[X] Attempting to Resume Operations

[X] Plan Burning Political Support

[X]Plan About That Labor Shortage

Basically anything that involves the plantations before we lose them.
 
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For tech idea, it seem this one is recent. It's small and it it looks fairly stable, Part of the issue with other designs I've see. Is that they're too clunky. We all have big instruments left over from when rock band was popular, A lot of us just don't have space. So, if devs want to selll a lot they have to make something compact that people without much space can use


(also I noticed a video on the side list mention about VR Dive is nearly there ? Hadn't check it so not sure)

View: https://www.youtube.com/watch?v=FbS3_mbh7_g
 
[X] Plan About That Labor Shortage

Banging the drum for this plan as Services holds our best options for fixing our Labor problems, and is chronically under invested to boot outside of whenever Portals appear there.

Other good plans:

[X] Plan Gremlinstomping
[X] Plan at your Service
 
Hm...

[X]Plan About That Labor Shortage

This for now, until I can do an effort post or the voting closes. Whichever comes first.

Also:

I thought this quest died ?
Well you proved me wrong!

How did you take this:

A/N: No Ko-Fi link this time, and I would like to remind any of my subscribers that this is going to be the last of GDIquest for a time, and to cancel if you are not planning on following Mechanist quest.

A/N2: Sorry this is not up to my usual standards, but this is the best I can make happen at the moment.

Which was back at the start of August this year to mean that the quest died?
 
Just wondering about 'EVAs', how smart are they ? (at least in generation 4, also I haven't play C&C: tiberium game) Because it seem we already have this AI Vtuber tech here and she really smart and savage. Aside from that here is a fun video of her interaction with narrantor

View: https://www.youtube.com/watch?v=0XKK8_vs0Ps&t=142s

edit: Also now Character AI tool is a thing now, so it could help give you idea for how that character react and answer to certain question, too. Help make them stay in character and easier to brainstorm interaction (though it isn't 100% accurate if you don't feed enough data for them ? Check this short video for idea on how they were created)

View: https://www.youtube.com/watch?v=bWoyyWK2Sjk

That all, going to wait for the turn result then :D
 
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OK effortpost made of questions and points time:

Increase population in space by 14.45k

By my old calculations:

Increase population in space by 16.85k-0.4k = 16.45k

this should be 16.45k not 14.45k. Obviously I'm wrong, but I have no idea what I got wrong. Can someone help with this? I like my mathposts to be as accurate as I can make them.

Develop Inferno Gel in 2064 Q2

Politics
The initial political wrangling has pivoted on a previously low priority project: Inferno Gel, the Initiative's version of the Brotherhood of Nod's own flame weapons. Effectively an improved version of napalm, it is a core piece of the Brotherhood's arsenal of terror. While GDI is certainly no stranger to incendiary weapons, with large parts of its arsenal either having incendiary components or being entirely incendiaries, it does tend to use a different suite of materials, mostly because of the desire for munitions stability, preferring thermobaric, phosphorus, and thermite based systems. After the elections had completed, the reinvigorated parliamentary parties had been looking to make their mark on the coming two years.

"Crucible. I've listened to your concerns, and I understand where you're coming from. Fire is a terrible way to die. It should have been an easy win for a fledgling party. Getting rid of a munition that's unpopular with the citizenry, a waste of resources to the military, and in return establish a slightly higher baseline respect for all of humanity. A win-win-win-win. I certainly would have been happier had you succeeded.

"Unfortunately, you're still too new at this. To many of our people, you represent the enemy. And when they saw you requesting for the weapons removal, that only made them perceive it as more effective and desirable. You'll need to be more subtle in the future, better train your party for public speaking, and build allies elsewhere in the Initiative if you want your proposals to go through.

"If it helps at all, the military is still against the deployment of the gel. They only begrudgingly accepted the development after I told them that InOps would be better able to track domestic terrorists' attempts to produce the material if we knew how it was manufactured."

-Snippet of conversation between Hackett and Crucible

This plan goal that was added in Q1 2064 is missing this turn and I think I know what happened to it:

[ ] Inferno Gel Development (Tech)
Derived from the Brotherhood of Nod's flamethrower systems, Inferno gel is a weapon of terror more than anything else. However, it does have its uses, and one of those is as a means of killing vehicles rapidly. By drenching a vehicle in pyroclastic gel, many of the soft systems can be destroyed, and the people inside blinded and likely immobilized.
(Progress 0/40: 10 resources per die) (Goes Away Q3 2064)

[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 15 resources per die)

It's a munitions project now and it is a 40 progress project when the Department of Munitions gives us 50 progress each turn. It literally autocompletes this turn. I could be wrong, but then why did @Ithillid keep those posts from last turn result in if he had removed Inferno Gel from the game?

Next up something that @Ithillid actually missed:

[ ] Advanced Tunnel Borer Development (Tech) (New)
While digging holes is something that GDI has gotten remarkably good at, the Brotherhood was at one point a master of the field, connecting large parts of the world through a network of tunnel systems, allowing them to move forces safe from GDI airborne and orbital surveillance. Adapting their technology, if not their ambitions is likely to open new areas where the Initiative can make connections, and speed construction.
(Progress 80/80: 15 resources per die) [40, 8, 20]

Tunnel boring machines are not particularly new, with the first being Marc Isambard Brunel's shield in 1818, a relatively simple iron scaffold that provided protection for the twelve excavators working the tunnel face. While the shield would be relatively quickly outdated, with Michel Henri Joseph Maus inventing a steam powered tunnel boring machine named the Mountain Slicer, built for the king of Sardinia in an attempt to build a 12.8 kilometer tunnel through the Alps, which, at the time, would have been the longest tunnel in the world.

Brotherhood tunneling networks have their own history, with the first generation actually predating the First Tiberium War, with multiple major tunneling companies actually being Brotherhood fronts, developing the technology under the noses of everyone else. However, it was in the prelude to the Second Tiberium War that the Brotherhood, first as disparate groups, and later as a systematic program, began development of a worldwide tunnel network, able to travel nearly anywhere through a so-called "underway" that still has sections in use today. The big innovation has been speed – a combination of an adaptive drill head, that can dial its openings and cutting edges so that it can change the profile of attack to best match whatever is being cut through, a series of waterjets that provide critical cooling at the interface, and a number of other systems to improve the speed of the drills. These include various means of producing shock heating to fracture the rocks being drilled, mostly implementations of crystal beam lasers – but in some cases plasma cutters, and occasionally even more exotic options might be employed.

The Initiative design adds a few of its own tricks: namely a set of sonic projectors, effectively allowing it to use modulated sonic pulses to shatter and shake loose rock and dirt and stone in the way, easing the course of the borer and minimizing the amount of wear on the cutting head – an important innovation especially as it also does a fair bit to break up the Tiberium that is so common underground. However, the primary utility is likely not going to be on Earth, but rather in the digging of Lunar colonies, with the now finished 'Crown Jewel' stations offering a blueprint for life among the cosmos.

We finished Advanced Tunnel Borrers last turn and this turn we got:

[ ] Japan-Korea Tunnel (New)
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)

while we did not get:

[ ] Bergen Superconductor Foundry (Phase 4)
Scaling up production once more will allow superconductors to find their way into a wide array of products, ranging from the ordinary to ones that most people will never see in their lives. Particle accelerators, fusion plants, network interchanges, cogeneration facilities, and a wide array of other elements will be significantly improved by more widespread availability of superconductors.
(Progress 523/610: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 144/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

a decrease in the progress bar/number for Bergen Phase 5 even though the text makes it clear we are hollowing out mountains for Phase 5. @Ithillid either adjust the text of Phase 5 or decrease the progress bar however much you think is appropriate.

We also lost in Infrastructure:

[ ] Yellow Zone Fortress Towns (Phase 7)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, albeit one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Supports Green Zone Intensification)
(Progress 250/250: 20 resources per die) (+4 Housing)
(Progress 20/225: 20 resources per die) (+4 Housing) [8, 44, 34, 37]

To call the most recent wave of fortress towns 'Yellow Zone' is probably pushing the definition quite far, as they are not really in the Yellow Zones, or towns in any real sense. Rather, they are more akin to the castra along the edges of the Roman Empire – fortified encampments for the military, often with a walled civilian town outside the military-restricted camp. How much areas along the edge are Blue, Yellow or Green Zones varies along the line and in time, as Nod and GDI forces skirmish back and forth in small engagements and Tiberium makes its presence felt. Few civilians live in the towns, something that is unlikely to change. Even in the fortress towns closer to the Initiative's heartlands population is sparse, the few decrepit commieblocks that remain preferred over the farther flung settlements due to their closeness to the Initiative's cultural and economic hearts.
Only three groups favour living within the fortress towns, albeit with some overlap between them. The first group is the dependents and families of soldiers, moving with their deployments. The second are Initiative First hardliners seeking a community 'untainted by Yellow Zoners' – only a handful of whom grasp the irony of doing so in a place that was a Yellow Zone not that long ago – and other political puritans. The third are members of the Home Guard who desire to fight, and seek out housing and jobs where they can pursue this goal.
Less permanently, but no less importantly, there are the Forgotten, many of whom have begun using fortress towns and the environs around them as home bases and waystations. While these new fortress towns are rarely in better locations, they are some of the few nonmilitary personnel to routinely pay visits to these locations as an easy source of amenities (like hot running water) that are difficult to obtain or maintain during their long Red Zone treks.

the 8th Phase of Yellow Zone Fortress Towns. I'm guessing some other part of the GDI apparatus is doing that and expanding the defensive networks as well now and for my money InOps is now running that project among other things with the resources we transferred them last turn.

And on top of that because of this:

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 149/170: 10 resources per die) (+2 Food in Reserve, -3 Food) [13, 29]

Despite being strategic, the current wave of food stockpiles are being constructed in an immensely tactical sense. While fronts like South America that are not expected to see a significant response from the Brotherhood have seen slow construction, the critical ones in areas like the Arabian Peninsula, Madagascar, and the Himalayas are, for the most part, ready to receive food supplies. All three are expected to receive nuclear strikes as part of Al-Isfahani's retaliation against any invasion of Karachi, and with zero hour fast approaching, everyone who can read a calendar knows that war is on the horizon.

we don't have the option of doing CRP until it is a better product or the Karachi offensive is done. People do remember that NAT 1 on Freeezing Plants that got every politician giving us a stink eye for not having proper food stockpiles? Yeah that is in play now because of the nuclear threat.

Next up is both Heavy Industry and Light and Edit: Chemical Industry where there are no new changes. Only stuff we did last turn has changed and no new actions were added.

Next up is Agriculture where we:

[ ] Reforestation Campaign Preparations (Phase 1)
While actively regreening the world is certainly premature, between the continued expansion of Tiberium underground and the continued war with the Brotherhood of Nod, some efforts can be taken immediately to stabilize vast amounts of now-barren land reclaimed from Tiberium and begin the long march towards rebuilding functional soils.
(Progress 737/805: 5 resources per die)
(Progress 0/790: 5 resources per die)
(Progress 0/790: 5 resources per die)

[ ] Reforestation Campaign Preparations (Phase 2)
While politically open at this point, the reforestation campaigns have been scaled differently, abandoning goals of biodiversity, while instead focusing on securing as much land as possible. While some of the measures are likely to require abatement of their own, land secured now, is far more important than potential losses later.
(Progress 280/790: 5 resources per die)

lost the 3rd Phase of reforestation. Everything else is just what we had last turn minus the stuff we did do.

In Tiberium we gained:

[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+10 Energy) (+5 Resources Per Turn)

+5 Resources per Turn for every new Liquid Tiberium Power Cell Deployment Phase, but do we need to do a refit on the previous Phases? And can we build Liquid Tib Refineries in the Red Zones where they are needed since the Deep Red Zones have Liquid Tib occuring naturally at this point?

We also don't know how much STUs the new Refineries will net us untile we build them. Oh and Improved-Hewlet Gardener Refits are still here even if they are no longer plan goals for some reason:

[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 0/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)

[ ] Improved Hewlett-Gardener Refits (Phase 3)
While there are now IHG plants in production, and a number of smaller and secondary plants in the middle of the conversion process, there is still a significant amount of work to be done before even touching the grandiose assemblages of Jeddah, Chicago, or similar.
(Goes away Q1 2065)
(Progress 2/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/200: 35 resources per die) (-1 Labor)(Converts 450 processing capacity)
(Progress 0/300: 35 resources per die) (-1 Labor)(Converts remaining processing capacity)

Next is Orbital where we finally have Lunar Homesteading and the first round of it is just making Lunar Mining Towns. OK. Still missing:

[ ] Orbital Cleanup (Stage 11)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 85/85: 10 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 109/85: 10 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites) [21, 75]
Income 2d2: [2, 1] = +25 R

The last stages of cleaning up the orbitals is as much about ensuring sustainable cleanup as it is anything else. While far less dramatic than the vast swarms of debris from the Philadelphia, or the remnants of decades of satellite launches, GDI's attempts to colonize space are fundamentally dirty. Every fusion ship leaves a trail of water molecules that agglomerate and form into ice. Every bolt lost and every chip of paint represents an orbital hazard. While space is mostly empty, as GDI prepares for the long term there has to be a sustainable way to manage the problem. Magnetic and more recently developed gravitic nets are certainly a part of the solution, as are the gravitic drive systems that leave much less in the way of trails of ejecta. But as a whole, space debris is a problem that is going to continue to have to be solved in the long run.

However, at the same time, the near-Earth orbitals are cleaner than they have been since before the Apollo program. Old satellites have been either scrapped or sent to museums. Fragments of the old Philadelphia and Ion Cannons sent to a thousand memorials, or churned into a brighter future. The detritus of the old world converted into the homes of a new one.

the Orbital Power Stations.

In Services for some reason:

[ ] Fifth Generation Electronic Video Assistants
The fourth generation of EVAs was something of a wet squib, pushed to readiness too early and with too little in the way of support, leaving refits both expensive and doing relatively little. However, GDI's computing technology has advanced in leaps and bounds, providing significant hardware and software advances. This, combined with the lessons learned from previous generations, has provided the opportunity for a new, better-supported generation of EVAs.
(Progress 0/200: 40 resources per die)

The Fifth Generation Electronic Video Assistants Action doesn't have the (New) tag. what. @Ithillid what.

On the topic of implants I did an effort post before the break. Go read it.

In Military these two:

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 110/60: 10 resources per die) [28, 46]

Binary propellants are, while not useless for GDI's needs, deeply problematic. Mostly because they require substantial amounts of complexity, substantial additional hydraulic work, and when mixed improperly are substantially dangerous. In the Regency War and before, the number of Brotherhood tanks that brewed up when the ammunition storage for their biprop guns was pierced was substantial. While they certainly did have various forms of CASE, their designs were insufficient, and for that matter, on any existing design, GDI's own attempts are likely to be insufficient.

There is however, one primary mission where the biprop system is actually reasonably useful. A generational improvement in Initiative artillery systems, a new vision of an artillery corps that is far more manpower lean than the current approach, using higher velocity guns throwing heavier shells. The key improvement is actually in command and control systems, with a single "battery command vehicle" leading a unit of automated artillery vehicles, plotting trajectories, before passing out fireplans that the automated vehicles execute, before repositioning. This use of drone-vehicles enables safe use of the highly volatile propellants. In the event of a stoppage that requires human intervention, a Zone Trooper exoskeleton with extra armor has been provided, although field expedient procedure is likely to accept a remote detonation of the drone.

When targeted by fire from laser weapons of class II through V, binary propellant adapted Predators were completely unsurvivable, with laser fire causing sympathetic exothermic events, and heating the fighting compartment to over two hundred degrees Celsius, despite repeated efforts to insulate the binary propellant canisters, and separate them from the fighting compartment. On test vehicles IIIC and IIIE, the binary propellant breached into the fighting compartment and would have killed all inside.
  • Excerpt from Proving Ground Aberdeen's report on testing for Biprop Predator survivability.


[ ] Advanced Armor Composites (Tech) (New)
While GDI's armor is quite effective under most circumstances, STU technologies offer a potential to build armors that are substantial improvements over existing designs. All armor requires tradeoffs, in weight, cost, volume, and protectiveness, and oftentimes different profiles of protectiveness. Exploring the uses of STUs, and Visitor armor alloys, will see if there are potential advantages to be had in GDI's next generation of combat platforms.
(Progress 84/80: 15 resources per die) [11, 27]

Armoring in the modern day is a careful balancing act, and in some ways a fundamentally challenging one, not only because of the tradeoffs between protection, weight, and volume, but also, increasingly, because of the variability of what is actually needed in terms of threat profile. A century ago, there were basically three potential problems hitting a tank. A shaped charge, a kinetic impactor, or a high explosive shell. While each needed something different, it was a much narrower field than the modern day, which has all three of those, plus laser and plasma weaponry.

Marrying these many demands for durability, strength, and other needs was done by the Visitors, like most advanced armors, by compositing different materials together. The difference here is that rather than use traditional terrestrial materials, the Visitor's armor was made of layers of alternating STU doped substances, and was far thinner as a result. Despite this, the material showed an admirable balance of properties, combining into a single package energy redirection, ductility, radiation shielding, and a host of other useful qualities. GDI, on the other hand, has always been fond of heavy metal, and there is some considerable desire to simply use the increased capability for increased capabilities. Or, in terms understood by the meanest private, use the new alloys to produce the same thickness of plate for better protection.

are responsible for this:

[ ] Next Generation Armored Vehicles (Platform) (Merged)
GDI's mainline armored vehicles, from the Guardian APC, to the Predator, Mammoth, and the array of other platforms based on the core chassis have become a noose around the Initiative's neck. Across the entire fleet, the platforms have effectively reached the endpoint of what can be practically done to them. A redesign from first principles integrating new technologies and doctrinal requirements is needed to renew the vehicle park.
(Progress 0/160: 30 resources per die)

Great. Less work for us in that department even if we have to deploy them manually instead of leaving them to the Department of Refits.

GD-3 now only needs one Phase done by us and then it autodeploys. Not sure we should be doing that this turn, but at the same time I understand the argument of having at least some of those when we go for Karachi. Even if they are late for it.

This:

[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)

is also a form of Drone Tech because of this action we did way back at Q3 2051:

[X] Tiberium Algae Decontamination
The eradication of Tiberium algae in the aftermath of the Second Tiberium War was a major milestone in our war to retake the earth, and was a major lauding point for the future successes that the GDI would be able to accomplish. Unfortunately, this success story is now in ruins, with new growths detected in many of our major lakes and rivers. By focusing on water purification and wet-water harvesting systems, we can hopefully be able to boast once again that the GDI, and by extension humanity, still has a future on Earth. (Progress 537/400: 10 resources per die) (slightly contributes to plan goal)

In a massive shock labor operation, combining dredging, submarine harvesting, and bag netting of drifting algae pods, the waterborne forms of the xenoforming crystals have been beaten back around the world. With much of the labor being done by drone operations, there have been efficiencies discovered that were not during the interbellum. With fewer crews and much more effective collection methods, what had been expected to be a value neutral operation has actually been running a small surplus, something that has been a pleasant surprise given the limits of GDI's military response forces.

If we research the submarines and better drone networks at the same time this will probably net us more underwater abatement.

Also keep in mind that this:

[ ] Realign Standard of Living (New)
As part of parliamentary negotiations, the Treasury is being required to reassess the level of Consumer Goods production and availability that will be considered an acceptable baseline, adjusting away from wartime privations and towards a standard closer to the early 21st century in many areas. This is in part due to rising reports of inequality and accusations of favoritism from varying parties, and so the expectation is that the process will provide evidence to refute such claims.
-[ ] Low level adjustment: -150 Consumer Goods, -10 Consumer Goods/Turn
-[ ] Moderate adjustment: -200 Consumer Goods, -12 Consumer Goods/Turn
-[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn

will affect our Labor pool because the Larger the adjustment to the Standard of Living the more of a Green Light our corporations will have to expand and hire more people to make more stuff.
 
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Alright time for my own plan:

- Infrastructure has 2 Die on Blue Zone Arcologies for that refugee preparation, 2 Die on Rail Network Construction for better Vein Mining and more dispersed population placement and 1 Die on the Trans-American Railroad because that is better Red Zone Mitigation even if it doesn't give us more RZ Mit.

- Heavy Industry focuses down North Boston with 6 Dice and Erewhon so we can get it done preobably next turn and certainly this year.

- Light and Chemical Industry is focusing on Bergen with all 4 Dice so it is done this year most likely.

- Agriculture is doing a Die each on Spider Cotton, Tarrberry Plantations, Strategic Food Stockpiles and Organ Farming Programs because each of those is important in their own way. Oh and two Die on Laboratory Meat because we will need the Consumer Goods.

- Tiberium does 2 Die on Xenotech Processing to be able to finish it next turn, 2 Die on Enchanced Harvest Tiberium Spikes both for the Mitifation and for burning Political SUpport and 3 Dice on Forgotten Experimentation to burn PS and get us better anti-Tiberum infection medicine to keep our Tib edge.

- Orbital has 3 Dice on High Density Bay for better range of Housing in space, 1 Die on Species Restoration to get one round of that done and 3 Dice on Lunar Homesteading because we need that done.

- Services has 4 Dice on Autodoc deplyoment to both burn PS and work out any kinks in them before we go for Karachi, 1 Die on Cosmetic Biosculpt to finish that, 1 Die each on both Prosthetics Actions and 2 Die on Developing the Drone Control Hub so we cover all our easy bases for Labor gain.

- Military is doing 2 Die + AA Die on Laser Deployment to get a reound of it out this turn, 1 Die each on Advanced Articulation and Fast Twitch Myomers and 2 Die on GD-3 because we only need to do the first round before it starts autorolling.

- We don't actually have to transfer funds to InOps this turn specifically and so I'm doing an AA Die combined with both turning over the Capital Goods and raising the standard of living as high as we can so that the corporations can starts expanding and the refugees have even more reason to come to us.

[X] Plan Bracing for Impact 2.2:
-[X]Infrastructure (5/5 dice, +27) 70 Resources:
--[X] Blue Zone Arcologies (Stage 5): 29/450 15 RpD, 2 Die = 30 R 0% 2/5.5 Median ADC N/A
--[X] Rail Network Construction Campaigns (Phase 6): 108/245 15 RpD, 2 Die = 30 R 88% ADC 17
--[X] Trans-American Railroad: 0/120 10 RpD, 1 Die = 10 R 11% ADC 39
-[X] Heavy Industry (6/5 Dice + 1 Free Die + Erewhon +34 bonus) 105 Resources:
--[X] North Boston Chip Fabricator (Phase 5) (updated) 750/1805 15 RpD, 6 Dice + Erewhon Die = 105 R 6.5/12.5 Median ADC N/A
-[X] Light and Chemical Industry (4/4 Dice +29 bonus) 120 Resources:
--[X] Bergen Superconductor Foundry (Phase 5) 144/1140 30 RpD, 4 Dice = 120 R 4/12.5 Median ADC N/A
-[X] Agriculture (6/6 Dice +29 bonus) 80 Resources:
--[X] Spider Cotton Plantations (Phase 2) 60/160 20 RpD, 1 Die = 20 R 51% ADC 26
--[X] Tarberry Plantations (Phase 3+4) 3/65/130 10 RpD, 1 Die = 10 R 97%/11% ADC 7/39
--[X] Strategic Food Stockpile Construction (Phase 5) 149/170 10 RpD, 1 Die = 10 R 100% ADC 1
--[X] Laboratory Meat Deployment (Phase 1) 0/170 15 RpD, 2 Die = 30 R 57% ADC 27
--[X] Organ Farming Programs (Tech) (MS) 76/120 10 RpD, 1 Die = 10 R 100% ADC 1
-[X] Tiberium (7/7 Dice +39 bonus) 210 Resources:
--[X] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 40 RpD, 2 Die = 80 R 0% ADC N/A
--[X] Enhanced Harvest Tiberium Spikes (New) 0/180 20 RpD, 2 Die = 40 R 70% ADC
--[X] Forgotten Experimentation (Tech) 0/260 30 RpD, 3 Dice = 90 R 87% ADC 22
-[X] Orbital (7/7 Dice +34 bonus) 170 Resources:
--[X] Columbia High Density Housing Bay 0/295 20 RpD, 3 Dice = 60 R 40% ADC 27
--[X] Shala Species Restoration Bay (Stage 1) 206/255 20 RpD, 1 Die = 20 R 100% ADC 1
--[X] Lunar Homesteading (Phase 1) 0/250 30 RpD, 3 Dice = 90 R 71% ADC 22
-[X] Services (9/4 Dice +35 bonus) 230 Resources:
--[X] Autodoc Systems Deployment 0/280 30 RpD, 4 Dice = 120 R 97% ADC 16
--[X] Cosmetic Biosculpting (Tech) 308/345 30 RpD, 1 Die = 30 R 100% ADC 1
--[X] Civil Sensory Augmentics Development (Tech) (New) 67/120 20 RpD, 1 Die = 20 R 100% ADC 1
--[X] Civil Prosthetics Development (Tech) (New) 79/120 20 RpD, 1 Die = 20 R 100% ADC 1
--[X] Drone Control Hub Development (Tech) 0/180 20 RpD, 2 Die = 40 R 72% ADC 22
-[X] Military (6/6 Dice + AA Die +31 bonus) 120 Resources:
--[X] Initiative Laser Systems Deployment (Phase 1) (Updated) 0/185 25 RpD, 2 Die + AA = 75 R 99.93% ADC 18
--[X] Advanced Articulation Systems (Tech) (New) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[X] GD-3 Deployment (Phase 1) (High Priority) (Updated) 0/180 10 RpD, 2 Die = 20 R 49% ADC 26
--[X] Fast Twitch Myomers Development (Tech) (New) 0/60 10 RpD, 1 Die = 10 R 99% ADC 5
-[X] Bureaucracy (4/4 Dice +29 bonus):
--[X] Administrative Assistance Initiative Laser Systems Deployment 2 Die
--[X] Hand Off Capital Goods to Market (-10 CG) 1 die (autocomplete)
--[X] Realign Standard of Living (Large Adjustments) 1 die (autocomplete)
-[X] Total Cost: 70+105+120+80+210+170+230+120 = 1105/1380

Edit: Approval voting:

[X]Plan About That Labor Shortage

Because it is the plan I prefer of the two leading ones. It has our Plants Genetics tech being deployed.
 
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the 8th Phase of Yellow Zone Fortress Towns. I'm guessing some other part of the GDI apparatus is doing that and expanding the defensive networks as well now and for my money InOps is now running that project among other things with the resources we transferred them last turn.
I expect it's part of a pivot in military strategy. Before, we were pushing Nod back and reclaiming territory from them. Except now we've reclaimed so much that some Nod forces are twitching towards WMDs to stop us. Karachi looks to be the last major incursion into Nod territory in general in the near future, though MARV hubs will continue enabling some pressuring of Nod territory. Instead, we might be pivoting to expanding our holds where Nod is generally not - Securing Green Zones, and reclaiming from the Red. That this enables more extensive glacier mining and thus major income boosts that could support funding military projects, etc is an added bonus.

Of course, it could also be that the military would rather not push hard globally with the current motor pool, and so are looking to alternate options until next gen systems come online.

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So, someone mentioned maybe renaming Deep Red to Black, IIRC. I think the biggest issue with that is we have "Deep Red Operations" which would end up as "Black Operations." I believe we can all see what confusion may erupt from that particular name change. That being said, we've already had a case of redesignating stuff to better differentiate a particular zone (Yellow / Green Zones) based on its conditions, so I wouldn't consider it out of the question that some sort of differentiation occurs to separate Deep Red from regular Red.
 
For infrastructure, personally I would prefer if we dropped three to five dice on the new logistics projects and maybe one to two on housing refits, but I have no complaints about any of the plans I've voted for. I would think the housing refits would be better handled with replacing them with skyscrapers or high rises to increase housing availability in urban centers, but our previous focus on expanding apartments and arcologies probably blinded treasury to the option.

MARV expansion I don't think is in the cards until Karachi at least starts, and using MARV hubs to feed our voracious hunger for STUs while prepping for even more red zone operations seems like our best option for mitigation and not over stretching our buddies in ZOCOM. It also relies heavily on equipment over manpower so that aligns with our labor concerns in the near term.

I expect Service projects will suck up most of our free dice for the next few quarters as we struggle to get eye replacements to the blinded, get out next gen prosthetics to increase work force participation, and set up the next round of EVAs and and AI developments. With everything we need to do in the rest of the plan, we might end up cannibalizing the private economy to fuel labor in the military sector and industry. Taxation might be screwed.
 
I'd want to do at least one new MARV as to make use of the field refining tech and get it going through the dev cycle. Granted, don't know when we can squeeze that in, bht it's definitely something I'd want to do before the end of the plan.
 
I figure we should make our first two new MARV hubs on the Suez and the other in Eritrea, though we might want to hold off on Eritrea (YZ16) until after we claim the yellow zones to see if there's a better place further into the interior. We haven't pursued plain red zone harvesting in years, but 'striking up the Congo' makes more sense if we build a MARV hub at the mouth.

If we get a reassessment of potential RZ ops from ZOCOM in favor of less manpower intensive efforts, I figure MARV hubs would be the way to go, and defensively we might stick a BZ hub in the Himalayas to deter another siege attempt from the Bannerjees or Petrov. I doubt Isfahani is going to survive this.
 
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