[ ] 15% (435 Resources per turn) - Cutting Treasury budgets to the bone to push more resources to the rest of GDI, this would indicate either a very conservative plan, or one where the Treasury is fully confident in its abilities to push massive economic growth on a shoestring budget. (+20 PS)

[ ] 20% (545 Resources per turn) - Accepting not only a substantial cut to the budget, but also a slowdown in overall spending would indicate a Treasury that is interested in building up more slowly and taking a backseat in the overall system. While likely to be quite popular, it is also one where ongoing crises will be difficult to address properly. ( +10 PS)

[ ] 25% (655 Resources per turn) - A small reduction in percentage will be reallocating more resources towards the other departments, and indicate a general confidence that the Treasury will find good ways to solve the Initiative's problems efficiently, especially with the potential for massive growth in both harvesting and the civilian economy.

[ ] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)

[ ] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)
Are the resources here before or after the bureaus and other expenses are applied?
 
Initiative First (3/6)
  • [ ] Build at least two phases of Blue Zone (Specialized) Arcologies
  • [ ] Remove Yellow Zoners from Blue Zone Universities
  • [ ] Deregulate Blue Zone Businesses
  • [ ] Nominate an Initiative First Deputy and Commit to stepping down after this term

Fuck you guys and your bigotry.

I want to establish Yellow Zoner scholarships just to piss these guys off.
 
Reallocation 2062
  • Militarists (2/5/6/8)
    • [ ] Complete SADN Phase 4
    • [ ] Complete ASAT Phase 6
    • [ ] Deploy Island class LHAs
    • [ ] Spend at least one die on Steel Talons projects every turn
    • [ ] Complete at least six Ground Forces Zone Armor plants.
    • [ ] Complete at least eight Ground Forces Zone Armor plants
    • [ ] Complete at least twelve Ground Forces Zone Armor plants.
    • [ ] Complete Three of the following projects
    • [ ] Complete Seven of the following projects
    • [ ] Complete Ten of the following projects
    • [ ] Complete All of the following projects
      • [ ] Advanced ECCM Development
      • [ ] Stealth Disruptor Development
      • [ ] Inferno Gel Development
      • [ ] Binary Propellant Exploration
      • [ ] Military Particle Beam Development
      • [ ] Infantry Recon Support Drone Development
      • [ ] Zrbite Sonic Weapons Development
      • [ ] Ultralight Glide Munitions Development
      • [ ] Transorbital Fighter Development or follow on heavy ship development
      • [ ] Missile Drop Pod Development
      • [ ] Combat Laser Development
      • [ ] Modular Rapid Assembly System Prototypes
      • [ ] Buckler Shield Development
      • [ ] Unmanned Support Ground Vehicle Development

Militarists are like: Strategic defenses, tech, Zone Armor, Zone Armor, TECH TECH TECH and More tech!

And

[ ] Spend at least one die on Steel Talons projects every turn

Seems pretty clear that the militarists want the Talons funded far more than what Treasury has been doing for the last decade or so.
 
[ ] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-15 R for 1 PS

[ ] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-1.8333 per 1 PS

[ ] Resettlement Spending (-5 from Resettlement) (-1 PS)
-5 R for 1 PS

[ ] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
-1.5 R per 1 PS

[ ] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
-1.5 R per 1 PS

[ ] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
-1.5 R per 1 PS
 
  • [ ] Complete All of the following projects
    • [ ] Advanced ECCM Development
    • [ ] Stealth Disruptor Development
Thank you, squid.

*sniff*

Thank you. :cry::cry: :cry:
I'm suspicious of how cheap those are.

Is the broader initiative going to cut spending on the Forgotten again, if we let go of it?
Even if funding isn't cut, how it's used might get screwed up. After the diplo corps played stupid games and won their stupid prizes, I'm loathe to give up control of forgotten aid.
 
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Consumer Goods

[ ] 80 points from the Treasury - With the public markets headed directly towards a massive and unpredictable takeoff, the treasury goals are primarily oriented towards providing goods less able to be produced by the markets. (-15 PS)

[ ] 100 points from the Treasury - A relatively conservative and limited plan, providing such masses of consumer goods will be enough to substantially restore significant elements of prewar development (-5 PS)

[ ] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
One note for discussion here: it was mentioned on the Discord channel, but the +Consumer Goods from Private Industry does not count towards this goal. The increase per turn from subdepartments and Perennials does, so we'll still be getting 48+5+8=61 Consumer Goods automatically.
So the 120 Consumer Goods goal is actually a "projects worth 59 Consumer Goods" goal.
 
Right:
PS 107 -10 (Income) +15 Plan Goals -2 Spin Off

[ ] 30% (770 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals. (-10 PS)
Goals:
Cap goods 4- going 5 is possible but really ties up our flexibility to pursue new options
Cons Goods
[ ] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
I believe also see the next section
Food
[ ] 50 Consumer Goods from Agriculture - A somewhat higher degree of Consumer Goods will include meat, dairy, and new consumer crops as key parts of ensuring not just survival, but a life well lived.
This covers a good chunk of our Cons Good, could bump to 60 but not sure how long the refugees are coming in and we want to store some food as well.
Income
[ ] 1500 points - An extremely aggressive plan, pushing Initiative technological and material abilities to the limit in pursuit of rocketing past the throughputs from before the Third Tiberium War. (+5 PS) (++ Everyone support)
I really believe- also means next reallocation every other departments gets lots of goodies
Space Pop
[ ] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
10k is doable while leaving us the flex to pursue other space projects- we still might go 20k but this way we have options depending on how things with Nod and Scrin shape up, we have promised the Constega already for example here
Abatement
[ ] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.
We already promised 20 before, and tib is killing us slowly so buying more time to figure out something is a good idea
Spin Off
[ ] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
[ ] Resettlement Spending (-5 from Resettlement) (-1 PS)
These are not really treasury so easy picks for me, the others still feel treasury even if we can spin them off.

Parties:
FMP (4, +88)
[ ] Increase GDI income by at least 800 points.
[ ] Take at least four Capital Goods Capstones
[ ] Take 100 points of Consumer Goods
[ ] Take 120 points of Consumer Goods

In the above plan we are already doing all 4 so picking up 88 seats this way is an easy choice.

Market Socialists (7, +436)
[ ] Increase GDI income by at least 800 points
[ ] Increase GDI income by at least 1200 points
[ ] Take Four industrial Capstones
[ ] Take 100 points of Consumer Goods
[ ] Take 120 points of Consumer Goods
[ ] Take 40 points of Abatement
[ ] Take 60 points of Abatement

Once again already taking all of these above so easy choice for a bunch of votes

Militarists (8, +754)
[] Complete SADN Phase 4
[ ] Deploy Island class LHAs
[] Complete at least six Ground Forces Zone Armor plants.
[ ] Complete at least eight Ground Forces Zone Armor plants
[ ] Complete Three of the following projects
[ ] Complete Seven of the following projects
[ ] Complete Ten of the following projects
[ ] Complete All of the following projects

Useful projects we should take- not grabbing steel talon because while i expect more dice we may be doing things like dropping 3 one turn and 0 the next to optimize (now if it was an average of 1 die a turn that would be different)

UYL (4, +176)
[ ] Increase GDI processing limit by at least 1200
[ ] Increase GDI income by at least 800
[ ] Build at least 10 points of backed food reserves, and 20 additional food reserves.
[ ] Refurbish post war housing.

Income we are already doing, processing limit needs to happen to cover income. The other two are very useful.

Starbound (2, +0)
[] Gain at least 100 RpT from offworld mining
[ ] Commit to at least 10k population in space

Income is good and 10k we are already doing

@Ithillid the last turn we did not have any probe missions, how many is the promise for?

Socialist (4, +426)
[ ] Commit to at least four industrial capstones
[ ] Increase GDI Income by at least 800
[ ] Increase GDI Income by at least 1200
[ ] Commit to at least 10k population in space

All things we are already doing (not doing arcology even if we likely hit because these are the min goals- and keeps flex in infra)

Homeland (0. +25)

Biodiversitry (1, +14)
[ ] Complete All Shala Bays

Developmentalists (6, +738)
[ ] Increase GDI processing limit by at least 1200
[ ] Increase GDI Income by at least 800
[ ] Increase GDI Income by at least 1200
[ ] Commit to at least four industrial capstones
[ ] Commit to at least 10k population in space
[ ] Spend no more than 3 Free Dice on Military per turn

Litinov
[ ] Department of Alternative Energy
[ ] Munitions Department
[ ] Refit Department
[ ] Hand off at least 20 points of Capital Goods to market over course of plan.
[ ] Complete Improved Hewlett Gardener Refits before end of plan.
 
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Going to preface this with a warning. this plan for the next FYP, is excessively built up with basically every option that fits my wants. and may be over our industrial means... by 4 times our abilities.

-[X] Plan: Spaghetti Plan is Spaghetti Plan

-[X] 15% (435 Resources per turn) - Cutting Treasury budgets to the bone to push more resources to the rest of GDI, this would indicate either a very conservative plan, or one where the Treasury is fully confident in its abilities to push massive economic growth on a shoestring budget. (+20 PS)
-[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
-[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-[X] 60 Consumer Goods from Agriculture - A major investment into multiple agricultural areas, major investment into consumer goods will ensure that there is plenty to be had, no matter the dietary restrictions involved. (+5 PS)
-[X] 1500 points - An extremely aggressive plan, pushing Initiative technological and material abilities to the limit in pursuit of rocketing past the throughputs from before the Third Tiberium War. (+5 PS) (++ Everyone support)
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
-[X] 80 Points of Red Zone Abatement - While not quite the heights of the first plan, it is an ambitious goal, one that is likely to require substantial extra effort, on top of income gathering. (+10 Political Support)

Commitments
-[X] Light Industry Grants‌(-55 ‌allocated‌ ‌to‌ ‌grants)‌ (-30 PS)
-[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
-[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
-[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
20+5+5+10-20-10-10-30= -30 (77PS)


FMP
-[X] Increase GDI income by at least 800 points.
-[X] 30 resources in grants
-[X] 60 resources in grants
-[X] 90 resources in grants
-[X] Take at least four Capital Goods Capstones
-[X] Take 100 points of Consumer Goods
-[X] Take 120 points of Consumer Goods

Market Social.
-[X] Increase GDI income by at least 1200 points
-[X] Take Four industrial Capstones
-[X] Complete at least three phases of Blue Zone Arcologies
-[X] Take 100 points of Consumer Goods
-[X] Take 120 points of Consumer Goods
-[X] Take 40 points of Abatement
-[X] Take 60 points of Abatement
-[X] Take 80 points of Abatement

Militarists
-[X] Complete SADN Phase 4
-[X] Deploy Island class LHAs
-[X] Spend at least one die on Steel Talons projects every turn
-[X] Complete at least eight Ground Forces Zone Armor plants.
-[X] Complete Seven of the following projects
--[X] Advanced ECCM Development
--[X] Stealth Disruptor Development
--[X] Military Particle Beam Development
--[X] Zrbite Sonic Weapons Development
--[X] Missile Drop Pod Development
--[X] Combat Laser Development
--[X] Modular Rapid Assembly System Prototypes

UYL
-[X] Complete three phases of Blue Zone Arcologies
-[X] Increase GDI processing limit by at least 1200
-[X] Increase GDI income by at least 800
-[X] Refurbish post war housing.
-[X] Department of Core Crops
-[X] Build at least 10 points of backed food reserves, and 20 additional food reserves.

Starbound
-[X] Gain at least 100 RpT from offworld mining
-[X] Fund all remaining probe missions
-[X] Commit to at least 10k population in space

Socialist
-[X] Commit to at least four industrial capstones
-[X] Increase GDI Income by at least 1200
-[X] Commit to at least 10k Population in Space

Biodiversity
-[X] Complete All Shala Bays
-[X] Complete two phases of Reforestation Preparation

Reclamation
-[X] Complete all phases of Red Zone Border Offensives by End of Plan

Developmentalists
-[X] Increase GDI processing limit by at least 1200
-[X] Increase GDI income by at least 1200
-[X] Commit to at least four industrial capstones
-[X] Commit to at least 10k Population in Space
-[X] Spend no more than 1 Free Die on Military per turn
-[X] Spend no more than 3 Free Dice on Military per turn
-[X] At least one Development project Every Turn

Litvinov
-[X] Department of Alternative Energy
-[X] Munitions Department
-[X] Refit Department
-[X] Hand off at least 20 points of Capital Goods to market over course of plan.
-[X] Complete Improved Hewlett Gardener Refits before end of plan.
 
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Initiative First just should be called "okay, Karen".

Not only are they blatant and shameless, they are vague. Besides the ethics, throwing out yellow zoners starts a precedent limiting the rights of people who are initiative born but work in the yellow zones. Meaning it can and will be expanded from yellow zoners to anyone they do not like that spends a lot of time there.

Let them be angry, as they will never be happy.
 
[ ] Complete All of the following projects
  • [ ] Advanced ECCM Development
  • [ ] Stealth Disruptor Development
  • [ ] Inferno Gel Development
  • [ ] Binary Propellant Exploration
  • [ ] Military Particle Beam Development
  • [ ] Infantry Recon Support Drone Development
  • [ ] Zrbite Sonic Weapons Development
  • [ ] Ultralight Glide Munitions Development
  • [ ] Transorbital Fighter Development or follow on heavy ship development
  • [ ] Missile Drop Pod Development
  • [ ] Combat Laser Development
  • [ ] Modular Rapid Assembly System Prototypes
  • [ ] Buckler Shield Development
  • [ ] Unmanned Support Ground Vehicle Development
Why yes I would like to develop all the military technology, thank you for asking! Who's with me?
 
[]Plan Maximum Space
Treasury Allocation
-[] 35% (880 Resources per turn)(-30 PS)
Plan Goals
Capital Goods
-[] Pick 4
Congoods
-[] 80 points from the Treasury(-15 PS)
Food
-[] 60 Consumer Goods from Agriculture(+5 PS)
Income
-[] 1500 points(+5 PS)
Space Population
-[] 20k
Abatement
-[] 40 Points of Red Zone Abatement
Spin off Commitments
-[] Forgotten Aid Resources‌ (-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ (-1 PS)
-[] Resettlement Spending (-5 from Resettlement) (-1 PS)
Parties
Free Market Party (88 Votes)
-[] Increase GDI income by at least 800 points.
-[] 60 resources in grants
-[] Take at least four Capital Goods Capstones
-[]At least one Columbia bay must be allocated to Space Tourism
Market Socialists (355 Votes)
-[] Increase GDI income by at least 800 points
-[] Increase GDI income by at least 1200 points
-[] Take Four industrial Capstones
-[] 60 resources in grants
-[] Complete at least three phases of Blue Zone Arcologies
-[] Take 40 points of Abatement
Militarists (250 Votes)
-[] Spend at least one die on Steel Talons projects every turn
-[] Complete ASAT Phase 6
United Yellow List (150 Votes)
-[] Increase GDI processing limit by at least 1200
-[] Increase GDI income by at least 800
-[] Complete three phases of Blue Zone Arcologies
Starbound (461 Votes)
-[] Gain at least 100 RpT from offworld mining
-[] Fund all remaining probe missions
-[] Commit to at least 10k population in space
-[] Commit to 20k population in space
Socialist (426 Votes)
-[] Commit to at least four industrial capstones
-[] Increase GDI Income by at least 800
-[] Increase GDI Income by at least 1200
-[] Commit to at least 10k Population in Space
Biodiversity (34 Votes)
-[] Complete All Shala Bays
-[] Complete two phases of Reforestation Preparation
Developmentalists (480 Votes)
-[] Increase GDI income by at least 800
-[] Increase GDI income by at least 1200
-[] Commit to at least four industrial capstones
-[] Commit to at least 10k Population in Space
-[] Spend no more than 3 Free Dice on Military per turn
-[] Spend no more than 1 Free Die on Military per turn
-[] Spend no Free Dice on Military
Litvinov Objectives
-[] Spend no more than two free dice per turn on Military.
-[] Munitions Department
-[] Refit Department

Total: (2094 Votes)(-42 PS)
 
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Personally, I think we should do the Steel Talons option. There are several reasons for it
1. It shows our commitment to Tali, our military advisor, who has been having doubts
2. It will fund our research branch and develop new technologies for future GDI vehicles
3. As it is a draw-down period now would be the perfect time to do a heavy research build and 1 dice per turn is not a particularly huge sacrifice.
4. As the Military is about to go through a re-vamp period (As shown in the Naval Plan 2070 and so on) doing the steel talons now preps us for those options
 
On the other hand there's literally very little reason not to take their Zone Armor and SADN goals except spite.
Actually...
1. Dealing with the Initiative First: There are multiple viable strategies, each with their own upsides and downsides.
Option A: The Full Lockout. This will ensure radicalization of some fraction of the base, but make sure that it is smaller and less capable of achieving its overall aims, barring obvious failures of the Initiative.
Option B: Taking less obnoxious goals: This will make the Initiative First party somewhat less actively anti-government, but at the same time comes with the cost of legitimizing them and making them someone that you will have to continue dealing with.
 
I think we should actually take at least the IF ZA and probably SADN.

I get it, it legitimizes some unpleasant people. But it also ensures the unpleasant people have faith in the government. That's vital, because the relevancy of this issue is likely to decrease as standards of living increase and more of GDI controlled land becomes Blue.

Because the alternative is letting a bunch of angry unpleasant people that the government is illegitimate, does not represent their voters, and radicalizes them. We don't want radical reactionaries trying to actively undermine the state, not just because NOD will exploit an obvious fault line, or because they can cause us own problems, having a clear and explicit anti-establishment faction undermines our own legitimacy as *the* prospective world government that actually stands a chance of addressing all of its constituents' issues.

I'd rather do with some unpleasant politics that are still things we fundamentally need, than have to deal with radicals that force us to do things that undermine our society. Radical reactionaries? I guess we have to use our ludicrously advanced panopticon state to spy on internal dissidents- i don't think we even have domestic and foreign intelligence agencies.

I'd rather do the right thing for questionable reasons than do things that are fundamentally wrong to what we want from our society for the right reasons. And I think most of us would be leery at the idea of turning our intelligence apparatus more towards domestic issues.
 
Regarding Initiative First: my suggestion is... well, here's their section from my proposal:
Initiative First (3/6) 1 option we're doing anyway to show that we're not ignoring them - we're deliberately not choosing the others.
-[] Complete at least four Ground Forces Zone Armor Factories
 
[ ] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)

[ ] 1500 points - An extremely aggressive plan, pushing Initiative technological and material abilities to the limit in pursuit of rocketing past the throughputs from before the Third Tiberium War. (+5 PS) (++ Everyone support)
1200 points of increase is the minimum for income for unilateral support, and 1500 should be considered seriously as a practical goal since Nod is in a weak position at the moment that should be exploited for all it's worth by increasing Tiberium income as much as possible before their threat level goes back up again.
[ ] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.

[ ] 80 Points of Red Zone Abatement - While not quite the heights of the first plan, it is an ambitious goal, one that is likely to require substantial extra effort, on top of income gathering. (+10 Political Support)
60 or even 80 RZ abatement aren't that hard to consider with how much Tiberium mining will need to be done to support the income growth, along with the fact that most of the growth will likely be in the Red Zones anyways due to the limit in further expansions in YZ harvesting operations, and ZOCOM's advice to go for the Red Zones during this time of Nod's weakness.
 
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