Oof! Lots to take in, and as usual I miss almost the whole moratorium period.
Plan Completion Bonus: +4 to all dice.
Qatarite Deaths: -5 to Tiberium Dice.
Okay, that forces us to reconsider a lot of our plans involving tiberium. The main effects are that Infrastructure dice are almost as good as Tiberium dice, so there's no real mechanical advantage to doing something like "1 Infra 7 Tib" on a project like Karachi.
On net Tiberium projects didn't get much harder, but we should probably still be planning on most of our Energy coming from fusion rather than expecting to get a lot of mileage from 'extra' ion power and liquid tiberium power projects built using Tib dice.
Resources: 710 + 245 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)
Effective spendable reserve is 855 R.
@Lightwhispers was totally right and I was totally wrong and I'm glad of it.
Hm. Our indicators are pretty strong, none I'm worrying about.
[ ] Yellow Zone Fortress Towns (Phase 7) (Updated)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, although 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 93/300: 20 resources per die) (+4 Housing)
(Progress 0/300: 20 resources per die) (+4 Housing)
Hm. If we have Infrastructure dice to play with, we should do this... eventually. I know we're not doing it for IF. IF can go play hopscotch in a minefield, I don't mind, but at a bare minimum we should
actually plant those minefields, eh?
The part where two phases are now listed makes me think Phase 8 is the last phase available in the immediate future.
[ ] Lesser Blue Zone Arcologies (Phase 1) (New)
Built on the pattern of the older style Yellow Zone arcologies, lesser arcologies, designed with practicality rather than luxury in mind will both reduce the number of vehicles on the road, and move more of the Initiative's population into more self sustaining buildings, with inbuilt energy banks and CRP facilities to allow them to go off the grid for days or weeks.
(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve)
Ohh, this is nice. I mean, it's objectively a less cost-effective way to produce housing than the old apartments, but the total lack of Logistics cost makes it so so worth it. I'm seriously considering building these
instead of completing the last few apartment phases, just to save on Logistics, and we do have a bit more wiggle room in the budget than I'd planned for.
(Crazy like a fox, eh?)
[ ] Postwar Housing Refits (Phase 1) (New)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/200: 10 resources per die) (-5 Housing, +3 High Quality Housing)
Ahh, about what I'd expected, though I'd dared to hope the ratio of exchange would be higher. This turns 15 Low Quality Housing into 9 High Quality Housing, which is... Well, about like turning phases of commieblocks into phases of duplexes, to go back to projects we had available back in the early 2050s. I was hoping to turn commieblock phases into apartment phases, loosely speaking, in which case we'd get numbers more like 16 to 12. Eh. I'm not complaining, just darn-ing.
We should do this, but after the refugee wave sputters out. Which it is starting to, happily! We've gone from -10 to -5 Housing per turn.
Also note that it's a 600-point project. Nontrivial, and a big extra commitment, especially when we may decide we need to do half or more of Karachi using Infrastructure dice because of competition in Tiberium. I'm kinda glad we didn't
promise UYL we'd do it this Plan, even if I hope we do it.
[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)
Again, I just want to emphasize that I think DAE is a bad deal. We need all the Heavy Industry dice we can get.
Hm. Pity there are no new
cheap LCI projects. Ah well, my heart will go on.
Huh, that's funny. Where's the reforestation initiative project? Guess Treasury needs some time to figure out how it works, and the nerds are still working out the details. Well, we'll just plow ahead with making Consoom from Agriculture, then!
[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1) (New)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available)
Ahh, this is the
better version of this project. Very nice. Average of 75 RpT per phase,
two Red Zone mitigation.
[ ] Liquid Tiberium Power Cell Deployment (Phase 3) (Updated)
For many in the Initiative, liquid tiberium is nearly existentially terrifying. Between the destruction of Central Australia, the consequences of the detonation of Temple Prime, and the ongoing devastation caused by Red Zones around the world, continuing to push Liquid Tiberium energy is likely to be a bridge too far for many in the Initiative, even with the cover of the Director on your side.
(Progress 4/140: 20 resources per die) (-10 Political Support) (+10 Energy)
Yeah, I think we're going to need to hold back on this if we can possibly avoid it. I'd honestly rather build more actual fusion plants, even knowing they're flawed. I don't
want to make our citizens terrified and miserable.
[ ] Red Zone Energy Refits (Phase 1)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
This is nice, but we're not going to be able to put it on the docket any time soon.
[ ] Leopard II Factory
The Leopard II, as developed by the SCED is a general upgrade, both in size and performance over the original design. With the need for more launches, and substantially more complicated flight profiles, another major fusion yard is required, this one located near Kagoshima to expand the sites of fusion production away from Mehretu.
(Progress 152/400: 20 resources per die) (5 point lunar discount, 5 point station discount)
Cost kicks up to 400 Progress, as I thought.
[ ] Gene Clinics (New)
While operations are going to be relatively cheap, and the fundamentals are simple, opening a tranche of dedicated gene clinics within the medical system will speed gene therapy rollout, and act as preparation for both the cosmetic and practical gene editing that will come in the future.
(Progress 0/120: 10 resources per die) (-1 Labor)
Ooooh, new cheap good Services project! This hopefully lets my plan activate its fifth Service die.
[ ] Regional Hospital Expansions (Phase 1)
With the Initiative expanding into new urban zones, and the existing hospitals being already at the limits of their effective expansion, a series of new model hospitals, built with medical assistants and neurally interfaced operations in mind, will substantially increase GDI's ability to treat patients and improve overall health outcomes.
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Kamisuwa Optical Laboratories (New)
While the Model 2061 ocular implants are functional, they are clunky, obviously cybernetic, and highly invasive. However, building a longer term set of specialized laboratories in Nagoya Prefecture will be the first step towards building optical implants that are less invasive and more functional.
(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy)
[ ] Ocular Implant Deployment (New)
While there are not currently long waiting lists for the new Model 2061 ocular implants, they are still going to be useful as a stopgap between no implants and better ones. With the Initiative working against neuroplasticity, and the need to keep exercising the parts of the brain that deal with vision, small scale production will help the currently blinded keep those parts of the brain functional, rather than having it reallocated to other senses.
(Progress 0/200: 25 resources per die) (+1 Labor, -1 Health)
Oooh. Neuroplasticity is a real problem, yeah. And we have a lot of those blinded in the Regency War to think of, since Nod was using laser spam. Also, "not currently long waiting lists" does not mean "NO waiting lists."
I think our progression on Expensive Medical Stuff should be
Ocular Implant Deployment ->
Kamisuwa Optical Labs ->
Regional Hospital Expansions. Though I'm comfortable putting one die on the hospital expansions alongside work on the ocular projects.
[ ] Missile Drop Pod Development (New)
While GDI can often rely on flying, naval, and surface artillery support in its operations, the OSRCT are something of an oddity, deployed out of effective range of artillery emplacements, and needing massed fire support, although not necessarily much endurance. A drop pod with a payload of missiles that can be dropped with, ahead or after the OSRCT would easily fill this role, and potentially offer extra options to commanders beyond the Space Force.
(Progress 0/40: 15 resources per die)
Ahhh, this is a nice project.
Ground Forces
[ ] Railgun Munitions Factories (Phase 1)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
(Progress 0/200: 10 resources per die) (-1 Labor, -1 Energy)
Let's take "Very High Priority" seriously, please!?
[ ] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
Tokyo (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Pyongyang (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Santiago (Progress 0/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods)
Ooooh, does this mean we get rollover or partial rollover?
Nice. Let's wait to see how it works before jumping to conclusions.
It also probably helps that like,
three of the four remaining factories are in East Asia, clustered quite tightly.
[ ] Island-Class Assault Ship Deployment (New)
While GDI does not need additional shipyards for these ships, the Island-class will put a significant burden on existing supply lines. Hence, a wave of factory expansions for everything from missile launchers to propellers to radar systems will need to be undertaken to provide the needed equipment.
(Progress 0/180: 25 resources per die) (-2 Labor, -1 Capital Goods)
This is a reasonable project, and if I honestly thought we could get a wave done usefully before Karachi I would.
[ ] Shark-Class Frigate Shipyards (High Priority)
The Shark is unfortunately of a size that GDI cannot simply reuse an existing ship's extra slipways to build the class. Too small for even the older destroyer shipyards, it needs much of its own dedicated space.
Seattle (Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
This what
the Navy itself considers high priority.
[ ] Lobby for Legal Reforms
While the Treasury has vast and sweeping powers, the legislature also has a say, and many of their areas of influence overlap with economic and social affairs. Putting together coalitions and directly interfering with parliamentary affairs may rub some representatives the wrong way, but it can clear the way for Treasury operations.
(Initiates subvote)
Not sure what legal reforms we might want. The big one would be to change the way reallocation works to make things more stable (e.g. the legislature just swoops in and grabs -120 RpT from us every year, instead of taking a huge chunk of budget once every four years).
[ ] Recruitment Drives (New)
Four years after the last round of major recruitment efforts, a new wave of personnel is available and ready to be recruited for the Treasury's needs. (100/120/140/160/180/200)
If peak DC is 200, then I think we can do this with three dice in reasonable confidence. May want to hold out for four after I've looked at the numbers.
[ ] Focus Reallocation (New)
While the existing focuses have served GDI well in the last plan, it is a new plan, with new goals. Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
- [ ] Infrastructure
- [ ] Heavy Industry
- [ ] Light and Chemical Industry
- [ ] Agriculture
- [ ] Tiberium
- [ ] Orbital
- [ ] Services
- [ ] Military
- [ ] Bureaucracy
I think we can put this off until Q2. We
want dice to stay on Tiberium and Orbital, though we might prefer to move the fifth Services die to Heavy Industry.
It makes it easier in one way, harder in another, specifically because you can't Ctrl+f your way to the specific subset you are looking for.
I am definitely in favor of being able to Ctrl-F whatever part of the document I need to find.