Never trust the promise of rights "not right now, but soon".

As much as i disagree with you over grants

Be assured im just as a heavy pusher of unions as you,any plan that includes it has my vote


That seems just fine to me, since it's less of a lack of focus and effort (dice) that the Treasury has to spare and more of total resources to even be able to invest in such efforts in the first place. So overall it's still more efficient to have a more centralized economy that's better at putting resources where it's most needed right now than to put money into grants that can't be taken back for parts of the economy that aren't even lacking in the required level either for the plan or demand.

After all, more economic freedom is still a luxury in this time and age where survival is still being contested heavily against Nod and Tiberium.

The blessing of outsourcing

We been relative good on consumer goods after cultural grants and in character it gave us a nice narrative event
im curious of the light industry grants


...So are a Go or No Go on some Grant options? Quite Frankly there is just so much we have on our plate letting others do some of those Grant options seems to be a bit more tempting.

probably after we complete our resource increase goal,we are only 15 resources from that,grants take money,but no dice
 
If you were a leftwing politician in GDI, whether an ideological communist or a believer in social democracy, whatever poison you prefer, and you led a party block advocating for workers rights, heavy regulation on corporations, supporting the common man regardless of geography, and moving the GDI in general as far away as possible from its hyper capitalist roots and the Outcome was this quest's GDI, History would remember you as the single most successful politician in the history of the fucking world.

The quest has moved ever more left every year of the quest. So if the practical, game reality requires us to wait a quarter, or a year for the co-op action, so be it. What government goes thru such a radical paradigm shift as this GDI has in like 8 years? It's already straining disbelief how much of a total about face the policies and political realities of GDI has turned around.
 
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I'd like to raise political support a bit - were always struggling for it.

Using Liquid Tiberium Power Cells to power the Tiberium Inhibitors would be great.
If we do go with Liquid Tiberium cells it'd probably be a good idea to take the improved Tiberium containment research at the same time, as thats stuffs far more volatile than what GDI is used to dealing with so our normal storage methods might not cut it.
 
Reposting updated plans as promised.

[X]Plan Draft URLS Must Complete
-[X]Infrastructure 4/5 60R
--[X] Rail Link Reconstruction (Phase 3) 143/300 2 dice 30R 40%
--[X] Blue Zone Arcologies (Stage 2) 35/600 2 dice 30R
-[X]Heavy Industry 5/5 80R
--[X] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
--[X] North Boston Chip Fabrication (Phase 4) 340/1200 4 dice 60R
-[X]Light & Chemical Industry 2/4 50R
--[X] Superconductor Foundries 171/200 1 die 30R 100%
--[X] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
-[X]Agriculture 3/3 30R
--[X] Yellow Zone Purification Facilities (Phase 1) 0/160 3 dice 30R 84%
-[X]Tiberium 5/5 100R
--[X] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
--[X] Mecca/Jeddah Planned City (Phase 3) 55/640 3 dice 60R
-[X]Orbital Industry 3/3 60R
--[X] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
-[X]Services 3/4 30R
--[X] Mental Healthcare Training Programs 91/200 1 die 10R 37%
--[X] Expand Medical Schools 0/300 2 dice 20R
-[X]Military 5/5 + 6 205R
--[X] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
--[X] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
--[X] Remote Weapons System Deployment Predator 151/350 1 dice 10R
--[X] Universal Rocket Launch System Deployment (Phase 1) 0/300 6 dice 90R 93%
--[X] Governor Class Cruiser Shipyards
---[X]Hampton Roads 0/185 2 dice 40R 19%
-[X]Bureaucracy 3/3
--[X] Security Reviews: DC55 2 dice 99%
---[X]Bureaucracy 1 die

615/615R, 6/6 Free Dice, 3/8 Fusion Dice.




[]Plan Draft Whale Killer
-[]Infrastructure 5/5 70R
--[] Tidal Power Plants (Phase 3) 154/300 1 die 10R
--[] Rail Link Reconstruction (Phase 3) 143/300 2 dice 30R 40%
--[] Blue Zone Arcologies (Stage 2) 35/600 2 dice 30R
-[]Heavy Industry 5/5 80R
--[] Synchronized Cycle Fusion Plants 314/350 1 die 20R 100%
--[] North Boston Chip Fabrication (Phase 4) 340/1200 4 dice 60R
-[]Light & Chemical Industry 3/4 65R
--[] Superconductor Foundries 171/200 1 die 30R 100%
--[] Johannesburg Myomer Macrospinner (Phase 3) 325/360 1 die 20R 96%
--[] Chemical Fertilizer Plants 0/200 1 dice 15R
-[]Agriculture 3/3 30R
--[] Yellow Zone Purification Facilities (Phase 1) 0/160 3 dice 30R 84%
-[]Tiberium 5/5 100R
--[] Yellow Zone Tiberium Harvesting (Phase 5) 226/350 2 dice 40R 93%
--[] Mecca/Jeddah Planned City (Phase 3) 55/640 3 dice 60R
-[]Orbital Industry 3/3 60R
--[] Lunar Regolith Harvesting (Phase 1) 83/350 3 dice 60R+ 14%
-[]Services 4/4 40R
--[] Mental Healthcare Training Programs 91/200 1 die 10R 37%
--[] Expand Medical Schools 0/300 3 dice 30R 20%
-[]Military 5/5 + 5 170R
--[] Long Range Sensor System Deployment (Phase 1) 171/200 1 die 25R 100%
--[] Super MARV Reclaimator Fleet (RZ-7 North) 167/210 1 die 20R 88%
--[] Remote Weapons System Deployment Predator 151/350 2 dice 20R
--[] Orca Refit Deployment 0/200 4 dice 60R 91%
--[] Governor Class Cruiser Shipyards
---[]Hampton Roads 0/185 2 dice 40R 19%
-[]Bureaucracy 3/3 + 1
--[] Expand Union Support 0/180 4 dice 95%

615/615R, 6/6 Free Dice, 3/8 Fusion Dice.

Now reading through thread.

EDIT:Governors updated.
 
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New missile focused plan

[] Plan Do The Missile Dance
Infrastructure 5/5 120R
-[] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[] Rail Link Reconstruction (Phase 3) 3 dice 45R 86%
(Progress 143/300: 15 Resources per die) (+++ Logistics) (high priority)
-[] Mecca/Jeddah Planned City (Phase 3) 2 Tiberium dice + 1 die 60R 0%
(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)
Heavy Industry 5/5 80R
-[] Synchronized Cycle Fusion Plants 1 die 20R 100%
(Progress 314/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
(Progress 340/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 3/4 65R
-[] Superconductor Foundries 1 die 30R 100%
(Progress 171/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
-[] Johannesburg Myomer Macrospinner (phase 3) 1 die 20R 96%
(Progress 325/360: 20 resources per die) (++ Capital Goods, + Energy) (High Priority)
-[] Light Industrial Enterprise Grants 1 die 15R auto
(15 resources per turn) (+ Consumer goods per turn)
Agriculture 3/3 30R
-[] Yellow Zone Purification Facilities (Phase 1) 3 dice 30R 84%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
Tiberium 5/5 70R
-[] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 93%
(Progress 226/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
-[] Tiberium Stabilizer Development 1 die 30R 100%
(Progress 0/50: 30 resources per die) (+5 Political Support)
Orbital 3/3 8 fusion dice 60R
-[] Lunar Regolith Harvesting (Phase 1) 3 fusion die 60R 14%
(Progress 83/350: 30 resources per die) (+15 Resources per turn) (Fusion)
Services 2/4 20R
-[] Mental Healthcare Training Programs 2 die 20R 95%
(Progress 91/200: 10 resources per die)
Military 5/5 170R
-[] Long Range Sensor System Deployment (phase 1) 1 die 25R 100%
(Progress 171/200: 25 Resources per die) (Very High Priority)
-[] Reclamator Fleet RZ-7 North
--[] Super MARVs 1 die 20R 88%
(progress 167/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[] Remote Weapons System Deployment Predator 2 dice 20R 11%
(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) 1 die + 4 free dice 75R 74%
(Progress 0/300: 15 Resources per die) (High Priority)
-[] Shell Plants (Phase 4) 1 free die 10R 0%
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
-[] Governor Class Cruiser Shipyards
--[] Hampton Roads 1 free die 20R 0%
(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
Bureaucracy 3/3
-[] Security Reviews (Bureaucracy) 3 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources 615/615 Reserve 0/0
 
If you were a leftwing politician in GDI, whether an ideological communist or a believer in social democracy, whatever poison you prefer, and you led a party block advocating for workers rights, heavy regulation on corporations, supporting the common man regardless of geography, and moving the GDI in general as far away as possible from its hyper capitalist roots and the Outcome was this quest's GDI, History would remember you as the single most successful politician in the history of the fucking world.

The quest has moved ever more left every year of the quest. So if the practical, game reality requires us to wait a quarter, or a year for the co-op action, so be it. What government goes thru such a radical paradigm shift as this GDI has in like 8 years? It's already straining disbelief how much of a total about face the policies and political realities of GDI has turned around.

Ehhh, in universe that sort of shift can be attributed to the drastically changing material conditions - going from acute deprivation to being reasonably well off within less than a decade all thanks to the power of a centrally planned economy is a fairly dramatic endorsement of the efficacy of a socialist economy.

Of course from a Doylist perspective, 2020-2021 has been radicalizing the playerbase as well. :V
 
Yes, but I am yet to see any initiative on legislation from them, and frankly, we do not need their whole body for once in four years budget session, that's something we could just have popular vote on.
Like don't get me wrong, I'm all for democracy, but our Parliament doesn't seem particulary active? I sometimes feel like it's us who runs GDI and they exist merely for rubberstamping us. There is also Director, who in all time of the quest existing, as far as I remember, done exactly nothing?

Ithillid is writing more than enough just keeping up with the activities of one single branch of the government. If he had to write out a detailed summary of what every single branch was doing every single quarter the updates would end up being a novel for every quarter. Parliament, the Joint Chiefs, the Director, the Welfare Department, InOps, and everybody else is doing just as much as we are in the background. You gotta allow for the fact that this is a hobby project being written for free by one person in their spare time. We're not going to get detailed updates on how Parliament is adjusting the VAT by 0.7% in certain Blue Zones, just trust that they are in fact doing things. It's an inherent constraint of the format that we're never going to see the things they do unless Ithillid slows the update pace way down and takes the time to write 50k words about every other branch every single turn, but they're definitely doing things.
 
If we do go with Liquid Tiberium cells it'd probably be a good idea to take the improved Tiberium containment research at the same time, as thats stuffs far more volatile than what GDI is used to dealing with so our normal storage methods might not cut it.

I mean, it's actually isn't that volatile? Still dangerous, but canonicaly, Kane couldn't explode it himself and contained it without issue.
 
I mean, it's actually isn't that volatile? Still dangerous, but canonicaly, Kane couldn't explode it himself and contained it without issue.
Actually, it's extremely volatile. GDI's early Liquid Tiberium experiments had constant accidents and containment breaches that meant GDI was always on the edge of shelving the project.

And that Red Zone in Australia? That's there because of GDI's main Liquid Tiberium lab exploding.

I think we're still likely to try for it because we really do need every bit of power generation we can squeeze out. It's just well... Pray we don't roll a Nat 1.
 
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And that Red Zone in Australia? That's all because of GDI's main Liquid Tiberium lab exploding.
...thanks to Kane. You cannot even blame it on the entirety of Nod lining up behind the idea and executing it on Kane's orders. The only other one you can blame would be Brother Marcion and the Australian chapter of the Black Hand. Most of it was Kane's Ex Privata Industria. Another one of his personal pet projects, just like LEGION.
 
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...thanks to Kane and Brother Marcion. You cannot even blame it on the entirety of Nod. That was Kane's Ex Privata Industria. Another one of his personal pet projects, just like LEGION.
Yes, but even before that, both NOD and GDI was reporting repeated explosions inside the Lab from the experiments having accidents and problems. To the point where GDI sent a message saying "One more fuckup, and we're shutting down the entire project."
 
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[X] Plan Sorry Carter
Infrastructure (5 dice)
-[X] Rail Link Reconstruction (Phase 3), 3 dice (45 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
Heavy Industry (5 dice)
-[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[X] Superconductor Foundries, 1 die (30 Resources)
-[X] Johannesburg Myomer Macrospinner (phase 3), 1 die (20 Resources)
-[X] Light Industrial Enterprise Grants, 1 die (15 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Purification Facilities (Phase 1), 3 dice (30 Resources)
Tiberium (5 dice)
-[X] Yellow Zone Tiberium Harvesting (Phase 5), 2 dice (40 Resources)
-[X] Mecca/Jeddah Planned City (Phase 3), 2 dice (40 Resources)
-[X] Tiberium Stabilizer Development, 1 die (30 Resources)
Orbital (3 dice)
-[X] Lunar Regolith Harvesting (Phase 1), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[X] Mental Healthcare Training Programs, 1 die (10 Resources)
Military (5 dice +6 Free)
-[X] Long Range Sensor System Deployment (phase 1), 1 die (25 Resources)
-[X] Reclamator Fleet RZ-7 North (Super MARVs), 1 die (20 Resources)
-[X] Remote Weapons System Deployment Predator, 1 dice (10 Resources)
-[X] Universal Rocket Launch System Deployment (Phase 1), 5 dice (75 Resources)
-[X] Governor Class Cruiser Shipyard(Dakar), 3 dice (60 Resources)
Bureaucracy (3 dice)
-[X] Security Review (Bureaucracy), 3 dice

Resources Available: 615
Resources Spent: 610
Resources Remaining: 5

GDI's not going to turn into Free Market Hell from one set of Light Industry Grants; Not with how heavily we've been regulating the market and enforcing co-op rules. And frankly, I don't think we can Centrally Plan Toothbrushes, because LCI Consumer Goods is always going to be one of the first things on the chopping block when the time comes to cut costs. And we're always cutting costs because part of the structure of a PlanQuest is never having enough to do everything you want.

Also, the 2nd largest party and one of our main support bases are the Market Socialists who do want some Grants.

And anyway, I overall decided that it'd be better to go with the only 3 dice on Orbitals Plan. My thoughts for the next couple of turns are:

Next Turn:
-2-3 dice into RWS
-3 Dice into Shipyards
-Remaining Dice into Shell Plants.
-3 Free Dice into Space

And the turn after RWS gets swapped for Orcas (presuming that RWS finishes.) And whenever Shell Plants finishes we move onto a round of Ablat. The start of the Next Plan is a good time to go really heavy onto Shells/Ablative, because when that happens, we'll have way fewer resources, and Shells/Ablative cost a mere 10 Resources per dice.

This turn though, I want to keep the Shipyard Push coming, finish the stuff that almost completed last turn, and get the URLS out so we can deal with these damn Vertigo Bombing raids and Barghests. They've been mentioned over the last few turns with greater and greater concern. And unlike the shell situation, the QAAM demand's not gonna go down because we're not pushing anymore, since NOD is getting confident enough to launch aggressive air action over GDI territory.
 
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[X] Plan Do The Missile Dance
Infrastructure 5/5 120R
-[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[X] Rail Link Reconstruction (Phase 3) 3 dice 45R 86%
(Progress 143/300: 15 Resources per die) (+++ Logistics) (high priority)
-[X] Mecca/Jeddah Planned City (Phase 3) 2 Tiberium dice + 1 die 60R 0%
(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)
Heavy Industry 5/5 80R
-[X] Synchronized Cycle Fusion Plants 1 die 20R 100%
(Progress 314/350: 20 Resources per Die) (++++ Energy) (High Priority)
-[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 0%
(Progress 340/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 3/4 65R
-[X] Superconductor Foundries 1 die 30R 100%
(Progress 171/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
-[X] Johannesburg Myomer Macrospinner (phase 3) 1 die 20R 96%
(Progress 325/360: 20 resources per die) (++ Capital Goods, + Energy) (High Priority)
-[X] Light Industrial Enterprise Grants 1 die 15R auto
(15 resources per turn) (+ Consumer goods per turn)
Agriculture 3/3 30R
-[X] Yellow Zone Purification Facilities (Phase 1) 3 dice 30R 84%
(Progress 0/160: 10 resources per die) (++++ Water, - Energy)
Tiberium 5/5 70R
-[X] Yellow Zone Tiberium Harvesting (Phase 5) 2 dice 40R 93%
(Progress 226/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation) (High Priority)
-[X] Tiberium Stabilizer Development 1 die 30R 100%
(Progress 0/50: 30 resources per die) (+5 Political Support)
Orbital 3/3 8 fusion dice 60R
-[X] Lunar Regolith Harvesting (Phase 1) 3 fusion die 60R 14%
(Progress 83/350: 30 resources per die) (+15 Resources per turn) (Fusion)
Services 2/4 20R
-[X] Mental Healthcare Training Programs 2 die 20R 95%
(Progress 91/200: 10 resources per die)
Military 5/5 170R
-[X] Long Range Sensor System Deployment (phase 1) 1 die 25R 100%
(Progress 171/200: 25 Resources per die) (Very High Priority)
-[X] Reclamator Fleet RZ-7 North
--[X] Super MARVs 1 die 20R 88%
(progress 167/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[X] Remote Weapons System Deployment Predator 2 dice 20R 11%
(Progress 151/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
-[X] Universal Rocket Launch System Deployment (Phase 1) 1 die + 4 free dice 75R 74%
(Progress 0/300: 15 Resources per die) (High Priority)
-[X] Shell Plants (Phase 4) 1 free die 10R 0%
(Progress 3/300: 10 Resources per die) (-- Energy) (High Priority)
-[X] Governor Class Cruiser Shipyards
--[X] Hampton Roads 1 free die 20R 0%
(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
Bureaucracy 3/3
-[X] Security Reviews (Bureaucracy) 3 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources 615/615 Reserve 0/0

[X] Plan Sorry Carter
 
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