Like it said in the update some people are also just taking some of the government money about and doing there own personal projects, which to me sounds like a lot of them are going to be older people deciding this is a good time if any to half retire and try to see if they can build a copy of a classic car they wanted or some other dream project/object.
A good turn, even with labor issues really starting to ratchet up.
It's worth pointing out that if Seo doesn't throw his hat in the ring, and his replacement as head of the Treasury isn't as into Science! as he is, then a lot of our wackier technologies will likely be shelved, either due to being impractical (reasonable) or upsetting (less reasonable), especially if the TCN makes concerns about Tiberium vanish and the need to press the technological egde becomes less immediately apparent. Sure, the aliens are still out there, but that's not the same as green rocks eating the world beneath your feet.
The Marathon Icon or Reclaimer Glyph is deeply concerning. I already couldn't escape and now that's only more apparent. I guess I'd rather deal with the Covenant and the Flood over the Phore, but that's not saying much. The Mass Effect races also being in the mix... galaxy is looking to be a very interesting place.
Current U-YZ mitigation: 36
-BZ Inhibitors: 2 U-YZ Mitigation each: 20 U-YZ, 50/750 progress ~8 dice median: ~2.5 U-YZ mitigation per die (costs energy)
-E-Tib Spikes: 1 U-YZ Mitigation each: 7/180 progress Phase 3 ~2 dice median: ~.5 U-YZ mitigation per die (costs political support)
-Vein Mines: estimate 2-3 U-YZ mitigation each: 4/165 Phase 11 ~2 dice median: ~2-1 U-YZ mitigation per die (costs capital goods)
For 50 U-YZ Mitigation:
14 required
BZ Inhibitors 7 phases 14 U-YZ: 50/525 progress ~5 Tib dice needed
-Requires 7*3 = 21 Energy ~1 phase of 2CCF
2CCF Phase 7: 0/270 progress ~3 HI dice needed (2 Energy Shortfall)
Total: ~8 dice
For 100 U-YZ Mitigation:
64 required
BZ Inhibitors: 10 phases 20 U-YZ: 50/750 progres ~7 Tib dice needed
-Requries 30 Energy ~2 phases of 2CCF
2CCF phase 7-8: 0/540 progress ~6 HI dice needed provides 38 Energy (8 Energy Excess)
-Requires 2 Labor
E-Tib Spikes: 2 phases 2 U-YZ: 7/360 progress ~4 Tib dice needed
-Requires 10 PS provided by BZ Inhibitors
Vein Mines 42 U-YZ: 14 phases: 4/2310 progress ~26 Tib dice needed (assumes 3 U-YZ mitigation per phase)
-Requires 28 Capital Goods
Nuuk Phase 4: 143/935 progress ~9 HI dice provides 32 Capital Goods (6 Capital Goods Excess)
-Requires 8 Energy provided by 2CCF phases above.
-Requires 2 Labor
Total: 37 Tib dice, 15 HI dice
-Requires 4 Labor that we need from somewhere
-Provides 6 Capital Goods
-Provides 64 U-YZ Mitigation
-Provides ~440 RpT (with corresponding STUs)
Analysis: This is surprizingly doable, though it is a big ask. It would be a year and a half in game of dedicated effort, but it is possible.
Current U-RZ Mitigation: 22
-YZ Inhibitors: estimate 2 U-RZ Mitigation each: 4 U-RZ, 0/200 progress, ~2 dice median: ~2 U-RZ mitigation per die
-RZ Inhibitors: estimate 2 U-RZ Mitigation each: 14 U-RZ, ~0/700 progress, ~7 dice median: ~2 U-RZ mitigation per die (requires MARVs including the MARVs would drive it down to ~.28 U-RZ mitigation per die)
-RZ Glacier Mines: estimate 1 U-RZ each: 38/165 progress ~2 dice median: ~.5 U-RZ mitigation per die (requires RZ harvesting and Logistics, including RZ harvesting would drive it down to ~.33 U-RZ mitigation per die, with logistics that would decrease further)
-RZ Deep Glacier Mines: estimate 1 U-RZ each: ~0/710 progress per phase (includes the secure YZ, Boder Offensives, and Deep Glacier Mines) ~7 dice median: ~.14 U-RZ mitigation per die.
Total: A bunch of Infrastructure dice, 56 Tib dice, 34 Mil dice
-Requires 44 Logistics provided from Infrastrucuture, likely to be shipping expansions or suborbital expansions given all the logistical links needed to make the glacier mines work
-Provides 28 U-RZ Mitigation
-Provides 13 STUs
-Provides 13*5 + 25*3 + 75*3 + 17.5*7 + 55*7 = ~872.5 RpT (with corresponding STUs)
-Provides 13*1 + 2*3 + 2*3 + 1*7 + 1*7 = 39 Energy
Analysis: Extending this to 100 U-RZ is impractical at this time for the sheer logistical requirements. Ideally we can achieve additional YZ inhibitors either by getting NOD to employ them or re-unlocking the YZ MARVs and roll them out over NOD's objections. The latter would not be preferable both from a cost perspective and from a diplomatic/MAD perspective. In general attacking the U-RZ is going to be much more difficult then the U-YZ, its still possible but would likely take a full plan to implement successfully.
So, it isn't specifically the automation or the labor issues that are slamming the private sector economy.
The main issues are that the treasury slammed out disruptive technology while also surging funding towards space. (Obviously the war and nukes too, but that is expected.)
Economies thrive on stability, and things were changed too fast.
Automation is good in the long term. In the short term, we have more people that are skilled at jobs that no longer exist, and not enough people skilled in maintaining the automated systems. Retraining takes time and cannot be rushed by throwing money at it.
Some investment in non-Bergen LCI projects might help inject new opportunities for the private sector. As would handing out more capital goods. But it needs to be slow and steady, or it just creates more shocks.
Analysis: Extending this to 100 U-RZ is impractical at this time for the sheer logistical requirements. Ideally we can achieve additional YZ inhibitors either by getting NOD to employ them or re-unlocking the YZ MARVs and roll them out over NOD's objections. The latter would not be preferable both from a cost perspective and from a diplomatic/MAD perspective. In general attacking the U-RZ is going to be much more difficult then the U-YZ, its still possible but would likely take a full plan to implement successfully.
If we had ever built all avaliable RZ MARVs, we'd have unlocked additional RZ MARV projects to cover more of the map than just one hub per region. I think the same could apply to Inhibitors. Additionally, eating through all of the YZ would have resulted in partial transfer of YZ Abatement to RZ Abatement; chewing through all U-YZ would be another way to increase U-RZ Abatement.
So, it isn't specifically the automation or the labor issues that are slamming the private sector economy.
The main issues are that the treasury slammed out disruptive technology while also surging funding towards space. (Obviously the war and nukes too, but that is expected.)
Economies thrive on stability, and things were changed too fast.
Automation is good in the long term. In the short term, we have more people that are skilled at jobs that no longer exist, and not enough people skilled in maintaining the automated systems. Retraining takes time and cannot be rushed by throwing money at it.
Some investment in non-Bergen LCI projects might help inject new opportunities for the private sector. As would handing out more capital goods. But it needs to be slow and steady, or it just creates more shocks.
Nah, the economy would be collapsing with or without us slamming out automation. Us doing so just means that hopefully when these people have retrained they'll be able to help with the skilled labour shortage sooner than they otherwise would. It's worth noting that while the automation projects were mentioned in the economics section, when it comes to talking about the specific causes of the economic crash
Shortages of skilled labor, Initiative mobilization, nuclear war, and the sprint towards space has seen the start of a major economic crash, with businesses folding every week.
So, i seem to have missed the discussion on the quest ending in 4 turns, and a timeskip, plus a follow up quest, is there an info post somewhere about this, or can someone fill me in on this?
So, i seem to have missed the discussion on the quest ending in 4 turns, and a timeskip, plus a follow up quest, is there an info post somewhere about this, or can someone fill me in on this?
QM got a life, and is doing a masters program in teaching. So I need to step back, and the end of the plan is a good place to do some wrapping up and leave the story in a good place. Once I have time again, I am planning on doing a timeskip forward to the next section of interesting times.
No. It was pretty explicit that people were losing jobs due to automation and were having problems moving to different jobs due to not being qualified.
Automation is somewhere in the middle of the causal chain of what's fucking the economy up.
The ultimate cause of the problem is the very tight labor pool. The automation drives are an effect of the tight labor pool.
In some ways the automation drives make things better! It probably wouldn't even be possible for us to have a private sector without the labor savings of all the automation we're already doing.
But what's been happening lately is, essentially, that the economy has been rising and rising, and it went bonk into the ceiling of "full employment" as the labor pool got stretched tighter and tighter... and the disruptions caused by people reacting to that 'bonk' are in turn causing economic shocks.
The automation isn't the origin of the problem; it's the process by which people are reacting to the underlying problem, with the result of solving some parts of the problem and also creating some new problems.
What should really scare you about the private sector contracting is this:
Without that +10 per turn our consumer goods and Standard of Living increase would utterly collapse in just about a year. We simply don't have the projects, the light industry dice, or the free labor, to quickly make good that +10 per turn consumer goods.
QM got a life, and is doing a masters program in teaching. So I need to step back, and the end of the plan is a good place to do some wrapping up and leave the story in a good place. Once I have time again, I am planning on doing a timeskip forward to the next section of interesting times.
QM got a life, and is doing a masters program in teaching. So I need to step back, and the end of the plan is a good place to do some wrapping up and leave the story in a good place. Once I have time again, I am planning on doing a timeskip forward to the next section of interesting times.
Resources: 1485+655 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
26.095 (+0.13) Blue Zone
0.19 (+0.19) Green Zone
0.07 (+0.00) Cyan Zone
24.255 (+.32) Yellow Zone (106 points of mitigation)
49.39 (-.64) Red Zone (94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23 Blue
12.77 Yellow (36 points of mitigation)
87.00 Red (22 points of mitigation)
Next Mutation Roll: Q2 2065
Current Economic Issues:
Housing: +98 (+93 LQ, +5 HQ) (1 high-quality housing per turn)
Energy: +32 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +30 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16 total)
Food: +49 (+26 backed reserve, +5 unbacked reserve)
Health: +45 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +48 (+2 per turn from Distributed Industrial Authority) (+496 in reserve)
Consumer Goods: +56 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16 (+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 (2965/4200) (615/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +13
Taxation Per Turn: +240 (-5 per turn from economic contraction)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100
STU Production and Consumption
Net: +13 per turn
Production: +44 per turn (6.5 HG, 15.9 IHG, 22.2X)
Consumption: -31 per turn
24 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-18 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs)
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 95
Increase population in space by 7.05k
Provide 4 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 1 Ground Forces Zone Armor factory
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 5) (Updated)
A final serious push to secure the region, with two primary goals. First, to secure the flank, putting Initiative boots firmly against the Red Zone – producing a new front for major Red Zone harvesting activities – and second to firm up the logistical links between the mountains and the sea.
(Progress 83/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
[ ] 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 97/150: 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)
[ ] Nuclear Infrastructure Rebuilding
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 179/200: 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 6)
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 248/270: 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 3) (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 86/360: 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)
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 760/1140: 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)
[ ] 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 5) (Updated)
Continuing to expand Spider Cotton production is likely to see more uses found, but at the same time it is an expensive process running into diminishing returns, especially given the sheer quantities of spider cotton required for many of the more 'out there' proposals.
(Plant Genetics)
(Progress 157/185: 15 resources per die) (+1 Capital Goods)
[ ] Terrestrial Quillar Deployment (New)
The expansion of quillar production is something that the Initiative does not strictly need at this point. However, it is a nutritious, easy to grow crop, something that can be offered to Nod as a show of goodwill – which will aid the Brotherhood's civilian populace, while not significantly impacting their overall military readiness. Funding a single wave of quillar for seedstock and providing the majority of the seeds to the Brotherhood will reduce overall population losses, while also establishing good faith with some of the scientists that the Initiative has acquired from the Brotherhood. While it could result in less ability to pressure the Brotherhood due to its increased ability to feed itself, the Diplomatic Corps does not believe it wise to hold food supplies hostage for such purposes.
(Progress 0/100: 10 resources per die) (+15 food)
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 8) (Updated)
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 Zone Operations Command, it will both support the Initiative's Forgotten allies, and put more pressure on the Brotherhood's back lines.
(Progress 9/170: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
[ ] Enhanced Harvest Tiberium Spikes (Phase 3) (Updated)
While still a potential political problem, the enhanced harvest Tiberium spikes offer a considerable degree of underground abatement with minimal investment required.
(Progress 7/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
(Progress 0/180: 20 resources per die) (-5 Political Support) (+10 resources per turn) (+1 Underground Red Zone Abatement, +1 Underground Yellow Zone Abatement)
[ ] Tiberium Glacier Mining (Stage 13) (Updated)
The invasion of Karachi has opened a number of new faces. While the infrastructure is not there yet for the bigger and more substantial practices, there is enough frontage to begin serious mining operations at a number of points.
(Progress 38/165: 30 resources per die) (-5 Logistics, +1 Energy) (additional income trickle [45-65 Resources]) (1 point of Red Zone Mitigation) (4 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 3) (Updated)
Clearing up some of the last of the old model HG refineries will continue to make labor available. While it will (in some cases) mean transporting Tiberium for longer distances, that is largely something that is already happening due to the better yields offered by IHG and Visitor refining technologies.
(Progress 15/50: 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 experimental deployment to 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) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 6 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 8 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 10 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 11 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 12 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 15 (Progress 50/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (+2 Underground Yellow Zone Abatement) (1 Political Support)
-[ ] Yellow Zone 10 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+? Underground Yellow Zone Abatement)
-[ ] Yellow Zone 11 (Progress 0/100: 30 resources per die) (+2 Yellow Zone Abatement) (+? Underground 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)
[ ] 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)
[ ] Caravel-Class Impulse Shipyard (New)
The Caravel is the smaller class of impulse craft. Designed around a hundred-ton Earth-to-Luna payload as a standard specification, the Caravel's primary selling point is its ability to operate off of standard airstrips and pre-existing airport facilities already serving GDI's fleet of fusion craft. Running off a pair of impulse engines mounted at the root of the wing, the craft is expensive – but a substantially more capable platform than the existing fusion craft, which cannot haul such payloads further than Earth orbit without refueling.
(Progress 0/300: 40 resources per die) (-3 STUs, -6 Energy, -6 Capital Goods)
[ ] Fluyt-Class Impulse Shipyard (New)
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 0/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)
[ ] Fusion Shipyard Reconstruction (New)
Rebuilding the fusion shipyards destroyed in nuclear fire, while on the docket, 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 and use the existing stocks of fusioncraft as a bridge, rather than trying to maintain a sizable fleet of them long term.
(Progress 60/450: 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)
[ ] GDSS Shala Bays (5 available)
-[ ] Experimental Crops Bay (Stage 2)
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 2/215: 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 3) (Updated)
A ring around the landing site of Apollo 11, the first true city on the Moon will be an enduring symbol of GDI's claim to the stars. A dedicated spaceport, refinery, and industrial facility will begin producing a substantial quantity of capital goods. With the second phase completed and eagerly awaiting the first Moonborn GDI citizens, the third phase will substantially expand the habitation, industry and commercial sections, nearly tripling the city's population capacity once complete and providing plenty of local leisure options.
(Progress 255/850: 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 (Phase 1) (New)
While still extremely expensive, and reliant on massive quantities of isolinear chips, some small trickle of fifth-gen EVAs can be produced and fielded. While the immediate benefits will be somewhat limited, the overall results are likely to be significant, especially as older-model EVAs are displaced into fields that have been considered lower priority.
(Progress 0/250: 40 resources per die) (+1 to all departments)
(Progress 0/250: 40 resources per die) (+2 to all departments)
(Progress 0/250: 40 resources per die) (+3 to all departments)
[ ] 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)
[ ] 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)
[ ] Gene Clinic Expansions (New)
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 0/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)
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 150/500: 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 289/295: 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)
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 135/150: 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 60/150: 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 105/140: 20 resources per die) (MS) (Will time out at end of plan)
Ground Forces
[ ] Next Generation Armored Vehicle Factories.
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, -4 Capital Goods) (Refit)
Progress 0/450: (30 resources per die) (-3 Energy, -4 Capital Goods) (Refit)
[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority) (Updated)
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. TRADOC and Procurement have both pressured the government to halt the Zone Armor rollout beyond the current phase, believing that it is more important to revise and revisit the concept from a clean sheet to incorporate major technological developments.
(Progress 117/285: 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 155/180: 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 265/350: 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 59/240: 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.
[ ] Endorse a Candidate for Director
Although many expect Seo to make a bid for the big chair, he would be relatively late in declaring his ambitions. Supporting another could make it more likely that whoever ends up winning will support Seo in turn, be it for a later bid for the big chair, or in the Treasury's operations.
-[] 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
-[] Endorse a Candidate for Director Hidden DC
--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.
[ ] Gene Clinic Expansions (New)
While GDI has a number of gene clinics, and efforts to increase access for the population are ongoing, the Treasury can greenlight the funds for a substantially accelerated program. Expanding the services offered should substantially increase birth rates, especially with a dedicated public outreach effort to educate the population as to the benefits such genetic engineering has for off-Earth living.
(Progress 0/240: 20 resources per die) (-2 Capital Goods, -4 Consumer Goods, -2 Energy) (+ Birthrates)
This is a high priority assignment for me, birthrates are a major concern so addressing it sooner than later should be done.
For Tib, vein mines mentions providing an attack on underground tib but does not probide abatement at the current level. I suspect that one of the follow up phases will start giving underground abatement so something we should look at doing.
What is good for us is we have 1 infra and some mil projects that will get phase completes from our passive progress departments.
Edit- do we have any additional space pop options that we can open up? like another phase of homesteading because right now we need to finish aldrin to hit the space pop goal and that is something like 27 dice or more in 3 turns.
@Ithillid
Just to clarify, now that we have seperate information for underground tib and it's mitigation, would you like me to roll four 1d100's or will I continue on with two?
3 imaginary cookies says it tries to turn "cute" as a survival mechanism, ramps up the frequency of Scrin-like bugs, or both because it doesn't really understand "cute."
Alternatively, it might go after bodies of freshwater.
[ ] Terrestrial Quillar Deployment (New)
The expansion of quillar production is something that the Initiative does not strictly need at this point. However, it is a nutritious, easy to grow crop, something that can be offered to Nod as a show of goodwill – which will aid the Brotherhood's civilian populace, while not significantly impacting their overall military readiness. Funding a single wave of quillar for seedstock and providing the majority of the seeds to the Brotherhood will reduce overall population losses, while also establishing good faith with some of the scientists that the Initiative has acquired from the Brotherhood. While it could result in less ability to pressure the Brotherhood due to its increased ability to feed itself, the Diplomatic Corps does not believe it wise to hold food supplies hostage for such purposes.
(Progress 0/100: 10 resources per die) (+15 food)
[ ] Caravel-Class Impulse Shipyard (New)
The Caravel is the smaller class of impulse craft. Designed around a hundred-ton Earth-to-Luna payload as a standard specification, the Caravel's primary selling point is its ability to operate off of standard airstrips and pre-existing airport facilities already serving GDI's fleet of fusion craft. Running off a pair of impulse engines mounted at the root of the wing, the craft is expensive – but a substantially more capable platform than the existing fusion craft, which cannot haul such payloads further than Earth orbit without refueling.
(Progress 0/300: 40 resources per die) (-3 STUs, -6 Energy, -6 Capital Goods)
[ ] Fluyt-Class Impulse Shipyard (New)
A much larger and more ambitious platform, the Fluyt-class, represents a megalifter: designed to carry thousands of tons at a time, lifting entire station units from the surface to orbit and beyond, ready for integration. Built with four primary engines, and a half dozen secondaries, the craft is going to require dedicated facilities to handle its sheer bulk; a number of runways will need to be drastically widened or newly built for this purpose. It is also VTOL-capable, but it requires specialized landing platforms designed to take the force and fury of such events – with a number of other difficulties besides. The Fluyt offers a platform that can do things that have so far been considered impossible, but using it effectively comes with its own challenges.
(Progress 0/600: 45 resources per die) (-4 STUs, -8 Energy, -6 Capital Goods)
Orbital is dice limited this quarter, because we have to knock out either one of these, or Fusion shipyards, before our fusion dice decay out from under us. So an orbital plank w/o free dice probably looks like this:
Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits.
Required Projects:
-Karachi Planned City Phase 5: 83/780 Progress ~4 dice median
--Requires 2 Labor
--Provides 8 Logistics
--Note: Dice split between Infrastructure and Tiberium.
-Post War Housing Refits Phase 2-3: 97/300 Progress ~3 dice median
Semi Required Projects:
-Nuclear Infrastructure Rebuilding: 179 + 60 (Reconstruction) = 239/200
--Provides 4 Logistics
--Note: This project is included for accounting purposes only as it will auto complete prior to the end of the plan.
Infrastructure Total = 7 dice
15 Infrastructure dice for the rest of the Plan, 8 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry does not require any additional projects. However, we are going to need a couple phases of 2CCF plants to support CCF replacement.
Required Projects:
-None
Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 6-7: 248/540 Progress ~4 dice median (6 dice)
--Requires 2 Labor
--Provides 38 Energy
--Note: Total CCF Energy to be replaced is 128 Energy. We only need 16 Energy ready this plan for the shut downs on Q4 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan (IE 6 dice) with the knowledge that we don't strictly need more then 16 Energy and that every bit beyond that helps us in the future.
Heavy Industry Total = 6 dice
15 Heavy Industry dice for the rest of the Plan, 9 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does require any additional projects.
Required Projects:
-None
Semi Required Projects:
-None
Light and Chemical Industry Total = 0 dice
12 Light and Chemical Industry dice for the rest of the Plan, 12 dice available, 0 free dice required
Agricultural Projects
Agriculture does require any additional projects.
Required Projects:
-None
Semi Required Projects:
-None
Agricultural Total = 0 dice
18 Agricultural Dice for the rest of the Plan, 18 dice available, 0 free dice required.
Tiberium Projects
Tiberium requires needed for the planned city of Karachi, an additional 4 RZ Mitigation, and 95 Income.
Required Projects:
-Karachi Planned City Phase 5: ~4 dice median
--Note: Dice split between Tiberium and Infrastructure.
Semi Required Projects:
-Red Zone Containment Lines Stage 8: 7/170 Progress ~2 dice median
--Provides 1 Energy
--Provides 3 RZ Mitigation
--Provides ~15 RpT
Services Total = 0 dice
12 Services Dice for the rest of the Plan, 12 available, no free dice required.
Military Projects
Military requires the completion of 1 Phase of GFZA.
Required Projects:
General Military
-General Military Total = 0 dice
ZOCOM
-ZOCOM Total = 0 dice
Air Force
-Air Force Total = 0 dice
Space Force
-Space Force Total = 0 die
Ground Forces
-Ground Forces Zone Armor x1: 117/285 Progress ~3 dice
--Requires 4 Energy
--Requires 2 Capital Goods
--Requires 2 Labor
-Ground Forces Total = 3 dice
Navy
-Governor A Deployment: 265 + 30 (Refit Department) * 3 (Turns Remaining) = 355/350 Progress
--Requires 2 Energy
--Requires 3 Capital Goods
--Provides 1 Labor
--Note: Refit Department will auto complete the Governor A Deployment
-Navy Total = 0 dice
Steel Talons
-At least 3 Steel Talon dice
-Steel Talons Total = 3 dice
Military Total = 6 dice
18 Military dice for the rest of the Plan, 12 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 32 current, 5 in reserve
--16 Required by CCF Replacement (16 Q4 2065)
--4 Required by GFZA
--2 Required by Governor A Deployment
--38 Provided by 2CCF
--15 Provided by DEA
--1 Provided by RZ Containment Lines
--2 Provided by Tiberium Glacier Mines
--Net: 66 Energy
-Logistics: 30
--6 Lost from Fusion Yard Destruciton
--10 Required by Tiberium Glacier Mines
--8 Provided by Karachi Planned City
--4 Provided by Nuclear Reconstruction
--Net: 26 Logistics
-Food: 49
--Net: 49 Food
-Capital Goods: 48
--2 Required by GFZA
--3 Required by Governor A Deployment
--6 Provided by DIA
--Net: 49 Capital Goods
-Consumer Goods: 56 current
--6 Required from Net
--Net: 50 Consumer Goods
-STU: 13
--1 Produced by new income
--Net: 14 STUs
-Labor: 16, -1 per turn
--3 Removed by Net
--1 Provided by CCF Plant Decommissioning (Q4 2065)
--1 Provided by Governor A Refit
--2 Required by ICCF
--2 Required by Karachi Planned City
--2 Required by GFZA
--Net: 9 Labor
-Income RpT: Must produce 95
--15 Lost by Economic Contraction
--15 Provided by Containment Lines
--105 Provided by Tiberium Glacier Mines
--Total Produced: 105 RpT
-RZ Mitigation: Must produce 4
--3 Provided by Containment Lines
--2 Provided by Tiberium Glacier Mines
--Total Produced 5 RZ Mitigation
I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 15 Total, 7 Required, 8 Available
Heavy Industry: 15 Total, 6 Required, 9 Available
Light and Chemical Industry: 12 Total, 0 Required, 12 Available
Agriculture: 18 Total, 0 Required, 18 Available
Tiberium: 21 Total, 9 Required, 12 Available
Orbital: 27 Total, 15 Required, 12 Available
Services: 12 Total, 0 Required, 12 Available
Military: 18 Total, 6 Required, 12 Available
Free: 18 Total, 0 Required, 18 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.
Updates:
-Governor A will complete without further dice investment
-Now that the economy is contracting and new Tib Glacier Mines are available it makes more sense to solve both these problems at once with the Tib Glacier Mines. The other option is to continue with the RZ MARV Hub and also grab a few sets of Vein Mines (3 to be exact) but that would be far more costly in terms of dice and I'd rather spend the dice on the Inhibitors at present.
-Updated Progress costs for Lunar Homesteading and Aldrin
-Removed completed plan goals
General Thoughts:
-Despite wanting to only invest in 1 die per turn for the Housing Refits, it may be that we will need to put two dice into it in either Q2 or Q3 to give slack in case of poor rolls like the one this turn.
-The two glacier mines needed will but a severe strain on our Logistics, given we are still in an active conflict with Al-Isfahani it may be wise to invest in Logistics boosting projects.
[ ] Terrestrial Quillar Deployment (New)
The expansion of quillar production is something that the Initiative does not strictly need at this point. However, it is a nutritious, easy to grow crop, something that can be offered to Nod as a show of goodwill – which will aid the Brotherhood's civilian populace, while not significantly impacting their overall military readiness. Funding a single wave of quillar for seedstock and providing the majority of the seeds to the Brotherhood will reduce overall population losses, while also establishing good faith with some of the scientists that the Initiative has acquired from the Brotherhood. While it could result in less ability to pressure the Brotherhood due to its increased ability to feed itself, the Diplomatic Corps does not believe it wise to hold food supplies hostage for such purposes.
(Progress 0/100: 10 resources per die) (+15 food)
This is a really cool project, but it's the only new project in Agriculture. We don't really have enough projects to spend all our 6 Agriculture dice on, especially given two of the projects there are arguably counterproductive due to their -Labor costs.
yeah. I was on leave for awhile because things were especially bad, but 'better' in this case still means homeless and not always being able to afford to eat.
@Darkandus whenever you want to roll spread, and roll spread above and below this time if you would. @HousePet mutation time, d6s for the size. @KnightDisciple I could use 6d100 and two assassination rolls
[]Plan Teaching Deva The Fluyt, Draft One
-[] Infrastructure (5/5+3 Dice + AA, 230R)
--[] Postwar Housing Refits (Phase 2) 97/150 1 die 10R 98%
--[] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice + AA 45R 33++% ??
--[] Japan-Korea Tunnel 0/350 3 dice 60R
--[] Nuclear Infrastructure Rebuilding 179/200 1 die 15R 100%
--[] Karachi Planned City (Phase 5) 1 dice + 4 Tib dice 100R
-[] Heavy Industry (5/5 + 1 Dice, 150R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 6+7) 248/540 3 dice 60R 28%
--[] Aberdeen Isolinear Fabricator (Phase 3) 86/360 3 dice 90R 46%
-[] Light and Chemical Industry (4/4 Dice, 120R)
--[] Bergen Superconductor Foundry (Phase 5) 760/1140 4 dice 120R 14%
-[]Agriculture (6/6 Dice, 75R)
--[] Blue Zone Aquaponics Bays (Phase 6) 18/125 1 die 10R 30%
--[] Dairy Ranches (Phase 3) 98/180 ]2 dice 40R 100%
--[ ] Spider Cotton Plantations (Phase 5) 157/185 1 dice 15R 100%
--[ ] Terrestrial Quillar Deployment 0/100 2 dice 20R 100%
-[]Tiberium (7/7 Dice, 90R)
--[] Karachi Planned City (Phase 5) 4 Tib dice (See Infrastructure)
--[] Tiberium Glacier Mining (Stage 13+14) 38/320 3 dice 90R 54%
-[]Orbital (9/9 Dice +4 AI, 375R) (13/13 Fusion Dice)
--[] Fluyt Class Impulse Shipyard (New) 0/600 5+2 AI dice 315R 58%
--[] Aldrin Planned City (Phase 3) 255/850 4+2 AI dice 180R 8%
-[]Services (4/4 Dice, 75R)
--[] Projected Hardlight Development (Tech) 0/60 1 die 15R 100%
--[]Gene Clinic Expansions (New) 0/240 3 dice 60R 82%
-[]Military (6/6 + 2 Dice, 160R)
--[] Military Logistics Drone Network (Phase 1) (new) 0/200 3 dice 60R 96%
--[] Next Generation Armored Vehicle Factories (Phase 1) 0/450 1 dice 30R
--[] Ground Forces Zone Armor (Set 2) (Phase 4) 117/285 2 dice 40R 65%
--[] Orbital Nuclear Caches 105/140 1 die 20R 100%
--[]Unmanned Support Ground Vehicle Deployment 59/240 2 dice 40R 2%
-[]Bureaucracy (4/4)
--[]Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
--[ ] Hand Off Capital Goods to Market
---[ ] Hand Off 5 Capital Goods
--[]Endorse a Candidate for Director
-[]SUMMARY
--[]1275/1485 RpT
--[]6/6 Free Dice
--[]4/4 AI Dice
--[]1/1 AA Dice
First draft of an Orbital-centric plan using all our fusion dice, and leveraging our AIs to crank out the Fluyt this turn or next. Probably more sensible to grab the Caravel first, but we should at least look like we're in a hurry to get off the planet in a serious way.
Beyond that: Glacier mining, and the logistics projects to support that. 4 Tib dice on Karachi. And Logistics robots to free up more Labor.