[X] Broad Support
[X] Strongly Pro Worker
[X] Moderate Enforcement
I feel there's another political dimension to this - how the yellow zoners will be affected. Nod's narrative for recruitment is that GDI dicks over the common person in Yellow Zones. I think this narrative would be reinforced by us taking a pro-employer stance since most employers would be Blue Zoners and all the attendant prejudice there. Taking a pro-worker stance should defang Nod's narrative by giving Yellow Zoners legal teeth to fight for their economic (and therefore social) wellbeing.
Mike sat eyes closed, listening to the rustle of paper in the court. Not the grand affair of Director Boyle that had been streamed publicly around the world and breathlessly reported on by reporters of all stripes and colours. No, this was a small, relatively private affair. Only, presided over by some very powerful men and women. Not quite worth the time of the heads of divisions time it was nonetheless harrowing to be judged by by some of the highest ranking and most famous Generals and field commanders in GDI, some were war heroes. There was of course also a colonel from the air force here to give testimony, someone from space force due to the satellites he'd borrowed.
And of course. Himself. Major Carpenter of InOps. Being held to account.
"State your name and rank for the record."
"Major Michael Carpenter, current acting director of Intelligence Operations for Red zone One. Most relevant to the charges I directly oversaw observation of temple prime. During which I was a captain when it was still classified as Yellow Zone one Sir."
"You're aware of course Major. That former director Boyle has been executed for his crimes?"
"Yes sir. Wouldn't be much good at my job if I didn't." Left unsaid of course was that Boyles fate had been decided long before the trial made its official ruling.
"Quite." The general replied dryly. "Then for the record, let me state that his orders directly led to the explosion at Temple Prime, for which he has been punished accordingly. And yet, it was on your orders that even prior to the Destruction of the Philadelphia you ordered Temple Prime be placed under satellite observation during its construction and after."
"A recommendation Sir, the orders were agreed upon and signed off on by my superiors. Sadly no longer with us."
"And who is your day to day commander now major?"
"Yet to be established sir. During the war I oversaw operatives attached to various units providing analysis of raw data and passing along what I found up the chain of command to the pentagon as needed or else to those better placed to make use of it. I followed their orders as best I could when not interfering with my own duties."
"You seem to have been entrusted with rather a number of duties for a mere Major. Would it be fair to say you've been acting outside the scope of the chain of command?"
Mike paused for a moment. Considered carefully, then answered. "Yes Sir, to both."
That caused a minor rustle as the generals up in the judges seats conversed quietly for a few moments.
"Do you feel you're qualified to carry out those duties?"
"No sir." He replied. If his previous answer caused a rustle this was more akin to a small tornado. One of the commanders standing and clearing their throat to bring the hearing back to order.
"Then why did you perform them?"
"Anyone who was qualified was killed Sir."
"But you agree both that you weren't qualified to perform such decisions and that you were acting outside of the chain of command, often without reporting to any higher ups for weeks at a time."
"Yes sir, though I would like to add, InOps agents such as myself are trained to be able to make decisions when cut off from command."
"In. The field. This is hardly the same thing."
"Do you feel you did a good job?" Another general asked calmly.
"No Ma'am. I wish I'd done better." Mike answered voice even.
"Back to temple prime itself. Your recommendation. Led to temple prime being observed. Observed as it was rebuilt and turned into a stronghold for the brotherhood of Nod."
"Yes Sir. That is accurate."
"So you agree, your actions contributed to the deaths of millions, that number rising, due to the construction of Temple prime, and the subsequent liquid tiberium explosion that was caused. Is there any reason you felt why temple prime shouldn't have been bombed, at any point before they developed their counter to the Ion Cannons?"
"I can't give an exact figure. But my eva informs me there's over twelve hundred reasons, gathered over the course of years of observation."
"Over a thousand reasons?!"
"Twelve hundred sir. That you're cleared to know of." Mike amended his statement slightly as a ghost of chuckle cut through the tension of the room.
"Perhaps you'd care to enlighten the members of the bench on some of these that we are cleared to know of."
"One Josep Tingiski, explosives expert, GDI observers photographed him and his likeness helped a security team detain him in copenhagen, delivering bomb making materials to a cell of would be militants. Decrypting their communications their plans to bomb schools and malls could have killed hundreds. It also led to further ID's of nod assets that InOps followed up on. Put simply, Nod having a central location they were based out of allowed us to track and document traffic to and from that known site and prevent what could have been thousands of attacks of varying intensity."
"That's supposition Major."
"Sorry Sir, won't happen again Sir." Mike responded schooling his temper.
"Would not have destroying the temple before the Liquid Tiberium device was ever built have saved millions. Not only from the explosion itself but the resulting Scrin invasion."
"For the Record. Director Boyle ignored all advice to not shoot the ion cannon."
"And yet it was not shooting it in the first place that led to this current situation."
"That would be Supposition Sir." Mike answered flippantly and lifting his chin to look the general in the eye. Beside him the Commander held a small smile on their face.
"The facts are clear major. This was a nod base. You gave the 'recommendation' to not wipe it off the map immediately and that base directly led to multiple major humanitarian disasters! Undoing decades of effort in tiberium abatement and even causing blue zones to be lost."
"Sir. If every Nod Base that InOps was aware of was targeted by ion cannon strikes there wouldn't be any yellow zones left. Sir."
"And that would be commands decision not yours Major. Hearing adjourned. We'll decide our ruling now." The general stated, standing and leading the way into the private judges chambers to review the evidence and decide Mike's fate. If he was lucky he mused they'd execute him and get it over with. More blood to slake the Hawks thirst. If he was really lucky they'd bust him back down to Lieutenant and he could find some easy job running security details for middle management types.
If this gets canonized it implies a deeply toxic environment brewing within GDI. This is a pretty blatant case of "shoot the messenger."
If they're blaming junior-ranking officers for recommending that Nod targets not be bombed, because it turned out eventually that through an unforeseeable chain of events Nod would succeed in trolling other, senior-ranking members of GDI's hierarchy into making a disastrous mistake by bombing them later, then that basically sets a precedent that will kill GDI's ability to function.
Because this guy wasn't in a position to decide to zap Temple Prime with an ion cannon before Tib War Three started. He made a recommendation- which by General Whatshisnuts' own admission is command's decision to make, not his. If he can be blamed on a court-martial level for that recommendation due to its adverse consequences... Well, ANY time a disaster happens, this precedent would lead to a witch-hunt that could target every junior officer who ever recommended anything or made a minor decision that somehow contributed to the disaster, even through unforeseeable or indirect chains of causation.
If this guy is convicted on the strength of the arguments presented, it would lead to total paralysis among GDI's intelligence and analyst communities. Everyone would be afraid to recommend anything because some asshole might come back at them five years later saying "if we'd ignored your advice five years ago, [totally unrelated disaster] could have been avoided!"
And I would fondly hope that GDI's military justice system would be smart enough to see this.
...
Director Boyle could reasonably be blamed for recklessly ordering the ion cannon shot when, as I recall, he'd been warned about the disastrous consequences it might have. Someone else, years earlier, could not reasonably be blamed for the indirect future consequences of not blowing up Temple Prime when GDI had the chance, when the decision to blow up or not blow up Temple Prime wasn't even his to make.
Well considering we are going to see a boom in businesses soon this seems like a near mandatory thing to grab in the near future. It notes we are already having shortages of personal appliances like microwaves and driers, and so I can only imagine that these shortages include things such as refrigerators stoves and ovens. I shudder to think how much worse those shortages will get when we are about to pump recourses into restarting the private sector. And restaurants are highlighted as a key type of business to get up and running again. Without getting more appliance production they will either struggle to get up and running due to a lack of hardware or have to be put at the front of the que making the shortages for households even worse.
Which I guess would be one way to encourage people to start supporting the new businesses "can no longer cook your meals due to your floors last stove breaking down? go to the new corner café that just got a new one yesterday!"
Well considering we are going to see a boom in businesses soon this seems like a near mandatory thing to grab in the near future. It notes we are already having shortages of personal appliances like microwaves and driers, and so I can only imagine that these shortages include things such as refrigerators stoves and ovens. I shudder to think how much worse those shortages will get when we are about to pump recourses into restarting the private sector. And restaurants are highlighted as a key type of business to get up and running again. Without getting more appliance production they will either struggle to get up and running due to a lack of hardware or have to be put at the front of the que making the shortages for households even worse.
Which I guess would be one way to encourage people to start supporting the new businesses "can no longer cook your meals due to your floors last stove breaking down? go to the new corner café that just got a new one yesterday!"
I mean, if we were grimly determined to keep the whole economy planned and centralized, and the breakdown of individual food preparation equipment was a crippling problem we weren't ready to deal with, the appropriate (central planning command economy) solution would be to provide state-run cafeterias for all citizens. Because it will always be easier and more efficient to supply a relatively small number of eateries with commercial-grade appliances that are used constantly and heavily, than to supply every individual household with ones that are used only on a small scale.
This would be, functionally speaking, the same thing, just done as private enterprises.
"You seem to have been entrusted with rather a number of duties for a mere Major. Would it be fair to say you've been acting outside the scope of the chain of command?"
Mike paused for a moment. Considered carefully, then answered. "Yes Sir, to both."
That caused a minor rustle as the generals up in the judges seats conversed quietly for a few moments.
"Do you feel you're qualified to carry out those duties?"
"No sir." He replied. If his previous answer caused a rustle this was more akin to a small tornado. One of the commanders standing and clearing their throat to bring the hearing back to order.
my first thought was that the poor guy would be promoted. As in - well, you did the best you could with what you have at hand. We need to roast you a bit, and then let you do the job you're already doing, just officially and with training.
Hence why it is marked semi canon.
It is something where enough of the records are damaged or unclear that you want to hold a hearing just to try to hammer out what happened and put it back in the record. The Major was never at any risk, the Major would get promoted after this. The thing is that what precisely the Major did, knew, and suggested is important to a number of other potential things. However it is also right on the edge of being semi canon, because there are a whole list of issues that make it more along the lines of a postwar legal drama hitpiece, rather than a real event.
Resources: 425 + 0 in reserve (45 currently allocated to other departments) (15 allocated to the Forgotten) (10 allocated to grants)
Political Support: 70
Free Dice: 5
Tiberium Spread
14.08 Blue Zone
30.75 Yellow Zone (61 Points of Mitigation)
55.17 Red Zone (32 Points of Mitigation)
Current Economic Issues:
Housing: Sufficient but low quality (=) (5 in refugee camps)
Energy: Substantial Surpluses (+6)
Logistics: Substantial Surpluses (+6)
Food: Sufficient production, some inefficiencies in distribution (+5) (+2 stored)
Health: Substantially improved (+6)
Capital Goods: Significant Shortfalls (-2) (collapse in 20-24 quarters)
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (115)
Tiberium Processing Capacity (870/1000)
Plan Commitments
95 Mitigation (2 remaining)
2 stages of space stations (1 remaining)
Infrastructure (6 dice)
[ ] Blue Zone Reconstruction (Phase 2)
While much of the work has been spun off into its own projects, there are still many sites with battle damage. Ranging from ports in the north of France, to the surviving cities of the Australian and New Zealand Blue Zones, there are still tens of thousands of sites with remaining battle damage, from ships in need of refloating or on site salvage, to docks that need shell holes filled in, to trainyards that are currently manhandling freight. Once this is completed, a great deal of projects will be opened up that will benefit the blue zone populations greatly.
(Progress 291/450: 10 Resources per die) (+ Logistics, + Health)
[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 124/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and, if need be, evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Yellow Zone Pipelines
Water has become a noticeable problem in the Yellow Zones, especially with the prospective industrial and agricultural development, not to mention increasing quality of life. While achieving sufficient levels of purification is difficult under any circumstances, it is much easier in the Blue Zones. Therefore, by running pipelines to the Terminus cities, GDI can ensure an immediately sufficient quantity of water is available.
(Progress 0/120: 5 resources per die) (+++ Water)
[ ] Rail Link Reconstruction (Phase 2)
With the primary rail links rebuilt, further effort can go to more internal and secondary lines. While connecting the blue zones was the largest potential source of logistical efficiency, more local lines such as the Japanese, Australian, or Chilean longitudinal lines will connect blue zone cities to each other, and rail spurs will provide additional connection points for Yellow Zone projects.
(Progress 40/200: 15 Resources per die) (++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)
[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Urban Metros (Phase 3)
Future projects, such as further phases of high density development, and the planned bedroom communities have made it so that further development of the metro system is now warranted. While there is sufficient, if not plentiful rolling stock in the system, these new development areas will require substantial construction of new track and new bus lines to service properly. While these will exacerbate some developing inner city snarls, it is a problem that cannot be helped with current technologies
(Progress 39/150: 15 resources per die) (+++ Logistics, - Energy)
[ ] Fiber-Optic Expansion
Fiber-Optic cables combine extremely high speed, and substantial bandwidth. While many lines were damaged or destroyed during the Third Tiberium War, redevelopment has brought a number of major new projects on previously undeveloped lands, leaving large numbers with more limited access to vital services. Expanding access to fiber optic lines, and laying a number of new trunk and branch cables down nearly every street in the initiative, and along every rail line, will substantially increase overall connectivity, and reduce demand on existing human logistical lines.
(Progress 0/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
Heavy Industry (3 dice)
[ ] Blue Zone Power Grid Reconstruction (Phase 3)
While there is still something of a power surplus, it is one in relatively rapid decline, and in need of substantial shoring up, especially as more high energy demands are soon to be in place, between additional chip fabricators, substantial new military foundries, and more domestic needs. While this will bring GDI's power production in line with prewar development, it will also lead towards future projects, both small and large, to continue to meet GDI's power needs.
(Progress 201/500: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)
[ ] Yellow Zone Power Grid Extension (Phase 2)
With the Terminus Cities now having reliable sources of power, local generation is the next major step. However, the situation is far from secure enough to allow for sizable nuclear development, and all of the rivers are too contaminated to allow for development of hydro power. This means that the available power solutions are local solar and wind plants. While these plants are at this time surplus to requirements, they will future proof and disaster proof the terminus cities, and most proposed developments. (Progress 74/275: 5 resources per die) (++ Energy)
[ ] Heavy Rolling Stock Plants
The last quarters have seen GDI reaching some of the limits of its ability to produce heavy rolling stock. Ranging from busses to trucks and trains, none of these systems are particularly complicated, or have changed that much in the last thirty to fifty years. However, that does not make them easy to produce, requiring substantial work due to the sheer weight of metal involved.
(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)
[ ] Helsinki C-35 Factories
A Civil Aviation version of the V-35 Ox, the C-35 lacks the Vertical Takeoff and Landing capacity of its military cousin. Instead, it trades that weight required for swinging engines for an expanded cargo bay, and increased stability. While there are only a few surviving airports that can tend to these aircraft, the number of surviving C-35s is insufficient to service them regularly. Much like the military version, the C-35 comes with a modular carry bay, although it is not easily converted on the civilian model. Capable of both hauling people and supplies, these are intended to be primarily used for the rapid transport of high value perishables, including vaccines. (Progress 0/125: 15 resources per die) (-- Energy, ++ Logistics) (5 Political Support)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/300: 15 resources per die) (++ Capital Goods, --Labor --- Energy)
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (+250 Processing Capacity) (Dice Allocation must be taken in HI/Tiberium dice pairs)
[ ] Heavy Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for heavy industrial and consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer Goods per turn)
[ ] Union Class Construction Yard
Most spacecraft rely heavily on various construction methods to lose weight, mainly in the selection of materials, but also by cutting safety margins to the absolute limit. For a fusion drive vehicle however, the opposite is true. With plenty of extra thrust from a dial a yield column of plasma, the prime limiting factor is more volume. These loosened tolerances turn rocketry from a boutique and artisanal program into a problem of proper serial production. With significant investment, the long term savings are likely to be quite substantial
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry (3 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy)
[ ] Personal Electric Appliances Factories
While there are nowhere near enough chips to supply the demand for electronic devices, there are many units, including microwaves, kettles, lamps, washing machines, driers and the like that can be produced without more than the most basic of components, easily manufactured on site. While they are a mere portion of the total demand, providing them will serve to dampen the near insatiable appetite for goods, and provide a better standard of living for people around the world.
(Progress 0/180: 10 resources per die) (+++ Consumer Goods, --- Electricity)
[ ] Lithium Battery Plants
One of the key elements that allows for railguns, Lithium Ion batteries provide a stable source of charge for the capacitors to a railgun. While first practically built shortly after Tiberium fell to earth, the Lithium Ion battery has seen sequential upgrades, most notably a switch to using a saline solution for the electrolyte. This has significantly reduced the risk of fires, making it practical as a hybrid electric drive train solution in many military and transport roles. By increasing production of these batteries, it will both make many military developments cheaper, and increase logistical capability (Progress 0/190: 10 resources per die)(+ Logistics) (makes military developments cheaper)
[ ] Yellow Zone Light Industrial Sectors
With Yellow Zone cities now in full development, and the capital goods crisis almost in hand, GDI can now begin looking towards developing a full suite of light industrial developments in the Terminus Cities. While this will cost substantial amounts of capital goods as GDI builds all new factory complexes, for everything from toys and toothbrushes to perfume, it will substantially increase employment in the Yellow Zones, making the yellow zones more obviously mutually beneficial with the blue zones.
(Progress 0/400: 10 Resources per die) (++++ Consumer Goods, -- Electricity, -- Capital Goods, --- Labor)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health)
[ ] Civil Clothing Factories
While the Initiative has been producing civilian environmental suits, including the pattern 2050 for years, civilian clothing is a new proposal. With a lack of market development, GDI's planners have reoriented to projects that will begin providing long term masses of civilian consumer goods, rather than be content emphasizing immediate needs. One of the more important of these is civilian clothing. With most clothing factories still producing wartime patterns, or shut down over the course of the conflict, a wave of plant reopenings under Initiative direction, and the development of a series of new and variant patterns, is going to start doing something towards the overall consumer goods crisis.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, - Energy)
[ ] Edinburgh Electric Motor Plant
The electric motor, in its countless sizes and forms, is probably one of the most produced and used pieces of hardware next to computer chips and accumulators. Having not changed much since its inception in the 19th century, GDI still relies on them to keep the gears turning. Especially in demand are high-power ones, for use in electric or hybrid vehicles, and miniature ones for use in microelectronics. While it is possible to keep going with the amount in use, building up GDI's economy again will require sufficient supply of these important parts.
(Progress 0/125: 15 resources per die) (+ Capital Goods, ++ Consumer Goods, - Energy)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Perennial Aquaponics Bays
While most aquaponics relies on relatively fast growing crops, the method can also be used with more long term crops, such as berries, beans, and perennialized versions of other grains, oilseeds, and legumes. These require a fundamentally different structure than the linear bays of single growth crops. Instead of a long single run, with sheets of plants rafting down as they grow, perennial aquaponics bays are typically taller, with spirals of plants being fed by tanks placed on ground level. While the crops only typically produce a harvest once a year, they can be staggered by artificially manipulating the growing environment.
(Progress 0/200: 10 resources per die) (+++ food)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (phase 3)
While immediate further development would unacceptably strain water supplies, there is still a demand for more food in the Yellow Zones, both as a local supply and for greater diversity. With the immediate need for carbs and protein satisfied, more of the emphasis can go towards consumer goods and the availability of poorly shipping fruits and berries to yellow zone populations.
(Progress 2/80: 10 resources per die) (+ Food, + Consumer goods -- Water)
[ ] Vertical Farming projects
Vertical farming is not a particularly new idea. Initially proposed shortly before the First Tiberium War, vertical farms took off as part of an ecosystem of controlled environment agriculture projects. While the Initiative has tended to favor aquaponics as the primary solution to its food needs, even that method is still reliant on the environment to some degree. Vertical farms on the other hand, became one of the favored measures for a new generation of private agriculturalists starting fifty years ago, as it provided regular, high quality crops, and ones that can be available year round. Vertical farms are one of the better means to provide for more access to consumer food products, and ensure access to good, fresh food, for many of the very most remote projects, including the Himalayan Blue Zone.
( Progress 0/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Organic textiles farms
While most clothing is made from varieties of artificial fibers or layered polymer sheets, organic fibers, such as hemp, cotton, or linen have advantages of their own. By beginning to lay in a number of new growth operations focusing on these species, GDI can increase clothing production relatively cheaply. While this will inherently require the production of clothing to increase, a substantial separate project, expanding the selection of materials can increase perceived diversity at a relatively limited cost.
(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed.
[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 183/200: 20 resources per die)
[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)
Tiberium (6 dice)
[ ]Blue Zone Perimeter Fencing (Phase 2)
A first layer of fencing has been constructed. However, it is in many places an extremely thin and porous layer. Expanding fortifications and increasing the density of the sonic fencing will increase the level of mitigation that the fences offer. While further expansions beyond this are likely to offer smaller benefits, the fencing is still one of the best means to ensure the continued existence of the Blue Zones.
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation)
[-] Intensification of Yellow Zone Harvesting (Phase 3)
At this time, without an expansion of yellow zone facilities, further intensification of harvesting is not feasible.
(Progress 54/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
[ ] Red Zone Tiberium Harvesting (Phase 5)
Instead of focusing on a single target, GDIs current plan is a systematic expansion of existing target areas with more outposts, expanding the number of surfaces where mining operations can be conducted.
(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Tiberium Glacier Mining (Phase 5)
With preparations complete for the South American Red Zone, another phase of mines is planned. At least initially, unlike other Tiberium mines, this one seems likely to be more vertical, attacking a partially buried array of glaciers, and the remnants of the Amazon rainforest. The proposal calls for a series of containment rings around outcrops, with vertically oriented sonic projectors to shatter and sheer off sections for collecting.
(Progress 68/180: 30 resources per die) (--- Logistics) (additional income trickle [40-60 Resources]) (1 available Phase)
[ ] Coordinated Red Zone Perimeter Harvests (Phase 3)
With many of the immediately accessible parties already brought into the scheme, GDI's further expansion is looking towards smaller and more isolated bands, who can reach out even further, often connecting lines, even if only with an intermittent presence. However, they are also more difficult to contact and convince, requiring more effort, and substantially more in the way of convincing then the rest of the Forgotten. Many of them opposed the initial deal, and they are wary of outsiders. However, if they can be convinced, they will become a valuable arrow in the endless war on Tiberium.
(Progress 41/300: 10 resources per die) (additional income trickle [10 Resources]) (3 points Red Zone Mitigation)
[ ] Red Zone Sweeper Convoys
Red Zones are unrelentingly hostile and require extensive work to carve out even a small pocket of enclosed livable environment. However, there are proposals of another alternative. Instead of attempting to create large numbers of permanent or semipermanent harvesting or mining operations, GDI can instead focus their efforts on sweeper convoys. Initially practiced with MARVs before the Third Tiberium War, current planners believe that a heavily armed convoy of harvesters, and specially prepared trucks can make a somewhat similar project work. While logistically intensive, it does seem to have potential.
(Progress 0/120: 20 resources per die) (Additional Income Trickle [10-15 resources]) (-- - Logistics)
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)
Orbital Industry (3 dice) (2 fusion lift dice)
[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and serve as an administration center for the Initiative. While at this point we would only lay the framework, even marginal progress will serve as a powerful symbol of GDI's continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)
[ ] GDSS Enterprise (Phase 2)
To bring GDSS Enterprise to IOC, the key element is the completion of an initial industrial ring. While there is some workshop space already, GDI needs the ability to actually produce massive quantities of material in space, and more importantly refine and recycle materials in orbit, rather than hauling up everything in repeated bulk mass launches.
(Progress 117/200: 30 resources per die)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/100: 30 resources per die) (5 PS for completion)
[ ] Expand Orbital Communications Network (Phase 2)
With the worst of the damage replaced, GDI's new need is for higher speed and more bandwidth. While everywhere is connected, few of those connections are particularly high bandwidth. With this in mind, making more bandwidth available will drastically cut the need for couriers for any but the most highly classified projects, and as more computers become available, more of GDI's citizens can begin working from home, reducing the strain on public transit networks.
(Progress 29/150: 15 resources per die) (+ Logistics) (5 PS for completion)
[ ] Orbital Cleanup (Phase 1)
While doing orbital cleanup without orbital industrial capacity to feed the material into will be extremely expensive without commensurate payoff, GDI does have the capacity to begin cleaning up decades of debris. Ranging from pieces of the Philadelphia that have not deorbited, to lost tools, to entire Ion Canons that have reached the end of their service lives, GDI's fusion lift units can be used to clear out entire sections of the sky, preparing it for more orbital infrastructure.
(Progress 0/200: 15 resources per die) (Opens new Space Projects) (Will substantially change with phase 2+ of GDSS Enterprise)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Near Body Survey Probes
The Moon and Mars are two of the more proximate rocky bodies. With both having been extensively surveyed by pre Tiberium probes, GDI only needs to double check, and ensure that they are as previous exploration has indicated.
(Progress 0/50: 15 Resources per Die)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/100: 15 Resources Per Die)
[ ] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 0/100: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/300: 15 Resources per Die)
Services (3 dice)
[ ] Tertiary Schooling
A final wave of mainline school reopenings, Tertiary schooling is simultaneously the most and least important of the programs. While on one hand, it is a final stage towards developing a comprehensive learning system, it is also highly focused on learning dedicated specialist skills, ones that can also be taught at single purpose programs. However, what the college and university environment creates is a place where multiple disciplines can engage in a spirit of freewheeling debate and ongoing creative challenge. In addition to providing the next generation of specialists, these programs will also serve to support a new wave of research programs and technology labs.
(Progress 459/500: 5 resources per die) (--- Labor)
[ ] Technical School Program
While secondary schools are the main pipeline for an educated workforce, it is not for everyone. Some people work best with their hands, and there is always a need for skilled plumbers, welders, and other skilled labor. By opening a series of technical schools, GDI can offer an accelerated program to restore a pool of skilled labor that has been drained by war. While technical schools have often been a vehicle for discrimination, under the Treasury they will be entirely voluntary, and open to all ages.
(Progress 121/300: 5 Resources per die) (-- Labor)
[ ] Boarding School Foundations
Many regions under the Initiative's control are not particularly stable. While boarding schools have a long and oftentimes problematic history, the idea of providing people with a safe place to send their children is one with substantial support. Rather than attempting to educate people in the blue zone border areas, or out in the Yellow Zones, a system of boarding schools deep in protected blue zones can provide a safe, secure, healthy environment, while also being far easier to recruit quality educators for than local Yellow Zone schools.
(Progress 0/250: 10 resources per die) (--- Labor)
[ ] Childcare and Preschool programs
Many parents do not want to spend all day taking care of their children. While often considered too young to learn, offering childcare and preschool programs can offer parents the chance to work, and to have some time to themselves. While no substitute for parenting, offering kids a structured environment can teach them important behavioral lessons and better prepare them for schooling.
(Progress 0/230: 5 Resources per die) (--- Labor)
[ ] Educational MultiMedia Initiatives
While schools are still closed, there are other options for education. Bringing together industry working groups, we can begin building a complete multimedia package, ranging from television and streaming programs for all ages, to freely distributed games. By bringing some form of learning to all elements of childhood without being fully didactic, we can get a more broadly educated workforce, and one that has a lifelong interest in teaching themselves.
(Progress 0/300: 5 resources per die) (Developmentalists, United Yellow Zone)
[ ] Expand Local Public Media Operations
While there are plentiful options for global media, many local public news stations have gone off the air during or after the Third Tiberium War. These local stations both aid in the sense of community that has been damaged by the mass migrations in recent years, and act as a vital early warning system. By offering grants to local organizations to recruit reporters and rebuild their broadcast infrastructure, we can ensure that local reporting is not entirely deemphasized.
(Progress 0/150: 10 resources per die) (Developmentalists)
Military (3 dice)
[ ] ASAT Defense System (Phase 2)
GDI has long known about the vulnerabilities of the ASAT system to ground invasion. While before the war, GDI's government decided that the needed orbital system was far too expensive. While it is no more affordable now, it has far more political backing, from the highest echelons of government, keeping it a viable option.
(Progress 26/250: 30 resources per die)
[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 25 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)
[ ] Zone Suit Factories
With a new generation of Zone Suit armors designed, a series of new factories around the world need to be constructed. While existing armors can be refitted using on base manufacturing capabilities, in order to provide anywhere near the number of suits required to completely replace ZOCOM's infantry complement mass centralized factories need to be constructed. With six planned sites, in Newark, Glasgow, New Moscow, Christchurch, Oslo, and Helsinki, the project will be anything but small, a testament to just how many suits are needed.
-[ ] Glasgow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] New Moscow (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
-[ ] Oslo (Progress 0/75: 15 resources per die) (-- Labor, -- Energy)
Air Force
[ ] Apollo Fighter Factories
While the Apollo was developed before the Third Tiberium War, and was in testing at Valparaiso Spaceport, much of the initial run was destroyed in a Black Hand raid that also seized Dr. Alphonse Giraud, the project lead of Apollo. The remaining units were, for the most part, destroyed over the course of the Third Tiberium War. Resume construction of Apollo Factories.
-[ ] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
[ ] Harbinger Gunship Development
In 1964, the US Air Force mounted three General Electric miniguns onto a C-47 for use in air support over Vietnam. Usually operating under the call sign of Puff, the first of these proved its worth breaking a Viet Kong attack on US forces in the Mekong Delta. The VC-35 Ox is the fourth of its kind to be pressed into service in this role. While vertical takeoff and landing capabilities change how it will conduct operations, the results tend to be little different than those of nearly a century ago. (Progress 0/40: 10 resources per die)
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/250: 30 Resources per die)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die)
Ground Forces
[ ] Remote Weapons System Development Predator
The MBT-6 Predator served well in the Third Tiberium War. A heavy gun and heavier armor gave GDI armored forces a significant edge over NOD scorpion tanks, and an even more significant edge when fighting lighter buggies and attack bikes. However, it faced difficulties against the RPG-43, and fanatic assaults due to its lack of anti personnel weapons. Building a variant of the Guardian APC's Vigilante remote weapons system for use on the Predator should be easy to roll out, but will take some refit work to develop.
(Progress 0/40: 10 Resources Per die)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 1)
Artillery warfare is a matter of logistics in many ways. While GDI's existing shell production capacity was more than enough for the relatively limited previous deployment of artillery, it is nowhere near enough to supply the tens of thousands of guns that the current plans call for. By building additional shell plants, GDI can at least provide every gun a standard load, and a steady supply of ammunition for training.
(Progress 94/150: 10 Resources per die) (-- power)
Navy
[ ] Governor Class Cruiser Development
Intended to make good losses among GDI's battle line, the prospective Governor class is intended to be half the displacement, and better protected against air attack, compared to previous GDI battleships. These smaller cruisers are intended to be far more economical to construct than previous battleship designs. (Progress 0/40: 15 resources per die)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. First, for the African and South Asian coastlines, the port of Duqm in B4. While not the most developed port, it is proximate enough to major supply lines that limited further construction will allow for mass production. Second is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels. Finally, Copenhagen fits as a final location for major production. While unfortunately vulnerable, ships produced there will cover the Baltic coastline, the European Atlantic Coast, and patrol into the Medditeranean.
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 0/300: 10 Resources per die)
Steel Talons
[ ] Titan Mark 3 Development
The Titan Mark II in the eyes of the Steel Talons, is getting long in the tooth, and requires a number of substantial upgrades. Ranging from arming itself with an anti personnel mount, and anti missile laser system, to refitted armor and improved sensors, the Mark 3 is intended to be a platform for the next generation of the Steel Talons' weapons development.
(Progress 0/40: 10 resources per die)
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 15 resources per die) (--- Energy)
[ ] Advanced Myomer Works
Myomer is a next generation material. Essentially an artificial muscle, Myomers can be used to substantially increase the strength and responsiveness of artificial limbs, ranging from prosthetics to assembly arms, to combat mechs. Able to, much like organic muscles, contract at an electrical signal, they will be a substantial help in developing new walkers and offer opportunities across many military and economic spheres. (Progress 0/125: 10 Resources per die) (Reduces cost of Walker development and progress required)
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/40 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/40: 10 Resources per die)
Bureaucracy (3 dice)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)
[ ] Private Industry Regulation Lobbying
While the Treasury can do a significant amount to manage the emergent private industry in its own right, some of the measures proposed do require more extensive legal action from Parliament. Items like tax incentives for cooperatives, or union protection measures need more than even the extensive powers of the treasury to become law. (DC 60/80/120)
** 2 Hour Moratorium on Voting **
Adhoc vote count started by Ithillid on Jun 10, 2021 at 6:31 AM, finished with 199 posts and 99 votes.
I'd like to advocate for the Civil Clothing Factories and Organic Textile Farms combo.
Fairly cheap and provides lots of practical Consumer Goods for little ongoing cost.
-[] ASAT Defense System (Phase 2) 26/250 3 dice 90R 18%, 4 dice 120R 54%, 5 dice 150R 81%, 6 dice 180R 94%
-[] Reclaimator Hubs 0/125 2 dice 50R 48%, 3 dice 75R 84%, 4 dice 100R 97%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 25R 33%, 2 dice 50R 80%, 3 dice 75R 96%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Zone Suit Factories 0/75 1 die 15R 44%, 2 dice 30R 86%, 3 dice 45R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 49%, 2 dice 30R 89%, 3 dice 45R 99%
-[] Harbinger Gunship Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Orca Refit Package Development 0/40 1 die 15R 79%, 2 dice 30R 98%
Space Force
-[-] Orbital Strike Regimental Combat Team Station 0/250 3 dice 90R 7%, 4 dice 120R 37% 5 dice 150R 69%, 6 dice 180R 89%, 7 dice 210R 97%
-[] High Orbit Ion Cannons 0/75 1 die 44%, 2 dice 60R 86%, 3 dice 90R 98%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Shell Plants (Phase 1) 94/150 1 die 10R 63%, 2 dice 20R 94%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 79%, 2 dice 30R 98%
-[] Hydrofoil Shipyards 0/100 1 die 15R 19%, 2 dice 30R 70%, 3 dice 45R 93%
-[] Point Defense Refits 0/300 4 dice 40R 12%, 5 dice 50R 40%, 6 dice 60R 69%, 7 dice 70R 88%, 8 dice 80R 96%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 30R 26%, 3 dice 45R 69%, 4 dice 60R 91%
-[] Advanced Myomer Works 0/125 2 dice 20R 48%, 3 dice 30R 84%, 4 dice 40R 97%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Havoc Scout Mech Development 0/40 1 die 10R 79%, 2 dice 20R 98%
-[] Demobilize the Steel Talons DC 100 1 die 19%, 2 dice 70%, 3 dice 93% (But why would you?)
Bureaucracy 3 dice +8
-[] Security Reviews: DC60 1 die 64%, 2 dice 96%
-[] Private Industry Regulation Lobbying DC60 1 die 64%, 2 dice 96%
-[] Private Industry Regulation Lobbying DC80 1 die 44%, 2 dice 89%, 3 dice 99%
-[] Private Industry Regulation Lobbying DC120 1 die 4% (Note: Completion here requires an omake bonus), 2 dice 62%, 3 dice 92%
Last Security Review
Military 2 turns ago 53Q2
Tiberium 3 turns ago 53Q1
Light/Chem 5 turns ago 52Q4
Services 6 turns ago 52Q3
Heavy Ind 7 turns ago 52Q2
Bureaucracy 9 turns ago 51Q3
Orbital 13 turns ago 50Q3
Agriculture 13 turns ago 50Q3
Infrastructure 14 turns ago 50Q2
Would doing clothing factories/organic fabrics help with the service industry? Just wondering if there would be a way to get cloth and other textiles to tailors who could then make their own clothes to offer for sale. After years of wearing survival suits and government issued patterns there has to be a market out there for people willing to pay a premium for a unique dress or a nicely cut suit.
Would doing clothing factories/organic fabrics help with the service industry? Just wondering if there would be a way to get cloth and other textiles to tailors who could then make their own clothes to offer for sale. After years of wearing survival suits and government issued patterns there has to be a market out there for people willing to pay a premium for a unique dress or a nicely cut suit.
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants, unlike the refineries, is where the Mobius, and the more recent Mobius-Granger process is carried out, a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics)
On this specifically, since it's not completely clear from just reading the update: GDI's total resource income is currently 870R out of a total processing capacity of 1,000. We can't increase our resource income over GDI's total current capacity of 1,000R without doing this project. (And after next turn our budget is going to be heavily cut, likely to around 200R per turn.) So unless we do this project, plans that bring in too much resource income this turn will reduce the total potential resources we can bring in next turn.
For example, we currently have access to 2 more phases of Glacier Mining. If we do two more phases of Red Zone Tiberium Harvesting this turn, then next turn after the budget cut we do 2 more phases of Glacier Mining we're almost certain to hit the processing cap and will have to pause to complete this project before we can do more Tiberium mining and gain more income. (And don't forget this also costs the rest of our current amount of Energy too.) @Ithillid I believe you mentioned in the Discord that Saarland Heavy Industrial Plant might also add processing potential? Or is that untrue/no longer the case? Edit: Saarland will give us +250 processing potential.
@Ithillid I believe you mentioned in the Discord that Saarland Heavy Industrial Plant might also add processing potential? Or is that untrue/no longer the case?
Saarland has been updated - it adds 250 to processing capacity. In terms of resources used and the fact it gives other things (including ++ capital goods) makes it more efficient to take that in the short term.
Would doing clothing factories/organic fabrics help with the service industry? Just wondering if there would be a way to get cloth and other textiles to tailors who could then make their own clothes to offer for sale. After years of wearing survival suits and government issued patterns there has to be a market out there for people willing to pay a premium for a unique dress or a nicely cut suit.
Anything that provides consumer goods helps quite a bit. Because right now the issue is that you don't have shopping, pretty much at all. You have hairdressers, lawyers, massage parlors, and the like, but shopping is one of the cornerstones of the service industry, and right now the shelves are bare.
1. Complete our Mitigation requirements.
2. Complete our Space requirements.
3. Finish the Fortress Towns. (hopefully ending the refugee problem).
4. Progress/finish other already in progress projects.
5. Put a bigger dent in the consumer goods shortage.
6. Attain a capital goods surplus.
I agree with 1 till 4 but after that we should focus on preparing to boost our income next turn by unlocking glacier harvesting and logistics so we can do two phases.
This may be a good turn to take actions that will immediately cash out in Political Support, IF we can finish them quickly. I find the following things that do that:
GDSS Philadelphia II (Progress 0/100: 30 resources per die) (0/100)
GDSS Shala (Progress 0/100: 30 resources per die) (0/100)
Expand Orbital Communications (Progress 29/150: 15 resources per die) (+Logistics)
Three of them are space options, and I think we should seriously consider them. Even if it means derailing our normal space plans. Notably, Expand Orbital Communications is a relatively cheap space dice option; I'm imagining something like spending our two Fusion Dice on Philadelphia II and one normal Space Die and a Free Die on Expand Orbital Communications. We'd have a good chance of finishing one project or the other, maybe both, though 'both' would probably require good luck.
Anyway, starting a second space station may actually be more beneficial to us right now than finishing the second stage of GDSS Enterprise. I'm sure there are arguments for or against any specific choice made there, but I wanted to point out the advantage of political support that can be immediately traded off for good things in the upcoming Second Four Year Plan vote.
...
There is also
Helsinki C-35 Factories (Progress 0/125: 15 resources per die) (--Energy, ++Logistics)
The C-35 factories are a heavy industry thing that consumes energy, and I don't know what to make of that.