A lot of mass effect races will later wonder why humans have this really in depth geology department. Gdi and nod have an unspoken agreement to never tell anyone about the greatest megaproject on earth, which is to make hollow earth a reality.
So, my impression is that with Monrovia being hit, we can sink some of our excess resources into rebuilding our fusion yards which we can use to rebuild that part of our space industries using all new tech while giving a middle finger to Nod. Nuk and 2nd gen CCF are our heavy industry priorities with the last bit of alloys to help with mining.
I wonder how Kane will react to GDI having a portal into orbit. Nod should be able to notice an unexpected uptick in orbital industry and activity when they just hit our fusion yards. Most of Nod won't know what's going on, but he will.
I wonder how Kane will react to GDI having a portal into orbit. Nod should be able to notice an unexpected uptick in orbital industry and activity when they just hit our fusion yards. Most of Nod won't know what's going on, but he will.
I wouldn't count on the Cyan Zones being undermined by Underground Red Zones - they are partially created by Tiberium Inhibitor technology, and that is something that is known to be, to some degree, effective against underground Tib.
Of course, the whole "Zone" system is acknowledged as a problematic approximation, so we may see measurements shifting as more data comes in and the Tib Nerds develop better ways of arranging it.
Sorry for not responding sooner, thought I'd hit post. I agree that its possible for the underground Cyan Zones to be Blue, but I think its highly unlikely given the relative sizes of the Blue and Cyan Zones. The subterranean Red Zone is large enough that it undermines all of the surface Red and Yellow Zones with enough left over to undermine half of the surface Blue Zones. Given the surface Blue Zones are over 25% of the worlds land area and the Cyan Zones are not even a tenth of a percent, I think its far more likely that they are completely undermined just because of the relative scale. Even if the Cyan Zones aren't undermined, or are undermined by subterranean Yellow Zone it doesn't really change the math all that much.
In any event we have our work cut out for us. Thankfully we have tech that can try to solve/mitigate the problem and we are making progress on Save The World Plans B and D what with breaking 10k in orbit and the Forgotten Experimentation.
Plan A: Tiberium Abatement. This plan is the original selection of the campaign, and is our default attempt to abate away the Tiberium. The understanding is this plan is to buy time for one of the other Plans to work, especially now that the scale of the underground Tib has been revealed.
Plan B: Orbital Evacuation. This plan is what our orbital goals have been working towards. As it stands we have >10k people permanently off Earth. That is the number of humans we assume to have survived the Toba Catastrophe ~75k years ago, so it is possible for humanity to survive. We have also built significant amounts of Orbital and Lunar Industry and engaged in ecological preservation. If we lost everything on Earth right now it would take decades if not a century or two to recover, however we have both a minimum viable population and industry to make that recovery. This Plan has reached its minimum goals, the next step are to continue building the Orbital Industry to make the recover take less time and be less painful in the event of a loss of Earth.
Plan C: Tiberium Control Network - Salvage Variant. This Plan is making a TCN with salvaged Visitor tech. Significant progress has been made, we even have a couple of the techs needed to make it work (the inhibitor network for instance), however it relies on us making breakthroughs in a dwindling supply of Visitor Tech, the only way to get more of is fighting the Visitors at Jupiter, and that isn't happening anytime soon. Still the more progress that is made in this Plan the more likely it can aid us in Plan A, build synergies with Plan D, and give us leverage for Plan E.
Plan D: Tiberium Control Network - Psyonic Variant. This Plan relies on controlling tiberium with Forgotten mutants and psyonics. This plan has been both experimentation from NOD defectors and salvage and on diplomacy with the Forgotten. We recently made a big step forward on this front with the Forgotten Experimentation. However we still have a long way to go to properly make this plan a reality. Still the more progress that is made in this Plan the more likely it can aid us in Plan A, build synergies with Plan C, and give us leverage for Plan E.
Plan E: Tiberium Control Network - Kane Variant. This is how things went canonically. Kane makes a deal to get him and his core followers off Earth in exchange for the tech needed for the TCN. Realistically this is the way we will save the Earth if we are successful. However the previous Plans give us leverage against giving Kane everything he wants in exchange and this Plan depends on Kane actually reaching out to make a deal since IC we don't know that he has the tech for the TCN.
Somehow my brain took "use Forgotten to control Tiberium in a TCN" to "a hundred Forgotten are fed to the Silver Network every year to restrain the green crystal"....
Somehow my brain took "use Forgotten to control Tiberium in a TCN" to "a hundred Forgotten are fed to the Silver Network every year to restrain the green crystal"....
"Well, start by not willfully emulating his massive blind spots, first regarding the competence of 'mere mortals,' second regarding the inherent flaws in relying entirely on his own genius, and third regarding becoming so distracted by the brilliance of his master plan that he sets himself up for an attack..."
"Well, start by not willfully emulating his massive blind spots, first regarding the competence of 'mere mortals,' second regarding the inherent flaws in relying entirely on his own genius, and third regarding becoming so distracted by the brilliance of his master plan that he sets himself up for an attack..."
Sorry for not responding sooner, thought I'd hit post. I agree that its possible for the underground Cyan Zones to be Blue, but I think its highly unlikely given the relative sizes of the Blue and Cyan Zones. The subterranean Red Zone is large enough that it undermines all of the surface Red and Yellow Zones with enough left over to undermine half of the surface Blue Zones. Given the surface Blue Zones are over 25% of the worlds land area and the Cyan Zones are not even a tenth of a percent, I think its far more likely that they are completely undermined just because of the relative scale. Even if the Cyan Zones aren't undermined, or are undermined by subterranean Yellow Zone it doesn't really change the math all that much.
In any event we have our work cut out for us. Thankfully we have tech that can try to solve/mitigate the problem and we are making progress on Save The World Plans B and D what with breaking 10k in orbit and the Forgotten Experimentation.
Plan A: Tiberium Abatement. This plan is the original selection of the campaign, and is our default attempt to abate away the Tiberium. The understanding is this plan is to buy time for one of the other Plans to work, especially now that the scale of the underground Tib has been revealed.
Plan B: Orbital Evacuation. This plan is what our orbital goals have been working towards. As it stands we have >10k people permanently off Earth. That is the number of humans we assume to have survived the Toba Catastrophe ~75k years ago, so it is possible for humanity to survive. We have also built significant amounts of Orbital and Lunar Industry and engaged in ecological preservation. If we lost everything on Earth right now it would take decades if not a century or two to recover, however we have both a minimum viable population and industry to make that recovery. This Plan has reached its minimum goals, the next step are to continue building the Orbital Industry to make the recover take less time and be less painful in the event of a loss of Earth.
Plan C: Tiberium Control Network - Salvage Variant. This Plan is making a TCN with salvaged Visitor tech. Significant progress has been made, we even have a couple of the techs needed to make it work (the inhibitor network for instance), however it relies on us making breakthroughs in a dwindling supply of Visitor Tech, the only way to get more of is fighting the Visitors at Jupiter, and that isn't happening anytime soon. Still the more progress that is made in this Plan the more likely it can aid us in Plan A, build synergies with Plan D, and give us leverage for Plan E.
Plan D: Tiberium Control Network - Psyonic Variant. This Plan relies on controlling tiberium with Forgotten mutants and psyonics. This plan has been both experimentation from NOD defectors and salvage and on diplomacy with the Forgotten. We recently made a big step forward on this front with the Forgotten Experimentation. However we still have a long way to go to properly make this plan a reality. Still the more progress that is made in this Plan the more likely it can aid us in Plan A, build synergies with Plan C, and give us leverage for Plan E.
Plan E: Tiberium Control Network - Kane Variant. This is how things went canonically. Kane makes a deal to get him and his core followers off Earth in exchange for the tech needed for the TCN. Realistically this is the way we will save the Earth if we are successful. However the previous Plans give us leverage against giving Kane everything he wants in exchange and this Plan depends on Kane actually reaching out to make a deal since IC we don't know that he has the tech for the TCN.
I was thinking the Cyan Zones would have Yellow-category under them, but yeah, it doesn't make all that much difference.
As for the Save The World Plans, I'm not sure Plan D is really a thing, but I could be forgetting something. Plan C is in-quest what would be aimed for, likely with trying to get impulse-drive warships up and running soon enough to hit Europa, while also working on abatement and evacuation as much as possible, in order to extend the timeline and mitigate risk.
With that, I would say there are three things to focus on in military spending:
-Space Navy: for reasons I stated above.
-Factories for upgraded platforms: new armored vehicles, planes, and ships. We have new designs ready for production, now we need to buckle down and actually build them. (And yes, even with Plan E further conflict is likely.) Possibly include munitions upgrades like the Thunderbolt-2 missiles, but not much of that.
-Red Zone MARV hubs. Because we will want to cover the globe in inhibitors, and they require support/power infrastructure that basically only comes from MARV hubs in the Red Zones. (And because a TCN will require nodes covering the globe, and even if the Hubs aren't in exactly the right place, they will help a lot in getting the infrastructure for setting them up.)
So anyone have any ideas on how negotiations with Kane could start and what stuff he will ask gdi to do besides the obvious and what gdi could want to get out of him besides again the obvious?
Resources: 1450+375 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)
Tiberium Spread
Surface
25.965 (+0.21) Blue Zone
0.00 (-0.00) Green Zone
0.07 (+0.00) Cyan Zone
23.935 (+.21) Yellow Zone (102 points of mitigation)
50.03 (-.42) Red Zone (88 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (??? points of mitigation)
87.00 Red (??? points of mitigation)
Next Mutation Roll: Q2 2065
Current Economic Issues:
Housing: +93 (+89 LQ, +4 HQ) (1 high-quality housing per turn)
Energy: +37 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +24 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16 total)
Food: +50 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +43 (+2 per turn from Distributed Industrial Authority) (+448 in reserve)
Consumer Goods: +47 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium Processing Capacity (2965/4800) (615/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +15
Taxation Per Turn: +245 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100
STU Production and Consumption
Net: +15 per turn
Production: +44 per turn (6.5 HG, 15.9 IHG, 22.2X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)
Plan Goals
Increase Income by 135
Increase population in space by 9.25k
Provide 10 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn
Projects
Complete Karachi Planned City by end of 2065
Deploy Governor-A refit
Complete at least 3 Ground Forces Zone Armor factories
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits
Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Infrastructure (5 dice +27 bonus)
[ ] Blue Zone Arcologies (Stage 5)
Continuing development of the arcology system will add yet more cities to the list of those with an arcology and expand existing complexes. While it will be expensive, these symbols of Initiative might remain in high demand.
(Progress 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
[ ] Rail Network Construction Campaigns (Phase 6)
With lines laid and preparations made for exploitation of areas opened by the Trans-Continental rail line in North America, this phase will be shifting focus. Much more work will go towards secondary rail links in central Blue Zone areas, and replacing some lines that have become sub-optimal with better-situated connections.
(Progress 60/245: 15 resources per die) (+3 Logistics)
[ ] Karachi Planned City (Phase 4) (Updated)
Expanding the Karachi corridor will be a substantial undertaking, requiring not just expansions to the city and port facilities, but a series of outposts, some cut from blasted out ruins, but others, entirely new construction, especially with the Shah still maintaining a significant military force in being.
(Progress 178/390: 20 resources per die) (+6 Logistics, +4 Housing, -2 Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
(Progress 0/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff)
[ ] Postwar Housing Refits (Phase 2)
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet substantial groups oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
(Progress 33/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/150: 10 resources per die) (-5 Housing, +3 High Quality Housing)
[ ] Japan-Korea Tunnel
While building a tunnel underneath the sea of Japan will be a monumental undertaking, it will provide a rail connection between the two areas, joining them together into a single overall rail network, providing for both rapid transit and an easing of logistical linkages. It will likely mostly carry perishable goods that currently require air transport or fast courier ships, along with a regular passenger service.
(Progress 0/350: 20 resources per die) (+3 Logistics)
[ ] Drone Logistical Integration
With advances in drone control capabilities more can be done to hand off logistical tasks to automated systems. Although fully automated vehicles on public roads are not likely, many cargo handling facilities can easily be adapted to full automation without the need of a human presence on the work floor.
(Progress 199/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy)
[ ] Nuclear Infrastructure Rebuilding (New)
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 0/200: 15 resources per die)(+4 Logistics) (Reconstruction)
Heavy Industry (5 dice +34 bonus)
[ ] U-Series Alloy Foundries (Phase 6)
Shifting goals from bulk alloys to more specialist systems, tib resistant cutting blades will be a relatively minor but significant shift in GDI's ability to harvest Tiberium. While it will be expensive for what GDI gets out of the program, it is also an investment in the core technologies and competencies of working with STU based alloys.
(Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) (-10 progress requirement on tib mining projects)
[ ] Second Generation Continuous Cycle Fusion Plants (Phase 5)
With second generation plants a proven concept, GDI needs a relatively rapid pace of construction, with the first of the first generation plants expected to begin reaching serious failures in a matter of years, and the limitations on construction speeds meaning that total production is noticeably bottlenecked.
(Progress 147/270: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than five dice can be spent on 2nd Generation CCF per turn)
[ ] Aberdeen Isolinear Fabricator (Phase 2) (Updated)
With the completion of supporting industry, wastewater treatment and logistical connections, Aberdeen has already begun work on the A-wing of its isolinear fabricator. Largely devoted to memory cells and other low-complexity computing devices, the A-wing will serve both as a scale testing facility, and to train the workforce for the larger and more complex works to follow.
(Progress 103/180: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/360: 30 resources per die) (+18 Capital Goods, -4 Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/935: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1800: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
[ ] Microfusion Cell Laboratories
Any deployment of the microfusion cells is going to be on a distinctly small scale, in large part due to the combination of the need for hydrogen fuel, and the sheer cost in elerium to produce stable, usable fusion in a package that can be effectively man-portable. However, there are many jobs where the sheer energy density of an MFC would be useful both to the military and more civil administrations.
(Progress 80/150: 25 resources per die) (-2 STUs)
Light and Chemical Industry (4 dice +29 bonus)
[ ] Bergen Superconductor Foundry (Phase 5)
A fifth and final stage of expansions will see Bergen reaching its logistical and practical limits. While building inside of mountain ranges is certainly secure, it is far from ideal, with the final expansion to the facilities requiring a substantial investment in blasting new tunnels into other mountains. Additionally, it will require substantial investments in port infrastructure to move the massive quantities of superconductors out of the region.
(Progress 644/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
[ ] Adaptive Cloth Factories
While primarily for consumer goods, adaptive cloth is adaptive cloth, and the production will also feed into military procurement among other fields. Mostly, the Initiative will solely be producing the cloth, and then farming it out to private fashion houses, and Initiative backed design studios to do much of the work of integrating it into things that people will actually wear.
(Progress 0/300: 15 resources per die) (+5 Consumer Goods)
[ ] Factory Automation Programs
While LCI has already seen substantial downscaling in required labor, it is something that can be brought to an even more extreme level with the deployment of drone control systems, moving people off-site, and reducing the staff counts even further.
(Progress 229/280: 15 resources per die) (+4 Labor, -4 Energy)
[ ] Civilian Exosuits
With the Initiative seeing significant development of myomer-based technologies, and a handful of small companies building so called "recreational" exosuits by hand, it is likely quite possible for the Initiative proper to begin building a substantially refined version, and putting it into the field both to increase labor productivity, and provide a dual use system for some forms of civilian power assisted armor for the Home Guard.
(Progress 0/85: 20 resources per die) (+1 Labor)
[ ] Laser Printing Plants
New generations of laser systems allow for significantly improved laser deposition printing, effectively allowing fast, high-precision 3D printing in a wide variety of previously difficult materials. While not useful for everything, it should now be possible to effectively print out components that previously had to be forged.
(Progress 0/150: 20 resources per die) (-4 Energy, +2 Capital Goods)
[ ] White Goods Programs
White goods are major home appliances. While the state of the art has progressed in the last fifteen to twenty years, nearly all of those appliances in GDI's houses are old models, designed before the Third Tiberium War, and in many cases significantly before then. While wholesale immediate replacement is not viable, looking at the progress in various fields, should allow for GDI to make some efficiencies and conveniences more readily available.
(Progress 0/200: 15 resources per die) (-1 Capital Goods, +4 Consumer Goods, +1 Energy, +1 Labor)
Agriculture (6 dice +29 bonus)
[ ] Blue Zone Aquaponics Bays (Phase 6)
Building more aquaponics bays at this point will do little to increase food diversity, instead building up a backlog of dual-purpose crops tentatively earmarked for livestock feed.
(Progress 18/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/125: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
[ ] Dairy Ranches (Phase 3)
Throwing together a final – at least for the moment – wave of dairy ranches, GDI will immediately mothball most of them, as there are currently not enough animals to justify operations. Caretaker staff and training will be needed however.
(Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)
[ ] Spider Cotton Plantations (Phase 4) (Updated)
Continuing to expand Spider Cotton production is likely to see more uses found, but is at the same time, an expensive process, especially given the sheer quantities of spider cotton required for many of the more out there proposals.
(Plant Genetics)
(Progress 1/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
[ ] Laboratory Meat Deployment (Phase 2)
Initial laboratory meat development has a significant oversight, specifically in the expected skill level of the average cook, and so a significant public outreach is needed, not only to reassure people that the food is good, but also to teach people how to cook with meat again.
(Progress 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy)
Tiberium (7 dice +39 bonus)
[ ] Tiberium Vein Mines (Stage 11) (Updated)
While no longer positive in terms of surface abatement resources freed up, vein mines still represent a significant way for the Initiative to increase its Tiberium mining output without either requiring significant conflicts with the Brotherhood of Nod, or putting its men and material at significant risk in the red zones of the world. They are also likely to provide a much-needed start on attacking the newly-apparent underground front against Tiberium.
(Progress 4/165: 20 resources per die) (Additional Income Trickle [25-35]) (-2 Capital Goods)
[ ] Red Zone Tiberium Harvesting (Stage 12)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/120: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)
[ ] Red Zone Containment Lines (Stage 6)
With GDI having put its beachheads at the edges of the Red Zones, a further expansion of the containment lines is viable. While somewhat constrained by the limits of the Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 54/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
[-] Tiberium Glacier Mining (Stage 13)
There are currently no open glacier faces for expansion of mining activity.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (0 Stages available)
[ ] Xenotech Tiberium Processing Plants (Stage 3)
While continued expansion would make significant differences to GDI's ability to produce STUs, there are major countervailing concerns, especially as this technology largely remains beyond the cutting edge, maintained in most cases more by a network of ongoing apprenticeship and on the job learning, rather than functional training programs.
(Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
[ ] Hewlett-Gardener Mothballing (Phase 1)
With the xenotech refineries coming online, and the older Hewlett Gardener model refineries significantly outmoded, mothballing the old plants and keeping them as a standing reserve would free up significant resources tied up in their continued operations.
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
[ ] Tiberium Inhibitor Deployment (Updated)
Tiberium inhibitors have by now moved from the experimental deployment to the serial. While each will be significantly energy expensive and require a major investment of resources, it is now one of the fastest routes to abate the Tiberian menace.
(For Yellow and Red Zones, project is unlocked once all allocated MARV hubs are completed)
-[ ] Blue Zone 2 (Progress 0/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 3 (Progress 30/75: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement)
[ ] Liquid Tiberium Power Cell Deployment (Phase 3)
While still a bridge too far for many in the Initiative, and a political albatross, the redesigned versions, built as hybrid refineries and power plants, will both send out a trickle of resources, and produce noticeably more energy.
(Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn)
[ ] Enhanced Harvest Tiberium Spikes (Phase 2) (Updated)
Although the political controversy remains, the fact that the spikes help convert underground tiberium into surface tiberium is enough of an advantage that they are being pushed despite problems.
(Progress 161/180: 20 resources per die) (-5 Political Support) (+10 resources per turn)
[ ] 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 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
(Progress 0/265: 25 resources per die) (+10 Energy)
[ ] Secure Yellow Zones
There are a number of Yellow Zones around the world with little to no Brotherhood presence, mostly in large pockets in the Red Zones created by GDI efforts to mine Red Zone Tiberium. Putting in the effort to properly secure them will allow GDI to make gains in the near term, and build up GDI's pointillist empire, creating bases for further operations around the world.
(Progress 0/300: 25 resources per die) (+.16 Green Zone)
(Progress 0/300: 25 resources per die) (+.20 Green Zone)
(Progress 0/300: 25 resources per die) (+.24 Green Zone)
Orbital (9 dice +34 bonus)
(13 fusion dice, -1 Fusion die per turn, due to fusion shipyard destruction)
[ ] Impulse Drive Cargo Ship Development (New)
A hybrid drive system, using a combination of a fusion torch and an array of Brotherhood-derived repulsorplates to generate velocities, efficiency, and thrust impossible with standard technology, impulse drives represent a means to fundamentally reshape Initiative launch technology and dramatically increase scalable orbital transport.
(Progress 0/80: 20 resources per die)
[ ] Fusion Shipyard Reconstruction (New)
Rebuilding the fusion shipyards destroyed in nuclear fire, is not actually a requirement. While maintaining a supply of fusioncraft is useful, the future generations of Impellercraft on the horizon means that it is possible, although risky, to push forward, use the existing stocks of fusioncraft as a bridge, rather than trying to maintain a sizable fleet of them long term.
(Progress 0/450: 30 resources per die) (Reconstruction)
[ ] GDSS Columbia Bays (1 each)
-[ ] SCOP Bay
While Columbia is not laid out to take maximum advantage from solar energy, and its organization is not designed for farming, single cell organisms (a mixture of yeast, algae, and a handful of other producers) can be farmed on the station, producing a mix of carbohydrates, proteins, and fats that will keep people alive, and serve as a baseline for outsystem feeding as solar energy becomes increasingly less available.
(Progress 0/250: 20 resources per die) (+3 Food, +6 Food in reserve)
-[ ] Assembler Bay
While much of the actual industrial work in orbit is being done on Enterprise, and will be done on future Lunar, Martian, and asteroid belt industrial clusters in the future, integrating light industry and automated assemblers will be an expansion of the Initiative's ability to produce goods in space.
(Progress 161/240: 20 resources per die) (+1 Capital Goods, +5 Consumer Goods)
[ ] GDSS Shala Bays (6 available)
-[ ] Experimental Crops Bay (Stage 1)
Even with the biosphere on its last legs, there are some ideas that GDI scientists are too nervous about the potential of them getting out. Extremely fast growing crops, biological sources of explosives, medicine, and volatile compounds, and a wide variety of other ideas are potentially too risky to allow out into the wild, but could offer a wide array of benefits..
(Progress 0/215: 20 resources per die) (MS) (Unlocks new development projects)
(Progress 0/215: 20 resources per die) (MS) (Unlocks new development projects)
-[ ] Animal Husbandry Bay
While most of the effort is going to plants, animals have often been a significant part of human agricultural work. Most animals will be farmed for various forms of animal products, dairy, eggs, and the like, as growing animals for consumption in space conditions is terribly wasteful in most practical terms.
(Progress 0/215: 20 resources per die) (+6 Consumer Goods)
-[ ] High Efficiency Void Crops Bay
There are a number of extremophile bacteria, lichen, and similar that are able to grow even in the airless, highly irradiated void of space. With extensive genetic engineering and experimentation, it may be possible to engineer human edible crops that can be farmed and harvested with a minimum of material and maintenance.
(Progress 0/180: 20 resources per die)
Lunar Operations
[ ] Lunar Mining Projects
Joining together extant and proposed mineral extraction activities on and below the Moon's surface, expansive Lunar mining projects are one of the few immediate ways to bring GDI's orbital operations to some degree of self sustainment, rather than being wholly reliant on Earth's mineral resources.
(Progress 0/155: 20 resources per die) (+15 resources per turn)
[ ] Lunar Homesteading (Phase 4)
Continuing Lunar Homesteading projects are a combination of beginning to build basic community facilities, including low gravity pools, community exercise spaces, and other amenities, alongside expansions of living space, primarily in already existing homesteading spaces.
(Progress 42/220: 30 resources per die) (1000 residents)
[ ] Aldrin Planned City (Phase 2) (Updated)
A ring around the landing site of Apollo 11, the first true city of the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refining, and industrial facility will begin producing a substantial quantity of capital goods, and redefining what it means to live in space. While the first phase was all about the needed construction workers and roughnecks, the second phase will instead focus on enclosing at least a quarter of the city's eventual diameter.
(Progress 268/465: 30 resources per die) (2200 Residents) (+1 Capital Goods, +3 Energy)
(Progress 0/850: 30 resources per die) (5000 Residents) (+3 Capital Goods)
(Progress 0/1700: 30 resources per die) (10,000 Residents) (+6 Capital Goods)
Services (4 dice +35 bonus)
[-] Fifth Generation Electronic Video Assistant Deployment
Fifth generation EVAs are simply too expensive, and rest on severely limited stocks of isolinear processors. While Aberdeen is moving towards production, and with another dozen chip fabricator sites already somewhere in the planning pipeline, that does not make deploying any sizable number of the platforms currently viable.
[ ] Regional Hospital Expansions (Phase 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
[ ] Rage Engine Development (Tech)
The Brotherhood of Nod has used, on a limited scale, so-called Rage Generators, subliminal messaging systems that inflict feelings of paranoia, hatred, and fear, able to turn even elite GDI units against each other. While the process is less than useful for GDI in combat applications, various forms of emotional control system could be very useful in treatment of PTSD and other psychological traumas, especially useful in a post-nuclear recovery phase.
(Progress 0/80: 25 resources per die)
[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)
[ ] Stasis Box Development (Tech) (MS)
While there are many means of preserving things, most require keeping the thing in a particular state, usually either very dry, or very frozen. Adapting the Visitor stasis devices offers significant potential benefits in a number of fields, including food storage, medicine, and high energy industrial applications.
(Progress 0/120: 30 resources per die)
[ ] Projected Hardlight Development (Tech)
While the Initiative has a number of hardlight systems, so far it has mostly been a curiosity rather than a practicality. However, refinements and improvements in shield technology, and refinements in the means of projecting combine to produce a set of hardlight interfaces that can be scaled out to a relatively small room, allowing touch without touch, giving both tactile feedback, and the safety of gesture based controls, among other things.
(Progress 0/60: 15 resources per die)
Military (6 dice +31 bonus)
[ ] Military Logistics Drone Network (Phase 1)
Adapting drone control to the basics of self-driving trucks and other robotic assistants is not particularly difficult, and will substantially increase the tooth to tail ratio. While it will do little to reduce the need for skilled labor, many of the relatively simple driving tasks can be turned over to drone operators.
(Progress 0/200: 20 resources per die) (+5 Labor, -5 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -7 Capital Goods)
(Progress 0/200: 20 resources per die) (+5 Labor, -8 Capital Goods)
[ ] Stealth Field Generator Development (Tech)
While decades behind the Brotherhood's state of the art, and desperately behind the times in other ways, there are still uses for their stealth field generators, both to provide functional red forces for various training exercises, and more broadly to provide another string for the Initiative's bows.
(Progress 0/60: 15 resources per die)
[ ] Initiative Laser Systems Deployment (Phase 2)
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals will the Infernium laser find a home as GDI builds its first combat capable voidcraft. The second phase of deployment will focus on refitting the Steel Talon's Titans among other systems, including the Initiative's battleships and carriers.
(Progress 42/185: 25 resources per die) (-2 Energy, -1 STU)
(Progress 0/185: 25 resources per die) (-2 Energy, -1 STU)
[ ] Electronic Countermeasures Improvements (Refit)
While clearing jamming is all well and good, punching through it without expending masses of munitions and inherently alerting the Brotherhood to the Initiative's actions is, in many cases, better. While refitting the computer based sensor and communications systems will be a sizable undertaking, GDI will need the edge in future conflicts, especially as the Brotherhood will likely change their frequencies soon after realizing that they have been so deeply compromised.
(Progress 120/500: 15 resources per die) (-1 Capital Goods) (Projected: 2 quarters to begin, 8 to complete)
[ ] ASAT Defense System (Phase 5)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/425: 20 resources per die)
[ ] Ferro Aluminum Armor Refits (Refit)
Fe-Al armor offers a cheaper and more effective means of protecting some sections of GDI's more lightly armored forces. However, it will require some significant effort to make the deployment happen due to the sheer number of factories that require changes to their procedures to account for the new armor.
(Progress 259/295: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete)
[ ] MARV and Reclamator 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. Due to GDI's voracious appetite for more STUs, hubs constructed in Red Zones will service the Reclamator variant. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported.
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/250) (Benghazi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 West (Progress 0/250) (Matadi) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 2 East (Progress 0/250) (Dar Es Salaam) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 North (Progress 0/250) (Istanbul) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/250) (Port Said) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 East (Progress 0/250) (Hong Kong) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 4 West (Progress 0/250) (Mawlamyine) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 East (Progress 0/250) (Banjarmasin)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 5 West (Progress 0/250) (Medan) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/250) (Wyndham)(2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/250) (Eucla) (2 Points Red Zone Mitigation, 5 RpT) (+1 Energy, +1 STU)
Zone Operations Command
[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
[ ] Advanced Articulation Systems (Tech)
While GDI's Zone Armor is notably effective, it is also quite stiff and difficult to move in. In large part this is due to the Initiative having to protect the joints against Tiberium infiltration, adding mass and restricting movement. As the Visitors did not have quite the same level of problems, their methods are likely to be able to make the Initiative's systems significantly more flexible.
(Progress 0/60: 15 resources per die)
Air Force
[ ] Ultralight Glide Munitions Deployment (Phase 3) (Munitions)
A final phase of glide munitions is primarily about ensuring lasting stockpiles. While GDI has enough munitions to maintain basic SEAD and DEAD projects, and some ability to strike hard targets using them, it still has the capacity to sling far more bombs than are currently budgeted for.
(Progress 85/150: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 9 to complete)
[ ] NovaHawk Factory Refits (High Priority)
GDI at the moment does not need massive numbers of new airframes, especially given the number of parts shared between the old Firehawks and the new Novahawks. Therefore, it is best to focus almost all efforts on putting in the upgrades, ranging from laser modules and repulsorplate arrays, to the reshaping of the fuselage to accommodate all of the changes.
(Progress 30/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
(Progress 0/150: 25 resources per die) (-1 STUs, -1 Energy) (Refit)
[ ] Thunderbolt II Missile Development (Platform) (Munitions)
The primary difference planned for the second generation of Thunderbolt missiles is in the fueling system. While most of the other parts of the system work well enough, the aggressive maneuvering required to successfully intercept a Barghest, Kelpie, or other high end Brotherhood aircraft puts too much strain on the missile when combined with Visitor and Brotherhood derived fuels.
(Progress 0/60: 15 resources per die)
Space Force
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways. (Station)
(Progress 0/140: 20 resources per die) (MS) (Will time out at end of plan)
Ground Forces
[ ] Next Generation Armored Vehicle Factories. (New)
A new generation of metal, a new breed of machines, for a new kind of war. While the Predator, Guardian, and Pitbull have been the symbols of the height of the Initiative's relative overmatch, that is no longer the case, and it is time for a new generation to take the lead.
Progress 0/450: (30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -8 Capital Goods, -2 Labour)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4Capital Goods)(Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods)(Refit)
[ ] Ground Forces Zone Armor (Set 2) (Phase 2) (High Priority)
While the tip of the spear are still equipping themselves with the best that the Initiative can offer, they are a relatively small fraction of the total forces that serve under the striking eagle. A second, substantially larger wave of factories will require both significantly more capital goods, and a sizable workforce to produce enough of the armor to make a difference on those scales.
(Progress 236/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
(Progress 0/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor)
[ ] GD-3 Deployment (Phase 2) (High Priority)(Refits)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most extensive rollout permits rapidly phasing out the GD-2 within Seo's time in office, even the most modest effort will supply the units that most need them.
(Progress 125/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete) (Refits)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
(Progress 0/180: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete) (Munitions)
[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)
Navy
[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 156/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)
Steel Talons
[ ] Unmanned Support Ground Vehicle Deployment
While the Talons will not require particularly many vehicles to see a large impact on their total deployable combat force, it will still be a reasonably expensive project simply due to the amount of automation that it requires.
(Progress 0/240: 20 resources per die) (-1 Capital Goods, -1 Energy)
Bureaucracy (4 dice +29 bonus)
[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
[ ] Hand Off Capital Goods to Market
Supplying the open Market with capital goods at subsidized or at-cost prices will stimulate growth and increase the efficiency of GDI's labor-hungry industries, especially as the aging workforce demands more automation to keep productivity increasing. However, the Treasury has its own plans for such key industrial supplies.
-[ ] Hand Off 5 Capital Goods
-[ ] Hand Off 10 Capital Goods
[ ] Transfer Funds to the General Pool
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)
[ ] Campaign for Director's Chair
Putting your hat in the ring officially is the first step towards claiming the seat the Litvinov is starting to step down from. While Seo is unlikely to be the only candidate, being among the first out of the gate is a significant advantage in trying to claim the seat.
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Campaign for Director's Chair 1 die auto
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send @Lightwhispers a PM if you're interested.
--Note 3: You can use Informational threadmarked version.
[ ] Hewlett-Gardener Mothballing (Phase 1)
With the xenotech refineries coming online, and the older Hewlett Gardener model refineries significantly outmoded, mothballing the old plants and keeping them as a standing reserve would free up significant resources tied up in their continued operations.
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
(Progress 0/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor)(Mothballs 300 processing capacity)
[ ] Impulse Drive Cargo Ship Development (New)
A hybrid drive system, using a combination of a fusion torch and an array of Brotherhood-derived repulsorplates to generate velocities, efficiency, and thrust impossible with standard technology, impulse drives represent a means to fundamentally reshape Initiative launch technology and dramatically increase scalable orbital transport.
(Progress 0/80: 20 resources per die)
[ ] SSN Development Program (Platform)
The submarine fleet is one of the longer neglected parts of the Initiative navy, and one of the many places where the Initiative has less lived experience than most 20th century navies. While attempting to restore the capability will require substantial investments, they should also allow GDI to begin contesting the Brotherhood of Nod's own fleets of attack and missile submarines beneath the waves as well as on top of them.
(Progress 0/120: 30 resources per die)
Just tossing out that I think this will be helpful for countering what Nod did as far as strategic weapon deployment via subs. Mostly via sub fleet in being more than anything else I suspect, but anything we can do to make those actions more difficult would be nice (assuming we can free the dice). Might also provide another way to deploy commandos sneakily.
We have four turns left before the quest ends. We should complete Plan Goals and do projects that might not otherwise be done without Seo's influence. (Brains! 🧠) In Military especially, since we don't need to prepare for any more fighting, I'd like to see us adjust our dice accordingly.
We just brought two powerful new AIs online. Is it intentional that we get no new dice from them this turn, and if so, will we see any new dice from them during the current Four Year Plan, and if so, may I ask when or what we need to do to make that happen?
[ ] Nuclear Infrastructure Rebuilding (New)
While the nuclear strikes were, for the most part, aimed at military targets, the destruction of Hampton Roads and Seattle's port facilities, among others, are making noticeable pinch points for the Initiative's overall ability to transport goods.
(Progress 0/200: 15 resources per die)(+4 Logistics) (Reconstruction)
[ ] Fusion Shipyard Reconstruction (New)
Rebuilding the fusion shipyards destroyed in nuclear fire, is not actually a requirement. While maintaining a supply of fusioncraft is useful, the future generations of Impellercraft on the horizon means that it is possible, although risky, to push forward, use the existing stocks of fusioncraft as a bridge, rather than trying to maintain a sizable fleet of them long term.
(Progress 0/450: 30 resources per die) (Reconstruction)
[ ] Tokyo Harbor Reconstruction (New)
With the damage to Tokyo Harbor due to Bintang's strike, the ability of GDI to sustain a full spectrum sea and air defense network around the islands is currently noticeably degraded. While there is basing capacity spare, multiple heavy ships will need to be withdrawn to other harbors further north, or across the Pacific.
(Progress 0/360: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter)