Seo isn't going to be director until after the Tiberium starts mutating.
So no, he won't make that point earlier. Could he have an effect (positive or negative) on the mutation rolls themselves after Granger retires? Absolutely possible, although I'd imagine that affecting mutation rolls will be far more difficult than just adjusting a few points of abatement.
The only way that could potentially happen is if you get some ridiculously unlucky multi nat one thing on a research project. Like, it is something that could, maybe, possibly happen, but is such a minor possibility that anyone who is not going out to four or five significant figures would round it to zero.
The only way that could potentially happen is if you get some ridiculously unlucky multi nat one thing on a research project. Like, it is something that could, maybe, possibly happen, but is such a minor possibility that anyone who is not going out to four or five significant figures would round it to zero.
We would be talking something along the lines of 0.00001% for a crit fail or lower. Tib has not even gone anywhere close to that. The equivalent there would be us rolling Nat 100s on tib growth every other turn or so.
How do you mean? We need to supply fortress towns with more ammo and weapons to make them defensible enough to build more, but that's just a matter of doing some more projects.
(Don't look at me like that, at this point I've decided I should try to develope a sense of humour about horrifically bad tib-related rolls )
(Edit: I don't know if that's the correct way to communicate probability, but with 81 for the most popular choice and 45 for the second I'm eager for more tasty updoots please)
such a minor possibility that anyone who is not going out to four or five significant figures would round it to zero.
I have no objection. The positions have been staked out at this point and the winning vote has enough of a lead that it will only lose it if you give out some earth-shattering information that upends the current calculus.
That would probably be for the best, at this point I don't see 37 votes suddenly flood in for Mikoyan. Pretty much everyone who would vote has done so.
[ ] Tidal Power Plants (Phase 2)
Phase 2 of the Tidal Power Plants is looking at major tidal power plants, such as the Penzin Bay Facility. These massive installations will provide almost as much energy as a standard nuclear power plant in many cases, although unlike those nuclear plants, these are geographically limited.
(progress 278/450: 10 resources per die) (++++ Energy)
[ ] Blue Zone Arcologies (Phase 2)
Investing in constructing new arcologies and not just repairing existing structures, reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 3/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
[ ] Yellow Zone Fortress Towns (Phase 3)
With the terminus cities protected, and much of the near Yellow Zone at least supported by these towns, future projects lay clusters of fortresses along coastal positions, much like Africa saw in the first phase of colonization. However, without substantially more investment into providing shells, or diversifying the weapons load of the Fortress towns, these are likely to be effectively indefensible.
(Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
[ ] Yellow Zone Arcologies (Phase 2)
While there are no immediate commitments to complete more arcology programs, they are significant markers of GDI's investments into the Yellow Zones. With the security situation improving rapidly, more arcologies can be used to support refugees and increase the quality of housing across the yellow zones.
(Progress 0/170: 15 resources per die) (+++ Housing)
[ ] Rail Link Reconstruction (Phase 3)
A final phase of reconstructing the rail links, double tracking much of the system, will ensure that the Initiative's rail system can sustain much larger amounts of rolling stock, and can route around damage without major delays.
(Progress 40/300: 15 Resources per die) (+++ Logistics)
[ ] Blue Zone Residential Construction (Phase 3)
The further development of high density residential is further out from the city centers, and many of the jobs. While still by far the most efficient use of resources in terms of housing people, the design is seeing increasing other costs, primarily in the logistics strain that housing, feeding, and moving people in a reasonable amount of time across increasingly long commutes creates.
(Progress 8/180: 10 resources per die) (- Labor, - Logistics, ++++ Housing)
[ ] Blue Zone Duplex Row Housing (Phase 2)
With initial row house development completed, further phases are well defined residential areas. Often known as bedroom communities, these provide a higher quality of life, although they do begin to substantially strain the transport links, as most of the workers have to commute into the cities in order to do their jobs.
(Progress 23/180: 10 resources per die) (+++ Housing, -- Logistics)
[ ] Integrated Cargo System
GDI has done a number of patchwork programs, ranging from civilian shipbuilding to rail, road and aircraft networks. However, a full integrated cargo system will bring previously unimaginable efficiencies to the cargo system. A combined system of shipping ports, rail lines, and aircraft can deliver anything, anywhere in the world with reasonable speed. While working within the political and physical realities of the post Third Tiberium War world means that it cannot work on the same efficiencies as the cargo systems of the late 20th century, it is as close as it is practical to get barring revolutionary new technologies.
(progress 0/800: 15 resource per die) (+++++ Logistics, -- Labor, -- Energy, -- Capital Goods)
[ ] Chicago Planned City (Phase 3)
With GDI's ongoing development of Chicago, the next phase is likely to significantly increase total effective abatement as the more proximate Chicago means less wasted effort transferring Tiberium from the Red Zone to processing centers. The expansion will also entail a major expansion to the processing facility in order to cope with this increased throughput.
(Progress 107/360: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)
[ ] Karachi Planned City (Phase 1)
Formerly the largest city in Pakistan, Karachi is a prime location for being the Himalayan Blue Zone's primary connection to the outside world. Rather than relying on exposed train lines towards the Russian and Korean Blue Zones, Karachi would serve as a logistics hub, with a much shorter connecting line to the Himalayas, and a port complex. That port complex will service ships running to the Arabian, Australian, and New Zealand Blue Zones, improving connectivity and acting as a forward base towards securing the northern parts of India.
(Progress 0/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
[ ] Colombo Planned City (Phase 1)
While it may be premature, seizing Sri Lanka, and preparing a planned city for the island is the first step in taking back the Indian subcontinent, one of the largest areas in the world where GDI has not had a serious presence in decades. The planned city will provide a nearby logistics hub and strategic entrepot.
(Progress 0/100: 20 resources per die) (--- Labor) (Can spend mixed Military and Infrastructure dice, at least 1 die must be Military)
[ ] Mecca/Jeddah Planned City (Phase 1)
With Mecca currently under threat from Tiberium, a planned city complex, based on the Chicago pattern is a clear requirement. However, it is unfortunately going to be expensive, as the situation requires a pair of planned cities. One in Mecca to support the Hajj and Red and Yellow Zone operations, and one in Jeddah, some seventy kilometers away.
(Progress 0/160: 20 resources per die) (---- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (5 Political Support)
[ ] Civilian Air Travel
With the C-35 and Carryall serving many of GDI's needs there is enough logistical slack to begin creating regular flights between major cities. This will be both politically popular and create some effective consumer goods through tourism.
(Progress 0/250: 15 Resources per die) (+++ ++ Consumer Goods, --- Logistics) (5 Political Support)
[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, one significant way to improve civilian morale and provide a steady stream of high quality housing would be to encourage the formation of a series of civilian housing cooperatives and supply them with a steady stream of materials. This will be politically popular, and easier to administer than attempting to keep all housing under the Initiative. (15 resources per turn) (+ Housing per turn)
Heavy Industry (5 dice)
[ ] Blue Zone Power Production Campaigns (Phase 3)
While the Initiative currently has surpluses of energy, expected development is likely to eat that within the year, so producing yet more energy and even more nuclear plants is a good approach.
(Progress 20/550: 10 Resources per die) (- Labor, +++++ Energy)
[ ] Synchronized Cycle Fusion Plants
The next wave of fusion hardware is a series of synchronized cycle plants. Running either four or six fusion reactors in a synchronized cycle is a serious developmental step towards producing clean, universal power solutions, ones that will provide energy for the Initiative for decades to come.
(Progress 8/350: 20 Resources per Die) (++++ Energy) (High Priority)
[ ] Blue Zone Microgeneration Program (Phase 2)
Building additional distributed power production and a more redundant grid, plus a number of in building battery banks will provide a power reserve that can serve even on an industrial scale. While it cannot serve as a replacement for major power stations, it can give some amount of flexibility in case of minor problems with the energy system.
(Progress 54/120: 5 resources per die) (++ Energy Reserve)
[ ] Yellow Zone Power Grid Extension (Phase 3)
While current usable technologies only allow for the installation of yet more solar and wind energy solutions, the prime locations are generally already in use. Further development will require more resources and additional work for not significantly better results.
(Progress 71/350: 5 resources per die) (++ + Energy)
[ ] Personal Vehicle Factories
Even though GDI's modern cities are designed with the intention to be nearly, if not entirely, traversable by foot and mass transit options, there is still demand for various forms of personal vehicles. With some small modifications, there are a number of existing electric vehicle designs that could be used as the baseline to begin providing more people with better access to personal transport.
(Progress 0/250: 10 resources per die) (++++ Consumer Goods, --- Energy)
[ ] North Boston Chip Fabricator (Phase 4)
A Fourth stage of North Boston will be substantially more costly than the previous three stages combined. A massive new complex adjacent to the existing one will produce even more chips, and even more dedicated computing hardware, ranging from single integrated systems for extreme miniaturization, to single purpose microcontrollers and multi core processors. While expensive, this will bring with it a substantial surplus in some forms of capital goods, allowing for substantial investments in future projects.
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)
[ ] Nuuk Heavy Robotics Foundry (phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (- Labor)
[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 78/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 Resources per die) (++++ Capital Goods, --- Labor, ---- Energy)
[ ] Automated Civilian Shipyards
With GDI's ever increasing need for shipping, production of cargo ships, the backbone of global logistics, must increase. A series of heavily automated shipyards will fill the gap, requiring substantial investments of capital goods, but able to produce ships far faster than human construction crews.
(Progress 0/250: 20 Resources per die) (++++ Logistics, - Capital Goods, --- Energy)
Light and Chemical Industry (4 dice)
[ ] Chemical Precursor Plants
While Tiberium and greenhouses can provide many of the chemicals needed for both day to day living and industrial needs, there are many chemicals, such as ethylene, propylene, nitric acid, sulphuric acid, hydrogen peroxide, and a wide selection of others that are important in everything from body armor to storage vessels, to medication. By building large chemical plants around the world, many of these can be produced and shipped more cheaply than doing small scale production on site.
(Progress 100/200: 15 resources per die) (++ Capital Goods, -- Energy)
[ ] Blue Zone Light Industrial Sectors
With GDI needing ever more in the way of light industrial products, and Blue Zone reconstruction effectively complete, large sections of many of the cities have been cleared for future development. While industry is not necessarily the most efficient use, it will have substantial impacts on the supply of various consumer goods.
(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Energy, - Capital Goods, --- Labor)
[ ] Personal Pharmaceuticals Plants
Ranging from contraceptives to cough suppressants to caffeine pills, there are a number of medications and treatments that people take without prescription. While distribution is still problematic at times, improving the supply will mean that more people will be able to take care of some of their own medical problems rather than having to take up institutional resources.
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health) (High Priority)
[ ] Johannesburg Personal Robotics Factory
Personal robots, ranging from automated vacuum cleaners to lawn mowers, delivery drones, and recreational drones have been in short supply during and after the Third Tiberium War. While technologically primitive in most cases, a large complex in Johannesburg would be a good fit to begin solving that particular shortage.
(Progress 0/250: 15 resources per die) (+++ Consumer Goods, + Logistics)
[ ] Furniture Factories
While basic furniture is fairly commonly available, higher end products are not. Metal frames and well padded seats are still luxury goods by some descriptions. The development of more production will begin making good some of the long term shortages that have existed since the war.
(Progress 0/150: 10 resources per die) (++ Consumer Goods)
[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
[ ] Superconductor Foundries
GDI has methods of producing standard temperature and pressure superconductors, and makes substantial use of them, for example in the Guardian APC. However, it is not typically used in infrastructure products, due to the widespread use of silver in the wiring systems and the expense of production. Building additional manufacturing capacity should allow it to be used more broadly, and increase energy efficiency in critical areas.
(Progress 0/200: 30 resources per die) (++ Capital Goods, +++ Energy) (High Priority)
[ ] Johannesburg Myomer Macrospinner (Phase 3)
With initial production already starting, the macrospinner needs to be severely scaled up in the coming quarters as current production is far from enough for any serious attempt to use myomers across the broad swathes of Initiative industrial and military needs.
(Progress 4/360: 20 resources per die) (++ Capital Goods, + Energy) (Reduces cost of mech projects) (High Priority)
[ ] Light Industrial Enterprise Grants
As the Initiative rebuilds from the war, one question that has increasingly been raised is one of offering new opportunities for private enterprise to begin filling some of the need for consumer goods. In the eyes of the proponents of this policy, private enterprise is better positioned to both find new products, and more efficient ways of producing existing products. While somewhat fragile in the face of the demands of total planetary warfare, there are advantages to not having a global bureaucracy to deal with. (15 resources per turn) (+ Consumer goods per turn)
Agriculture (3 dice)
[ ] Agriculture Mechanization Projects
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for even more farms to be operated with current workforces and far more food to be produced. While likely not increasing food diversity that much, it will allow for more secondary goods.
(Progress 0/400: 15 resources per die) (+++++ Food, -- Energy, -- Capital Goods)
[ ] Perennial Aquaponics Bays (Phase 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While the full products will take well into next plan, it will be an investment into the future and a generally popular decision.
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
[ ] Expansive Aquaponics Campaigns
With GDI now caring for ever more people, the food supplies have begun to show strain. A massive campaign of expanding existing operations, and opening new ones, especially using filter feeders, such as freshwater shrimp as a secondary protein source and water cleaning option at the end of the runs, will help ensure longer term food security in Blue and Yellow zones around the world.
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
[ ] Yellow Zone Aquaponics Bays (Phase 4)
Expanding on previous programs, further development of Yellow Zone Aquaponic systems is aimed to bring the network nearly to independence. While it will almost certainly still require a fairly substantial amount of food to be shipped in to ensure an acceptable level of diversity, if cut off for some reason, it is almost certainly going to be able to maintain existing populations at a survivable, if not particularly comfortable level.
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
[ ] Yellow Zone Purification Facilities
With Water becoming an ever more vital strategic resource, actually investing in the ability of the Yellow Zones to provide water for themselves has gone from a luxury to an imperative. Substantial pump stations near available bodies of water, combined with rainwater collection facilities, should be able to provide the amounts of water that the Yellow Zones are soon to require.
(Progress 0/320: 10 resources per die) (+++++ Water, -- Energy)
[ ] Vertical Farming Projects (Phase 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
[ ] Agricultural Processing Plants (Phase 1)
Food preservation and processing have always been part of human civilization. While GDI has a number of substantial plants already available, there are few of them available to meet the current food surplus. While there will be some amount of wastage, it will convert basic foods into more desirable products.
(Progress 0/200: 10 resources per die) (+++ Consumer Goods, -- Food, - Energy)
[ ] Ranching Domes
With the biosphere project well underway, one proposal is to begin producing larger numbers of food animals and animal byproducts by using many of the same methods but with an agricultural bent. While the products and projects will both be expensive, providing real steaks, milk, butter, eggs, and other products, will be a significant boost in consumer goods.
(Progress 0/250: 20 resources per die) (++++ Consumer Goods, --- Food, -- Energy, -- Labor)
[ ] Entari Deployment
With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole.
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
[ ] Spider Cotton Development
Spider Cotton is a cotton plant that is built to produce a very near approximation of spider silk. While not quite as strong or as fine, it is more than good enough to serve as a form of ultralight body armor, and is from first reports quite comfortable. It will however require some larger scale tests before it can become a substantial part of GDI's total fiber production.
(progress 0/40: 20 resources per die)
[ ] Wadmalaw Kudzu
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium (5 dice)
[ ] Tiberium Prospecting Expeditions (Repeating Phase)
With many of the easily tapped resources taken up, and the exploratory purpose completed, further development will focus on a series of somewhat less valuable installations scattered around the blue zones and nearby Yellow Zones. At this point, it is primarily a low impact task for the Tiberium department, rather than a matter of high importance.
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
[ ] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
[ ] Yellow Zone Tiberium Harvesting (Phase 4)
While existing harvesting operations are at their limit, a new wave of harvesting bases, deep in the yellow zones, can continue expanding our influx of Tiberium. While these will require a substantial security detachment to maintain, and the establishment of a number of new convoy routes, the military has come around on these projects recently as they can serve as base camps for continued operations against the Brotherhood of NOD.
(Progress 49/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (4 points of Yellow Zone Mitigation) (High Priority)
[-] Intensification of Yellow Zone Harvesting (Phase 5)
At this point, GDI has tapped out available space in the existing Yellow Zone harvests. Both further waves of fortress towns and expanded harvesting operations are required for a further intensification campaign.
(Progress 63/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (0 phases available)
[-] Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)
[ ] Red Zone Containment Lines (Phase 3)
Fully replacing the Forgotten in some areas will require a substantial additional investment. However it will also do far more to contain the spread of the Red Zones, by intensifying both GDI and the Forgotten's harvesting efforts.
(Progress 8/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation) (High Priority)
[-] Tiberium Glacier Mining (Phase 8)
While GDI cannot support more glacier mining operations at this time, the combined effects of the mines seem to be reaching a turning point, beginning to impact overall Tiberium spread. Further development seems likely to work to the Initiative's advantage in this area.
(Progress 29/180: 30 resources per die) (--- - Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (0 available Phases)
[ ] Tiberium Processing Plants (Phase 1)
While initially a low priority, as GDI's economy has been rebuilt, a new wave of Tiberium processing plants is soon to be required, as the Initiative runs into the limits of its surviving processing capabilities. These plants will carry out the recently discovered Hewlett-Gardener process providing a near endless flow of Tiberium being converted to everything from steel girders to rare earth metals, and the beating heart of the industrial economy. A single wave of these plants will substantially increase GDI's processing capability, and therefore the limits of its Tiberium economy.
(Progress 0/200: 30 resources per die) (+600 processing potential) (--- Energy, -- Logistics)
[ ] Improved Tiberium Containment Facilities Development
While Tiberium has often been siloed in various steps of the processing system, long term storage has often been elusive. However, with a study of the Corruptor's handling system, and the tiberium blend found in its holding cell, it should prove useful in allowing GDI to create a strategic reserve in case production ever overruns processing capacity.
(Progress 0/40: 25 resources per die)
[ ] Tiberium Inhibitor Development
The Scrin, during their invasion deployed a number of Tiberium Growth Accelerators. By constructing a version of the hardware essentially running in reverse, the Initiative can slow the growth of Tiberium in a relatively small area. While not able to stop the growth of Tiberium, it should provide a significant boost in overall abatement potential.
(Progress 0/60: 30 resources per die)
Orbital (3 dice)
[ ] Gravitic Drive Development
The Scrin gravitic drives have proven to be particularly interesting. Rather than being reaction drives, keyed off of mass, they seem to be volumetric and geometric, with the positions of drive nodes being the critical factor. However, they have reached a point where a development push is required to bring them to being something of science fact, rather than science fiction
(Progress 0/60: 30 resources per die)
[ ] GDSS Philadelphia II (Phase 4)
The project that was never completed by the prewar administration, the fourth phase of Philadelphia will bring yet more critical government systems into orbit and serve as a secure location for parliamentary commissions and panels.
(Progress 29/715: 30 resources per die) (+3 to all dice, +1 Free Die) (5 Political Support) (Fusion)
[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/85: 30 resources per die) (Fusion)
[ ] GDSS Enterprise (Phase 3)
Expanding the Enterprise into a proper all in one industrial center, a further series of modules and extensions will create a number of new industrial areas. However, before the refineries and the like can be brought fully online, they will need to be fed with material.
(Progress 183/385: 30 resources per die) (+ Capital Goods, + Consumer Goods) (Fusion)
[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/85: 30 resources per die) (5 Political Support) (Fusion)
[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)
[ ] Orbital Cleanup (Phase 3)
With the largest and easiest of the Philadelphia remnants cleaned up, GDI must now begin to deal with the massive numbers of small fragments, ranging from lost tools and bolts, to shards of solar panels and swarms of rounded fragments from destroyed satellites.
(Progress 44/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
[ ] Skywatch Telescope System
The Scrin gravitic drives produce a field massively larger than the ship itself, throwing off asteroid courses. That is enough to make even modern ion drives problematic. By launching a number of very large telescope arrays, the Initiative can make new asteroid drift charts and open the asteroid belt to probing once more.
(Progress 0/150: 15 resources per die) (Fusion)
(These probe missions will be handled in coordination with Carterquest, as the precise mechanics of probing are not a good fit for the high level developmental view of a planquest)
[ ] Inner System Survey Probes
With Enterprise heading rapidly towards initial operating condition, GDI needs to begin looking for sustainable resources to begin to feed into it. By deploying probes towards the inner parts of the system, such as Venus and Mercury, an initial survey sweep may well find usable materials in easy to extract locations.
(Progress 0/90: 15 Resources Per Die)
[-] Asteroid Belt Survey Probes
One of the main areas with easy to access resources is the asteroid belt. While a tiny portion of the mass of any of the planets, it is also in many easily digestible chunks. Additionally, it is theorised that there are many typically extremely expensive materials easily accessible in the asteroids.
(Progress 16/90: 15 Resources Per Die)
[ ] Outer System Survey Probes
While the outer system is by far the largest of the zones, it is also likely one of the richest, ranging from the Jovian and Saturnine moons, to the gas giants themselves. While getting to them will be a substantial investment, it will also likely be one of the key future development areas as GDI looks towards expansive investment in space development.
(Progress 0/290: 15 Resources per Die)
Lunar Operations
[-] Lunar Rare Metals Harvesting
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion) (Requires Enterprise 3)
[-] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 0/350: 30 resources per die) (+15 Resources per turn) (Fusion) (Requires Enterprise 3)
Services (4 dice)
[ ] Virtual Reality Arcades
While there are private services, it will be a long time before they can be meaningfully capable of large scale entertainments. Facilities like virtual reality arcades cover that gap, with high tech solutions to the ancient traditions of circuses. Each has enough VR units, and enough uplink capacity to engage in global E-sports, and stream to people around the world. While not the primary purpose, it will provide efficiencies beyond simply gameplay.
(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)
[ ] Fashion development houses
With standardized clothing now available, the next priority is often looking good. Existing clothing suppliers can provide for the bulk of GDI's needs, however there are many options for providing not only comfortable clothes, but ones that are good looking and attractive. While this has usually been a matter for the private markets, GDI can provide a range of fashion styles in its own right, bringing the whole range into reach of even the unemployed.
(Progress 89/225: 10 resources per die) (+++ Consumer Goods)
[ ] Game Development Studios
The private market has begun a thriving market in independent videogames. However, none have offered an upmarket game experience along the lines of those that existed before the Third Tiberium War. By forming and reforming a constellation of large scale game developers, GDI can begin providing that kind of experience once more, in more consumer friendly packaging.
(Progress 232/300: 5 Resources per die) (+++ Consumer Goods)
[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)
[ ] Vaccine Development Programs
While GDI has few major problems with infectious disease, keeping on top of the problem has its own advantages, especially with the strategic aim towards expanding Initiative influence in the Yellow Zones, and keeping in practice with modern vaccine technology.
(Progress 59/150: 25 resources per die) (++ Health)
[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)
Military (5 dice)
[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pitbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice)
[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)
[ ] High Efficiency Heat System Development
Derived from NOD's cyborg systems, this combination of heat sink, active cooling system and exchanger should significantly increase the efficiency of not only GDI's laser systems, but also of many other components. While significantly more expensive to produce than a conventional system, it is also substantially smaller, meaning that it can effectively be mounted on tanks, aircraft, and other mobile vehicles to increase their effective rate of fire.
(Progress 0/40: 15 resources per die)
[ ] ASAT Defense System (Phase 3)
Further development of the ASAT system requires a second control hub, a further redundancy, and a means of bringing the full system online in case the ground base is destroyed. While this will not bring any more ASAT equipment online, it will prepare the system for further expansion with new weapons, and novel methods.
(Progress 26/225: 30 resources per die) (Fusion)
[ ] 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. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
-[ ] Reclamator Hub Blue Zone 1 (Progress 39/105)
-[ ] Reclamator Hub Yellow Zone 5b (Progress 20/105)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105)
[ ] Reclamator Fleet RZ-7 North
Wth the hub completed, there are two good options for the fleet.
-[ ] MARVs
A standard model MARV, equipped for combat in the Yellow and Red zones around the world, this model is quite capable of conducting many of the tasks demanded of it.
(progress 0/160: 20 resources per die) (2 Points Red Zone Mitigation, 15 RpT.)
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
[ ] Reclamator Fleet YZ-5a
Wth the hub completed, there are three good options for the fleet.
-[ ] Super MARVs
An improved model, conceptualized after examining the destruction of MARVS before and during the Third Tiberium War, the Super MARV is substantially more expensive, but offers equally improved rewards
(progress 159/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
Zone Operations Command
[ ] Sonic Mobile Artillery Vehicle Development
While the Shatterer has shown its effectiveness, it remains held back by its origin as a mining tool. ZOCOM has requested a next generation weapon system capable of offering indirect fire support at extreme ranges to the soldiers of the Zone Operations Command. (Progress 0/40: 10 resources per die)
[ ] Zone Emergency Medical Evacuation Vehicle Development
Medical care in Red Zones is a significant problem. Time, even more than in normal circumstances, is of the essence. Not only is the casualty bleeding in most cases, there is severe risk of Tiberium infection, and the only medical care available is usually back at base. A fast hovering armored personnel carrier is a secondary concern, but one that should significantly enhance survivability.
(Progress 0/40: 10 resources per die)
[ ] Infantry Recon Support Drone Development
One advantage of the Zone Armor is that every man has a significantly more powerful radio than could be given to any infantry force. While long range drone operations are significantly contraindicated by the nature of Red Zone environments, small "pop up" drones should provide advanced reconnaissance, and act as forward sensor platforms.
(Progress 0/40: 10 resources per die)
Air Force
[ ] Orca Refit Package Development
The Orca, in its many forms, has been a symbol of GDI technical capabilities for nearly half a century. From its origins in the First Tiberium War, to the multiplication of forms in the second, to the simplified model of the third, Orcas have found themselves in nearly every battle the Initiative has fought. However, in the Third Tiberium War, many of the tradeoffs made themselves more of a problem than they originally were expected to be. Ranging from a lack of air to air capabilities, to their relatively short legs and limited ammunition supplies, many Orca strikes were not a sufficient match to the job they had found themselves performing. There are many proposals on how to fix these problems, but testing is required for a standard package to be developed
(Progress 0/40: 15 resources per die) (High Priority)
[ ] Wingman Drone Development
With the Air Force's current slate of fighters one of the most major limitations is the array of munitions that they can carry. A drone or group of drones, slaved to the sensors and targeting computers of the main fighter can provide additional missile coverage, and provide for something akin to in air reloads, while not requiring as much risk to the fighter itself. While not able to operate in all conditions, they are a substantial upgrade to the potential firepower under most.
(Progress 0/40: 15 resources per die)
[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)
[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(Progress 0/40: 15 resources per die)
Space Force
[ ] Orbital Strike Regimental Combat Team Station
An OSRCT requires a fairly substantial station. While far smaller than the masses of GDSS Enterprise, or the planned size of Shala or Philadelphia 2, it needs to be able to deploy dozens of pods in a matter of minutes, delivering them in a time on target rain of steel and ceramics on a number of possible trajectories. This requires a substantial number of electromagnetic launch rails, and a massive solar array to keep the system operational.
(Progress 0/225: 30 Resources per die) (Fusion) (High Priority)
[ ] High Orbit Ion Cannons
While Space Command's standard array of mostly low orbit Ion Cannons are well positioned to defend against Brotherhood nuclear devices, they are far less well positioned to stop an incoming fleet. By building and repositioning ion cannons in far higher orbits, along with adding a number of Lunar and Lagrange Clusters, the Space Force wants to intercept an incoming fleet long before it has a chance to begin landings on earth. (Progress 0/75: 30 resources per die) (Fusion)
[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)
Ground Forces
[ ] Remote Weapons System Deployment Predator
With a system developed, it needs to be refit onto existing tanks, and included in the production of new models. While not particularly expensive, the sheer scale of the problem is significant.
(Progress 0/240: 10 Resources Per die) (High Priority)
[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
[ ] Tube Artillery Development
GDI's current stock of tube artillery was defined by its need to be rushed into the field. Primarily existing guns pushed into the role, there are compromises made that did not have to be, notably in the lack of lighter guns, and the accuracy of the mainstay weapon. Further development of the system should provide for at least some mitigation of the problem.
(Progress 0/40: 15 Resources per die)
[ ] Shell Plants (Phase 4)
While new artillery pieces would provide for more accuracy, current mainline artillery platforms are unlikely to leave service this decade. To cover them vastly more shell production is required, primarily the standard selection of shells, but also a smaller number of specialist rounds.
(Progress 3/300: 10 Resources per die) (-- power) (High Priority)
[ ] Railgun Munitions Development
While the Initiative has deployed railguns for decades, the only munition has been some form of inert slug, either an ovoid in early designs, and a fluted dart in later ones. Typically, this has been all that is needed, with its sheer kinetic force capable of doing much of the damage. However, with rail weaponry taking up an ever larger part of the Initiative's arsenal, more forms of ammunition are likely to be required.
(Progress 0/60: 10 resources per die)
[ ] Ablat Plating Deployment (Phase 3)
GDI's military has continued finding more places that it wants ablative plating than there are available stocks of ablative plating, especially now with Ground Forces now wanting to reequip itself with Zone Armor. Yet more development is needed, especially more carbon nanotubes.
(Progress 91/200: 10 resources per die) (Very High Priority)
[ ] Bulldog ARV Development
The Bulldog is intended to be a successor to the Pitbull. Built around the new rapid fire rotary railgun first intended for use with the Wolverine, the redesign is relatively limited, focusing on bringing the new weapon into general use, and bringing with it a number of minor quality of life increases.
(Progress 0/40: 10 resources per die)
[ ] Guardian Mark 2 Development
The Guardian APC has served the Initiative well for decades. However, with both the new railgun systems, and the need for mass deployment of Zone Armor, it is simply no longer fit for service. The Mark 2 is intended to be roomier on the inside, with better armor shaping for the new Ablat plates, and an upgraded weapons system.
(Progress 0/40: 10 resources per die)
[ ] Armadillo HAPC Development
In addition to the Mark 2 Guardian, GDI wants a heavy APC, designed as an assault support unit. During the war, the Guardian proved to be a good agile support unit, but struggled in the assault role, with many being lost to laser cannons, missiles, and NOD's militants. With the need for heavy armor, and all terrain capability, the speed of the unit has suffered, but it is still more than able to keep up with the Predator tanks that it is intended to support.
(Progress 0/40: 10 resources per die)
[ ] Ground Forces Zone Armor (Set 1)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements
-[ ] New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] New Sevastopol (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] London (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Tokyo (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Pyongyang (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
-[ ] Santiago (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods)
Navy
[ ] Governor Class Cruiser Shipyards
Rebuilding some of GDI's battleship docks into half sized cruiser sections will save on resources, however they will require major investments in capital goods. These yards will take some significant time to begin major developments however, with a cruiser taking months to construct, and longer to fit out for service. (Very High Priority)
- [ ] Hampton Roads(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Rosyth (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Vladivostok (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Dakar (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
- [ ] Durban (Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor)
[ ] Escort Carrier Development
With the coming battles with the Brotherhood of NOD primarily existing in the littorals and in small actions, GDI needs a new wave of carriers. However, these, unlike the heavy carriers of the era before the Third Tiberium War, are small designs, built exclusively to carry Orca strike packages and control the airspace around them while being far cheaper than their predecessors.
(Progress 0/40: 15 resources per die)
[ ] Hydrofoil Shipyards
With GDI's new Rapier class Hydrofoils design ready, there remains a need to build them in appropriate areas. With the need for patrol assets, GDI has selected three ports for doing the work. The last port remaining is the combined port of Busan and Ulsan. One of the largest shipbuilders in the world, the port is a natural fit for the relatively small scale production of additional military vessels.
[ ] Busan-Ulsan Combined Port (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor)
[ ] Point Defense Refits
Refitting a ship for point defense batteries is not a simple task. Rather than being a simple small deck gun, a point defense network is a complex array of sensors, datalinks, computers, and the guns. Refitting them to ships never designed for the role requires effectively ripping them apart to lay all of the systems in place, and therefore long times in the dockyards. However, the survivability increases are certainly worthwhile, even if it only means that any given projectile is only intercepted a fraction of the time.
(Progress 15/250: 10 Resources per die)
Steel Talons
[ ] Titan Mark 3 Deployment
With the Mark 3 ready to be rolled out en masse, the primary remaining requirement is to refit the production lines towards the new unit. While many components have stayed the same, others must be replaced entirely, and whole sections of the line are now obsolete or obsolescent. This requires a major work through of the entire production system.
(Progress 0/175: 10 resources per die) (-- Energy) (High Priority)
[ ] Mastodon Heavy Assault Walker Development
The Mastodon Heavy Assault Walker is intended to be a smaller, and substantially cheaper, replacement for the Mammoth Mk 2. Armed as a breakthrough asset, with anti aircraft missile launchers and rapid fire chin mounted artillery, the Mastodon is as much a weapon of terror as a weapon of war.
(Progress 0/30 : 10 resources per die)
[ ] Havoc Scout Mech Development
The final new asset is the Havoc scout mech. Intended as a supporting asset for Zone Troopers and Raiders, the Havoc as planned has a single standout feature. The Jump Jet. Able to bring more firepower than a Zone Trooper, a higher overground speed, and keep up with them on a series of controlled jets. Armed with a multiple grenade launcher and rotary railgun, it combines the best of both the Trooper and Raider armament systems.
(Progress 0/30: 10 Resources per die)
[-] Laser Point Defense Systems Development
GDI's rapid fire laser system was something of a disappointment. However, even on an improvised chassis it served distinctly well as a point defense laser. By developing dedicated and automated systems, it should render NOD missile attack on the tactical level a much more minor problem.
(Progress 0/40: 15 Resources per die) (Requires Titan Mark 3 Deployment)
Bureaucracy (3 dice)
[ ] Security Reviews
GDI has often faced problems with infiltration by the Brotherhood of Nod. A full security review of one department of operations can mitigate or discover infiltration, however it will take a significant amount of effort. (DC 60 + 1 operations die)
[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)
[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)
[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)
Edit- before anyone asks, yes I did read the turn update (in Discord) quite a while ago, so the plan below already has considered the new options.
TLDR would be that the core objectives of this plan are,
- Firmly keeping the pedal pressed on Fusion (by economizing on R per die to pay for 20R Fusion), because there are a lot of useful things we want that suck up a lot of Energy, particularly the two Tib inhibitor techs that QM has mentioned are very Energy intensive.
- Finishing double deployments this turn to auto-unlock 10-20 RpT from RZ Harvesting Phase 7, and glaciers for next turn because we are making undesirable dice cuts, and are behind on income.
[ ] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments Infrastructure (5/5 dice, 50R)
-[ ] Tidal Power Plants (Phase 2), 5 dice (50 Resources) Heavy Industry (5/5 dice, 90R)
-[ ] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
-[ ] Kure Machine Works, 2 dice (30 Resources) Light and Chemical Industry (4/4 dice, 70R)
-[ ] Chemical Precursor Plants, 1 die (15 Resources)
-[ ] Personal Pharmaceuticals Plants, 1 die (15 Resources)
-[ ] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources) Agriculture (3/3 dice, 20R)
-[ ] Yellow Zone Purification Facilities, 2 dice (20 Resources)
-[ ] Security Reviews, 1 die Tiberium (5/5 dice, 115R)
-[ ] Chicago Planned City (Phase 3), 2 dice (40 Resources)
-[ ] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources) Orbital (3/3 dice, 50R)
-[ ] GDSS Enterprise (Phase 3), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 1 dice (1 Fusion) (10 Resources) Services (0/4 dice, 0R) Military (11/5 dice, 150R)
-[ ] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
-[ ] Titan Mark 3 Deployment, 4 dice (40 Resources)
-[ ] Ablat Plating Deployment (Phase 3), 3 dice (30 Resources) Bureaucracy (2/3 dice)
-[ ] Security Reviews (Agriculture), 2 dice
545/545R, 4 free dice used
Infra - 5 Tidal Dice to secure the +8 Energy and overflow, nothing special.
For HI and LCI, since R is tight, it is good to slow roll and fish for completion chances on Precursors and Kure, which are non-phased and dont capture overflow. Keep going with Fusion and Myomers (both High Priority), while also starting Personal Pharmaceuticals which is also High Priority. Big investment into Fusion because I sincerely believe that +Energy is an area we cannot fall behind on, even in a lean turn.
We don't know the exact costs, but QM has mentioned that the Scrin tech that helps to slow down Tib will be both R and Energy expensive to deploy. We've gotten one of the two techs this turn, and QM has confirmed that the next tech is coming Q1 2057 (please refer to page 383, post 9552 of the thread). Let's try to push hard to deploy the current one we have by then, and set up to be in a place to receive the next tech, and deploy it ASAP. No mucking around with the extinction-level threat of Tiberium. That means pushing hard on Fusion.
Agri is due for a review, its been 2 years / 8 turns. Keep going with Water Purification > Aquaponics chain to keep showing love to the YZers.
Tiberium - Do 1 phase of RZ Containment Lines (High Priority) for both income and RZ Mit, which we need since we already have 77 YZ Mit, but only 50 RZ Mit. Continue Chicago for abatement, and also because even the more moderate incomes plans will bump up against the income cap soon. Not doing inhibitors this turn because 30R is really hard to fit in without cutting dice somewhere (probably HI or LCI), but also because from Discord,
Ithillid — Today at 2:01 AM
you will still be able to get inhibitors going before mutation starts even if you don't do it this turn.
Orbital - Nothing special, keep going with Enterprise 3 (which unlocks moon mining RpT) and 1 dice on Orbital Cleanup (85% chance to complete) to get income for next turn, and unlock projects. Scrin drives are very very shiny, but no income for it sadly.
Services - Have completely slashed this department this turn, to activate expensive dice elsewhere, and keep going on important HI and LCI priorities. This is because currently, Services is the category that we can most afford to cut. We have already met the consumer goods plan goal (Arts grants ticking in the background), the PS options are nice, but we dont need PS now now, and these 2 turns look really lean R-wise.
The most attractive option is the expensive 25R vaccine project, but even then it isn't labelled High Priority, as compared to Personal Pharmaceuticals. We not only need to consider dice efficiency, but also dice effectiveness. The Services dice are either helping in areas we dont need more of (consumer goods), or things that are nice to have, but not necessary immediately (PS options and vaccines). I could flip 2 fusion dice to BZ Microgeneration just so that I can say that I activated 3 more Services dice, but that would be cutting something strategically important, for something nice to have.
Military - 2 dice on YZ MARV to 100% save the refugees. 7 dice on 2 deployments (one Very High Priority, one High Priority) to finish the commitment to the military and unlock RZ mining/glaciers. This also auto-completes one phase of RZ Harvesting for income. I am aiming to surge income this turn, more on this below.
This plan has 1 less dice on Gov Cruisers than others because of budget reasons, and because I want to quickly unlock glaciers (via double deployments) to solve the income problems we are having. We already completed 1 shipyard ahead of schedule (40% chance we could have lost that dice roll) and it is producing ships. So 1 die less on Cruisers is not ideal, but I believe the tradeoffs are worth it.
Income Breakdown
YZ MARV to save the refugees and also 15 RpT (100% chance to complete)
One Phase of RZ Containment (High Priority) for 10-15 RpT (98% chance to complete)
Finishing 2 deployments (one Very High Priority, the other High Priority) for 10-20 RpT (94% chance to complete, auto unlocks RZ Harvesting Phase 7)
One Phase of Orbital Cleanup for once off +25-30R (85% chance to complete)
Total: A very high chance to get 15 + 20-35 RpT, and 85% chance for +25-30R once off. 94% chance to unlock glaciers next turn.
Why are you attempting to surge income so much?
Please refer to post 9227 on page 370 of the thread. The summary is that our average dice costs keep going up, and this turn more than anything proves that we are actually behind the income curve IMO. There are so many shinies and important things that we simply can't afford. There are no plans this turn that activate all dice without sacrificing something.
Now that we have 2 more planned cities (all 20R and suck a lot of dice) and at least one of them we will want to start on soon (Mecca/Jeddah is abatement/PS combo), that estimate has actually proven conservative. We also probably want Columbo (labour city) towards the end of the plan. Labour isnt an issue now, but its going to be by then. So overall, Its going to be even more expensive than what I estimated. Moon mining will help, but it isn't coming soon enough to help the situation. It is also 20R per die and 350 progress for the better moon mining option.
Are you just heartlessly sending the military out on RZ Ops, so that Numbers Go Up?
No. The QM is strongly signalling to us that the military is ready to rock and roll with RZ Containment and YZ Harvesting being labelled High Priority (only happened this turn because the military themselves asked for the expansion), which puts them in direct conflict with NOD.
ZOCOM, our RZ ops specialists are at 'High' Confidence.
I am surging out 2 deployments in one turn to strengthen the military.
The military already handles 3 Phases of YZ Harvesting, 4 Phases of YZ Intensification, 6 Phases of RZ Harvesting, 2 Phases of RZ Containment Lines, and 7 Phases of Glaciers. That is 22 Phases.
Adding a couple phases of Glaciers/Containment Lines is definitely not going to break the system, and now we have a signal that we can refer to. If the military removes the 'High Priority' tag from RZ Containment / YZ Harvesting, we will know to take a break on further expansion.
Surging income is not contradictory to the military. Those shiny Cruisers, Airforce upgrades, lasers, arty upgrades, Fortress Towns are all 15R-20R (current average per die R is 13.625). A strong military requires a strong income, and we want a strong military to fight NOD, we arent planning on turtling in the BZ like canon GDI. If that isn't enough for you, here's a Discord quote from QM.
Ithillid — Yesterday at 8:29 AM
Hopefully marking a couple of tib options as high priority will be enough of a signal that it is time to start flexing that military muscle again.
With sincere apologies to Ithillid, I know this quote is very meta-gamey, but I really really want to make it clear that the military is more than 'just caught up'.
Closing Thoughts
There are no plans this turn that are going to activate all the dice without sacrificing something. For example, we could sacrifice Fusion or Kure dice and go 5R on BZ Microgeneration so that more dice can be activated elsewhere, but its not like BZ Microgeneration or YZ Power Grid is a super valuable project. I -sincerely- believe that this plan will go a long way in digging us out of the income hole, and surging income now will more than pay its way forward for the rest of the plan.
I think everyone wants to continue activating all the dice, and we need some serious income to do that without making undesired cuts. That income is needed for all the good things like Fusion, Myomers, SPACEEE, lasers, airforce upgrades, vaccines, cruisers (all at least 15R-20R each, our current average is 13.625R per die) and the list goes on.
I dont actually expect to win as I dont have the thread's trust and goodwill that the major planmakers have built up, I have only recently joined the quest. I am putting this plan forward more to provide food for thought, and hopefully shift the needle a little bit towards considering stronger income options.
Final minor note: A plan variant would be to cut 1 tidal dice and flip 1 Ablat dice to Gov Cruiser to get the desired 3 Cruiser dice. This would reduce the chance of double deployments finishing on the same turn to 84% though. I dont think that's great because we really need glaciers/income ASAP IMO. Our military is smart, they will auto-adjust their offensive/defensive posture depending on their capabilities, so if the shipyard comes out slower they will also take it slower. Income, on the other hand, is something only we can control.
Of course a caffeinated beverage would be marked as high priority!
Anyways progress is ever marching forward! And with it more Military options we need to work on, cause like jeez now that we are actually doing them the Military is really rolling out there Wishlist. And we will need to continue to give them that focus as well since it will be desperately needed.
And of course Space options are finally being to be unlocked so I can't wait to get into that! Though so far it's only mining operations because of the Enterprise. Which tells me if we want other missions like setting up a colony we'll need the other Space Stations first.
[ ] Wadmalaw Kudzu
A hybrid of Kudzu and Camellia sinensis, this is intended to brew, and more importantly taste and be processed like tea. Rather than requiring years, and an extensive grow operation to be producing tea, the vines will grow anywhere, on nearly anything, and will provide an extensive source of caffeinated beverages for the Initiative once produced in mass.
(Progress 0/40: 20 resources per die) (High Priority)
Alright here's my responsible sane voter plan. It keeps moving on all the critical projects we're in the middle of, and goes for some of the expensive shiny new research while we're at it. The problem is that shit's expensive so I had to leave a few dice idle unfortunately. I'd rather lose a few dice in non-critical sectors and get bullshit game changers like reactionless drives and Tib inhibitors out ASAP, leaving an Infra die and 3 Services dice idle are a price I'm willing to pay for that.
1/5 Infra dice idle isn't that bad, there's still enough money to keep moving on the tidal plants, and with our consumer goods target set to be overshot just through passive grant gain much less the points we WILL rack up over the next year and a half from centralized projects, I think Services is an acceptable sacrifice. Still doing the vaccine program in Services, that's worth shaking loose the cash for, but video games and nicer clothing aren't quite as high up the priority list. They'll get done by the end of the year, this is a relatively temporary budget crunch from a combination of income generators rolling bad and new expensive research popping.
The key part I haven't seen proposed yet is going for Strategic Planning. Between Kure and the Chemical Precursor Plants, we have a 94% chance of getting the capital goods we need to afford strat planning this turn, and I would very much like to get the supercomputers finally up and running. I like 94% odds, I'm willing to roll the dice on them, strat planning is a big deal and I want it ASAP. On a narrative level it means our giant centrally planned behemoth of a planetary economy actually gets a real brain instead of the immediate post-war kludges of statistical best-guesses and rough approximations and close-enoughs. Mechanically it should unlock new interface elements like better trackers and information about future phases of projects that will be extremely helpful in planning ahead, and also maybe mutate some options to do new things now that the Treasury has a proper modern planning apparatus again. I'm particularly interested in getting it before we do the Cooperatives Focus, I think structural economic reforms will go better once we've got GDI Cybersyn crunching all the numbers and giving our nerds all the best data possible and letting us target effects on the economy more precisely and accurately.
Finally I was just kinda looking for a place to dump Free dice when I ran out of money, and both Infrastructure/Agriculture have seen a full two years pass since their last security reviews so it's time for them to get their checkups and I put 2 Free dice into letting us get both sectors checked in the same turn.
[] Plan How to Plan Better Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
-[] Security Reviews (Infrastructure), 1 die Heavy Industry (5 dice)
-[] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[] Kure Machine Works, 3 dice (45 Resources) Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources)
-[] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources) Agriculture (3 dice + 1 Free)
-[] Yellow Zone Purification Facilities, 3 dice (30 Resources)
-[] Security Reviews (Agriculture) Tiberium (5 dice)
-[] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
-[] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
-[] Tiberium Inhibitor Development, 1 die (30 Resources) Orbital (3 dice)
-[] Gravitic Drive Development, 1 die (30 Resources)
-[] GDSS Enterprise (Phase 3), 1 die (20 Resources)
-[] Orbital Cleanup (Phase 3), 1 die (10 Resources) Services (4 dice)
-[] Vaccine Development Programs, 1 die (25 Resources) Military (5 dice + 4 Free)
-[] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
-[] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
-[] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
-[] Titan Mark 3 Deployment, 2 dice (20 Resources) Bureaucracy (3 dice + 1 Free)
-[] Security Reviews (Infrastructure), 1 die
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice Total Cost: 545 Resources
[ ] Plan Mitigation, Income and Enterprise
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 2 dice 10 R 99%
-[] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
LCI 4/4 55R +15
-[] Chemical Precursor Plants 100/200 1 dice 15 R 31%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%
Agri 3/3 30R +15
-[] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R ??%
Tiberium 5/5 125R +35
-[] Mecca/Jeddah Planned City (Phase 1) 0/160 1 die 20 R 0%
-[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98% (6% for phase 4) (High Priority)
-[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital 3/3 +1 free 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 1/4 25R +30
-[] Vaccine Development Programs 59/150 1 die 25 R 55%
Military 5/5 +5 dice 130R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 159/210 1 dice 20 R 80%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 2 dice 40 R 7%
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30% (High Priority)
-[] Ablat Plating Deployment (Phase 3) 91/200 1 die 10 R 22% (Very High Priority)
-[] Titan Mark 3 Deployment 0/170 3 dice 30 R 76% (High Priority)
Bureau 3/3 +15
-[] Cooperative Focus 3 dice 97% for highest DC level
Free 6/6
5 mil, 1 orb
545/545
PS 55 -10
Tidal and YZ power are both cheap and provide much needed energy (because we have a lot of energy drain projects this turn and in future turns). Krue is a high priority cap good project that we started and should try and finish, chem precursor is more cap good and personal pharma is a must. Of the 15 R projects not started the robotics factory and the +1 logistics is the most appealing in LCI.
For agri doing the 2nd phase as that has another +5 PS attached to it.
For tiberium- Inhibitor is a must do this turn and after that 3 dice in RZ containment makes sure it finishes this turn and has us setup to finish phase 4 fairly easily next turn with a small chance to finish this turn. That is 10-15 income and 3 crucial RZ mit.
For orbital trying to finish the enterprise to open up projects locked behind phase 3 and doing cleanup for one time resource infusion and more comm sats. For service Vaccine at 1 die to try and finish it leaving the rest idle since to fund other projects as the rest of the categories are more critical
On military- Trying to finish 5a and start 7N fleets to secure those hubs and the people and operations in that area as well as more income and mitigation). Titan 3 is high priority both for the rollout and for unlocking the anti missile laser. Then rolling out RWS and 1 dice on ablat for a chance to finish (I had 1 dice floating and decided to go with ablat over shells due to shells stressing our energy). Also if 2 of the 3 deployments finish we will get RZ harvesting as well.
Overall this plan is about upping income this turn (25-30 with a one time 25-30 from orbital cleanup and small chances for another 10-15 and 25 (6% and 7%) and if not putting us easily able to finish those). It also provides 3 RZ mit and 3 YZ mit and once again a small chance at a further 6 RZ mit and if not we can finish those two projects easily Q3 for the mit. At the same time it works on providing the power we need to keep on adding factories in mil, LCI and HI. And I put enough dice into the Enterprise to give us a solid chance to finish this turn and thus unlock the boosts it provide and additional income opportunities.
Thoughts?
Edit- If i can shake 10 R free from somewhere I could change one enterprise die to the drive dev
I would recommend overspending on the Reclamator Fleet for YZ-5a while it is both possible and probable that only one dice is needed to finish it the tactical situation sounded a lot like they needed the Fleet up last turn, As the Nod commander could strike any moment now. So I'm thinking we don't just want to guarantee that it finishes but finishes as early as possible. A Nod attack on the hub right now even one that was not largely successful could still result in a humanitarian nightmare. Artillery shells landing in a favela sounds like a nightmare scenario and that's just regular artillery shells some of the nastier stuff Nod could lob at you could be even worse.