian cities. However, aside from its battleship yards, it has a minimal shipbuilding tradition. Even under the Soviet Union, nearly all of the ships that were based out of the city were built in Leningrad or one of the other major western yards and shipped around the world, rather than being built on site. However, this has not stopped them from being one of the first homes of GDI's battleship fleet.
While the funding has been distinctly limited, construction so far has been primarily oriented towards the various support components. While steel and composites are relatively cheap, the radar, computer systems and similar are distinctly not, and have significant lead times. While it would be plausible to import them from Japan given the two site's proximity, it is a meaningful source of wartime redundancy in case of another Tiberium War.
[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support) (215)
Cooperatives are an old concept and one that has often been pointed to as a solution to the ills of capitalism. From Fourier and Mills, to more radical thinkers, cooperative structures were suggested as a means of ending the exploitation of the capitalist system endemic to Europe at the time.
In the United States, the oldest cooperative before the Tiberium Wars was a mutual fire insurance company founded by Benjamin Franklin in 1752. However, the vast majority of cooperatives have usually been in two sectors. First were agricultural cartels, collectivizing the product of regional farms. Originally these were dairies and creameries, but in all cases, they were fundamentally local organizations. The other side was actually consumer organizations placing bulk orders and then distributing purchases to people at cost in order to save them money. Most notable of the early cooperative and cooperative movements was the Order of the Patrons of Husbandry, also known as the Grange, an organization of farmers that attempted to cut out middlemen and improve the lot of farmers in the harsh conditions of the late 19th century.
Many of these were organized along the Rochdale Principles, first articulated in 1844, and revised since then. Based on open membership, democratic member control, autonomous structure, educating the public, and work not just for profit, but for the greater good of the community, these principles fall well in line with GDI's overall aims. However, unlike previous attempts to regulate market systems, where radical action was defeated and limited by a combination of the right wing of the Developmentalists and the Free Market Party, four years on, Market Socialists and outright Socialists have leapt upon and pushed forward an even more radical set of positions. While the Treasury's proposals were relatively limited, aimed at offering priority to cooperatives and instituting a series of small scale workplace democracy mandates, the bill that passed parliament was a much more aggressive social engineering project. While not banned or otherwise unsupported, fully private holdings are size limited, with no more than four hundred and fifty full time employee equivalents, or a maximum of eighteen thousand hours worked a week. To grow to be more than that, they must be reorganized into a collectively held cooperative,or be able to survive without some of the best of Initiative corporate welfare measures. This, in real terms actually has very little effect, as few companies without a cooperative structure exist with more than 300 full time employee equivalents, and none have yet reached the full limitation.
[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)
[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)
[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 15 Resources per die) (+++ Logistics) (high priority)
[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design incurs other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing) (low priority)
[ ] Blue Zone Duplex Row Housing (Stage 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)
[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)
[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)
[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in reestablishing GDI's presence on India's coastlines, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*
[ ] Mecca/Jeddah Planned City (Phase 2)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 116/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)
Heavy Industry (5 dice)
[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 289/350: 20 Resources per Die) (++++ Energy) (High Priority)
[ ] Blue Zone Microgeneration Program (Stage 3)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 40/120: 5 resources per die) (++ Energy Reserve)
[-] Yellow Zone Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ Energy)
[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 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 116/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
(Progress 0/2400: 15 resources per die) (++++++ Capital Goods, +++++ Consumer Goods, -- Labor, ---- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (- Labor)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 resources per die) (+++++++ Capital Goods, -- Labor, ----- Energy)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)
[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)
Light and Chemical Industry (4 dice)
[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery and recreational drones, have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)
[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 308/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
(Progress 0/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)
[ ] 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)
[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/150: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed at increasing the self sufficiency of the network. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Continues)
[ ] Yellow Zone Purification Facilities (Phase 1)
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Agricultural Processing Plants (Stage 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)
[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 173/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)
[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium (5 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
[ ] Yellow Zone Tiberium Harvesting (Phase 5)
With the Initiative on the attack, and beginning to push heavily into NOD territory, harvesting operations must continue. While it will become increasingly expensive, this is a small price to pay for seriously pressuring the Brotherhood.
(Progress 60/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)
[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation remains problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)
[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (--- Energy, -- Logistics)
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)
[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)
Orbital (3 dice)
[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 40/60: 30 resources per die)
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)
[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized.
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)
[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)
[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)
[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/90: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)
Lunar Operations
[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/160: 30 resources per die) (+5 Resources per Turn) (Fusion)
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 0/350: 30 resources per die) (+15 Resources per turn) (Fusion)
Services (4 dice)
[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)
[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 0/40: 15 resources per die)
[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 0/200: 10 resources per die)
[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice)
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)
[ ] Long Range Sensor System Deployment (phase 1)
With the first wave of long range sensor systems prepared, it remains to refit them across the Initiative's fleet. With mobile assets receiving priority, the Initiative needs as many of these as it can get, as soon as possible.
(Progress 0/200: 25 Resources per die) (Very High Priority)
(Progress 0/300: 25 Resources per die)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)
[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)
[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 141/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
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 Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
Air Force
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die) (Fusion)
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)
Ground Forces
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 0/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 0/300: 15 Resources per die) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
(Progress 0/200: 15 resources per die) (-- Energy)
[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)
[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Navy
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 66/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 167/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
[ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)
Steel Talons
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die) (High Priority)
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)
Bureaucracy (3 dice)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die)
[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)
The battle began in the late afternoon, hours before dusk, on November 22nd, 2056. With it, came one of the most combined operations of the Brotherhood of Nod between the Third and Fourth Tiberium Wars. For this, Gideon had been collecting support from the other branches of the Brotherhood. Intended to be a masterstroke attack, it was not only aimed as vengeance for the embarrassment of Seo Thoki's introductory speech, but also for GDI's renewed drive into the Yellow Zones. The reasons, however, were not just personal. Since the beginning of Treasury-led pushes, the Brotherhood of Nod had been forced back time and again, winning tactical victories but on the strategic retreat as an organization. Chicago was one of a series of attempts by the Brotherhood to turn the tide and stem GDI advances.
Chicago had been an isolated outpost since its construction. Still, with the massive investments made throughout the second four year plan, it had grown into a significant complex of defensive lines, with one of the largest single garrisons anywhere in North America. An entire division of the Ground Forces, two regiments of ZOCOM, and a battalion of Steel Talons, plus four squadrons of Apollos and a further two of Firehawks have turned the city into a particularly tough nut to crack. However, Gideon had not come unprepared. While estimations of his total strength are difficult to assay, he seems to have brought everything that could be spared, bringing a disparate arsenal together for a single strike.
Forward elements of Gideon's forces met GDI roughly forty kilometers south of Chicago, with two squadrons of buggies exchanging mostly ineffectual fire with a platoon of GDI light forces on the edges of the ruins of the old town. As the reconnaissance platoon broke north for the defensive lines, they were covered by mobile artillery from other Initiative formations south of the city. While the fire was desulatory and, for the most part, ineffective due to both a limited supply of shells and the few tubes available, it thickened as the fight closed towards the operational bases in the city.
While that was the first contact, actions began along a nearly 150 kilometer arc, reaching from the north of the MARV hub to the city's southern end. Rather than focusing attacks on any particular location, Gideon's forces drove along a broad front, attempting to use their seemingly superior numbers to isolate and overwhelm GDI units deployed forward of the main defensive lines. Across the battlefield, GDI forces typically chose to disengage as best they could and fell back repeatedly, especially on the eastern end of the battle line, whereby early afternoon, the Initiative had been pushed back to the primary defensive line, where Nod forces were decimated by presighted artillery, shells raining down and with 152mm batteries in use as the direct fire guns they were initially designed to be. However, directly to the west, GDI held firm.
The most general conflict of the day was a mere ten kilometers south of the city. A battalion of ZOCOM armored infantry had been conducting reconnaissance in force south of the city when the battle began and chose to conduct a slow fighting retreat, rather than attempting to break north. Amid the ruins, a close quarters brawl developed as both sides' infantry fought not only street to street, but sometimes building to building and even room by room. As Initiative forces fell back, a drumbeat of mortar volleys and a constant stream of danger close missions by Firehawks pulverized building after building. While on either flank, GDI pulled back, the isolated battalion fought on, holding a salient against the worst that Nod could throw at them. Finally, in the early evening, confessor cabals of the White Lions Chapel of the Black Hand attempted an assault across the beaten ground towards the salient. Under fire from the battered Zone Troopers, they crossed the ruins, particle beams clashing with railgun rounds and grenades. Flamethrowers reached out as they hit the line, but the outpouring of fire was too much, and they broke, leaving roughly half their number dead and dying amidst the ruins.
As night fell, however, the fighting slowed. Sporadic bursts of fire raged out, and the roar of jets crisscrossing the sky was constant. Medics moved up on both sides, collecting the wounded that had not been carried rearward during the day's fighting. Similarly, Shadow Teams used the cover of night to attempt infiltrations into the Initiative's line for exploitation. By morning, both sides had dug in, ready for a slogging battle through the streets. Gideon had used the cover of darkness and the opportunity to set up a series of disruptor towers, allowing him to bring forward his heavy forces undisturbed. While the core of this force was three dozen Centurion combat walkers, he had found another resource. Monsters. Mutated amalgams of flesh and steel and circuitry lumbered forward, blazing away with integrated laser and kinetic systems. Compared to the Marked of Kane, these were slow and dumb, blunt instruments of war to be unleashed into Initiative lines, rather than high tech cyborgs. Unleashed into a frontal assault, east of the salient, they punched through the forward elements of GDI's main defensive line as they were unequipped, materially or otherwise, to deal with anything resembling the Marked. The time these forward elements brought, however, allowed for the main line to be prepared and here, these biomechanical monstrosities broke against the hailstorm of missiles and grenades brought to bear. They would prove nearly adequate.
At the same time, the Initiative had not been passively waiting. Concentrating the armored and available mechanized forces in the MARV hub, GDI's commanders were ready to stage their counterattack. Striking forth at dawn, they hit Gideon's line on the opposite side of his own assault. While initial attacks bogged down as GDI attempted to force a series of foxholes, trenches, and nests, by 1030, the momentum had turned, and the Initiative had begun to force a breakout, with units splitting between pushing into the rear areas, and supporting assets, including another battalion of ZOCOM, beginning to roll up the line as company by company the Initiative went on the offensive.
However, Gideon's forces were not without competent commanders. Instead of attempting to hold in the face of Initiative advances, they began a brilliantly executed fighting retreat, with even the militants fighting with a skill that the Initiative would expect of its own troops, rather than half trained militia. Over the course of the day, the Brotherhood attempted a series of mousetraps using fast moving flying wedges to cover slower formations of infantry and armor. While none worked as well as Gideon could have hoped, they did slow the pursuit, and allowed Gideon's forces to break away effectively unscathed.
Overall, in light of the coming conflicts, the battle of Chicago was relatively minor. However, it does mark a continuation of the conflicts that had begun in South America, and reflected the desperation of "the Short Darkness" period of the Brotherhood.
After the battle, and after all the losses were tallied, came the most honorable tradition of blame apportioning.
We took the brunt of it. My man on the field, Farnham Carmichael (Ret.), had been in Chicago trying to decipher the rhyme and reason to the first signs of the super-submarine Falak's appearances. It behooves me here to say that the reason is that for all of our reputation, InOps is not always the panopticon to make Orwell spin in his grave. For all that Granger– the Doctor, not Director– had been willing to turn on the money valve from his Tiberium crusade, our problems have been time. To train a serviceable Operative outside the Blue Zone, to be proactive and intercept threats outside places where we have eyes and ears on every wall and ceiling, is to train a talent to last for generations. I will not be like my disgruntled peers and say that he is to blame for the teething issues against a massed offense on NOD, but I will say that there were issues. Issues that meant that there were chinks in our armours aplenty. Not that the NOD could know where they were.
We had thought the Falak had been made to interdict our vessels. Or to be as NOD does, and inflict surprise death-strokes against GDI positions with esoteric and fantastical weapons of war and destruction. They would be capable of those, but what we had missed was the obvious. A submarine larger than any previously recorded would have a proportionally large hold. That first vessel had travelled far– if it were the first, that is– with its signatures touching the coastlines of all NOD territories. Carmichael had been tasked to track the Falak. And his fault was that he didn't discover the anomalies sooner. That a large portion of the signatures intermittently showed up on the coast of Florida was not a coincidence. Gideon had called in markers, as we learned soon enough. He had tried to hide it, with his alarmingly organized retreats, but Carmichael and his team had been the quicker carrions and dragged off the bodies of the NOD dead, human and not back to the laboratories. And what we found was something left classified until this very writing.
The more mundane of his called markers were men. NOD Warlords, as is their wont, have Davids to their Uriahs. The bodies of the dead shows haplogroup markers from regions all across the world, from the so-called Berber Markers (E-M81) prevalent in North Africa to the H-M69 marker, most commonly found in India. The significance of this cannot be understated. Gideon had reach, and he had used it to recruit chaffs and talents for his use. Years later, we found that these men had been not even that 'expensive' for Gideon to take. Their cost were marginal, to the utility and talent they bring to him.
But the most significant are the inhuman. Dubbed the Afanc-class Bioweapons, it had been one of the main threats that Gideon introduced in the Battle of Chicago. The InOps had released their specs on the third-to-last major FOIA requests from the government watchdogs, so I will be brief. They were tough accounting for their frames. Body shapes and sizes had varied armament, most typically an array of laser weapons, however, though the most common had crocodilian frames. Their carapaces are unnaturally tough, a latticework of Tiberium and alloyed metal tough enough to require sustained autocannon fire to bring down. Their weapons were mostly externally expressed, with autocannons and laser weapons that were occasionally remote-operated. Others had internalized weapons, with laser-emitters emplaced within their maws that fires beams with enough width to bisect your average soldiers. The rest of the specs can be read in full- but that was the broad summary of it.
Except for one bit. Their DNA traces belonged to an amalgam of species not native to the Americas. The common pattern, as the matter of fact, belonged to Crocodylus palustris, the mugger crocodiles native to India. It was here that we first learned of the true danger the subcontinent had in store, but that's a tale for another time. For the time being though, the attack on Chicago signified two things. That in a full press assault, we will always prevail against the might of one major Warlord. But the second is that even in the absence of Kane's direct hand, and after all the well poisoning we did with General Hassan, the Warlords have shown cooperation in a worldwide manner. From the Afanc, the proliferation of Barghests, to even the Falak– it is a hallmark that NOD has as much capacity as us to innovate.
Editor's Note: Pretty sure we're still not allowed to divulge about Hassan. That one isn't supposed to be declassified until 2090, no?
Writer's Note: Eh, I worked with him. Let this pass through, see what the new InOps had to say for it.
– First classified drafts of The Unclassified (2080) by former Secretary of Intelligence, Arthur Hackett.
Director Jack Granger
It has been seven years since I first took office. For much of that time, we have rebuilt homes and hope for a future. I stepped into the role of director at the end of the war. With the intent to safeguard our victory and deal with the looming issues of our nations, and humanity's reconstruction. I am pleased to say, thanks to the hard work and brilliant efforts of GDI's best and brightest, at least one crisis can be said to be behind us.
However, the time has come for me to step back from the public eye and allow new blood to rise to the top. I was chosen to lead as a military figure, and while the future portends war once more, it is not to be my war. At the end of the next year, I will step down as director of the Initiative, making space for others to steer the ship of state.
I know that these years have been tumultuous ones, and many of you have disagreed with the policies of this administration, and with how the Initiative has chosen to face the challenges of the modern day. We had to prioritize the well-being of all the people in accordance with the oaths we swore, not just those that were already advantaged. However, such opposition is a key part of any well functioning democratic state. But it is equally important that we can both set aside our disagreements and work together towards a brighter tomorrow.
Yet, there are many threats remaining. First is the ever present threat of Tiberium. While it has been the focus of many of our efforts these years, it has not been the only threat. And yet, it is not a problem that we have solved, nor indeed is it likely to be solved within my lifetime, though of course we live on with hope. Second is the Brotherhood of Nod, Third is the threat from other worlds. We know aliens exist, and that at least some of them have attempted to invade. However, we cannot know what else is out there. It may be friendly, it may be an enemy, but we should be careful not to make enemies out of friends and burn bridges that we do not need to.
It is common wisdom that one should not change horses in the middle of a river. But the river has been wide, and the horse is tired. Looking back on the river that has been crossed, my administration has managed to leave our democracy and its institutions in a better state than the war left it in and I shall therefore be passing on the power and responsibilities of my role to a suitable successor from the next generation. May they build a better world for themselves, and for their own successors. As they step into the role of director, I shall endeavour to smooth the transition and grant them the benefit of what wisdom and experience I possess.
Now the time has come for the birth of new ideas. I have striven to be a safe pair of hands to shelter and protect our nation. That task is done. Someone new shall lead the Initiative, stepping boldly into the future and shaping it in ways I cannot imagine. Thank you for your time, and for the trust you placed in me. My time as Director is drawing to a close. Further announcements are to follow. To all GDI citizens, to everyone on this globe. Our military can and will defend you. But no longer should it lead you. I hope my successor will reflect that. But GDI will be there to defend our world as long as there is still strength in human arms.
Sincerely,
Jack Granger.
Now that the formalities are out of the way, I have a message for all of you. All the citizens, new and old, of this Initiative.
The Initiative was founded to be the end of history. It was founded to be the enforcement arm of a world order that is now extinct. But we found a new meaning and a new purpose. A warm light and a comforting hand for all mankind. Be true to that vision, and we can ensure that not only will we see an Earth free of Tiberium, but go on to see things that our ancestors believed were nothing more than the figments of a writer's imagination.
1TwoThr334our
First!
Da5id
#1TwoThr334our - You are why we can't have nice things.
And my respects to the Director - 8 years of herding bobcats is probably quite enough, and given we're not only recovering from a massive war, but actually doing better in some ways than we were before, I have to say he's done a great job. Congrats, and I hope you actually manage to figure out that "relaxation" thing. I've got free brews for him if he ever decides to stop by the Black Sun.
MikoNyan
And if he can't, I am sure there are plenty of nice safe people who can help with that.
FloatingWood
To be honest Director, I'll be glad to see you go. Not because I believe you have done a poor job. You haven't, for all my grousing about your administration, acted in any way other than with probity, honesty and care for GDI. I just think that if you continue you'll end up dead at the desk before 2060, pen in hand, and GDI facing a succession crisis.
And you deserve better than that.
Dr. Folinic
Thanks for the long and hard work Doctor! Without you the YZers life would probably be more miserable than under Boyle. To be honest, I expected just a few word of mouth to soothe the higher ups, but the amount of reconstruction alongside abatement on the Yellow Zones is way out of my expectations! Hope you find happiness after retiring as the GDI Secretary, best wishes for you.
ProfCollingsworth
Well, this isn't exactly expected, but is quite welcome. Stepping down now that the crisis is clearly over is probably a good thing, given the mess around his (completely justifiable, in my opinion) assumption of the position. He's not the first Director, but he is the first of what is looking like a new era for GDI, and there are far worse ways to go than with what is probably going to be compared by historians to George Washington's decision to not run for re-election. So: My thanks for your service, Director, and I hope your successor is as dedicated to the ideals you have expressed, as you are.
TopTierCitizens
Hopefully we can manage a return to when the Initiative was actually great instead of kowtowing to the people who were shooting our friends and family just a few years ago.
MajorMiner
Well, that's a thing. Looks like I lost the pool.
VictoryInLife
Damn… I don't know why I'm taking this so hard but I actually cried a bit at this announcement, things were so bad at the end of the last war, and the Director pulled us out of it. I can't imagine anyone else steering the ship. Real end of an Era kind of vibe, I just hope the next person has the same kind of fire and policies.
Twenty four hours, they couldn't wait till at least twenty four hours had passed to start on the anti yellow zoner BS could they.
Oh well moving on I hope Granger enjoys his retirement considering the stress he must have been under since the war, you've got to feel sorry for whoever follows him though as the man left some pretty big shoes behind to fill.
Shaniqua492
Good! He got my boy killed in Italy! Maybe now someone will be in charge who doesn't waste soldiers' lives!
AccomplishingProvidence
This may shock some of you, but I'm not one to waste unnecessary words in a serious moment. Many of you have spoken the well-deserved praise for Director Granger already. I will simply add my voice as another saying: Thank you for your service, Director. I hope you're able to relax a bit once you have handed the burden over.
Akira Oda (Treasury, Office of the Vice Secretary)
In a few hours Vice Secretary Seo would soon address along with Secretary Granger on Director Granger's impending retirement and the changes that would soon be brought within the GDI government as well as the Treasury's plans in the post-Granger world. We are grateful to see an honorable exit of one of the world's most able statesmen in these trying times of emergency pushing for a sense of normalcy in the war torn landscapes during the beginning of his term. His contributions to both rebuilding and the restoration of our global democracy has proven unshakable in spite of the dangers lingering both within and without the Blue and Green Zones that would destroy us. Let us all keep working together in the inexhaustible march against the scourge of Tiberium.
Stream Link: bit.gdi/vsssgtreasspeech
YellowZon3r
Between the retirement of the Director and the treasury secretary it's looking like a shakeup among GDI's top ranks. Will the replacements continue the work they've started or does this represent the start of a slide back to the status quo?
Terrence Lagunia Ret. (West Point Teaching Staff veteran of the 1-3 Tiberium Wars)
Hats off to you Director and thank you from this three war Vet. #Havoc We need to plan where we'll meet for the yearly meetup.
KryptosAdept
O7. I thank you for helping GDI get through some of it's darkest moments and helping it recover for a better future tomorrow. I hope that the successors will keep this trend up.
KropotkinsGhost
In all my decades on this blasted green ball, never have I seen someone more deserving of the title of Leader then I have with Granger. The policies he has put into place and the effort he has expended has forced me to give him nothing but the utmost respect. May he live comfortably for the rest of his days, the young whippersnapper has not even reached his 65th birthday yet. Hah!
Petition Organization: Railroad Reconstruction
Karys-Onasi
Going to commit some necromancy to say that apparently something we said in our position was enough to kick the Treasury into action. I have not seen any official statements yet, but outside my apartment there are construction crews right now laying track.
FloatingWood
They posted notices that they're going to close down the entire Rotterdam-Ruhrgebiet line next month for what they're expecting will be most of a year. Any rail traffic that can't be replaced by trucks or riverships is going to be send over what's currently single track, heavily trafficked passenger line.
At night.
And again, they expect that it's going to take most of a year to make the final repairs and replacements for the worn down single track and emergency bridges that have been in place for the past half decade.
They're going to have somewhat decent service for three months, tops, and then NS is going to be cancelling all trains on a given track every day for emergency repairs.
LastLizard
Well, that sounds incredibly painful.
FloatingWood
#LastLizard, it is going to be. It's basically going to mean that the major East-West rail connection in the Netherlands is going to be unreliable at best, for at least a year. And knowing the department handling rail infrastructure, the thing they'll do after they finish up the freight train line is replace the now terminally abused single tracks that just bore all the passenger and freight traffic for a year section by section until that is double tracked too. It's going to be another year of delays, if better managed ones.
I just hope the shaking caused by the freight moving past doesn't cause me to fall out of bed.
Ormonde2020
Uhhh, hey, GDI higher ups, if you're doing railroad reconstruction can I convince you to perchance consider times way before the war? The island of Ireland used to have heaps of train lines, but they were ripped up in exchange for cars. Quite frankly, the public transport system here tops out at 'okay' and that usually only applies when it comes to going from one city to another.
FloatingWood
#Ormonde2020, you can just place a call with the citizen services department for Ireland you know? It's not just complaints they handle.
Although I suppose 'the public transport system is crap and I want a better one' is a complaint.
LaserKiwi2000
Even a handful of trains in NZ would be a big improvement, we haven't had any major passenger trains in a long time, and it's a bit lame to still rely upon driving for now.
JamesandBonesy
Bonesy is excited about the new construction - he's making a lot of new friends.
Solan
Jeez could have told us that the rails are going to be refurbished soon. Some of the factories supplying the MARVs in Chicago were forced to wait for a skirmish because of transport woes. Then the supplies we need would have to wait for another quarter to fully finish. I hope they can finish the rails soon or at least give us supplies so we can go home.
Political Support: 55
Free Dice: 6
Fusion Dice: 8 (+1 per turn)
Tiberium Spread
15.69 Blue Zone
27.51 Yellow Zone (87 points of mitigation)
56.80 Red Zone (60 points of mitigation)
Politics
The politics of the Initiative Parliament are ever shifting, and while the Developmentalist party has continued to shake and groan, it has not been splintering as much as some pundits have predicted. At this time, no emergent faction, either left or right, is willing to commit to a break, or splinter off towards another party. While there are certainly some who are likely to move towards other parties, it is likely to come only after the reallocation, and even then, is likely not to be more than one to two hundred seats.
The other parties have, for the most part, stabilized. While the Starbound party has lost much of its steam, it is likely to retain at least a large share of its seats. Without surges in orbital population, however, it is likely to enter a slow death spiral over the next decades. Similarly, the Free Market Party's lack of noticeable results, and the successes of the Market Socialists have meant that ever more people are turning away from the Free Market Party.
Retirements
Director Granger, after seven long years of rebuilding the Initiative, has announced that he plans to retire at the end of the current plan. While he has left the Initiative in a much better place than he found it, there is still much work to be done. While there is not a clear successor, few in Granger's current cabinet or the chiefs of staff are actually interested in the job. Only three of the current staff have chosen to put their hats into the ring.
Secretary of Education - Emelia Litvinov
Emelia Litvinov was born just shy of the chaotic auspices of the First Tiberium War, as one of the first emigres of the quickly deteriorating Russia onto the still pristine French metropole. Having graduated in ENA, she rose up through GDI ranks before finding herself embroiled in one of the tumultuous legal cases to rage within the halls of global institutions before the Third Tiberium War, the infamous 'Qalandar v. Perth'.
The legal case pertains Mehid Qalandar, the son of a then-famed Nod Warlord Samar Qalandar, denied education by the Education Board of Perth due to his family's chequered history. Mehid contended that despite having cut all ties with his father, he is discriminated against for factors of his birth and the sins of fathers, bringing light to several of GDI's ugly policies. In this, Livtinov had taken charge as one of the notable members of the GDI Administration to advocate for Mehid's case. The turning of the world was not kind, however, and the case was settled at a 8-5 result, giving the Education Board clear jurisdiction in the name of security. However, the sour end of the case has resulted in a political shift in the GDI consensus, with Litvinov chief among the bureaucrats levying her connections to improve education curriculum for those unfortunate enough by their birthright to be denied that. This dogged ambition landed her in the seat of Secretary of Education, giving her full support to Doctor Granger for his pursuit of a truly global initiative.
Known Traits:
Political Broker
Supportive of Treasury
Focused on Global Education Initiatives
Not Specifically Trained in Education Management
Secretary of Information - Arthur Hackett
Contrary to the clandestine reputation of the Intelligence Operations, Arthur Hackett is a man who is defined by a series of illustrious credentials. Born just shy before of the fall of the Berlin Wall, he climbed up the tracks of the nascent GDI military, acquitting himself in the aftermath of the First Tiberium War in the MENA theatre against General Hassan as a leader of a Commando Team, enjoying a spot of media fame and staying in field operations well into the chaos of the Second Tiberium War.
[FOR SECRETARY GRANGER'S EYES ONLY] The truth however, is more complicated. In a masterful case study of maskirovka ingenuity, Hackett became a hidden enforcer and hatchetman for General Hassan, who worked with the GDI in order to keep relative peace as Tiberium encroached upon the earth, killing dangerous elements of the Nod who would threaten the equilibrium. This gives Hackett a certain brand of maverick pragmatism, and as he stepped into InOps division shortly before General Hassan's demise and the re-emergence of Kane, he began his part in the secret war against the dreaded Fate Squads in the European theatre, saving numerous administrators and officials as he uses numerous HumInt assets to counter Nod threats.
In the wake of the Third Tiberium War, his celebrity-like credentials — and the gratitude of the bureaucrats he saved, having been mostly spared from the destruction of the Philadelphia — allowed him his seat as the Secretary of Intelligence. The most notable of his work having been the one to forward the distress signal of the Qatari remnants to Doctor Granger, resulting in their sudden recruitment and massive contributions to the GDI in the war against Tiberium.
Known Traits:
Ruthlessly Pragmatic
Reputed War Hero
Human Intelligence Focus
Secretary of Archives and History - Julian Bennett
Julian Bennett is known, above all else, for the distinction of the youngest Secretary in the GDI Administration. Shy of entering his fourth decade, the Quebecois man became known for his advocacy for cultural preservation as a then-child prodigy during the interwar periods between the Second and Third Tiberium War. Attuned to the studies of culture, Bennett had long lamented the quick death of regional cultures all around the world, fomented by the precipitous drop of mankind to less than two billion souls. Being both gregarious and a talented mnemonist, Bennett spearheaded expeditions all over the world, ranging into Yellow and even Red Zones to archive what few anthropological knowledge. This dogged passion nearly ended his life, however, when Nod forces ambushed him and his expedition within the locales of Malaccan Red Zone. Though the security forces had fended off the ambush, his environment suit had become destroyed with himself injured, exposing him to Tiberium particulates and giving him a slow-onset Tiberium poisoning.
At the urging of the GDI Administration, fearing a PR coup and the instability that heralded the Third Tiberium War, Bennett was forbidden to spearhead the expeditions. Despite this, his passion continued to burn in the backline and with the decapitation strike on the Philadelphia, he entered the shortlist for the Secretary of Archives and History, leveraging his connections with the Forgotten enclaves to become one of the architects of the Washington Conference.
Known Traits:
Gregarious Diplomat
Possesses Forgotten Ties
Sociological Focus
Contracted Chronic Tiberium Poisoning
Orbital Mines
With the Initiative having broken ground on orbital mining projects, there is significant interest in handling them separately from the normal Tiberium based extraction systems. As a means of encouraging the Treasury to continue investing, the Starbound Party has suggested that it be exempted from typical reallocation procedures, especially as the minerals from space are far less multi-purpose than Tiberium based extraction. While the bill has not passed through parliament quite yet, it is likely to be a fairly popular one, especially with the strength of the Starbound Party and the Developmentalists backing it.
Military
With Brotherhood resistance beginning to stiffen and the approaching reallocation of resources, GDI's military is looking towards moving into a more defensive stance in the coming months, and move resources towards recovery, training, and development. Stocks of many of the consumables have been severely depleted, especially shells and ablat. While there is certainly time for further offensives, winter weather has slowed combats across the north, as have Brotherhood counterattacks like what occurred in the Chicago Planned city.
Brotherhood Of Nod
The Brotherhood have shown few new weapons this quarter. Primarily this has been a series of new biomechanical weapons systems. Not only the Afanc but a series of others, mostly smaller and more agile weapons. Clearly derived from the Marked, but significantly less sophisticated, these biomechanical creatures bear marks that seem to be derived from Sanskrit in many cases, pointing to an origin in India or the Middle East. Otherwise, they have shown a significant increase in technical sophistication. The Centurion has been seen on battlefields around the world, as has the Salamander. The Barghest has continued to become more common, now being seen in full flights on every battlefield and in some cases actually attacking Initiative fighter sweeps in attempts to contest air superiority over the Yellow Zone battlefields.
However, the Brotherhood does seem to be having something of a crisis of faith. While warlords are often very reluctant to put down their weapons, a handful of smaller warlords have surrendered in the past quarter, apparently deciding that a retirement in the Initiative was better than service to another warlord.
The Caravanserai
As a consequence of organizing the Mecca planned city, InOps has discovered the Caravanserai. While chiefly an organization of Arabian Warlords, the Caravanserai has tasked itself with ferrying Hajj pilgrims from all around Nod-controlled or contested areas around the world. Though previously known as a consortium of Warlords invested in the protection of Mecca, the truth– as forged camaraderie and loose lips would spill– is more than that. Though the Meccan Warlords acted as the main, if somewhat fractious, stewards of the Al-Mukarramah, they levy a considerable soft power throughout Nod spaces with varying Nod factions considering them in different light. More than not, however, their importance was considered to be that of the Red Cross in pre-Tiberium years. NOD Warlords often chip in funds and materials for Mecca in various trickles. In exchange, they are given a set quota of pilgrims per year– departing from two corners of the world as two Commanders of the Pilgrims (Umara' Al-Hajj) start their journey from both the western corner of Africa and south-eastern corner of Indonesia for a four-month trip to Mecca and back. They do this in small disparate convoys that take the pilgrims through perilous lands and landscapes, forcing them to take a slow route as the convoy picks up momentum and to ensure that the pilgrims, a great portion among them infirm or sick, are taken care of.
The extent of the Caravanserai's operations, the publicly known ones thus far, have been enlightening. Though what it will mean to the decisions of the GDI leaders remain, for now, uncertain. One thing is certain, however: GDI's attempt to influence the Caravanserai has been noted– and though most NOD Warlords outside of Mecca are liable to take a 'live and let live' attitude so long as their quota systems are kept in place- others will take a forceful stance on it.
Markets
While still effectively limited to the service sector, the markets have begun moving towards capital formation. While never likely to be more than a sliver, if that, of Initiative budgets, there may be production of skills and assets that the Initiative does not in some way pay for.
[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only liveable environments, but genuinely pleasant ones. These facilities are not just about comfort, however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
With Arcologies, location is effectively all important. Not only does the ground have to be firm enough to support the massive weight of the building, but it has to be close enough to municipal water networks, primary electrical lines, sewage, and over twenty other factors. The end result is that ground has not yet been broken on any of the potential arcologies this quarter, as it has been entirely taken up by surveys and development work, with most of the proposed locations being rejected for one reason or another. Most notably, other projects have contested many of the sites as they are in some of the best locations for not only arcologies, but also major industrial developments. For example, in the north of Boston, one of the proposed arcology sites intersected with what was intended to be an expansion of the chip fabricator there. Additionally, politics has raised its head once more, as Developmentalists have lobbied to reject a number of locations in Initiative First strongholds. In light of this, a further infusion of funds is required to not only locate good locations, but also break ground.
[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 143/300: 15 Resources per die) (+++ Logistics) (high priority)
The Initiative, in the immediate postwar years, cut many corners during the reconstruction of the rail links, especially within the Blue Zones. While the long lines had their place, most of the construction in this case has been focused on these urban and suburban lines. For many of these, a simple reopening was considered "good enough" at the time. However, as travel, and more importantly the food and consumer goods networks have picked up steam, these lines are currently straining under the load.This means that closing the lines is actually a severe problem, as the Initiative does not have enough other means to move supplies in acceptable times at acceptable costs. The Initiative has chosen to bite the bullet and close a series of critically overloaded lines, creating multiple delays across the blue zones. While at this time military resources are not being affected, surging resources to ensure that this is a transitory problem is likely to be critical, as the military lines will need to be closed for work at some point soon.
[ ] Mecca/Jeddah Planned City (Phase 2)
While the initial phase of construction has begun, and the region has at least the pretences of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 375/320: 20 resources per die) (--- Labor) (5 Political Support) (+1 Red Zone Abatement, +1 Yellow Zone Abatement, +60 Processing Capacity)
(Progress 55/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
GDI's construction work has shifted towards Mecca proper this quarter. With the pipes run, there is now fresh, clean water available for a meaningful population. Continuing the waterworks, the Zamzam Well, one of the holy subsites of the region has been renovated, with a modern water purification system being installed. Similarly, the whole area has been enclosed in a transparent geodesic dome, rated to withstand the worst that sand and ion storms can throw at it.
However, more practically, a coordination center and conference area, slung low in a single story to not dominate the environment, has become a nerve center for the entire project. Not only built to take care of guests from the warlords and welcome visitors, Initiative, Brotherhood, and Independent alike for the Hajj. Around the Kaaba, three broad separations have occurred, with a northern, eastern, and southern split. In the southern arc lies the Initiative's sector, controlling the water supply and the conference area. In the north lies the Brotherhood's. While constructed using Initiative labor, it has since been turned over to a group of regional warlords to operate collectively. In the east lies the smallest of the three sectors, given over to the Independents. While they are far less suspicious of GDI than the Brotherhood, so far the limits of the arrangement are becoming clear, especially when coordinating allocations to ensure that everyone has fair access to the site. As a further measure of good faith, every Friday, in Masjidil Haram, an imam, approved by representatives from every faction in the city, is invited to speak to all Muslims. While the Initiative so far has made sure that it has a plurality, if not an outright majority in the city, it has not been a problem as neither of the other sides have put forward one of the radicals who would attempt to use it as a pulpit to call for war on one of the factions.
One of the problems has been finding and moving enough Muslims to operate the site. While Jeddah could be conducted using standard mixed Initiative work crews, going back before the formation of Saudi Arabia, non-Muslims were banned from the city, and the Initiative has tried to respect that. However, doing so has required finding qualified individuals from across the Initiative and forming them into new teams. While it has led to a number of incidents of miscommunication, that is a small price to pay in an as culturally sensitive region such as this.
'We were not allowed in the City proper, but then– we hadn't expected that. The people here are proud and kept to their traditions. They had to be, to be willing to toil the arid lands in hardship with work gear unsuited to a land that is at the precipice of the Red Zone. They say that some here are descendants of the tribesmen who had followed the Prophet to establish Islam here.
Not that it can be proven conclusively anymore. Far too much has been lost for these people, who stayed behind– be it from their own volition or otherwise. But they have not lost all, nor did it mean they did not gain anything. Before this posting, I was prepared to skirmish with the NOD Militias, or defuse altercations between them and the neutrals. But none such outcomes made themselves manifest. They called this place, this pocket of truce, 'Darussalam'. I thought it a fancy– propaganda as much as it is an attempt at keeping an ideal. But no. It doesn't matter the insignia emblazoned on our outfit. Eagle or Scorpion or, as the Neutrals would have it, a waxing crescent in white, the purpose is the same.
To keep the peace. And in that, we have succeeded. ...Enough perhaps, to make a cynic feel something else.
– Letter excerpt from Staff Sergeant Petraeus Simanjuntak
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 314/350: 20 Resources per Die) (++++ Energy) (High Priority)
Work has continued on the prototype fusion plants, with testing having been planned for completion this quarter. However, first wave initiation tests have shown that the reactors as built have two notable flaws. First, the safety bypasses are too easy to engage, potentially leading to the plasma vents not opening in an emergency shutdown. More critical is that the reactors during the testing cycle actually melted a number of secondary and tertiary components. This has required the entire program to go through and double-check the installation, finding that one of the technical drawings had mislabeled the orientation of the parts, which had been added since the peaker plant design. None of the problems so far have been particularly difficult fixes, mostly a combination of problems in the installations, miscommunications, and general workplace safety oversights. Fixing these has taken most of the quarter. A further infusion of funding will be required to finish the construction and testing efforts.
[ ] 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 multicore 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 340/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
A new surge of heavy-duty construction drones have been allocated to the construction of the North Boston complex. Work has primarily been aimed towards the construction of a massive wave of new buildings. While the Initiative certainly has many other chip fabricators of this scale, the North Boston complex is nearing the complexity of pre-war fabricators.
Beyond the buildings themselves, a backlog of orders has been placed around the world, for everything from lights and air scrubbers to vacuum chambers and robotic assembly arms. However, so far the delivery estimates are highly variable, and production schedules at this point mean that the complex will need two to three years to receive the full allocation of supplies.
[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 171/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
Nearly any material is at least somewhat resistant to the flow of electricity. Even the silver/copper alloys that GDI uses across its electrical systems are somewhat resistant. This results in a recursive loss system, as the material heats up, reducing its ability to carry a current. Superconductors are a countermeasure to that. When chilled below a certain temperature, they expel magnetic fields and resistance drops to zero. GDI's standard units are able to do this at 288 K (15 °C). While this does require active cooling, especially in the field, it is a far cry from the very earliest superconductors. First discovered in 1911 by Heike Onnes, the first superconductor was solid mercury, cooled all the way down to 4.2 kKelvin using liquid hydrogen. Before Tiberium, the best available was a nitrogen cooled ceramic of mercury, barium, calcium, copper and oxygen, which exhibited superconductivity at ranges of 133-138 degrees kelvin. Since then however, the easy availability of highly complex chemical structures has made it possible to test millions of combinations, pushing technology forward significantly.
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters, as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 325/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
This quarter, Johannesburg had a major infection scare. A local science teacher, Jaan Jolidee Makhubo, had begun a series of demonstrations on the process of creating myomer for the children at his local school, beginning with culturing the fungus necessary. However, in late October, all his cultures began to show signs of contamination with a grey mold and he called the factory to ask if they had experienced such a problem. While they had not, the warning was enough to require a massive and thorough sweep of not only the growth media production facilities but also the intermediate steps before the fungus is sealed in. So far, while Makhubo had followed all decontamination steps to the best of his ability, it seems like something slipped through. However, if the Brotherhood can poison or infect the bundles, it could well be the end of Initiative use of the material.
Beyond the inherent delays with double-checking the materials, the ropeworks have been erected but not yet fully calibrated. Especially with the longer ropeworks, it is not simply a matter of reusing the same settings, but a careful process of dialing in, getting right to the edges of the material's tolerances, in order to maximize production speed and minimise wastage.
[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 228/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
This quarter, Entari has begun making its way onto shelves and into pantries. Combined with a large-scale marketing campaign, the fruit has been met with general incomprehension, but a distinct willingness to experiment. While the Initiative had published an array of articles on how to properly cook it, the forums are abuzz with more experimental recipes.
However, outside the world of people interested in new and exciting food, consumption has been low, and is likely to remain that way for some time, until it is more thoroughly integrated into the Initiative's food supply, especially in the bulk food preparation that characterizes on average two thirds of daily consumption.
Entari and How to Cook It: The new recipes thread.
C.Proto
So Entari. I am starting with the savory version. Grilled Entari with fungus gravy.
To make
1 Package fungus bar.
500 grams fresh unripened entari
2 cloves garlic
1 small onion
Flour
Oil
Chicken stock or chicken bouillon
Start by combining the flour and oil over heat to make a golden roux. Finely grate the fungus bar, and add it to the roux and fry for one to two minutes. Grate in onion and garlic. For the entari, take out another pan and some more oil. Sear over high heat for two to three minutes on each side, flipping occasionally. At the same time, add the chicken stock, stirring vigorously until combined in the gravy. Then transfer the entari into the gravy, and simmer for one minute. Serve over any side you want.
I found it to be quite good, a bit salty, but at the same time a big flavor punch.
CrystalWizard
No need to be so complicated. Just cut the unripe entari into thin rings and roast them with a little oil at high temperatures on both sides, add some salt and you are done. Add to rice or potatoes as needed, might experiment a little with ripe entari next.
Born2Mine
Had some raw when it's ripe with some salt on it, flavors strong enough on its own without it so the salt is really not needed. Grilled while ripe it comes out lovely. Tried simmering it out on hitch in a protein shake we get given out in the field with a hot plate. I regret things.
FrenchLaundress
Here are some concepts I want to try out. I haven't gotten to test all of them though.
-Entari Ceviche: Dress unripe Entari pieces with a sour dressing made from the mature fruit and citrus, spiced with chili peppers.
-Entariage: Take unripened Entari cut into 1 cm thick cutlets and bread with egg and panko, then fry it until golden brown.
-Entari PB&J: I hear it has seeds? I haven't seen them in the market, but I have hopes that they can be processed like peanuts, almonds or cashews. I've already started making jams from the mature fruit, it's high sugar content makes that part easy.
Akira Oda (Office of the Vice Secretary, Treasury)
Entari has become something of a staple in the Treasury canteen in Manchester thanks to all the people who keep on supporting this as well as being the guinea pigs for this new crop. Not all that bad and now the chefs here are collating for new recipes so hope this is all good our meals are on the line. Also Agri has to suffer our pain too since they gave us the budget request.
I've been hearing they're also station food now. I hope they like it up there.
KryptosAdept
Has anyone here tried using raw Entari as a meat substitute for Poke bowls? I have and it works out pretty well. The biggest attraction of using Entari is that you don't need to store it like normal meat or take the same precautions thanks to the fact that Entari is actually a fruit.
KropotkinsGhost
I'm still absolutely amazed that a fruit tastes like chicken. You know that used to be a giant joke before tiberium that everything tastes like chicken. But now my fruit actually tastes like it and I just have to stand up and applaud the scientists in the GDI everytime I eat some of it.
AgathaH
I've tried the ripe entari in a salad, and that went pretty well. I have a friend who says she's trying to make kimchi with it, sliced slightly thicker than she would for a radish… I am dubious.
[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long-lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)
With the expansion of the food stockpiles, GDI has restarted Project Citadel. A series of major caches intended to be the final hardpoints of the Initiative, they were stripped bare during the war as refugees and soldiers needed feeding. While in the immediate postwar years, the military reconsidered the Citadel project, due to the Brotherhood actually overrunning some of the North American fortresses, it has come back around to the program, especially now as the Initiative has significant strategic depth, and is actually in the process of taking more territory. While so far only the food has been stockpiled, over the coming years, the military will begin supplying the bases with equipment.
[ ] Tiberium Inhibitor Development
The Scrin, during their invasion, deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 116/60: 30 resources per die)
The Tiberium Inhibitors have proven to be a relatively simple development process, iterating backwards from captured Scrin hardware, replacing piece by piece with human manufactured technologies. However, the technologies are still poorly understood and distinctly alien. Jacketed by an outwardly ordinary casing, but constructed using alloys of transuranic materials, the core resonator elements of an inhibitor node convert extravagant amounts of energy into harmonic pulses that are subsequently channelled along subsurface veins and above ground glaciers of a contiguous mass of Tiberium, retarding its growth and spread. The origins of this technology are being kept quiet, due to sensationalist rumors that still-active accelerators have been driving the expansion of global Tiberium. Field tests have suggested that siting is critical, as effects appear to be a fixed percentage, regardless of the size of the contiguous mass.
One of the key challenges has been the development of stable Transuranic materials. With this, one of the keystones of Scrin technology, alongside gravitic manipulation, has been uncovered. While the door is not yet cracked open, especially as manufacturing of this technology requires APK or APK derived processes in order to make such materials in the required quantities.
This has resulted in a unit that can be emplaced on a Tiberium outcropping on the surface. Once there, it will slow growth on the entire network by a small but noticeable amount. The current development model can slow growth by some ten to fifteen percent in a localized network. While they can be relatively easily deployed across the Blue Zones, their use across the rest of the world will rely on the MARV hubs, as those are some of the only sufficiently developed locations that can support the energy requirements of the Inhibitor networks.
[ ] Yellow Zone Tiberium Harvesting (Phase 5)
With the Initiative on the attack, and beginning to push heavily into NOD territory, harvesting operations must continue. While it will become increasingly expensive, this is a small price to pay for seriously pressuring the Brotherhood.
(Progress 226/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
Around the world, the Brotherhood has found itself compelled to give battle again and again this quarter. While in some places they have found tactical victories, they found themselves pushed back, and hundred of thousands of square kilometers have been secured by the initiative. While shellfire remains a major shortage, it has been more than sufficient to dislodge Nod. Similarly, Ablat has been consumed at a prodigious rate, with roughly two thirds of commands reporting 100 percent consumption close to the end of the quarter. However, despite the problems, it is a significant victory for the Initiative, and while the Blue Zones may be small, it has reached its highest point in terms of land area controlled since the formation of the zone system.
Despite military victories, the actual harvesting effort has lagged behind for a multitude of reasons. First and foremost has been the Brotherhood engaging in nearly round the clock stealth bomber raids on their positions. Second is that nearly every warlord, to one extent or another, has been systematically destroying what Tiberium spikes remain, meaning that redevelopment has been slow and painstaking. Beyond that, the infrastructure in the region is in ruins. With the millions of tons of supplies needing to be shipped across it, the development crews often had to be passed over to ensure that shells, fuel and food made its way to the front.
At this point, Green Zone has gone from being a joke to an actually significant part of the earth's surface. When the zone system was established, it was a term of contamination, not political lines. However, by the late 2030s, it had become a separation. Blue Zones were GDI, Yellow Nod. With large areas of the Yellow Zones now under GDI control, a proposal to officially separate green and yellow zones has been put forward in Parliament. While it is still under consideration, all signs point towards passage in the coming months, both as a further thumb in the eye of the Initiative First party, and an attempt to reduce what discrimination exists against Yellow Zones in the Initiative.
[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 94/60: 30 resources per die)
After a series of failed tests, GDI has finally managed a first successful flight using a gravitic drive system. The probe, looking somewhat like a spike bulged at each end, made a first independent orbital transfer between the Philadelphia and the Enterprise, and returned. From there, further testing has been pushing the envelope. Jaunts as far as the L2 and L5 LaGrange points have proven that the system actually works reliably and can maneuver under constant acceleration. Closer in, they have been testing the effects of the gravitic fields on remaining space junk, using clouds of particulate to trace the edges and curvature of the field.
As a shorthand for the volumetric displacements, the crews working on the design have standardized on the displacement ton as a unit of measurement. The volume of a ton of liquid hydrogen, or 14.3 cubic meters, is a useful baseline, especially as the fuel for the whole system is the hydrogen.
The next step is to scale up the design. Work has already begun on sketching out GDIS Pathfinder. Very similar to the existing drone model, only built to be 300 dtons instead of the sub 100 dton drone system. Three hundred is considered to be the minimum for a usable amount of cargo, especially for the long range transits where the gravitic drives show their greatest advantage.
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 83/350: 30 resources per die) (+15 Resources per turn) (Fusion)
While the process of regolith mining is going to be entirely automated in terms of the hard work, it will require a small number of people to be actually on the moon. Primarily they will be operating in a supervisory role, and serving as on-site troubleshooters. This will be for two primary reasons. First, while the moon is only two light seconds away, that is significant in terms of remote operation. Second, robots designed for lunar conditions are themselves very new, and are certainly not without fault.
Utilizing the SCED's work on lunar habitation, the first wave of settlements will be a series of sealed fabric inflatable shelters within a metal shell that is then covered in regolith. While far from a perfect design, the pattern will be typically good enough until an improved and more permanent version can be built. The actual processing areas however will be completely unpressurised, and worked by a series of wheeled robots.
Currently, all construction work has been on Earth. A construction line for the robots has broken ground in Philadelphia, while in Leeds, efforts have begun to manufacture enough of the fabric, metal foils, and sheeting to construct the facilities and supply enough material for the inevitable patches and repairs.
[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where Tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 91/200: 10 resources per die)
The most critical problem in setting up the training programs has actually been finding enough people with mental health qualifications. The field has been typically one of the first "non-luxury" areas to face budget cuts and reallocations whenever GDI has run into problems supplying the medical system as a whole. When the already underfunded and overstressed late 20th century mental health system then had nearly fifty years of chronic neglect, it is no surprise that there is a short supply of doctors who are both qualified and can teach the subject well.
While it has not been a constant stream of doom and gloom, especially during the brighter moments, many have either died or gone into retirement.The project has begun attempting to bring them out of retirement in the hopes of using them to bolster the teaching staff.
[ ] Long Range Sensor System Deployment (phase 1)
With the first wave of long range sensor systems prepared, it remains to refit them across the Initiative's fleet. With mobile assets receiving priority, the Initiative needs as many of these as it can get, as soon as possible.
(Progress 171/200: 25 Resources per die) (Very High Priority)
Work on the Long Range Sensor System began with a series of refits. Existing factories with skilled workforces already produce an array of sensor systems, many of which can be converted either wholesale and simply switching over the programming, or making small changes in the manufacturing process. With much of the work done in the last quarter, the lines are not quite yet restarted. A key problem in this is ensuring calibrations are correct. With each sensor, they have to be precisely calibrated, and critically, the spectrums that the new models specifically look for are marginally smaller than the tolerances that the sensors had previously been built and tested to.
Current plans are to work through existing stockpiles of sensor systems and build up a stockpile of the new devices. While there will not be enough of them to make more than a tactical difference in all likelihood, a rapid surge in capabilities should allow the Initiative to win a series of tactical and operational victories before Brotherhood stealth development can get off the ground in any serious manner, and many more before they can roll out a countermeasure. While this is not going to apply to all of the Initiative's uses, primarily headed towards front line offensive forces, it will at least ensure that they are well protected. However, before that can occur, more funding is required for a series of tests on the existing plants.
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 167/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
This quarter, the cargo ships intended for the Chicago MARV fleet were pre-empted by military supply convoys as the battle of Chicago had nearly exhausted available supplies, and reconstruction efforts required nearly all hands on deck due to a number of effectively unharried Vertigo squadrons getting through the defensive perimeter and conducting strikes on the planned city.
The air battle was a confusion of stealthed and unstealthed aircraft. Barghests, Armageddons, Venoms, and Vertigos all made appearances. Without the Quick Manuver missiles, the existing squadrons of Firehawks and Apollos had their hands full attempting to conduct their own operations, and were unable to catch all the leakers.
Even so, some small amounts of progress have been made towards the completion of the MARV fleet. They have managed to install nearly half of the missile systems. However, with the emergency re-routing much of the supplies and funding, a further infusion is required for any further work towards the MARV fleet to be undertaken.
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve until at least the mid 2070s in second and third line roles.
(Progress 151/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
The long delayed remote weapons system has finally begun making progress towards field use. While most of the components on the system are already in production and only need to be reallocated, one of the exceptions has been the lasing rods and the housings.
These have a significant number of problems. First, they are notably fragile, meaning that the housing needs to be stabilized and isolated from the motion of the vehicle. Second, they need to be cooled, requiring bulky systems, even with the advances undertaken to make cooling more efficient. Third and finally, they have to be very accurate, as the beam is only a millimeter across and has to intersect the missile. Combined, these incur severe costs, especially on a mount as high as the one currently being built, which can rock significantly, even when crossing level ground, let alone when maneuvering over terrain.
Current production methods require growing the crystals, a slow process that can take weeks to complete a single unit. Flaws and imperfections can require as much as two thirds of any given batch be discarded, pushing up the costs substantially. From there, they are set into a graphene frame with coolant ports, and sealed in their package. For current laser systems, this is not a user serviceable part, beyond cleaning of the exposed crystal section at the tip of the laser.
While the Brotherhood typically has used red lasers, due to their ease of manufacture, GDI has chosen a blue/green color for its crystal beam lasers, one more way to reduce friendly fire.
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Vladivostok (Progress 243/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (nat 100)
In Vladivostok, the Treasury had surged resources and construction teams towards the shipyard. After six months of no shipyards being completed, a gap in work ups had begun to emerge, where the Initiative will have a notable drop in cruiser availability. However, between the two shipyards completed this quarter, that drop will be a momentary blip compared to the rapid outflow of ships that will come afterward. With half the program having finished initial construction, the Initiative will be able to have fifteen cruisers patrolling the seaways at any given time. However, this will be in some years time, as the cruisers will still need to be actually completed and worked up.
The yard has also been the site of a major breakthrough in shipbuilding technology. Testing a new cable laying robot from the New Moscow Robotics facility, they found that it was significantly faster and more efficient than the older designs. With any modern naval ship, tens of kilometers of wiring is a bare minimum, between needing to supply power to all of the rooms, life support, sensors, and a thousand other needs. Typically, this needs to be done in a labor-intensive process, feeding it along a series of maintenance tubes and the corridors of the ship. With the new units, it is fast and simple, with swarms of small robots covering the ship to install the circuitry.
- [ ] Durban (Progress 200/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
While work in Vladivostok surged ahead this quarter, Durban has been plagued by chronic inefficiency, mismanagement, and paranoia. The leader of the operation, Simon Havershal, had been shaken by Brotherhood attacks and insisted on not only excessive security detachments, but also the construction of a series of bunker complexes across the projects he was responsible for. While a project lead usually has broad authority in light of the often-changing situation on the ground, Havershal's actions were directly inhibiting work efficiency, so he was removed from the position and an emergency project coordinator was rushed to replace him. Under new leadership, the project was refocused and by the end of the quarter, had reached an initial operational state. Although there is still more work to be done across the Durban facilities, full funding has been allocated and all that remains can be done under more local authority.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die) (Infrastructure) (180)
Partly in a bid to secure evermore clout and attempt to salvage some reputational loss from the failure to intercept the attack on Chicago, Hackett directed the attention of the InOps inward. Here, aided with meticulous record keeping and the full suite of surveillance systems, they found that the Infrastructure Department had been breached in key pockets. While areas deemed high priority like Chicago or Johannesburg remained clean due to institutional paranoia, developments in far-flung areas of GDI's control such as the Penzhin Bay Tidal Plants and the dotted townships claimed in the push against NOD proved the opposite. Several of the newly added citizenry of the GDI had been accustomed to the realities of the world outside of it, with opportunistic attempts to accrue some form of compensation on the side. They have talked to people who've been marked as active NOD infiltrators, revealing potential weak points and their locations. While the task of clearing them out would've been simple, being expedient and burning the Department in a purge would serve no one but NOD, especially with punishment intents that are not inherently punitive. So the purge is a slow burn one, aiming to contain and replace.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die) (Agriculture) (109)
In contrast, Investigations into the agriculture department have found effectively no problems in the grouping. While the department has often been a source of corruption, it has apparently cleaned up its act. Part seems to have been a result of the Initiative beginning to supply plentiful goods, pushing grey market prices down, and in some parts of the Initiative the grey market in food has died out entirely as there are simply no profits to be made. Outside of the market for food however, there is still a distinct grey market across much of the world. Primarily, at this point, this seems to be a trade in older goods, items like car parts, and similar products that the Initiative has not restarted production of.
Political Support: 55
Free Dice: 6
Fusion Dice: 8 (+1 per turn)
Tiberium Spread
15.69 Blue Zone
27.51 Yellow Zone (87 points of mitigation)
56.80 Red Zone (60 points of mitigation)
Current Economic Issues:
Housing: Significant Surplus (+12) (28 population in low quality housing) (2 points of refugees)
Energy: Marginal Surpluses (+1) (+2 in reserve)
Logistics: Major Surpluses (+5)
Food: Major Surpluses (+11) (+6 in reserve (growing to +8)
Health: Substantially improved (+5) (2 consumed by emergency refugee healthcare)
Capital Goods: Marginal Surplus (+2)
Consumer Goods: Meeting Demand (+1) (+4 per turn from private industry)
Labor: Gargantuan Surpluses (+32)
Tiberium Processing Capacity (1265/1480)
Yellow Zone
Water: Limited Surpluses (+3)
[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)
[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)
[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 143/300: 15 Resources per die) (+++ Logistics) (high priority)
[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design incurs other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing) (low priority)
[ ] Blue Zone Duplex Row Housing (Stage 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)
[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)
[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)
[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in reestablishing GDI's presence on India's coastlines, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*
[ ] Mecca/Jeddah Planned City (Phase 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 55/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
[ ] 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, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)
Heavy Industry (5 dice)
[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 314/350: 20 Resources per Die) (++++ Energy) (High Priority)
[ ] Blue Zone Microgeneration Program (Stage 3)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 40/120: 5 resources per die) (++ Energy Reserve)
[-] Yellow Zone Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ Energy)
[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 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 340/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
(Progress 0/2400: 15 resources per die) (++++++ Capital Goods, +++++ Consumer Goods, -- Labor, ---- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (- Labor)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 resources per die) (+++++++ Capital Goods, -- Labor, ----- Energy)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)
[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)
Light and Chemical Industry (4 dice)
[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery and recreational drones, have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)
[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 171/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 325/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
(Progress 0/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)
[ ] 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)
[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/150: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (++++ Food, - Energy, - Capital Goods)
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed at increasing the self sufficiency of the network. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Continues)
[ ] Yellow Zone Purification Facilities (Phase 1)
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Agricultural Processing Plants (Stage 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)
[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium (5 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
[ ] Yellow Zone Tiberium Harvesting (Phase 5)
With the Initiative on the attack, and beginning to push heavily into NOD territory, harvesting operations must continue. While it will become increasingly expensive, this is a small price to pay for seriously pressuring the Brotherhood.
(Progress 226/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)
[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation remains problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)
[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (--- Energy, -- Logistics)
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)
[ ] Tiberium Stabilizer Development
Tiberium has mutated before and will more than likely mutate again. Even the alien invaders were not immune to this adaptation. However, they had a solution, a network of Tiberium Stabilizers that slowed the rate of adaptation. While Initiative versions so far are merely crude approximations, they do seem to have enough effect to begin efforts to deploy them.
(Progress 0/50: 30 resources per die) (+5 Political Support)
Orbital (3 dice)
[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 0/300: 30 resources per die)
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)
[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized.
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)
[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)
[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)
[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/90: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)
Lunar Operations
[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/160: 30 resources per die) (+5 Resources per Turn) (Fusion)
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 83/350: 30 resources per die) (+15 Resources per turn) (Fusion)
Services (4 dice)
[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)
[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 0/40: 15 resources per die)
[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 91/200: 10 resources per die)
[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice)
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)
[ ] Long Range Sensor System Deployment (phase 1)
With the first wave of long range sensor systems prepared, it remains to refit them across the Initiative's fleet. With mobile assets receiving priority, the Initiative needs as many of these as it can get, as soon as possible.
(Progress 171/200: 25 Resources per die) (Very High Priority)
(Progress 0/300: 25 Resources per die)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)
[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)
[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector units. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 resources per die)
[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 167/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
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 Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
Air Force
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die) (Fusion)
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)
Ground Forces
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 151/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 0/300: 15 Resources per die) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
(Progress 0/200: 15 resources per die) (-- Energy)
[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)
[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Navy
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
[ ] Busan-Ulsan Combined Port (Progress 0/85: 10 Resources per die) (--- -- Energy, -- Labor)
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)
Steel Talons
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die) (High Priority)
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)
Bureaucracy (3 dice)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die)
[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)
With the emergent crisis, it is a good time to begin shifting Seo into a more operational role. There are many strategies that could be adopted. While Tiberium abatement projects is an obvious area, it is also one where it would be politically problematic to hand off the pressing crisis to a subordinate rather than Doctor Granger taking charge himself. However, there are many secondary areas where Seo could either assist in some aspect of the project, or provide his input into a major secondary project. While none are as fraught with risk as some of the options for introduction, they will more than likely provide for a major expected theme in the coming years, both for the rest of Seo's term as vice secretary, and in his likely future as the Secretary of the Treasury.
[ ] Orbital Support
Seo has no direct experience in the orbital projects. However, it is a good time for him to begin learning. Operating out of the Philadelphia, he can learn from the best, and emphasize the role of orbital development in the future of the Initiative.
[ ] Forgotten Outreach
While the Forgotten have little that they can offer materially, they are also some of the most attuned to Tiberium. By assigned Seo to help with contact, and to take point on diplomacy, he will have opportunities to hone his political and diplomatic skills. The latter of which is notably rare in the modern Initiative. However, this is not without its risks, as it will require him to significantly expose himself.
[ ] Military Appropriations Planning Board
Assigning Seo to chair the Military Appropriations Planning Board should grant him greater insights into the process of military procurement in the Initiative. While not a particular crisis at this point in time, GDI cannot afford to let up on military development, and putting the Vice Secretary into the role will signal that it is still a priority to all concerned.
[ ] Fusion Development Centre
With practical fusion development not just on the horizon but here, Seo's affinity for technology would make him a natural fit for supporting one of the technologies that will become a core part of the Initiative's energy solutions going forward.
[ ] Arcology Development Planning Board
With the politicization of the Arcology issue, a high level bureaucrat, not accountable to the voters, can cut through the problems, and direct the project to serve the public interest, not the parties interests.
[ ] Healthcare Planning Board
Setting up proper medical institutions is something that requires extensive planning, investment and patience. One does not instantly get skilled and dedicated doctors just by throwing more funding at it after all. With the Treasury shifting more funding towards growing the medical schools, it makes sense that Vice Secretary Seo takes part in the planning to coordinate where these schools are best established and prepare for the inevitable need for more clinics, hospitals and other facilities for the graduates of these schools to work from in the following years.
[ ] Logistical Integration and Development Office
With the current Plan concluding at the end of the year and the Initiative readying for the next reapportionment, it makes considerable sense for Vice Secretary Seo to look after the Logistical Integration and Development Office. There are a number of major projects in Logistics that are of considerable interest to GDI to complete, with a new surge of Red Zone Harvesting and Glacier Mining anticipated and sure to strain the current logistical systems.
[ ] Manchester Central Office
It's a boring and unexciting option, but Vice Secretary Seo could just take over some of the bureaucratic paper shuffling that comes with the job of being a top level official and free up Secretary Granger's time. It will also give the Vice Secretary time to network with the Treasury in specific and the various departments in general.
* Two Hour Moratorium *
A/N: Sorry about things being slow on my end. I have been busy with work these last few days, and am working on a number of talks for that, which has taken up a fair bit of my mental and creative energies. However, the update is nearly complete, and I am hopefully going to get things together to actually post that soon after this completes.
Public Relations Staff Forum
(Official) Mutation Doom Management Thread
Tyler Andrews (Tiberium) (Public Relations)
As expected, news of the ongoing mutation event has begun to spread. While not universal, we need to do some Doom management. This is what the message needs to be.
We are still gaining ground.
We are pushing new technological and methodological solutions to Tiberium
Even in worst case projections we are still in a better place than we were after the Second Tiberium War.
Auke van Dijk (Public Relations)
A major project from the Tiberium office to demonstrate new technologies and their effectiveness would go a long way. We resolved the situation after the Second Tiberium War by deploying masses of sonic emitters, a then mostly unproven technology. Hearkening back to that would show the public that we are on top of the situation.
The matter around Mecca should be resolved as swiftly as possible. It's the biggest project the public will know, if it fails, any claim of still gaining ground will sound hollow. If it succeeds, it will demonstrate on its own that GDI is ready for whatever tiberium is throwing at us.
Mia Deeps (Treasury)
Tiberium mining/harvesting is not showing a significant change in output at this time, but we are monitoring it closely. We probably need more time to be able to determine any pattern there.
Col. Sandra Telfaire (InOps)
Would somebody mind putting a muzzle on Dr. Granger? We don't need him inciting panic with ill-considered statements. The average politician pretties things up, and while some of us like his bluntness, it does not play well with the public.
Jamie Anderson (Public Relations)
Too late, he's in the civilian threads. <LINK>
We're going to need to run some damage control. Again.
Michael McNeil General (Ret.) Director, Treasury Working Group
I'll reset the office counter
Akira Oda (Treasury)
Water under the bridge. *sigh* I know for a fact that Granger received a report on both stabilizers and inhibitors, new technologies that would help in our mutation problem. It's just that he wants the stabilizer network done before his planned retirement since he feels Mr. Seo is ready to take up the mantle of the Treasury. So anyone wants to contact Space Command on their rocket stockpiles since Tiberium and Defense Plan 2057 now requires more chemical rockets with ASAT being tentatively penned in and the Stabilizers definitely penned in. I'm sure they would like the allocation in the budget the Treasury is giving them. We're gonna need it.
Tiberium Discussion Thread MMLVII P1: Doom Intensifies
AgathaH
So, looking at the press releases and information some friends have received from contacts, it looks like Tiberium is starting to mutate in earnest. So far, response to sonics and existing measures is around 2-3% less effective. That's a preliminary number though, so give it a large margin for error.
I'm going to go see why my robotic cat/dog/thing is singing the Doom Song…
Dr. James Granger (Treasury)
It is happening, we are not sure how much influence it will have or how long it will take. Lots of unknowns at this point.
At the same time, here at the Treasury we are doing everything in our power to ensure that we will make this one pass as well. Don't know how well it will work at this point, but if it is possible, we will do it.
FloatingWood
I… expected more of a 'we got this, don't worry' post. Seriously, if the Treasury Secretary is going 'we have no idea how this is going to go', how bad is it going to get?
Ormonde2020
Tiberium has already consumed over half of the planets surface, and who knows how much of its interior.
What do you think? Pay attention to what the Government is doing. More money, increased space launch, bigger military, huge abatement effort. They're buying time to evacuate. The question isn't if we're going to lose Earth, it's when, and how to stop Nod and Kane from fucking it up.
MajorMiner
At this point, we're trying to chart a graph with one data point. Going by the previous times The Green mutated, it's going to be Interesting Times, but one good sign is that it doesn't look like harvesting, or even mining, operations are seeing much of an effect.
For guidance, see the front of your nearest Hitchhiker's Guide to the Galaxy.
Michael McNeil General (Ret.) Director, Treasury Working Group
...Dammit Granger.
LoneWulf10
So hey, what does this mean for the Treasury DoomCharts? If that's a question I'm allowed to ask.
TheLeveeWillHold
What no doubt the thread will be expecting: BrokenDamFlood.gif
What will happen: UnassailableDam.jpg
Dr. James Granger (Treasury)
#LoneWulf10
Hard to say. Right now they are trending down, but at the moment we only have one set of datapoints. Give us another 3-6 months to establish a trendline, and from there remember that Tiberium can be a tricky thing to study at the best of times. Hence why I stated that there were still a lot of unknowns.
FloatingWood
Trending down in what way? Trending down in Doom Quotient, or trending down in habitality?
Dr. James Granger
#FloatingWood
Both, actually. Although we don't use "Doom Quotient" as one of our metrics, current indicators suggest that the Red Zones are slowly growing, impacting overall habitability of the planet.
At the same time we are ready to implement novel technological solutions to the matter that we expect will counter the ongoing mutation of Tiberium and permit us to continue reclaiming territory from the crystal.
Further development may be needed to halt the growth of the Red Zones, but we are confident that with these new technologies it is more a matter of implementing them at the required scale.
AgathaH
You should totally use "Doom Quotient" for one of your metrics. It's so evocative!
Akira Oda (Treasury)
#Dr. James Granger, while we know you are trying to inform the citizenry of the dangers of Tiberium and the current mutation happening throughout the world, I believe that it would be better to show off the data we have in a comprehensive format in a conference to be hosted by your deputy. It would show us the necessary steps ahead of us as well as the programs we are aligning with the special projects fund for Tiberium operations. There are also some parliamentary inquiries coming soon with the Finance and Tiberium committees waiting for your appearance as well as a meeting with the whole house. Director Granger is also calling for you and the rest of the cabinet since your secretary is unaware of your location as of this time. We hope the meeting will go well and I am already contacting the moderators to allow the EVAs to comb through this thread as we speak for certain still classified details sir.
AccomplishingProvidence
While the general implications presented by #Dr. James Granger and his compatriots here are worrying, I for one take his mention of upcoming technological releases with great relief. It has been a consistent theme that GDI's departments are doing what they can to not simply "hold the line", but to innovate and advance. Even amidst the desperate moments brought on by war, Tiberium, and the like, they continue their work. It's genuinely inspiring
Disgruntled old hand
#Ormonde2020
On Nod yes there's a good possibility for them to try as for Kane I doubt it if only from the recollections on him and speaking with him during the first War.
(Unofficial) 2056 Campaign Retrospective
256ÜberAlles
The campaigns of 2056 were a major victory for GDI, but showed off some pretty major weaknesses. In the Armored corps, we have been yelling for better hardware for a while, and we just started getting some this year. On the other hand, feels pretty good to be going over some of the old battlefields going in the opposite direction of a decade ago. And with a tank that works better while I am at it.
Overall, we got asked to do a lot but it seems to have been worth it. Opening this thread with a short statement, because I am not sure what is still classified at this point, and am asking higher up what I can share.
InitiativeWolf
Spent most of my time embedded in one of the new Home Guard formations stationed in a yellow zone fortress city (not saying where for maximum OpSec). I'll be honest, I wasn't quite sure of the whole idea when we started training them, but they shaped up surprisingly quickly. It helped that several of them seemed to know their way around a rifle, which cut the time needed to train them down a bit.
That actually came in handy as Nod started to intensify operations in the area. Now, unless you're stationed in somewhere like Chicago you don't really see high intensity combat around fortress towns. They are simply too tough to crack without significant effort on Nods part (and as we've seen a couple times now even when they do put the effort in they tend to fail doing significant damage). However, for those same reasons we deprioritize fortress cities quite a lot ourselves. The war was going on everywhere, and if you put in a large garrison with loads of equipment in a sector where Nod simply wasn't putting in their share of troops, why bother? The Local Nodites decided to take advantage of the situation, aggressively probing forward and setting up observation posts to hit our supply lines with mortars and artillery. Those strikes were never very long (often a mere 10-15 seconds) and often missed their targets entirely, but people started to get hurt and killed and morale started to drop.
The local commander decided that enough was enough, and the home guard which had barely finished their (rushed) training got pressed into action. Now, I could perhaps critique some of the tactics in use from time to time, but I would never say that they lacked fighting spirit. Hell, from time to time they seemed completely fearless while under fire, it wasn't hard to get them to maneuver even while under fire. On time my squad was patrolling together with a home guard squad and we got ambushed by some militants. We took two casualties (one in each squad) immediately, and everyone went to ground trying to return fire as best as possible. However, the home guard squad leader (who I am pretty sure was a former Nod militant!) quickly rallied his remaining squad, and before we could ask what he was doing he and his four non-injured troops went charging off to the side and out of sight. For a minute I almost thought they had abandoned us, but suddenly we heard a lot more gunfire in front of us accompanied by grenades popping off before everything went silent. Turns out he had led his men on a flank attack, managing to eliminate the militant squad that had us pinned. They are crazy bastards for sure.
Edit: The two casualties survived. I am not sure about the Home Guard trooper, but my squadmate is gonna make a full recovery.
OneShotOnePill
We're seeing a whole bunch of amputees. Survivability is better than ever as medicine continues to advance. However that results in a lot of veterans missing limbs, as a result of explosives, tiberium contamination from yellow zones and suit puncturings, heavy burns and the like. There's good robotics, so if the interfaces between cybernetics and biology could be made more affordable that would be nice. Not only of course for retired service members, but to keep otherwise healthy soldiers in active duty. There'd also of course be major benefits to our civilian population that live or lived in the yellow zones.
Mikoto Arsikawa
#OneShotOnePill
We are already pretty stretched in terms of qualified trauma and implantation doctors I'm afraid. Getting cybernetic limbs for our veterans would be a major shift in priorities away from keeping our hospitals away from overwork and lack of sleep, and you should probably have some inkling of how many hours doctors and nurses put into their work at the best of times. There's also the understandable anti-cybog prejudice a lot of people who remember the CABAL and more recent events might still harbor. I know you're eager to see people with robot arms and legs walking around and working, but there's always going to be some who see them as security risks or Nod infiltrators.
OneShotOnePill
#Mikoto Arsikawa
In a word? FUCK THEM! I don't care if some asshole doesn't like seeing some dude with a robot arm. A BIT more fucking important is restoring veterans functionality. I don't wanna hear people talk about overwork when they're not the ones explaining to soldiers "thanks for your service, tough shit but here's a complementary wheelchair because robot legs are scary/too expensive/ need blue zone surgeons to put in overtime.."
AccomplishingProvidence
#OneShotOnePill while I appreciate your dedication to the cause of trying to improve the quality of life of injured veterans, I think you are being unfair to #Mikoto Arsikawa on this. This isn't about doctors having to spend more than a handful of hours in the office. It's about hospital staff not being so overworked they fall asleep during life-saving operations. The blunt fact is that, right now, there's not enough doctors and nurses to go around. So priority has to go to the work that immediately saves lives. To have the staff to perform the incredibly complex and time-consuming surgeries to provide integrated prosthetic replacements, we would likely have to at least double the existing pool of medical workers. Which seems to be happening, but slowly.
There are non-integrated options available, and I don't think there's a GDI veteran alive who would prefer a more integrated limb be given to them, while someone else dies of a treatable injury or illness due to not having enough surgeons to go around.
HigherThanYou
So, I gotta apologize for Nod getting into our air envelope and living, but those new Barghests have some crazy magic going on to pull the Gs they are. Apollos can still make them regret it, if we get it right, but we need something new to keep them from eating pretty much any other airframe for brunch.
Solan
I am actually finishing up my tour in the MARVs scene and while I will be going at it again there are other engineering jobs that need done. However, I've earned this fucking leave after building out essential giant crawling tanks that suck Tiberium and fire its payload against the very puny Nod partisians for nearly FOUR years without a break. We have essentially been press ganged to service for multiple times in attacking Nod via the initial run of all MARVs even when Chicago was attacked it was unfortunate we didn't crush them easily because a lot of supplies essentially went to the front before the MARVs' weaponry could fully reinforce Chicago. Even then campaign season is over and from what many of my Tiberium engineer friends are talking about a metric ton of new faces are coming to the Blue and Green Zones so at least the evacuations are going well. Lastly, I've been hearing that construction of Mecca and Jeddah is nearly finished so we would be able to move to other abatement efforts.
Political Support: 60
Free Dice: 6
Fusion Dice: 9 (+1 per turn)
Tiberium Spread
16.04 Blue Zone
27.09 Yellow Zone (88 points of mitigation)
56.87 Red Zone (61 points of mitigation)
Current Economic Issues:
Housing: Significant Surplus (+12) (28 population in low quality housing) (2 points of refugees)
Energy: Major Surpluses (+11) (+2 in reserve)
Logistics: Major Surpluses (+9)
Food: Major Surpluses (+12) (+8 in reserve)
Health: Substantially improved (+5) (2 consumed by emergency refugee healthcare)
Capital Goods: Major Surplus (+5)
Consumer Goods: Meeting Demand (+3) (+5 from private industry)
Labor: Gargantuan Surpluses (+30)
Tiberium Processing Capacity (1300/1480)
Yellow Zone
Water: Notable Surpluses (+11)
Grooming a Successor
Being assigned to support orbital operations, Seo Thoki has found a new calling. Long experienced in Tiberium operations, he has found that his head for numbers, deeply set paranoia, and planning skills, apply almost as well to orbital operations as Tiberium ones. Specifically, he has found that station planning and construction is little different (aside from the technical details) from planning and operating the stations that are one of the planned futures for the Initiative.
Mutation
Fear has rippled through the Initiative's public and parliament as news of significant drops in the effectiveness of abatement options has spread. While so far the concern is somewhat mitigated by the potential of new technologies already being developed, there is certainly a significant degree of baited breath and fear for the future.
Assassination Attempt on Director Granger
Late in the quarter, a four man team attempted to assassinate Director Granger. Wearing Initiative uniforms, and having acquired the correct passcodes and identification to access the Tidworth Camp military base where the Director has made his home. Having passed through outer security without being intercepted, they made their way to one of the observation towers around the site. There they set up a concealed sniper's nest in the roof. However, in making final preparations, a glint off of their scope was discovered by a counter sniper team on one of the other (randomly selected) observation towers. Security forces stormed the building, and the team were killed attempting to make their escape.
Discovered among their effects was a pair of tiberium core gyrojet rocket guns. Apparently, the impulse of a conventional rifle is too much for tiberium core rounds, however, miniaturizing decades old (at this point) tiberium core warheads is quite possible, as demonstrated by the group of assassins. While the drop is likely quite severe over the range, that can be useful as testing showed these weapons to impact and scatter tiberium splinters over a radius of one to two meters, creating an effective kill field around the target point.
Politically, this has not exactly helped tensions, as even though nobody has claimed responsibility, it is a notably brazen move, one seemingly calculated to attempt to put a more avid hawk in position to run for director and force an emergency rather than a carefully considered selection from the available candidates.
Lunar Mining
The Lunar Mining bill, exempting the proceeds of space development from the coming reallocation, has passed over half-hearted objections from the other departments. While not being able to increase their funding marginally is somewhat irritating, even the most hard headed department leadership can see the problems of the reallocation system when applied to mines that will not turn a profit in years.
Probes arrive on Venus
The three Hermes probes launched the previous year have arrived and taken up low orbits around the planet. While the surface scan has not yet progressed far, a major problem is already obvious. Hefty storms in the lower atmosphere make getting accurate readings for the laser altimeter and spectrometer difficult, with heightmap accuracy reduced to about one per square meter and no usable data for the spectrometer aside from atmospheric elements. Explanations for this have a wide range, from heightened atmospheric activity due to shifts in the sun's energy output, to another phase of volcanic eruptions increasing Venus greenhouse effect short term. SCED leadership however already plans around needing surface exploration of Venus to net any significant amount of new data on the planet.
Politics
Admiral Harrison Carter, formerly of the SCED and recently promoted to lead the space force in its entirety as the Chief of the General Staff, has thrown his hat into the ring. Promoting an aggressive program of space exploration and development, his position is somewhat unusual, both for how soon it was after his promotion, but also because he is a military figure running on a primarily civilian platform.
The other new candidate is Tran Công Tăng, currently Chief of Staff to the Steel Talons. Raised to power in 2053, after Kane struck the Cheyenne Mountain Complex, she is more of a scientist than a soldier, and has tended to focus the Steel Talons on producing new weapons, armor, and defense systems. While this has been frustrated by a lack of funding towards new testing platforms, she is still committed to ensuring the Initiative maintains its technological edge, and aims towards creating technological overmatches.
Otherwise, things have actually remained remarkably stable, and while there are certainly cracks around the edges, and the Developmentalists have lost a handful of members to the Socialists and Market Socialists, this has not yet changed the political calculus in any real way.
PAGE Report
Harrison Carter
Despite the surprise nomination, Carter has entered the election in an exceptionally strong stride. Though Sarang Mikoyan had retreated into her administrative works in GDSS Enterprise after being passed from the pick of Treasury Deputy, she had been coaxed out temporarily from her work to help advise Carter's campaign effort. In fact, the entirety of the civilian side of GDI Administration that had been focused in space congregated over to him. His dual nature as the leader of the Space Force also allowed him to sway opinion of the Air Force– and subsequently a minority portion of the Militarists– at least in the interest of the creating a so-called seventh-generation jet fighters capable of multiple re-entry in and out of the atmosphere to LEO. In a more mixed news, the focus on GDI's reformability and Tiberium mutation has led to passively accrued support from parts of the GDI that have considerable distaste to the Treasury such as the remnants of the FMP, who is fleeing to any safe port that would take them in.
Tran Công Tăng
As the last candidate putting her hat in the ring, it would've been expected that Tăng's chances are slimmer than the other candidates. However, the focus on cutting edge technologies, predominantly those that preserves the Initiative lives as well as social programs to help war veterans and victims with newly designed prosthetics have led to a personal support from Al-Jilani, pivoting most of the not-so-inconsiderable political machine of the Militarists behind her as well as the IF, who support her in most part due to her being 'the military candidate'. A point of concern that the PAG had been wary of, however, is how the Chief of Staff of the Steel Talons would view the Treasury in the event that she won. After careful probing, they found out that while Tăng– much like most of the Steel Talons– is annoyed at Secretary Granger, she is more than willing to bury the hatchet with Seo. Not that the demands of the hypothetical Director Tăng is likely to be too onerous in the face of Tiberium mutation.
Emilia Litvinov: To the surprise of everyone who had not known her well, Litvinov made her move in the wake of the protests, sponsoring airtime from the numerous for the most prominent of the older protestors and newly-inducted populace of the GDI in recent years to tell their stories and sear them deeper into the public consciousness. More than that, she pressed her contact to the fullest, forging and tapping connections with younger mid-ranking civil servants and educators. There are very blatant snubs, however. Litvinov and her web of connections cut off at points where they would connect with those among the GDI political scene who have benefitted in the preferential treatments that Blue Zoners– or in the old term, First World– receive to the detriment of others. While a number of them are concentrated in both the FMP and the IF, every party has their fair share. As can be inferred, Litvinov seems to have relit the torch that led to her rise into the role of the Secretary of Education in the first place as part of her Directorship mandate. And if this means a searing reform to excise the elements of the GDI politics that had led to the rise of abusive and harmful incentives to the non-native Blue Zoners, then that is what she shall enact.
Kai Jun: Following the wake of the Meccan Postulate, Kai Jun has been conspicuously silent considering the passion and zeal he retains with regards to Warlords and their failings. At first, this was taken as a sign that he is picking his battles rather than meddling as an outside-faith outsider. When scrutinized deeper however, Kai seems to have pressed on his fellow MPs who has the same opinions as him, particularly those who still held to the Islamic faith. Playing a delicate game, his allies among the Muslim MPs– a great number of them from the newly inducted Green Zone– continued his advocacy of near-zero tolerance for the non-Meccan Warlord ringleaders, even at times calling for putting to account the Caravanserai's Warlords. This, however, is paired with a loud set of demands from letting the GDI bear majority burdens of transporting the Hajj pilgrims, to incredulous points of restarting the Umrah pilgrimages in the near future. As far as can be gleaned, none of these are smokescreens for any further ploys– though he has entered talks with Litvinov for obvious reasons, Kai Jun continued to be an uncompromising politician, for better and worse.
Arthur Hackett and Julian Bennett
While these two have been the earliest contenders for the Director seat, the Meccan Debacle have put to stop their focused campaign efforts as both Secretaries contend with damage control and infighting among one another. Their allies and momentum of being the first two who threw their hat in the ring have, for now, helped them remain competitive.
Brotherhood of Nod
The average Brotherhood force has become significantly heavier, with three major developments. First, there are now derivatives of the Mantis UGV in service across the brotherhood, not only in the antiaircraft role, but also now serving as low precision rocket artillery vehicles. Second, Nod has seen a severe reduction in the number and activity of their militant squads. Rather than being the mainline force, to be unleashed in human waves against entrenched positions such as the battle of the Pentagon, the Militant has increasingly been relegated to less onerous duties. Third, various forms of biotechnical weapons have been increasingly common. Not only the Afanc type, but a number of others, primarily smaller and more lightly armed, have appeared on battlefields around the world.
In the air, this quarter has marked the first incursions into Blue Zones since the Third Tiberium War. Flights of Barghests have crossed the lines six times, first in Korea, but later in Northern Europe and South America. While they avoided engagement and did no damage, it was quickly seized upon by Nod propagandists as an example of the Brotherhood's capability.
[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 386/300: 15 Resources per die) (+++ Logistics) (high priority)
This quarter there have been two major efforts. First to reroute military demands away from the railroads, and second to drive massive rail construction efforts. In order to keep the flow of supplies moving, multiple roads have been closed off to allow for full military convoys to reach at least the Terminus cities while the rails have to be closed. While this has resulted in clusters of traffic jams and a significant number of delays across the Initiative's logistical system, those are beginning to be resolved as the rails reopen. However, it is also a problem that can be avoided. Future projects, not only an integrated cargo system, but heavy redevelopment and the laying of new rails is likely to be a near future priority, especially as the skies become increasingly unfriendly.
Laying the rails have gone relatively quickly, with high priority tracks being laid in parallel all along the line. While the full process of the refits will take years to be completely finalized, these projects will be fundamentally less disruptive than the immediate need to lay double tracks for large sections of existing track through Blue Zones around the world.
[ ] Mecca/Jeddah Planned City (Phase 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity) (Nat 1)
All across the world, reckoning of a sort comes. A reckoning made of sins old and forgotten– discarded as it is by a world hegemon willing to discard morality for the practicality and callousness of one who fights against the ending of worlds. Thrice. And when the leaks of the Mecca talks proliferated throughout the GDI datasphere, things come to a head. For there were those in the GDI who had seen these sins. Not the same, perhaps- but ones that add up over the course of half a century until it became overbearing. And when the politics of a world hegemon on the rise is involved with these sins, things escalate, intensify, and worsen.
---
In a room guarded with the best security details the GDI could have, two men shouted at one another. One is a man so young yet so ailed. With him, a respirator machine and an attending physician sworn to secrecy stood at the ready– if his sickness were to act up. The other is a man so old yet sprightly. A commando, who had survived the worst of what NOD had offered and gone through numerous wetworks operations with a mind as unclouded as can be. An elder, who had gone through the numerous changes in the GDI consensus to still remember the days when he stood side-by-side with those under a scorpion-tailed flag in the name of stability. They are not good friends, but they are friendly coworkers. Perhaps no longer, if the war of words continues.
"Gods be good, Hackett, I am not going to blame you for the leaks but for fuck's sake, Mecca isn't Tallinn. It's hardly Seoul either. You can't turn it into a hotspot for spies."
"On the contrary, I can. It is under my remit. Altruism and good faith are one thing– but you miss the bigger picture."
"Really?! Tell the man piecing together the canon of humanity that he can't look at the big pictures? Saint-cibolle, think before you act, dangalak."
"Siktir git– You're not the only one who can curse in multiple languages, nenorocit." He takes a deep breath. "But we're not getting anywhere by shouting. Let me rephrase. Wherever diplomats appear, there will always be spies and intrigues. It doesn't matter if it's the Al-Mukarammah. It will be a hotbed for intrigue and your overt dismissal of it is–"
"–It's not." Bennett cut off his gregarious attitude at an end due to the debacle that roiled over the GDI. "I know the inevitability, I disagree with making the first move when we're trying to not kill the golden goose. We cannot make the first move. The Initiative cannot take it. Not here. Not for this."
"And the left hand knows not what the right is doing. Your agents' actions exacerbated it."
"You know well enough that they were out in the open. They were the people who took over when I got ill, they've worked with the Forgotten and many others... and now they've the taint of this mess."
"So what then? You're washing your hands?"
"Hardly. I will need to go to Mecca myse-"
"No." Hackett rebuffed. "Not you."
"It will need to be me. The Forgotten wouldn't trust anyone else."
"The Caravanserai will have to trust someone else. We didn't kill the goose, we just-" He paused. "Punched it. And now it's squawking and its feathers all ruffled." He lowered his voice, calming himself down even more before making a polite smile at his fellow Secretary. "We can hold. If you say we can't make the first move, then we need to make the second move the best we can."
Bennett didn't say a word, controlling his own ragged breathing as he reached for the handheld oxygen breather. After a few lungfuls of air, he continues. "I suppose you are right. And I guess we will need to each find a way to deal with what Litvinov's pulling."
The smile froze in place. "What did she pull?"
---
In the strongholds of deepest blue, in arcologies from Lisbon to Montreal, from Santiago to Perth, InOps algorithms dinged with warnings of 'security threats' and 'possible agitator' codes. Not long after, an analyst got to the reports and put them on read for the third time of the day. They, or another like them, would put the warnings on read again when it inevitably dings for the fourth or fifteenth time.
Late in the quarter, as news of the Caravanserai's demands filtered back, Initiative cities saw protests around the world. Usually in the range of hundreds to low thousands, the demonstrations were nearly always orderly, calm affairs, falling into practiced cadence at times, often to the marching pace. While carefully observed, out of the hundreds only single digits required anything more than a symbolic police presence, and those steered far short of requiring actual riot forces to be deployed.
While some fizzled within days, many of the major cities have seen a constant protest, with presence maintained for nearly a month. They have marched in response to the Meccan Postulate, as some political commentators would call it. The leaks that transpired in Mecca had involved more than the actions of the two GDI Departments. That would've been easy. No, they involved the impassioned invectives of Warlord representatives who screamed and shouted at the injustices levied against their people- massacred by the callous maxims of just in case for decades on end. In those moments, they were not 'the other', the hated adversaries of multiple global wars. In those moments for all who watched the leaks, they are humans. In those moments, for the first or second generation immigrants from the Yellow Zones, the almost-teary shouts bring to mind their own experiences of injustices. Of their own 'just in cases', denied from rights of natural-born Blue Zoners in the name of security. And sometimes not even in the names of those ideals.
These protests have been a mixed presence. While often predominantly Yellow Zone in origin, as the weeks have worn on, they have been a cross section of Initiative society. Workmen appear in the early morning and late evening. Students on the weekends, and all the time, the few surviving elderly keep a grey vigil, signs often propped against mobility aids.
The Mecca planned city saw little progress this quarter due to diplomatic floundering. Problems have arisen on all sides.
Beginning in the Initiative, both Hackett and Bennet have been discovered attempting to bring in or subvert agents in the city. Hackett, in his role as the head of the Information department had been attempting to use the city as a contact point for his agents for months, with varying levels of success. Bennett on the other hand had been more obvious, sending in his own people to make direct contact with the Nod Warlords, and attempting to open negotiations to secure documents, and potentially other historic sites. However, a leak within InOps, seemingly from a cracked cipher, has blown Hackett's scheme wide open, and Bennett's operation has been caught in the blast radius, being seen as little more than a way for GDI agents to hand off information they gathered.
At the same time, the Caravanserai has been increasingly obstinate. Most critical is the problem of Initiative Ion Cannon strikes. Over the last fifty years, across the world, Ion Cannons have been used as a first line of defense against Nod activities. However, in doing so, especially without forward spotters on the ground, less militant organizations have been caught in the strikes, most notably a number of Hajji columns which were misidentified as Nod conducting maneuvers either against the West African or Arabian Blue Zones.
In terms of demands, the Caravanserai have three key ones. First, an end to the Ion Cannon strikes during the Hajj season. Second, significant quotas for their own people during Hajj season. Third, a recognition of the Mecca area as neutral ground, and the withdrawal of all Initiative intelligence assets from the region.
The Independents have also become increasingly nervous, afraid that they are going to be forced to openly declare for the Brotherhood or the Initiative, and the ongoing flashpoints have been a significant hurdle in that as both sides have jockeyed for position.
Late in the quarter, these tensions devolved into violence. While no weapons have been drawn, and high level talks have continued, street brawls have emerged as an escalation from bitter words. These issues are ones that can be worked out, but require good faith from all involved, something that it is hard to assume, and harder to assure. In the longer frame, there is little that the Treasury can do beyond continuing to work, although it can offer to address some of the specific concerns. While demands to stop Ion Cannon strikes are well outside of the Treasury's area of control, there are other measures that can be done.
[ ] Offer Transit Rights
While potentially politically problematic, one offer that the Treasury can make is to allow some portion of the Hajj each year to be transported on Initiative vessels. While it will put some strain on the networks, it will also provide some evidence of at least parts of the Initiative being willing to reach across the aisle. (-2 Logistics, -5 Political Support)
[ ] Protection of Medina
Rather than scaling back commitments to the region, many of the Independents, and some of the Brotherhood Warlords have come to the Initiative in confidence, requesting an expansion of the mission. Not just to protect Mecca, but to expand into Medina, some 350 kilometers north. While this will require additional resources, it will also provide benefits. (additional phase of planned city project) [(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)] (-5 political support)
[ ] Both
Selecting both of the above options will be a major commitment, and could possibly let other parts of the Initiative off the hook for their activities. (-2 Logistics, -10 Political Support) (additional phase of planned city project) [(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)]
[ ] No Commitments
At this time, the Treasury does not believe that further expansion of the project is practical, and while it does wish to continue some measures of good faith must be extended by the Independents and the Brotherhood Warlords.
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 374/350: 20 Resources per Die) (++++ Energy) (High Priority)
After many cycles of difficulties and problems, the synchronized cycle plants are finally complete. While they have proven to be little more than a stopgap, and unfortunately seem to be a technological dead end, they were not worthless. As part of the project, scientific development has continued, and the Initiative, at long last, after nearly a century of dreams, can say that a continuous net positive fusion reactor works. Much more efficient than synchronized cycle plants, there are already proposals to retrofit the existing plants as soon as a standardized compatible continuous design is ready for action. However, these proposals are unlikely to be more than vaporware in reality.
This has led to the ribbon cuttings being something of a subdued affair. While novel power plants have sometimes been one of the marks of the Initiative's successes in the scientific fields, these are much less vaunted, with only some muted announcements going out. However, they are also doing their part to supply the grid, and will continue to do so, likely for decades to come. While they are likely to sunset out at some point, that is far into the future.
Fusion, with currently available technology, has already reached a point where single plants can output far more than any comparable fission design. However, it is equally far more expensive. Fission at its base simply requires enough material in close proximity to maintain its reaction, and simple mechanical devices can slow or nearly stop the reaction from occurring. A fusion reactor on the other hand requires careful management, with human hands doing little more than pushing the start button. This in turn requires far more material and far more precision manufacturing than even a modern fission reactor.
[ ] 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 628/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
The work this quarter has primarily focused on two areas. The crystal formation facility, and the primary lithography areas. While there are versions of both already at the complex, they are more scaled towards boutique manufacture, rather than full scale manufacturing. The trickiest part is maintaining vacuum. While before Tiberium, manufacturers used "zero dust" clean rooms, that could maintain an air with no more than ten particles, each smaller than 200 nanometers in diameter, Initiative advances in robotics and remote operations technology, has made it so that it is actually easier to create large environments with no air at all, rather than worrying about dust floating in it. These large spaces have not yet been completed however, with some handful of machines still needing installation.
When combined with the closure of multiple important rail routes however, the construction has turned much of the northern reaches of boston into a semipermanent snarl, only easing up late at night. However, in the last month this has significantly eased, as the logistical rerouting has been reversed, leaving the roads clearer for all other purposes.
While Silicon chips are currently the standard for computing, there are other possibilities. The first is optical, or crystalline computing, using a series of fiber optics and laser systems, along with isolinear crystals for storage. Second, and more likely for immediate use is carbon nanotubes. Theoretically nine times as efficient, offering three times the computing speed, at one third the energy cost, they have not yet reached a point where there is a reliable, effective means of crafting the system to a point where it can be mass produced.
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 360/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
(Progress 69/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
The Macrospinner project has reached a critical juncture. With the last of the major ropewalks completed, they have significantly increased production and can provide enough myomer bundles that they can not only service robotic assembly systems across South Africa, but also begin providing material to the Steel Talons projects around the world. While some of the savings of setting up localized myometer production will be eaten up by transport, it is still cheaper than trying to set up a small scale version of the macrospinner on site.
After the fungal scare in the last quarter, further checks and tests have been conducted, however no further sign has been found, at least for now. While it is still a concern, there are apparently plentiful checks between the initiative's supply of myomer fungus and any outside threat.
However, mechs are not the only project that could use the material. A serious petition campaign has begun for the use of myomers in medical prosthetics, a result of some doctors leaking the potential of the project to their patients. While the prosthetics are not going to be a significant drain on the supply compared to industrial uses, it is politically and socially a useful project.
[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 284/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
Construction finalized on the superconductor foundries this quarter, and production has begun to be scaled up. While far from enough to cover more than one percent of GDI's total need for cabling in buildings, let alone the millions upon millions of kilometers of energy cable across the world, it is a significant upgrade for many of the most energy intensive buildings across the Initiative. Oftentimes collocated with major electrical plants, buildings like aluminum refineries, steel mills, and similar highly energy intensive facilities have begun seeing their existing wiring replaced with superconductors, dropping their consumption noticeably. While time and future projects will increase proliferation, currently only the few dozen kilometers in the highest load lines have been replaced.
[ ] 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)
The deployment of the Light Industry Enterprise Grants has three major groups looking for the political and economic backing that it will provide. First are the handful of larger retail cooperatives, looking to move into light industry and the manufacturing sector to begin producing their own specialist goods. These would be primarily small batch and small scale operations, focused on producing a wide array of goods for sale. This would likely result in significant immediate returns as the retail and services market would have some capital of their own established. Second are a number of new start ups, looking primarily towards more centralized goods production, especially small scale manufacture of spare parts, and other significant items that the Initiative has not yet built or rebuilt manufacturing capacity for. These would be most likely focused on a number of potentially useful components, and increase overall competitiveness within the market, although there is also likely to be a significant amount of churn as business plans meet the hard realities on the ground. Third and finally are a cartel of prewar entrepreneurs looking for support to reestablish their companies that were destroyed or broken up by the war. While this would be a significant olive branch to extend to the Free Market Party and the right wing of the Developmentalists, it would also be a retreat from the positions staked out by the Granger Administration. With the limited resources made available to grants, while some of all three groups will be getting some, some priority guidelines have to be made.
[ ] Focus on Existing Cooperatives
[ ] Focus on New Start Ups
[ ] Focus on Old Business Restoration
[ ] Focus on Fair Allocation
[ ] Yellow Zone Purification Facilities (Phase 1)
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 172/160: 10 resources per die) (++++ Water, - Energy)
Nearly every major Yellow Zone city under GDI control has some access to flowing water. While this is often heavily contaminated by Tiberium, it is also a vital resource and one that cannot be effectively replaced. While in the late 20th century aquifers and wells were the standard system, most of those are either currently contaminated by Tiberium, or effort to drill down into them would inherently contaminate them in the process. This means that surface collection is the only meaningful way to provide water.
The filtering process begins at the pump station, where a series of units very similar to Initiative field purification units are used to do a first stage filtering. This primarily gets out the Tiberium, and almost everything else. While the screens have to be replaced routinely, it is a relatively low cost high efficiency option. From the pump, it flows to a water treatment facility in the city itself. There the water is further purified, either through distillation or more commonly through a series of reverse osmosis processes. This however leaves the water, if anything, too pure for non industrial applications. Following it, a series of mineral salts and other additives are introduced to the water in carefully measured amounts, most notably fluoride, but also calcium, magnesium and potassium among others. This is to both ensure good taste in the water, but also to ensure that it is not stripping the walls of the pipes.
To manage the new complexes, the operations are run by a mix of experienced Blue Zone engineers, and an almost entirely yellow zone workforce, graduates of the Initiative's university system for the most part.
While water supplies are still noticeably limited, that is almost entirely for industrial and agricultural use. Among the population, water is as unlimited as it is in the Blue Zones, and will remain so unless and until there are sufficient expansions of the economy to once more put pressure on the system.
[ ] Tiberium Stabilizer Development
Tiberium has mutated before and will more than likely mutate again. Even the alien invaders were not immune to this adaptation. However, they had a solution, a network of Tiberium Stabilizers that slowed the rate of adaptation. While Initiative versions so far are merely crude approximations, they do seem to have enough effect to begin efforts to deploy them.
(Progress 72/50: 30 resources per die) (+5 Political Support)
Much like the other alien technologies, the mechanism of the stabilizer is poorly understood at best. However, the functionality is remarkably simple. A high frequency radio, transmitting an encoded repeating pulse sequence bombards the Tiberium, preventing it from undergoing common low rate "search" mutations that have been theorised to be the mechanism that it uses to resist harvesting techniques. Although the full encoding has not yet been cracked, it is at least helping for now.
In total effect, if this system works as expected, it will be the single largest blow against Tiberium that the Initiative has ever managed, and one of the larger projects. While somewhat smaller than the final phase of a major space station, it is still a project that will require massive infusions of resources and the deployment of a major industrial effort simply to get off the ground, let alone reach full operations.
To deploy the system, especially with the limited range of Initiative transmitters, the only plausible approach is a satellite network in the low orbitals. Roughly a thousand satellites all pulsing in unison. While the routes are still somewhat congested, it is certainly clear enough that the entire constellation can be completed with minimal risk.
[ ] Yellow Zone Tiberium Harvesting (Phase 5)
With the Initiative on the attack, and beginning to push heavily into NOD territory, harvesting operations must continue. While it will become increasingly expensive, this is a small price to pay for seriously pressuring the Brotherhood.
(Progress 352/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
This quarter, the military has been pulling back from exposed positions, sometimes under fire from the Brotherhood, and reconsolidating their lines based on the natural terrain. The last quarter had ended with the Initiative often strung out, with a messy front. In some areas, a salient could be as little as ten to fifteen kilometers wide, but fifty or more deep. Across the quarter, operations have been conducted to shorten those lines, either by connecting forward positions or by falling back onto more defensible ground. At the same time, long lines, sometimes hundreds or even thousands of kilometers, of trenches, scrapes, barbed wire, sandbags and aggregate have sprouted along the front. While the Brotherhood has not let up on the conflict, and in a number of cases staged breakthroughs, in every case they have been contained short of the Harvesting operations.
Those operations have pushed forward, beginning another major surge of refugees. In many cases, the convoys sent back have had two to three times the weight in refugees as they did Tiberium. With the Yellow Zones having been increasingly pressured from both sides, ever more of the population is flowing towards the Initiative's line.
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 321/350: 30 resources per die) (+15 Resources per turn) (Fusion)
The Initiative has been staging a drumbeat of Union launches towards the moon. While the Pardus class lander is workable, it is not as capable as a full Union class fusion craft. Each base is fairly simple. A landing area of unprepared ground far enough away from the site that the blast will not shred the buildings too badly, with a series of dirt faced barriers between it and the site. At the core is a habitation module, big enough for its crew and a handful of visitors. Around it are a series of harvester drone sites. Each is a tractor trailer arrangement, with a forward mover, and a rear harvester. In operation, the first step is to clear the lunar dust. This is done typically with a scraper being dragged along the surface, and feeding into a transport box. After that, the real work begins, with the regolith being cut through with a series of wheel trenchers, again feeding into the box. Once those boxes are filled however is the remaining challenge. They have to be ferried from the lunar bases to the Enterprise. This however, requires a fairly substantial fleet of fusion craft. Production and allocation of these, and the needed crew have been slow, and will require significant infusions of funding.
[ ] Mental Healthcare Training Programs
Despite trauma being a near universal constant in GDI's population, mental healthcare has often been a secondary priority in a world where tiberium, violence, disaster and disease have run rampant. However, with GDI's stabilizing situation, moving resources from these primary sectors to improving the general mental health of the population is a necessity, as caring for trauma is something that requires a skilled hand at the best of times.
(Progress 202/200: 10 resources per die)
The mental healthcare training programs are a mixed array. While some are aimed high, the vast majority are aimed low. The Initiative cannot afford at this time to produce the massive numbers of specialists that it actually needs. However, even basic training in mental trauma care is useful, and can serve as a stopgap, at least in an immediate time frame.
The higher end programs have included expansion to psychiatry and psychology programs in universities around the world, along with setting up expansions to mental health classes in the general practitioner program, and making it a mandatory part of the course load. While both of these will take time to mature, it is at least a start.
Much of the work has been carried out in close coordination with the Department of Welfare, which will be taking over the program going forward and doing ongoing administration and funding.
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 265/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
The Chicago MARV fleet has been finalized this quarter, months after Gideon's defeat in front of the city. Ranging forth, they have found little sign of Nod activity, even far from the city. While some of it can be blamed on the continually encroaching Red Zones, it is a worrying sign that some grand redeployment of the Brotherhood of Nod in North America is undergoing a significant redeployment or reorganization, and as part of that has pulled back from the northern positions it held just weeks ago. Fortunately, part of this has seen a severe reduction in the air presence across the Great Lakes and Ohio River Valley regions.
The flow of Tiberium products across the great lakes, and into the rest of the Initiative has been shifting. With growing Initiative control over the Ohio River valley, train lines have begun connecting Chicago directly to the coastal Blue Zones. With this, while the Mississippi may not yet flow unfettered to the sea, the Initiative has made great strides in securing a significant portion of the planet that had been contested for nearly a decade.
[ ] Long Range Sensor System Deployment (Phase 1)
With the first wave of long range sensor systems prepared, it remains to refit them across the Initiative's fleet. With mobile assets receiving priority, the Initiative needs as many of these as it can get, as soon as possible.
(Progress 200/200: 25 Resources per die) (Very High Priority)
(Progress 26/300: 25 Resources per die)
The first of the fully certified and operational novel sensor modules have been delivered to Initiative warehouses this quarter. With the Initiative military looking to take a short pause to build up their resources, the current stock of sensor modules are being used first, while the new units are being held in reserve, waiting for a general offensive into Nod territory. Currently production is still slow. Even with two years of lead time, the new sensor units will still be a minority. However, with some prioritization and reallocation of resources, GDI can make extremely effective use of that equipment, preparing for future engagements by equipping only specific units in order to maximize the impact, and backfilling as time and resources allow.
At the same time, surveys have begun and in a few cases groundwork laid for a new wave of factories, purpose built for the new units and providing about a third of the capacity of existing production, bringing rates closer to what the prewar Initiative could manage.
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve until at least the mid 2070s in second and third line roles.
(Progress 225/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
Work on installations of the Remote Weapons System has begun on new build Predators. While the lines are still churning out plentiful spare parts, the production of all new turrets has slowed to a standstill as the turret roof requires substantial reworks. A hole for the RWS needs to be cut, new power and data links installed, and the ring plus sealing for the turret needs to be added, along with a lip around the base to deflect incoming fire. Even after this is completed, it will be a long term project to actually replace existing predators in the field, some anti missile capability is far better than none, especially in the front line formations that tend to rotate out Predators relatively often.
[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 235/300: 15 Resources per die) (High Priority)
Despite massive investment and surging resources, the conversion process has been slow, and more importantly significant problems have emerged in the quality control departments. While the warheads are an easy enough conversion, the modular missile bodies are far more difficult. Test rounds have demonstrated inconsistent burns, partial burns, and similar failures. When the missile does reach the target, the effects are just as destructive as ever, but at this time they are simply not getting to the target reliably. This has primarily been a mix of teething problems at the factories and training problems with field assembly of the devices. While the military works on better training the soldiers, the factories simply require more funding to work out the last few kinks in the production lines.
However, so far, this has not severely disrupted Initiative military operations. Primarily this has reduced the sortie rate and payload of the Initiative Air Force, which never had the stockpiles of the ground forces as they simply used fewer missiles. Ground Forces on the other hand have between three and nine months of operational missile reserve, depending on the tempo of offensive and defensive actions. While finishing the project sooner would be distinctly preferable, it is something where there is time to get the designs right, rather than immediately rushing them out.
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Dakar (Progress 207/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
The Governor class program has seen two major milestones completed this quarter. The first five ships of the class, the Lisbon, London, New Moscow, Vladivostok, and New York have all completed working up, and have begun taking position as escorts. Behind them, even more hulls are nearing completion, and others have begun working up. These will be a significant surge in modern ships, and begin filling holes in the navy's order of battle that have existed since before the Third Tiberium War.
Two of the new cruisers, the Lisbon and the New Moscow, have already faced combat. Attacked by an entire wing of Vertigo bombers, the two ships emerged nearly unscathed, with a single bomb making it through the defensive fire, hitting and jamming the A turret of the Lisbon. However, in making that attack run, the entire wing was wiped out to the last aircraft, unable to disengage before the antiaircraft missiles and guns of the two ships had completed their bloody work.
Similarly, the completion of the Dakar base in West Africa has meant that two thirds of the immediately planned shipyards have begun construction of new cruisers. Much of the Dakar work has gone into further increasing the Initiative's supply of heavy missiles. With this new supply, the Initiative has begun stockpiling launch capacity in light of the significantly increased demands that the cruisers will begin putting on missile supplies. Older ships, oftentimes half blind in the coastal waters that have typified naval combat in the 21st century, could make do with sometimes as little as 20 percent of the tubes filled. Modern cruisers, even in their first patrols, have sometimes expended some 60 to 80 percent of their missiles, due to their greatly increased ability to spot targets and conduct antiaircraft operations.
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die) (92)
The Initiative has conducted another investigation into the Bureaucracy this quarter, marking a record number of investigations in the term of a single Treasurer. While the demographics of the department have shifted, moving to the left almost universally, and becoming significantly younger, it is not particularly relevant to the questions of infiltration. There, the department is remarkably clean. While there have been some security errors and a handful of minor leaks, those are to be expected, especially given the sheer scale and scope of the department's jobs.
Collated Votes
Mecca
[ ] Offer Transit Rights
While potentially politically problematic, one offer that the Treasury can make is to allow some portion of the Hajj each year to be transported on Initiative vessels. While it will put some strain on the networks, it will also provide some evidence of at least parts of the Initiative being willing to reach across the aisle. (-2 Logistics, -5 Political Support)
[ ] Protection of Medina
Rather than scaling back commitments to the region, many of the Independents, and some of the Brotherhood Warlords have come to the Initiative in confidence, requesting an expansion of the mission. Not just to protect Mecca, but to expand into Medina, some 350 kilometers north. While this will require additional resources, it will also provide benefits. (additional phase of planned city project) [(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)] (-5 political support)
[ ] Both
Selecting both of the above options will be a major commitment, and could possibly let other parts of the Initiative off the hook for their activities. (-10 Political Support)
[ ] No Commitments
At this time, the Treasury does not believe that further expansion of the project is practical, and while it does wish to continue some measures of good faith must be extended by the Independents and the Brotherhood Warlords.
Grant Focus
[ ] Focus on Existing Cooperatives
[ ] Focus on New Start Ups
[ ] Focus on Old Business Restoration
[ ] Focus on Fair Allocation
Political Support: 50
Free Dice: 6
Fusion Dice: 9 (+1 per turn)
Tiberium Spread
16.04 Blue Zone
4.96 Green Zone
22.13 Yellow Zone (88 points of mitigation)
56.87 Red Zone (61 points of mitigation)
Current Economic Issues:
Housing: Significant Surplus (+12) (28 population in low quality housing) (2 points of refugees)
Energy: Major Surpluses (+11) (+2 in reserve)
Logistics: Major Surpluses (+7)
Food: Major Surpluses (+12) (+8 in reserve)
Health: Substantially improved (+5) (2 consumed by emergency refugee healthcare)
Capital Goods: Major Surplus (+5)
Consumer Goods: Meeting Demand (+3) (+5 from private industry)
Labor: Gargantuan Surpluses (+31)
Tiberium Processing Capacity (1300/1480)
Yellow Zone
Water: Notable Surpluses (+11)
[ ] Tidal Power Plants (Phase 3)
With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
(progress 154/300: 10 resources per die) (+++ Energy)
(progress 0/200: 10 resources per die) (++Energy)
[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
[ ] Yellow Zone Fortress Towns (Phase 3)
The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
(Progress 0/250: 20 Resources per Die) (+++ Housing)
(Progress 0/300: 20 Resources per die (+++ Housing)
[ ] Yellow Zone Arcologies (Stage 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Rail Network Construction Campaigns (Phase 1)
With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
(Progress 83/250: 15 Resources per die) (+++ Logistics)
(Progress 0/275: 15 resources per die) (+++ Logistics)
(Progress 0/300: 15 resources per die) (+++ Logistics)
[ ] Blue Zone Residential Construction (Stage 3)
The continued development of high density residential districts is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design incurs other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing) (low priority)
[ ] Blue Zone Duplex Row Housing (Stage 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)
[ ] Suborbital Shuttle Service (Phase 1)
GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
(Progress 0/200: 30 resources per die) (++ + Logistics)
(Progress 0/250: 25 resources per die) (+++ + Logistics)
(Progress 0/200: 25 resources per die) (++++ Logistics)
[ ] Chicago Planned City (Phase 4)
A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
(Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 Tiberium Processing Capacity)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
(Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
(Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
(Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)
[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in reestablishing GDI's presence on India's coastlines, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
(Progress 0/200: 20 Resources per die)
(Progress 0/400: 20 Resources per die)
(Progress 0/800: 20 Resources per die)
(Progress 0/1600: 20 Resources per die)
*many results unknown*
[ ] Mecca/Jeddah Planned City (Phase 3)
While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
(Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
(Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
*many results unknown*
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
Heavy Industry (5 dice)
[ ] Blue Zone Power Production Campaigns (Stage 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Continuous Cycle Fusion Plants
First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
(Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)
[ ] Blue Zone Microgeneration Program (Stage 3)
Building additional distributed power production and a more redundant grid, plus a number of in-building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 40/120: 5 resources per die) (++ Energy Reserve)
[ ] Yellow Zone Fusion Power Campaigns (Stage 1)
With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
(Progress 0/350: 20 Resources per Die) (++++ Energy)
[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 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 628/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
(Progress 0/2400: 15 resources per die) (++++++ Capital Goods, +++++ Consumer Goods, -- Labor, ---- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (- Labor)
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
(Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
(Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
(Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
(Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
(Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
(Progress 0/2560: 20 resources per die) (+++++++ Capital Goods, -- Labor, ----- Energy)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)
[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)
Light and Chemical Industry (4 dice)
[ ] Blue Zone Light Industrial Sectors (Phase 1)
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
(Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery and recreational drones, have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)
[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
[ ] Pharmaceutical Synthesis Centers
A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
(Progress 0/250: 15 resources per die) (+++ Health, -- Energy)
[ ] Johannesburg Myomer Macrospinner (Phase 4)
The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
(Progress 69/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
(Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)
[ ] Reykjavik Myomer Macrospinner
With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
(Progress 0/80: 20 resources per die)
(Progress 0/160: 20 resources per die) (+ Capital Goods)
(Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
(Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
(Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)
[ ] Bergen Superconductor Foundry
With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
(Progress 0/95: 30 resources per die) (+ Energy)
(Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
(Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
(Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
(Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)
Agriculture (3 dice)
[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (++ Labor, - Energy, - Capital Goods)
(Progress 0/250: 15 resources per die) (+++ Labor, - Energy, - Capital Goods)
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed at increasing the self sufficiency of the network. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
(Progress 0/200: 10 resources per die) (+++ Food, +++ Consumer Goods, ---- Water)
(Continues)
[ ] Yellow Zone Purification Facilities (Phase 2)
With significant surpluses of water in the yellow zones, further development will primarily serve to future proof the supplies and begin providing for substantial agricultural or industrial use in the Yellow Zones.
(Progress 12/160: 10 resources per die) (++++ Water, - Energy)
[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Agricultural Processing Plants (Stage 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)
[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
[ ] Wadmalaw Kudzu Development
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium (5 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Stage)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
[ ] Tiberium Vein Mines (Stage 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
[ ] Yellow Zone Tiberium Harvesting (Phase 6)
Driving further into Brotherhood territory is likely to put the Brotherhood on the back foot finally. With the ever increasing red zones, and the completion of this phase, the Initiative will finally control more of the earth's surface than the Brotherhood of Nod.
(Progress 2/375: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
(Progress 0/400: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Stage 5)
While there are now more yellow zone regions being harvested, a further wave of fortress towns is now required to actually support the intensification efforts.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 Stages available)
[ ] Red Zone Tiberium Harvesting (Stage 8)
While the current security situation remains problematic, one of the few remaining untapped red zones on the planet is the Central African Red Zone. Attacking up the Congo River should provide both good access to Tiberium glaciers and be generally difficult for NOD to attack, although they have shown impressive capacities in Red Zone Operations before.
(Progress 0/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Stage 5)
A final major stage of development will put the full supportable effort into effectively containing the spread of Red Zones around the world. While it will not be the last gain in containment efforts, it is the point where further pushing will be seeing less impact on the spread of Tiberium.
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Stage 8)
A further drive into the Italian Red Zone will feed the Saarland facilities, and complete what had been a major project at the beginning of the plan. While it will be logistically intensive to bring material over the Alps, this is unavoidable with the prepared route.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)
[ ] Tiberium Processing Plants (Stage 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (--- Energy, -- Logistics)
[ ] Tiberium Inhibitor Deployment
With the inhibitor prepared, it is time to begin arranging for deployment. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 1 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 2 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 3 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 4 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 5 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 6 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 7 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 8 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 9 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 10 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 11 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 12 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 13 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[-] Blue Zone 14 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 15 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 16 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 18 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Blue Zone 19 (Progress 0/100: 30 resources per die (-- - Energy) (+2 Yellow Zone Abatement)
-[ ] Red Zone 6 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement)
[ ] Tiberium Stabilizers
A low orbit satellite network stretching around the world, each stabilizer is a lotus of panels and transmitter systems. With the system needing to come online all at once, the entire network will have to be launched before the Initiative can make use of it.
(Progress 0/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion)
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
[ ] Liquid Tiberium Power Cell Development
Liquid Tiberium has a tendency to decompose if exposed to significant amounts of energy. While it is the basic principle of a Liquid Tiberium Bomb, it is also a potentially significant power supply, as demonstrated by the Brotherhood of NOD. With GDI currently running on the edge of available energy reserves, it is a politically problematic, but relatively simple means of providing mass amounts of energy.
(Progress 0/50: 30 resources per die) (-10 Political Support)
Orbital (3 dice)
[ ] GDIS Pathfinder
The gravitic drive has met initial use testing, and it is ready for a more thorough test. A relatively small testbed ship is the next step towards granting the Initiative the ability to use the drive system practically. While it will be a major project, and require construction of many of the tools to make the tools, it is a first step towards a mass producible drive design.
(Progress 0/300: 30 resources per die)
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
(Progress 0/1430: 30 resources per die) (+4 to all dice, +1 die to each category) (10 Political Support)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a Testbed for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for long term human habitation, however any issues that emerge here are ones that can be solved before trying to live in space.
(Progress 0/85: 30 resources per die) (Fusion)
(Progress 0/170: 30 resources per die) (.25k Permanent residents) (5 Political Support)
(Progress 0/340: 30 resources per die) (.5k Permanent residents) (1 available Bay) (5 Political Support)
(Progress 0/680: 30 resources per die) (1k Permanent residents) ( 2 available Bays) (5 Political Support)
(Progress 0/1360: 30 resources per die) (2k Permanent residents) (3 available Bays) (5 Political Support)
[ ] GDSS Enterprise (Phase 4)
Expanding the Enterprise into a proper all in one industrial center, will require a number of new bays and modules. However, before the refineries, material processors, and industrial fabricators can be brought fully online, they will need to be fed with material.
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
(Progress 0/1540: 30 resources per die) (+++ Capital Goods, +++ Consumer Goods) (2 available Bays)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized.
(Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
(Progress 0/170: 30 resources per die) (.1k permanent residents) (+ Food) (5 Political Support)
(Progress 0/340: 30 resources per die) (.2k permanent residents) (++ Food, + Consumer Goods) (5 Political Support) (1 available Bay)
(Progress 0/680: 30 resources per die) (.3k permanent residents) (+++ Food, ++ Consumer Goods) (5 Political Support) (2 available Bays)
(Progress 0/1360: 30 resources per die) (.4k permanent residents) (++++ Food, +++ Consumer Goods) (10 Political Support) (3 available Bays)
[ ] Expand Orbital Communications Network (Phase 3)
With another major wave of clearance done, further communications bandwidth can be launched, reducing the number of dead zones and increasing connection reliability.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)
[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/45: 15 Resources Per Die)
[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/90: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)
Lunar Operations
[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/160: 30 resources per die) (+5 Resources per Turn) (Fusion)
[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 321/350: 30 resources per die) (+15 Resources per turn) (Fusion)
(Progress 0/340: 30 resources per die) (++ Light Metals) (Fusion)
[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/400: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/390: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/380: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/370: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/360: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/350: 30 resources per die) (++ Heavy Metals) (Fusion)
[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(++ Lunar Water)
[-] Helium 3 Harvesting
The lunar surface is not protected by a magnetic field, and so has been bombarded by Helium 3 in significant quantities. While still scarce, there are a few regions of the lunar surface that have been found to have notably high concentrations that are going to be economically viable to extract.
[-] Fissile Extraction
While somewhat rare on the moon, SCED exploration has discovered a small amount of economical fissiles near the surface. While not yet practical to extract, fissiles are likely to be a major part of any long term power solution for the moon.
Services (4 dice)
[ ] NOD Research Initiatives
While the lowest hanging fruit has been plucked, there is still much more on the tree. Following up and authorizing another major round of funding, grants, and research programs will provide the impetus for more research into the Brotherhood's so called "technologies of peace"
(Progress 0/160 : 30 resources per die)
[ ] Scrin Research Institutions
While the Scrin material has provided substantial advantages already, Initiative scientists believe that there is still more that can be gained by studying the remnants of the invaders. While it will be expensive, the last round of research has already more than paid off.
(Progress 0/350: 30 resources per die)
[ ] Advanced Prosthetics Development
Across the Initiative's population, decades of war have taken their toll. While current generation prosthetics work, myomers offer major upgrades in responsiveness, weight, and precision. While many who use prosthetics do work, the new models will nearly certainly increase their ability to work, and the spectrum of jobs that they can do.
(Progress: 0/40: 15 resources per die)
[ ] Expand Medical Schools
With Initiative medical demands likely to increase significantly in coming years, expanding a number of dedicated training programs and offering incentives to work in the field should begin meeting some of these demands, especially in the field of trained staff.
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
[ ] Indoor park programs
With the Initiative looking to expand public services once more, a series of indoor parks under skylights will provide many of the benefits of playing outdoors without the inherent risks on a Tiberian earth. While the project is not particularly expensive, it will be politically popular among nearly all factions.
(Progress 0/150: 5 resources per die) (5 Political Support)
Military (5 dice)
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-- Capital Goods)
(Progress 0/90: 20 Resources per die) (--- Capital Goods)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy)
(Progress 0/100: 20 Resources per die) (--- - Capital Goods) (+ Energy) (+1d2 Military Dice)
[ ] Long Range Sensor System Deployment (Phase 2)
Mass deployment of the new sensor systems will begin to seriously degrade the performance of the Brotherhood's stealth fields, and place the Initiative in a position to render many of the best of the Brotherhood's units ineffective death traps.
(Progress 26/300: 25 Resources per die)(Very High Priority)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub for increased redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion) (high priority)
(Progress 0/225: 30 resources per die) (Fusion)
(Progress 0/500: 30 resources per die) (Fusion)
[ ] Prototype Plasma Weapons Development
While so far projected plasma weapons have not worked out as well as GDI could hope, it is an unparalleled source of destructive power. However, Initiative scientists have developed a compromise system that can cheaply produce relatively small amounts of plasma and project a lance beyond the detonation point. While requiring small amounts of exotic materials, plasma weaponry can provide both standoff capability and significantly increased destructive potential to many Initiative munitions.
(Progress 0/60: 25 resources per die)
[ ] Shimmer Shield Development
Developed from the basis of Scrin shield technology, shimmer shields are weak deflection fields that form in a bubble around a projector unit. Intended to serve as a combination of antimissile and anti energy weapon, defense, development should provide a means to reduce the overall effectiveness of many of the brotherhood's weapons.
(0/60: 20 resources per die)
[ ] Reclamator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Blue Zone 2 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 3 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 5 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 6 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 7 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 8 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 9 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 10 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 11 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 12 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 13 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 14 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 15 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 16 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 17 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/105)
-[ ] Reclamator Hub Blue Zone 19 (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 1c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 2c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 3c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 4c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Yellow Zone 5c (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6a (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6b (Progress 0/105)
-[ ] Reclamator Hub Yellow Zone 6c (Progress 0/105)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 4 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 5 South (Progress 0/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/105)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/105)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)
[ ] Zone Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
Air Force
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (High Priority) (- Capital Goods)
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, an onboard reactor to provide energy, and a massive radiator array to eliminate the waste heat from a launch.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die) (Fusion)
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)
Ground Forces
[ ] Remote Weapons System Deployment Predator
With the new laser point defense system, GDI's ground forces are out of patience. Survivability upgrades for the Predator tank are no longer a matter of convenience, but a matter of necessity. While likely one of the last major block upgrades the Predator will see over the course of its life cycle, that does not make it particularly less vital, especially as the Predator will likely serve unti at least the mid 2070s in second and third line roles.
(Progress 225/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
[ ] Universal Rocket Launch System Deployment (Phase 1)
With the system developed, the first step is to convert existing munitions factories to the new standard. While this project can be delayed, once started it should be completed in short order to avoid difficulties in the Initiative's munitions supply. These will replace a broad swathe of existing systems, overall simplifying the ammunition situation drastically.
(Progress 235/300: 15 Resources per die) (High Priority)
(Progress 0/200: 15 resources per die) (-- Energy)
(Progress 0/200: 15 resources per die) (-- Energy)
[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
(Progress 0/150: 10 Resources per die) (- Energy)
(Progress 0/150: 10 Resources per die) (- Energy)
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)
[ ] Ablat Plating Deployment (Stage 4)
While GDI can, at this point, feed many of its needs for Ablat, the supply is still distinctly short. Beginning to not only feed forward deployed units, but second and third line positions, and building a stockpile to last for more than the first few days of a future war.
(Progress 45/200: 10 resources per die) (Very High Priority)
[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Mammoth Block Four Development
The existing mammoth is a powerful but aging asset. While it had its own struggles during the Third Tiberium War, the primary need at this point is to remodel it for expanded capacities, including remote weapons mounts, laser point defense systems, purpose designed railguns, and expanded missile racks, along with updating various pieces of technology that are, by now, painfully old. However, the technology upgrades are primarily iterative, and will be broadly built as a wholescale polishing of the existing platform, rather than fully replacing it.
(Progress 0/40: 10 resources per die)
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements (High Priority)
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Navy
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
[ ] Busan-Ulsan Combined Port (Progress 0/85: 10 Resources per die) (--- -- Energy, -- Labor)
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)
Steel Talons
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die) (High Priority)
[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die)
Bureaucracy (2 dice) (1 Reserved for Forgotten Conference)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 55 + 1 operations die)
[ ] Endorse a Candidate
While Granger is not standing for election, his voice certainly carries its own weight. By endorsing one of the candidates currently campaigning, Granger can substantially shift positions.
While Parliament, the military, and most importantly the Department of Archives and History have taken the lead in diplomacy with the Forgotten, the Treasury also has its role to play, and with the Initiative growing ever stronger in comparison to the Forgotten, they have quite a bit of leverage to work with. Most of the conference events have been focused on working out territory, transit routes, access to the planned cities such as Chicago and Mecca for the relevant bands, alongside hundreds of other minor issues that have cropped up and have needed high-level talks, in some cases for years.
The Forgotten representatives are wary. While they had been generally grateful for the generosity of the Initiative four years ago, today the Initiative has upended the balance even more, and they cannot rely on the generosity of the Initiative to be maintained in the face of rapid mutation and closing extinction.
Put up in a series of encampments outside the city, they have been given gifts, primarily of old military equipment, ammunition, and other supplies. In return, they have given symbolic gifts of Tiberium (in reality green stained glass to represent Tiberium that had been turned over at the borders or at Initiative outposts). Whenever two Forgotten tribes meet, they often begin negotiations with exchanges of gifts, with the larger and more powerful band indicating their strength by offering grander and better gifts. With the Initiative the largest and strongest tribe on the planet, the gift giving has been equally grand, although little more than a footnote of a footnote when placed against the overall budget.
The conference began in a Washington that had completely transformed. Where there were once shell holes, there are now parks. Where there were ruins, arcologies and factories have risen. While not quite restored to its former glory, it is certainly far less sad than it had once been. Unable to make the same understated entrance as the last time, Dr. Granger has been pushed into the uncomfortable role as leader and moderator of the conference, a figure generally trusted to not push Initiative politics into the overall discussion.
Current Leverage: -14
Forgotten Commitments
[ ] 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.
(10 Leverage)
[ ] Delta Studies
With reports of extra sensory perception capabilities in some forms of the Forgotten, having an opportunity to study these abilities in a laboratory environment may well aid GDI in their studies of some of the more exotic forms that Tiberium can take.
(8 Leverage)
[ ] Reverse Engineering Assistance
The Forgotten are masters of reverse engineering and operating technologies and systems in conjunction that were never intended to go together. By opening up recruitment of many of their best and brightest, GDI can make use of this in its efforts to understand and find its own uses for alien technologies.
(6 leverage) (Scrin technology pool roll becomes d9-1 from d8-1)
[ ] Forgotten Biosamples
With the Forgotten having a nearly completely separate sphere of preserved and newly created crops and animals, preserving at least a majority of them is likely to be politically popular among some factions of the Initiative, and more importantly provide a broader base for future genetic engineering projects.
(2 leverage) (Unlocks new genetically engineered crops)
GDI Concessions
[ ] Initiative Communications Support
By supplying communications equipment, and allowing the Forgotten to use GDI's telecom satellites, they 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.
(-8 Leverage) (-- Capital Goods, -- Consumer goods)
[ ] Forgotten Agricultural Support
While many of the resources of the Forgotten have to be heavily mobile, they do have permanent settlements. Offering Initiative support for their upkeep, not just in supplying food, but actual aquaponic systems and advanced crops, can ensure that they have significantly improved nutrition.
(-6 Leverage) (New Project: Agricultural Support (Progress 0/150: 10 resources per die)) (Must be completed by End of Year)
[ ] Strategic Combat Support
With the Initiative's air force present and in growing strength, there are enough fire missions to not only support Initiative troops on the ground, but to provide aid to the Forgotten as well. By supplying them with communications equipment and the correct code, along with (in some cases) forward observers and IFF devices, GDI can ensure their survival in anything short of a full court press from the Brotherhood of Nod. (-6 Leverage) (-10 political support)
[ ] Medical Support Commitments
With the Forgotten hearing about the Zone Operations Command's request for a high speed hover ambulance, they have put in their voices for these, as a means of prompt medical evacuation to the nearest Initiative facility.
(-8 Leverage) (Must finish both Development, and the factory for the Zone Emergency Medical Evacuation Vehicle) (must be researched by the end of the year, and deployed by the end of next year)
If there are other proposals/demands that people want, I will add them as write ins.