I don't think Zone Armor for ground forces is a priority, but if people want to do it, then I'd highly recommend Zone Defender Revision first, just so mass production is cheaper.

I'd also recommend Light Combat Laser development, because I'll recommend that for everything the military thinks they can get away with sticking them on.
 
With that said, I will note that I don't consider Ground Force power armor to be a prerequisite for Karachi. I say this because Ground Forces themselves doesn't consider it a prerequisite. They were ready to go for Eastern Paris without power armor; it was only the Navy informing us of the requirements and the price we'd have to pay because they lack the hulls to go on the offensive without stripping the convoy routes bare that there's even a problem.
On Power Armor, we aren't leaving Power Armor hanging anymore, cuz I can already see we're about to get whacked with a damn steel chair or something by surprise Gana pushes from a couple of the good Warlords

So no, just cuz Ground Force says "they don't need it" don't mean anything anymore, ZOCOM wanted us to begin releasing it last decade too, and we failed to even do ONE factory for it, just as a small production to see how much it could help.

And Navy is a clusterfuck right now, because even with Wartime Production, I'm not sure we have the time left to keep Convoys safe from a concerted push by even a Major Warlord pair anymore.
 
I don't think Zone Armor for ground forces is a priority, but if people want to do it, then I'd highly recommend Zone Defender Revision first, just so mass production is cheaper.

I'd also recommend Light Combat Laser development, because I'll recommend that for everything the military thinks they can get away with sticking them on.
Oh I'm not saying get it done now or something, but I do think we should grab it within the next 4 turns or so. And I was planning to ask our regular plan makers to see if they can spare a dice for the defender revision yeah.
 
Were you arguing for those perils at the time?

Because I feel like your position leans heavily on the idea that you're watching a bunch of idiots be idiots for not being willing to do what is obviously necessary, when in reality you're just the person who's most willing to lecture the rest of us on how idiotic it would be to do something we're all grudgingly agreeing we may not be able to do.

Wew. That's a lot of stuff I didn't say. Post wasn't really meant to be an 'I told you so.' And saying something was an error is not calling everyone involved an idiot.

If you really want my credentials though my first India-Naval situation related post was on the 15th of September in the Discord and it goes on from there but that's not a real place so let me just check because I followed and prattled in the side venue for a while before ever speaking in-thread.

So my first post pleading the case of not stopping the navel sound was on the 23rd of November so that's about 5 or 6 turns ago. We'd just polished off the point defence refit and then the funding stopped, so to now that's about a year and half-reaction time.

And indeed you and I have had the 'Let's just slam out some frigates discussion' previously with you on the side of no. So forgive me Simon but I'm not sure what you're getting at because my position hasn't changed for months.
 
Can we please stop relitigating decisions that are now moot?

Regarding spending for the rest of the plan, assuming average dice, we have 13 Military dice to spare after commitments (including Escort Carriers) are locked in. (ASAT 4, OSCRT 3-4, another round of Shells/Ablat/URLS, Mastodon development+Deployment, and now Escort Carriers.) We need to put most of those into Air Force stuff, so we're not likely to be able to do much for Ground Forces stuff this Plan. Although, I do want to do Heavy Support Lasers Q3 or Q4, to ensure that new-built ships have the major PD boost that they are advertised as.
 
They could combo in some way.

The claws could increase harvesters ability to grab tiberium deposits and internal tendrils could strip the tiberium out, condense and store it efficiently, then have the harvester expel whatevers left.

Or multiple harvester types. Huge claw based ones attacking big deposits and smaller tendril based ones following after to filter any tiberium bits from the ground.

Lots of options. Definitely in favor of researching both.
Hmm, how do you think it will impact our use of Tiberium Spikes, because they canonically also extract Tiberium from underground deposits? Hmm, the tendrils likely would be assets in our oceanic extraction of Tiberium, able to filter it out of the water like a jellyfish. Thinking about it, each faction's form of Tiberium extraction is specialized in a specific size of Tiberium crystal. GDI tech is specialized in extracting large crystals by shattering them with sonics before extraction, Nod specializes in medium size crystals, using their claws to till the soil and extract the crystals into their holds, and the Scrin specialize in the smallest particles of Tiberium, filtering out other materials.
 
Just as a reminder, Stahl's clean sweep and that 03vs87 on raiders will likely mean we have to spend dice and resources patching some damage. Sabotage rolls too. And we might straight up have lost some resources from the raiders.
 
Just as a reminder, Stahl's clean sweep and that 03vs87 on raiders will likely mean we have to spend dice and resources patching some damage. Sabotage rolls too. And we might straight up have lost some resources from the raiders.
I wonder if any eventual repair action is going to be infrastructure dice, or the die respective to what was destroyed.
 
Can we please stop relitigating decisions that are now moot?

Agreed.

Regarding spending for the rest of the plan, assuming average dice, we have 13 Military dice to spare after commitments (including Escort Carriers) are locked in. (ASAT 4, OSCRT 3-4, another round of Shells/Ablat/URLS, Mastodon development+Deployment, and now Escort Carriers.) We need to put most of those into Air Force stuff, so we're not likely to be able to do much for Ground Forces stuff this Plan. Although, I do want to do Heavy Support Lasers Q3 or Q4, to ensure that new-built ships have the major PD boost that they are advertised as.

I agree with grabbing Heavy Support Lasers. Additionally I would like to complete as many of the Frigate yards as possible to reinforce our convoys. The other ships can wait until our current crop of yards are complete.

Along with that I would at least like to complete at least Firehawk Wingmen and Plasma warheads for the air force. I am less sold on the other options at this point. Our main concern with the air force has been losses to our air superiority wings. We haven't had as much a problem with the Orcas and Hammerheads, so I think we can delay those until the next Plan. The Apollo factories are heavy in Energy cost, and since we already have a lot of Energy hungry factories and yards it might be best to delay them until the next Plan. If we can find the Energy though each only takes a die to set up.

For Space Force, The only thing that jumps our at me as something to consider for this Plan is tactical ions, and they should wait until ASAT is fully online as that will provide us with the network capacity to fully support them. However, it and Orbital Lasers are less of a priority to me compared to finishing OSRCT.

As I've previously mentioned I would like at least one phase of Zone Armor for Ground Forces before the end of the Plan. Prior to taking that it would be ideal to finish the Zone Armor upgrades for cost reduction. Additionally Hallucinogen Countermeasures is desired to help counter NOD's tools.

For the Steel Talons, The Light Combat Laser and the Mrasp look like things to consider. The former due to its use in defending against missile attacks and the latter to improve our support equipment.

In the General military section, I believe we should take SADN phase 1 before the end of the Plan. The anti-stealth stuff is also something to consider, but we are going to need a lot of free dice for this list already I would like to develop it, but I don't know if we could afford to deploy it prior to the end of the Plan.

Total Military Dice = 48
Plan Required Dice = 35
Remaining Dice = 13
Required Energy = 25

High Priority Projects:
Air Force:
-Firehawk Wingmen: ~6 dice
-Plasma Warheads: ~2 dice
Navy:
-Heavy Support Laser: ~1 dice
-Frigate Yards: ~4 dice each x2
Total High Priority = 17 dice
Remaining Dice = 0
Free Dice Required = 4
High Priority Energy = 18
Total Energy = 43

Priority Projects:
General:
-SADN Phase 1: ~5 dice
ZOCOM:
-Zone Defender Revision: 1 die
Ground Forces:
-Zone Armor (Set 1) One Factory: ~3 dice
-Hallucinogen Countermeasures: 1 die
Steel Talons:
-Light Combat Laser: 1 die
-MRASP: ~2 dice
Total Priority = 13 dice
Total Free Dice Required = 17, Average: ~3 Free Dice per Turn.
Priority Energy = 4
Total Energy = 47

In summary 17 Free dice, and 3 Phases of fusion for this military proposal. 2 Phases are needed for the required projects.
 
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Looks pretty good, but we do need to fit in an Escort Carrier yard as a show of good faith to the Navy.

Escort Carriers are included in the required dice, I am assuming we complete the Merchantmen Carrier Refits (High Commitment) and are therefore required to complete the Carrier Yards before the end of the Plan.
General:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force:
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces:
-Complete one more phase of URLS production: 0/200 Progress ~3 dice median
--Requires 2 Energy
-Complete one more phase of Shell Plants: 7/150 Progress ~2 dice median
--Requires 1 Energy
-Railgun Munitions Development: 0/60 Progress 1 die 87%
-Complete one more phase of Ablative Armor: 54/200 Progress ~2 dice median
-Ground Forces Total = 8 dice

Navy
-NOTE: This is not currently in effect. This is a place holder if/when Merchantman Carrier Conversions completes. It is not counted in the Military dice. It is only meant to give a scale for the requirements.
-Merchantman Carrier Conversions: 150/200 Progress 1 die 92%
-Escort Carrier Shipyards (Battleship Yards) 0/120 ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
-Escort Carrier Shipyards (New York) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Dublin) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Nagoya) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 12 dice

Steel Talons
-Develop Mastodon: 0/30 Progress 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost ~3 dice median)
--Going by Havoc Deployment will require 4 Energy
-Steel Talons Total = 4 dice

Semi Required Projects:
-None

Military Total = 23 dice
48 Military dice for the rest of the Plan, 25 dice available, no free dice required.
//If Merchantman Carrier Conversion completes:
//Military Total = 35 dice
//48 Military dice for the rest of the Plan, 13 dice available, no free dice required.
 
Incidentally, does anyone realize quite how high endurance maritime patrol aircraft are these days? While trying to get an idea for convoy support from shore, I was figuring, "oh, just double the combat radius of a Rapier and call it a good estimate at 900km."

The P-8 Poseidon that replaced the P-3 Orion in the USN? It can fly out 2200km, then crisscross the ocean for 3900km (~4 hours on station) before flying another 2200km home without needing to refuel in air. The Kawasaki P-1 that replaced the P-3 Orion in the JSDF? 2500km range, plus 3000km crisscrossing the ocean on station, then another 2500km back with no refueling. The P-8 has five internal and six external hardpoints that can carry anti-ship missiles, torpedoes, mines, depth charges, etc. The P-1 has 8 external hardpoints, plus 8 internal hardpoints, with essentially the same potential loadouts each as the P-8. Fun fact - the P-8A can successfully deploy a Mk 54 ASW torpedo from 30,000 ft (9100m). Another fun fact - P-3 Orions entered service in 1962. USN retired them from active duty in 2020 (for the P-8A). Some countries are still using them. P-8A and P-1 entered service 2013. It's entirely possible the P-8 and/or P-1 are still in service with GDI.

There's not really a Mid-Atlantic Gap with these guys around. Hm. Last map update seems to indicate Azores and Canaries are BZ, so we could base maritime patrol planes out of there as well (honestly, looking at google maps, I'm fairly sure Aeroporto de Santa Maria in the Azores is probably an ex-air base where GDI could reopen a runway or two for their use, and Aeroporto das Lajes shares its runway with an airbase). But that's not a guarantee that convoys would have maritime patrol planes sweeping around/ahead of them, and who knows how large the air fleet still is at this point. I wonder if GDI AF will be requesting a new maritime patrol plane some time next Plan.

I am somewhat wondering just how much of a danger some convoy routes are if we pull carriers from them. Like East Coast to Europe or West Africa, or Europe to West Africa? Should have plenty of maritime patrol coverage available, plus hydrofoils once you get within ~450km of the coast. OTOH, again, no idea how much of a maritime patrol fleet GDI still has in 2060, though given YZ/RZ land coverage, they probably actually stayed invested in that area.

Also, we don't really know what Nod subs are like. Are they diesel/electric? Nuke? Liquid Tib? Diesel boats would have to surface or snorkel to recharge batteries, which makes them vulnerable to aircraft or ships in the area beyond when they go to attack. Nuke or Liquid Tib boats would only need to go shallow and slow to launch anything (because too deep or fast, and the weapon can't leave the tube... and too fast when shallow also means you make too much noise), so when they come up to prepare to attack they become more vulnerable, but still overall less vulnerable compared to diesel boats. I don't really expect larger surface ships outside of someone like Bintang, so outside of certain routes, raiders would likely have similar range to hydrofoils at best.

That being said, I'm ready to discover I'm wrong whenever the results post arrives. :D
 
Considering how much damage the minor raiders are doing to our shorelines (and either avoiding or eviscerating our hydrofoils), we might want to do the monitor development next turns. A shipyard or two could be useful as a stopgap measure until the shipyards finish the carriers and frigates.

They'd be of minimal value in straight fleet-to-fleet fighting, or in convoy escort rolls though.
I don't think the monitors could be built fast enough for us to develop a new ship class, build the shipyard, and then build the monitors before we already have frigates in the water and light carriers on the way.

I don't think there's really a way for us to work around the part where nearly every kind of warship takes at least a year or so to build, with the probable exception of those bitty little hydrofoils. The only real shortcuts are things like the merchant conversion carriers, which have their own problems.

On Power Armor, we aren't leaving Power Armor hanging anymore, cuz I can already see we're about to get whacked with a damn steel chair or something by surprise Gana pushes from a couple of the good Warlords

So no, just cuz Ground Force says "they don't need it" don't mean anything anymore, ZOCOM wanted us to begin releasing it last decade too, and we failed to even do ONE factory for it, just as a small production to see how much it could help.

And Navy is a clusterfuck right now, because even with Wartime Production, I'm not sure we have the time left to keep Convoys safe from a concerted push by even a Major Warlord pair anymore.
Navy is definitely my top priority right now with the sole exception of getting wingman drone production spooled up. I think with the conversion carriers we can at least keep Nod from hitting many convoys, which is not the same as saying we can keep them from hitting any convoys.

My own position is that squeezing in a Ground Forces Zone Armor factory is something important we should do as soon as we have any meaningful number of dice left over from those two priorities, but I just don't believe that we can plan our Military spending more than 1-2 turns out given all the shit that's going on. We need to squeeze in our Plan commitment stuff and all that, but we just can't say "okay, we're totally going to do this exact thing in 2061Q2" when we don't know what will happen between now and then. It's counterproductive.

Can we please stop relitigating decisions that are now moot?

Regarding spending for the rest of the plan, assuming average dice, we have 13 Military dice to spare after commitments (including Escort Carriers) are locked in. (ASAT 4, OSCRT 3-4, another round of Shells/Ablat/URLS, Mastodon development+Deployment, and now Escort Carriers.) We need to put most of those into Air Force stuff, so we're not likely to be able to do much for Ground Forces stuff this Plan. Although, I do want to do Heavy Support Lasers Q3 or Q4, to ensure that new-built ships have the major PD boost that they are advertised as.
Military is worth spending an average of 3-4 Free dice on per turn for the rest of the plan, which definitely buys us room for at least one Zone Armor factory.
 
I think we actually have to change our tact in that we are going to want new designs sooner than later more often- a loft of our current roster is approaching the relative end of it's shelf life. This probably isn't directly relevant during the Regency War, but it's probably a really good idea to triple down on it once the war is over.

Predators are only going to get more dated, Guardians are dated right now and GDI is interested in a doctrine of two kinds of APCs, Firehawks are getting dated, even the Orca refit is a bit dated, the pitbull was dated when the Havoc finally exited development, the SMARV isn't quite as dated but we can already see it's potential replacement from here.

None of these are quite exactly urgent, but they need to happen sooner or later because while it's not exactly naval build times, making something for Steel Talons and waiting a few turns to incorporate those lessons into conventional designs isn't exactly quick in a lot of cases. Moreover NOD has arguably done a much better job of introducing newer platforms for all that they tend to be rushed and scattershot. It's a major perk of their distributed war efforts.

The Centurion, the Barghest, the Varyag, the binary propellant tank destroyer, Ganas arguably, even the laser rifles. All of these are entirely new weapon platforms with a lot of room to grow and develop, we've done a much better job keeping our older stuff competitive with these sorts of designs but the performance ceiling on those older platforms is pretty much inherently lower. The big concern is that a lot of our older designs might start reaching real obsolescence at the same time- because we've seen the Brotherhood through out sudden scattershots of developments pretty quickly.
 
This is a bit off topic, but I had a thought about Kudzu Phase 3 vs the AEVAs. I might be wrong, but I think the die bonus we get from the former is better then the one from any of the latter.

My thought process went:
We have a total of 57 dice, if each of them rolled with a +1 bonus from Kudzu Phase 3, that is +57 total to our rolls.
For Military AEVAs we get +3 to our 8 Military dice, (15 dice if we include all the free dice), that is +24 total to our rolls, or +45 if we constantly put in every Free die in Military, and thats the largest boost to our raw numbers as the other categories have less dice.

Admittedly it would take us ~10 dice and 100 R to get it while for any AEVA it would only take ~3 dice and 60 R. But it comes with the benefit of not costing us energy or cap goods and applies to all of our dice. To roughly equal the bonus received from Kudzu Phase 3 with AEVA's we would need to finish two of them and that would cost ~6 dice and 120 R.

Plus this is only going to get more in the Kudzu's favor since this is just the current die requirement. When we finish Kudzu Phase 2 for the Plan Goals, we will only need ~6 dice and 60R for Phase 3.
 
This is a bit off topic, but I had a thought about Kudzu Phase 3 vs the AEVAs. I might be wrong, but I think the die bonus we get from the former is better then the one from any of the latter.

My thought process went:
We have a total of 57 dice, if each of them rolled with a +1 bonus from Kudzu Phase 3, that is +57 total to our rolls.
For Military AEVAs we get +3 to our 8 Military dice, (15 dice if we include all the free dice), that is +24 total to our rolls, or +45 if we constantly put in every Free die in Military, and thats the largest boost to our raw numbers as the other categories have less dice.

Admittedly it would take us ~10 dice and 100 R to get it while for any AEVA it would only take ~3 dice and 60 R. But it comes with the benefit of not costing us energy or cap goods and applies to all of our dice. To roughly equal the bonus received from Kudzu Phase 3 with AEVA's we would need to finish two of them and that would cost ~6 dice and 120 R.

Plus this is only going to get more in the Kudzu's favor since this is just the current die requirement. When we finish Kudzu Phase 2 for the Plan Goals, we will only need ~6 dice and 60R for Phase 3.
Also, we can get caffeine plantations going without a massive Capital Goods expenditure.

The full suite of AEVA systems is worth exactly three times as much overall impact on our dice as Wadmalaw Kudzu Plantations Phase 3, but the full suite of AEVA systems costs ~27 dice (arguably 27-36 for reasons I'll discuss below) and -54 Capital Goods. By extension, Kudzu Phase 3 would be a reasonably good investment even if it cost 9-12 dice and -18 Capital Goods... and it does indeed cost those dice, but costs no Capital Goods.

...

If we do AEVA on most of our categories, then either we want to wait until next year when resources are scarce and leaving a die idle is less of a pain... Or in some cases, we really want to spend four Service dice in a single turn on some of the projects. This is because with three dice there's an 18% chance of failure, at which point the total cost becomes five dice, due to the opportunity cost of having a die locked in the targeted field next turn.

I wouldn't mind putting three dice on the AEVA for Light Industry or Agriculture or even Infrastructure, but I'd definitely want four dice on the AEVA for Heavy Industry, Orbital, or Military if we were doing that in the current Plan.
 
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If we do AEVA on most of our categories, then either we want to wait until next year when resources are scarce and leaving a die idle is less of a pain... Or in some cases, we really want to spend four Service dice in a single turn on some of the projects. This is because with three dice there's an 18% chance of failure, at which point the total cost becomes five dice, due to the opportunity cost of having a die locked in the targeted field next turn.

I wouldn't mind putting three dice on the AEVA for Light Industry or Agriculture or even Infrastructure, but I'd definitely want four dice on the AEVA for Heavy Industry, Orbital, or Military if we were doing that in the current Plan.

For Plan Goal reasons I agree. Reducing our dice in HI, Orbital or Military is not acceptable, even just by one die for just one turn. Our margins are too thin and the bonus received by AEVA requires ~25-30 dice rolled to roughly equate to the progress potentially rolled by that die (depending on the field die bonus). By the time we have spare energy and cap goods to complete it we would not have the time to make up that loss over the remainder of the Plan.

However, I think the probabilities will save us dice if we go for 3 dice initially over 4 dice. 3 dice initial investment + 0.18(chance project is incomplete)*(1 locked field die + 1 service die to complete) = 3.36 dice on average. Or if utilized on all but HI, Orbital or Military it would save us ~4 dice on average.

One of the AEVA's you didn't mention is Tiberium's. As Reallocation is rapidly approaching and with it the necessary mass investment in R production, I believe it to be a key investment. Perhaps not on the scale that Heavy Industry is, which I think should be our first choice once we have the spare energy and cap goods, as those two economic factors are our main limitation right now. Our biggest on going problem is the constant need for energy and cap goods, both are needed for the AEVA's themselves even.
 
For Plan Goal reasons I agree. Reducing our dice in HI, Orbital or Military is not acceptable, even just by one die for just one turn. Our margins are too thin and the bonus received by AEVA requires ~25-30 dice rolled to roughly equate to the progress potentially rolled by that die (depending on the field die bonus). By the time we have spare energy and cap goods to complete it we would not have the time to make up that loss over the remainder of the Plan.

However, I think the probabilities will save us dice if we go for 3 dice initially over 4 dice. 3 dice initial investment + 0.18(chance project is incomplete)*(1 locked field die + 1 service die to complete) = 3.36 dice on average. Or if utilized on all but HI, Orbital or Military it would save us ~4 dice on average.
Yeah, that's why I said 27-36 after thinking about it a bit. There are fields where having a die locked isn't that big of a deal, and there are fields where it's kind of a disaster for us right now.

What it comes down to is that for some fields and in some circumstances, it's worth investing one more Service die and 20 R to avoid the risk of losing a die in that field. In other fields and circumstances, it isn't. We only have so many Services projects we actually want to accomplish, after all.

One of the AEVA's you didn't mention is Tiberium's. As Reallocation is rapidly approaching and with it the necessary mass investment in R production, I believe it to be a key investment. Perhaps not on the scale that Heavy Industry is, which I think should be our first choice once we have the spare energy and cap goods, as those two economic factors are our main limitation right now. Our biggest on going problem is the constant need for energy and cap goods, both are needed for the AEVA's themselves even.
The reason I didn't mention Tiberium is because I was torn on it. Right now, tib dice aren't really at such a premium, but at other times they may well be.

...

On a largely unrelated note... One thing I'm seriously considering is that maybe when we do 'income rebuild' in 2062 after reallocation, we should focus on vein mining. We've had plenty of foreshadowing that the tiberium under the Blue Zones needs to be dealt with, and it's pretty close to certainty that in late 2061 and early 2062 the armed forces will still be catching their breath and patching up the bullet holes from the Regency War, at best, and that even if things go very well we're going to be mustering that offensive strength in preparation for Karachi, not having it available to cover stuff all over the world.

A serious investment in vein mining might add up to something like...

Tiberium 7/7 Dice + 7 Free die 280 R
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8+9) 5/1560 (14 Dice, 280 R)
--[] (99.8% chance Stage 6, 83% chance Stage 7, 20% chance Stage 8, 0.3% chance Stage 9)
--[] Median result: +150 RpT, +6 Yellow Zone mitigation, -6 Capital Goods

That's actually a pretty good first-turn income surge, and it can be done without putting any further strain on ZOCOM, which would otherwise probably still be a problem since ZOCOM is unlikely to end this Plan vastly more capable than it is now.

This is based on our existing +39 bonus and no other modifiers, and of course i may have miscalculated. But given that we're probably-hopefully going to just have the Capital Goods in hand at the start of 2062, as opposed to being very hard up for them like in 2058... Maybe we should just go for this.
 
Tiberium 7/7 Dice + 7 Free die 280 R
-[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8+9) 5/1560 (14 Dice, 280 R)
--[] (99.8% chance Stage 6, 83% chance Stage 7, 20% chance Stage 8, 0.3% chance Stage 9)
--[] Median result: +150 RpT, +6 Yellow Zone mitigation, -6 Capital Goods

That sounds fun as hell but would that run into problems with the limited amount that can get done a turn no matter how many resources we pour into it?
 
Market Fluctuations
Market Fluctuations

"Uhh. Ma'am? You should come take a look at this. We're seeing some abnormal ration orders to services."

As a services liason to InOps Davids job was normally very simple. Collect testing data from various ration factory's around the world, ensuring the basic food goods of the initiative were safe for consumption, and in the event of chemical, biological, nuclear or tiberium contamination passing along data for inOps to trace the source. It was normally fairly simple and boring, yet vital work. As part of Davids job he also helped predict demand to schedule initiative growing batches. And fed back consumer data to renew the model and ensure the predictions were accurate and what Agri was producing was what the citizens of the initiative actually wanted.

Boring most days, there was a sudden spike for goods (not entirely unexpected) at the beginning of the latest outbreak of hostilities, and since then significant but steady growth in demand for basic necessities, chiefly rations and medications. With a handful of smaller spikes in growth directly correlated to new influx of refugees. All fairly stable and predictable for the most part.

The latest trend, did not look like like the others.

Across the office one of Davids coworkers Robbie raised her hand to gain their supervisors attention. Her job being to trawl GDI online and collate anomalous search history. Most of which was to do with porn. "Seeing some strange stuff here too. And if Agri is having a flare up I think it's related." Robbie called out.

Agent Jessica, the only InOps agent in the room with a military background sighed and stood. "Send it to the board." She ordered. David and Robbie doing just that and making throwing motions sent a cluster of charts, graphs and recent forum messages to the board.

Out of interest various coworkers were craning their necks or looking up from their own screens to study the rooms large central scene in curiosity. Two minor sub-departments having a flareup at the same time? Unusual, and in their line of work that often meant dangerous.

"Well shit." Jessica blinked. "These are real? Paid for?" She asked.

"It went viral rapidly but I think I've found 'patient zero.'" Robbie announced. "A green zoner found a 'glitch'. It was copied through word of mouth and was kept local, it didn't ping until someone shared online and then corporate money moved in." She announced making a noise of disgust.

"Can we stop this?" Jessica asked looking around the room.

"There's nothing to stop. Ration orders are designed to be unviolable. So long as you've got the money to pay they'll be delivered." David admitted. "Not always straight away, with waits of course but..." The room looked on with horror, realising this was unstoppable.

GDI had safeguards of course. Limits precisely to prevent this kind of mass stockpiling from inflating demand for high value goods, precisely to prevent scalpers and grifters from artificially bottlenecking demand on products.

Food and basic products were rationed, precisely to ensure there would always be some food left on the shelves and predatory scarcity couldn't be manufactured.

Limits that were in place for essential meals and basic non-essential high value products.

Limits, that covered most commonly purchased items and the most popular goods.

The least popular goods on the other hand had no such protections. GDI's food reserve authority, with increased supply, loosened some restrictions on products, many had been re-applied shortly before or even during the war. One product however had not.

Fungus bars.

David and Jessica took several minutes to confirm the reports and swiftly realised the implications.

As a basic food good, it was produced at cost and low prices by the services, agriculture and treasury department. Even the military produced some surplus Fungus bars themselves. And being of low value and no popularity, the few who did like them could order as many as they could afford.

And if there wasn't stock available, it would be rerouted or produced in order to make up the shortfall days, weeks, months, or potentially even years later. Meaning, that theoretically, someone could pay the current market valuation for fungus bars, and still be receiving them years later. A clear abuse of the system. But even that was not so bad on its own.

No, it was the sudden influx of new citizens and growing concerns over food security. From what Robbie had been able to glean the fungus bars were being used as a trade good, particularly among the yellow zones and newly occupied territory.

Those on the outskirts of GDI using it as an informal de-facto currency, and due to concerns over food security, often selling at marked up prices. To those most vulnerable in society.

Worse, with the corporate leeches getting wind of the idea what had been barely a blip on the services radar was suddenly attracting the notice of InOps and if the emails from the treasury were any indication even higher ups were taking note. As various businesses found a glitch in the market to buy cheap goods and were now selling them up at a markup or worse simply stockpiling one of the few goods not explicitly restricted in order to further ramp up prices.

As for the messages all over GDI online? "WE LIKE THE SNACK."

"Goddamit." David cursed.
 
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