[x]Plan Cutting our Losses
-[x]25% of GNP
-[x]Infrastructure
-[x]Tiberium

Dealing with the Tiberium probably would aid agriculture anyways due to Tiberiums tendency to mess with the ecosystem and the local weather
 
Q1 2050
Adhoc vote count started by Ithillid on Feb 20, 2021 at 10:45 AM, finished with 40 posts and 16 votes.


[X] Cutting Our Losses

Q1 2050
Resources: 125 + 125 in reserve
Political Support: 45
Free Dice: 2


Infrastructure (4 dice)

[ ] Blue Zone Reconstruction (Phase 1)
While there are many core priorities, the Third Tiberium War and the Scrin have done massive damage to cities and blue zones across the world. By constructing housing blocks and restoring water and power networks, GDI can alleviate the worst of the suffering. (progress 0/400: 10 Resources per die)

[ ] Yellow Zone Reconstruction (Phase 1)
While Yellow Zones are unavoidably tiberium poisoned, they also play host to large portions of the Global Population. By building new housing blocks near remaining Blue Zones, and establishing sonic barriers, the worst of the Tiberium encroachment can be prevented. (Progress 0/600: 15 Resources per die)

[ ] Rail Link Reconstruction (Phase 1)
The wars shattered the high speed rail linkages that connected major cities around the world. Reconnecting these is one significant step in the process of beginning to rebuild by connecting local surpluses. (Progress 0/400: 20 Resources per die)

[ ] Water Purification Systems
Ensuring access to clean water is one of the necessities of life, especially when so much of it has been polluted by Tiberium. The construction and reconstruction of water purification facilities can begin offering this to settlements across the world. ( Progress 0/100: 5 Resources per die)

Heavy Industry (3 dice)

[ ] Aggregate Plants
While many things can be constructed out of Tiberium, one that does not require the mineral is aggregate, a mix of gravel and sand widely used in construction. By establishing networks of aggregate plants, reconstruction efforts can be drastically increased. (Progress 0/200: 10 Resources per die)

[ ] Logistical Shipyards
While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere. (Progress 0/150: 15 Resources per die)

[ ] Blue Zone Power Grid Reconstruction (Phase 1)
While few operations are as power intensive as GDI's operational bases, the destruction of much of the world's electrical power network has left many without the ability to cook food, heat their homes, or engage in the Initiative's E-Government systems. (Progress 0/200: 5 Resources per die)

Light and Chemical Industry (3 dice)

[ ] Prefabricated Shelter Plants
While constructing larger housing systems is obviously preferable, in exigencies, single person and single family prefabricated shelters can be erected significantly faster. By constructing plants in secure Blue Zones, the process of new and reconstructed settlements can be done both faster and more cheaply. (Progress 0/100: 10 Resources per die)

[ ] Emergency Environmental Suit Plants
Many in the Yellow Zones wear cobbled together environmental isolation suits, generally derived from old Second Tiberium War era life support units, or even older chemical warfare equipment. With a small amount of effort, a new civilian specification environment suit can be rolled out as part of Yellow Zone relief measures. (Progress 0/100: 10 Resources per die)

[ ] Personal Water Purification Units
While large scale water purification is far more efficient, many people are too dispersed or isolated to bring water to in a reasonable manner. By building cabinet sized small scale hybrid sonic/graphene purification units, people can be guaranteed a steady supply of fresh water. While distribution will take further efforts, there is sufficient warehouse space to begin producing these now. (Progress 0/150: 10 resources per die)

[ ] Solar Tarp Systems
By combining nanoscale solar panels, and reinforced polymer tarps, a small trickle of electricity can be provided in a portable package. While fully insufficient to provide even a tithe of operational power for GDI structures, they can be used to begin spreading power where civil and military grids cannot (Progress 0/150: 10 resources per die)

Agriculture (3 dice)

[ ] Blue Zone Aquaponics Bays
With most of the world's farmlands poisoned by Tiberium, hybrid fish and vegetable farms are able to produce a well balanced diet, although they do not produce as much total food as some other options. (Progress 0/200: 10 Resources per die)

[ ] Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste. (Progress 0/100: 10 Resources per die)

[ ] Pharmaceuticals greenhouses.
For the plants that cannot be practically grown in hydro and aquaponic arrangements, small greenhouses using specially treated soil can be constructed. While too limited for significant food growth, these can supply much needed biologically derived pharmaceuticals. (progress 0/100 10 resources per die)

[ ] Biofuels plantations
While the trace amounts of Tiberium found in soil grown crops renders it unsafe for human consumption, and the vast majority of GDI's assets do not use biofuels, it is a useful, if manpower intensive, means of creating significant amounts of easily transported fuels. (progress 0/500: 5 resources per die)

[ ] Tighten Rationing Measures
While unpopular, in some cases rations can be cut to ensure that there is enough food to go around. (1 die, reduces food requirements)
  • [ ] Starvation
The most extreme form of rationing, Starvation rations significantly ease the pressure on food distribution, however they will soon lead to many either searching for new sources of food, or starving.
  • [ ] Meagre
While enough to keep skin and bones together, Meagre rations will produce significant unrest. This is likely to be taken as a sign that GDI continues to not care about the problems that populations in yellow zones face, especially with a lack of media distribution systems.

[ ] Reestablish Statistical Planning Systems
The many statistical planning systems and indicators that the Initiative relied on to establish the needed supplies of food have been heavily disrupted by the war. By conducting census work and creating distribution plans, GDI can soon move forward towards ensuring that everyone has enough to eat. (progress 0/50: 5 resources per die)

Tiberium (4 dice)

[ ] Blue Zone Tiberium Abatement (Phase 1)
Many former Blue Zones have had significant surface level tiberium contamination. By starting harvesting operations, we can both increase income significantly, and begin reducing Tiberium spread. (Progress 0/200: 20 resources per die) (small additional income trickle) (contributes to plan goal)

[ ] Yellow Zone Tiberium Harvesting (Phase 1)
While the Yellow Zones have more extensive Tiberium infiltration, they can also serve as a significantly larger source of Tiberium to fuel the Initiative's efforts. By establishing outposts near extant Tiberium veins, a slow but steady trickle of resources can be added to the stockpiles (Progress 0/100: 20 resources per die) (small additional income trickle) (slightly contributes to plan goal)

[ ] Tiberium Algae Decontamination
Tiberium Algae was a significant problem in the 2nd Tiberium War, and one that had been solved. However, new growths have been found in most major lakes and rivers. By focusing our efforts on water purification, and establishing naval harvesting systems, these new infestations can be beaten back. (Progress 0/400: 10 resources per die) (slightly contributes to plan goal)

[ ] Tiberium Management Surveys
At this time, any expression of Tiberium spread is merely an estimate. By reconnecting satellite observation systems, and routine ground and air surveying, an accurate accounting of Tiberium spread can be completed. (progress 0/50: 10 resources per die)

Orbital Industry (3 dice)

[ ] GDSS Philadelphia II (Phase 1)
Destroyed in the opening stages of the Third Tiberium War, Colombia Station must be rebuilt to show that we are capable of regaining what we once had, and as a center of administration for the Initiative. While at this point merely laying the framework of the station, even marginal progress will serve as a powerful symbol of the Initiatives continued resilience. (Progress 0/100: 30 resources per die) (5 PS for completion)

[ ] GDSS Colombia (Phase 1)
The development of a first stage of orbital habitats offers a prototype for further evacuations of the most devastated areas. While expensive, stations like this one could be the future of human habitation. These prototypes will not be fit for human habitation, however any issues that emerge here are ones that can be solved before trying to live in space. (Progress 0/100: 30 resources per die)

[ ] GDSS Enterprise (Phase 1)
An orbital industrial hub is a requirement to begin reaching out into the broader solar system. While surface launched probes can offer scans and land rovers, they are too limited for expansive development of the inner system. While at this point the structure will serve as little more than a base for GDI astronauts, great things can come from small beginnings. (Progress 0/100: 30 resources per die)

Services (3 dice)

[ ] Tiberium Health Services
While healthcare has been a right for all, few effective treatments have been found for Tiberium exposure. While the best we can do at the moment is alleviate symptoms, building a network of specialist clinics is a significant first step in helping the millions exposed. (Progress 0/100: 20 Resources per die)

[ ] Yellow Zone Refugee Camps (Phase 1)
The war has created massive numbers of refugees. While building camps is far from providing housing for all, by centralizing populations along transport routes, it becomes more logistically feasible to feed, shelter, and provide medical care. (Progress 0/300: 5 resources per die)

[ ] Civil Health Reconstruction
The military needs of the Third Tiberium War drew tens of thousands of doctors and medics around the world into service with GDI, stripping most hospitals down to bare bones, if that. By fast tracking their discharges, and the deployment of mobile medical teams, GDI can once more ensure the welfare of all. (Progress 0/75: 10 resources per die)


Military (3 dice)

[ ] Third Tiberium War Performance Review GDI Ground Forces
While the war was won, it did not come without its costs. By reflecting on and studying the losses, hopefully the next war will be less painful. For the Ground Forces, the war was fought across many fronts, and often on a shoestring budget. While not all of their lessons are universal, some did reveal weaknesses in the doctrine and equipment of the Global Defense Initiative (Ground Forces, Air Force, Navy, ZOCOM, Steel Talons, Space Command) (One die per field)

[ ] ASAT Defense System (Phase 1)
The ASAT Defense systems were bypassed in the dawning days of the Third Tiberium War. While the Brotherhood of Nod does not currently appear to have a nuclear weapons stockpile, beginning the reconstruction of the ASAT network will re-establish GDI orbital dominance. (progress 0/50: 10 resources per die)

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in any significant numbers. By establishing regional hub networks, MARV units can harvest and process more Tiberium, and more units can be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/200: 25 resources per die) (Contributes to plan goal)

Bureaucracy (2 dice)

[ ] Emergency Resource Allocations
While the budget for the four year plan has already been decided, and the Initiative has run a severe deficit for three years, there are stockpiles and monetary reserves that have not yet been tapped. While overuse of these resources will be politically highly unpopular, at the moment, the clear and present emergency does leave you with cover to make use of them. (DC 60)

[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 30/50/70/90) (increases die allocations) (can have political consequences)

[ ] 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)

Two hour voting moratorium
 
Last edited:
[] Putting down fires
-[ ] Water Purification Systems
Ensuring access to clean water is one of the necessities of life, especially when so much of it has been polluted by Tiberium. The construction and reconstruction of water purification facilities can begin offering this to settlements across the world. ( Progress 0/100: 5 Resources per die) - 15 Resources
-[ ] Rail Link Reconstruction (Phase 1)
The wars shattered the high speed rail linkages that connected major cities around the world. Reconnecting these is one significant step in the process of beginning to rebuild by connecting local surpluses. (Progress 0/400: 20 Resources per die) - 20 Resources
-[ ] Logistical Shipyards
While aircraft, such as the Global Stratospheric Transports offer speed and voluminous holds, few things can match the sheer transport capacity of a floating ship. By building new shipyards, local shortages can be made up for by surpluses elsewhere. (Progress 0/150: 15 Resources per die) - 45 Resources
-[ ] Emergency Environmental Suit Plants
Many in the Yellow Zones wear cobbled together environmental isolation suits, generally derived from old Second Tiberium War era life support units, or even older chemical warfare equipment. With a small amount of effort, a new civilian specification environment suit can be rolled out as part of Yellow Zone relief measures. (Progress 0/100: 10 Resources per die) - 30 Resources
-[ ] Fungal Farms
Fungi can grow on almost anything, including waste products. Mass fungal farming produces large amounts of storable protein, although it often has a particularly earthy taste. (Progress 0/100: 10 Resources per die) - 10 Resources
-[ ] Reestablish Statistical Planning Systems
The many statistical planning systems and indicators that the Initiative relied on to establish the needed supplies of food have been heavily disrupted by the war. By conducting census work and creating distribution plans, GDI can soon move forward towards ensuring that everyone has enough to eat. (progress 0/50: 5 resources per die) - 10 Resources
At this time, any expression of Tiberium spread is merely an estimate. By reconnecting satellite observation systems, and routine ground and air surveying, an accurate accounting of Tiberium spread can be completed. (progress 0/50: 10 resources per die) - 10 Resources
-[ ] Civil Health Reconstruction
The military needs of the Third Tiberium War drew tens of thousands of doctors and medics around the world into service with GDI, stripping most hospitals down to bare bones, if that. By fast tracking their discharges, and the deployment of mobile medical teams, GDI can once more ensure the welfare of all. (Progress 0/75: 10 resources per die) - 20 Resources
-[ ] Tiberium Health Services
While healthcare has been a right for all, few effective treatments have been found for Tiberium exposure. While the best we can do at the moment is alleviate symptoms, building a network of specialist clinics is a significant first step in helping the millions exposed. (Progress 0/100: 20 Resources per die) - 20 Resources
-[ ] Third Tiberium War Performance Review GDI Ground Forces
While the war was won, it did not come without its costs. By reflecting on and studying the losses, hopefully the next war will be less painful. For the Ground Forces, the war was fought across many fronts, and often on a shoestring budget. While not all of their lessons are universal, some did reveal weaknesses in the doctrine and equipment of the Global Defense Initiative (Ground Forces, Air Force, Navy, ZOCOM, Steel Talons, Space Command) (One die per field) - ZOCOM, Air Force, Space Command
-[ ] Recruitment Drives
GDI has suffered severe losses over the last few years, and while the armed forces have managed to fill their supply needs, the Treasury has not. By conducting recruitment drives in the refugee camps, the Treasury can begin expanding operations in the coming months. (DC 30/50/70/90) (increases die allocations) (can have political consequences)
-[ ] Emergency Resource Allocations
While the budget for the four year plan has already been decided, and the Initiative has run a severe deficit for three years, there are stockpiles and monetary reserves that have not yet been tapped. While overuse of these resources will be politically highly unpopular, at the moment, the clear and present emergency does leave you with cover to make use of them. (DC 60)

Resources used 180/250

Suggestions about possible changes to the plan are welcome.
 
Last edited:
Take recruitment drives insted of security reviews. We need more dice, and while Nod infiltration is bad, but it isn't certain that it even exists right now.

I don't think we need more dice right now, more dice is useful only if we have lot's of resources and our income is pretty low right now.
 
Yes. So how it works, and sorry if this is not clear is that it is DC 60 and then you also take one die from the category you are investigating. So if you are investigating say Services, it is going to take one die away from services for this turn, and you have to roll the bureaucracy dice to beat the DC.

Alright thanks for that, I edited Security Review action in the plan.
 
did i not vote for my plan??
oh well.

so many things i would want. lets at least do a review of well everything first

ps i think more focus needs to be on the yellow zone.
if we leave them behind again some nod remnant will surely try and take over.
 
Last edited:
Back
Top