Seo has a trait for getting more bang for our buck with development of new systems. Frankly, it's probably better to focus on ablat/shells/missiles/sensors/other consumables to make sure everything is well-supplied as well as the Governors/RWS/existing deployments and hold off any new development projects (at least military) until Seo becomes the big honcho. Not like we are likely to finish all those deployments before Granger passes the torch.

As Crazycryodude noted, we already have much, much more pressing matters to take care of right now before saddling ourselves with yet another deployment program. It's not sexy, it's not shiny, but it's necessary, pressing and high priority.
 
[X]Plan Lobby for space man
-[X] Speeches to the people 1Die 30pp
-[X] The Vote for Speakership
--[X] By Conscience

-[X] Coalition-Building with the Market Socialists 2Dice 20pp
-[X] Entice space-focused Developmentalists 1Die 30pp
-[X] Endorse Carter 30pp

-[X] Approval of a new SCED Facility 2Dice 10pp
-[X] Reallocation rules- Space 6 Dice 40pp
-[X] Find Allies in Western North America 2Dice 20pp
-[X] Form Coalition Government in Australia 4Dice 40pp
-[X] Global Space Defence Plan 4Dice 80pp

-[X] Finish Groundwork with Tanegashima 4Dice 20pp

-[X] Finish the manifesto 30pp
-[X]Form a leadership team 35pp
-[X] Request Office Space in the Philadelphia II 5pp

Bit more focused, but this Starboundquest plan focuses on gaining some more politcal standing before the developmentalists collapse, get some space shit done in parliament, help SCED and do some internal stuff.
 
Tib stabilizers blew up all the plans (refits likely would have started q2 with free dice and now... now maybe early next plan to fit them in)
Oh I'm new in the thread and I understand the importance of any Tib abatement and stabilisers, so I'm not really bothered. Just with how long they've been sitting there as the generic, unsexy option with some Cap Goods requirements I doubt they're getting picked up until the military forces our hand again.
 
Military refits are victim of being something we really want, because getting 1 or two extra mil dice would he huge, but doesn't do anything immediate to put outour fires. It needed too many cap goods until we rolled out stratplan to break it up but then the shipyards ate the surplus and our dice are taken up by trying to roll out rws, roll out ablat, and rolling out better missiles at the same time
 
Oh boyyy, that's a close vote.
I'm looking forward to seeing the salt spilled on the Treasury's internal boards in light of such division. :V
You know what this quest is teaching me?
To be able to move on and not be salty about things. To chill and let things go. I made a vote and campaigned for that option, and I tried to persuade others and still failed, but at least I tried.
 
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Starting PP: 375

[X] Plan Begin Building a Lasting Foundation
-Public Relations (20PP)
-[X] Hold Consultation for Constituents 2D, 20PP
--[X] Global Conference
-Politics (40PP)
-[X] Coalition-Building with the Market Socialists 2D 20PP
-[X] Coalition-Building with the United Yellow List 2D 20PP
-[X] The Vote for Speakership
--[X] By Conscience
-Policies (90PP)
-[X] Health Expansion Omnibus Bill 3D 30PP
-[X] Update Property Laws 2D 20PP
-[X] Codification Drafts 1D 10PP
-[X] Constitutional Drafting 2D 20PP
-[X] Green Zone Civilian Administration 1D 10PP
-Local Branches (80PP)
-[X] Form Coalition Government in Australia 2D 20PP
-[X] Find Allies in Western North America 2D 20PP
-[X] Finish Groundwork with Tanegashima 2D 10PP
-[X] British Union Administrative Centre 2D 30PP
-Central Office (145PP)
-[X] Finish the manifesto 1D 30PP
-[X] Place Former opponents in leadership positions 1D 30PP
-[X] Form a leadership team 1D 35PP
-[X] Request Office Space in the Philadelphia II 2D 10PP
-[X] Meet with the Vice Secretary of the Treasury 2D 40PP

375PP spent
 
Working on getting entrenched in Parliament, and also pushing for getting some things done.

[X]Plan Organize Leadership and Gather Allies
Public Relations: 30 pp
-[X] Speeches to the people: (Progress: 0/50) (30pp per die) 1 die, 30 pp 61%
Politics: 60pp
-[X] Coalition-Building with the Market Socialists: 1 die, 10pp 81%
-[X] Coalition-Building with the United Yellow List: 1 die, 10pp 66%
-[X] Coalition-Building with the Socialists: 1 die, 10pp 61%
-[X] The Vote for Speakership
--[X] By Conscience 0pp
-[X] Endorse Carter: 30pp
Policies: 95pp
-[X] Approval of a new SCED Facility: (0/100)(DC 0)(5pp per die) 2 dice, 10pp 80.47%
-[X] Stations Mandate: (Progress: 0/200)(DC: 0)(5pp) 4 dice, 20pp
-[X] Reallocation rules- Space: (Progress: 0/250)(DC: 0)(5pp) 5 dice, 25 pp 78.85%
-[X] Constitutional Drafting: ( Progress: 0/300)(DC: 60)(10pp) 4 dice, 40pp 33.5%
Local Branches: 60pp
-[X] Find Allies in Western North America: (DC: 40)(10pp) 2 die, 20pp
-[X] Finish Groundwork with Tanegashima: (Progress: 0/200)(5pp) 4 dice, 20pp 89.74%
-[X] Expand Party Presence:
--[X] BZ 13 (19/50) 1 die, 10pp
--[X] BZ 11 (48/50) 1 die, 10pp
Central Office: 130pp
-[X] Finish the manifesto: (Progress: 0/50)(30pp) 2 die, 60pp 95.94%
-[X] Place Former opponents in leadership positions: (DC:20/40) 1 die, 30pp 91%/71%
-[X] Form a leadership team: (Progress: 0/50) 1 die, 35pp 61%
-[X] Request Office Space in the Philadelphia II: (DC 40)(5pp per die) 1 die, 5pp 71%

375/375 pp
 
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You fear mongering on the last vote is not being persuasive. It was being an asshole.
Whatever the faults of his argument, Durabys did not issue any personal insults.

Edit, because I was on my phone: I'm not trying to say that the argument was faulty, or not. I'm putting that issue completely aside, and saying that even if you completely disagree with it, issuing personal insults is a) against the Rules, and b) not likely to win over people.
 
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Whatever the faults of his argument, Durabys did not issue any personal insults.

This. I wouldn't even say it's a bad argument per say you just can't put everyone who voted for something on blast like that.



You fear mongering on the last vote is not being persuasive. It was being an asshole.

Let it go. There is no reason to kick him when he's down. And I would prefer to not have this locked again due to sniping.

We're all passionate about this no need to be dicks to each other.
 
It seems there will be a labor shortage some time in the middle of the next Four Year Plan at the rate we are using up the labor surplus. We still have plenty of manpower, but it is about a quarter of what we started out with. To be more precise, the labor numbers are tracking our pool of well educated and skilled Blue Zoners. The Yellow Zone refugees are a practically unlimited source of unskilled labor, but unskilled laborers are less useful at building the high tech operations of GDI. The Brotherhood of Nod sucks up the pool of well educated and skilled Yellow Zoners.

I wonder how we are going to deal with the looming labor shortage on the horizon? We could rely more on automation and AIs. People would bring up CABAL and it would be a capital good intensive process. We could intensify existing adult education efforts aimed at Yellow Zoners, but it would be a slow process. We could lower standards, but that has obvious drawbacks.
 
It seems there will be a labor shortage some time in the middle of the next Four Year Plan at the rate we are using up the labor surplus. We still have plenty of manpower, but it is about a quarter of what we started out with. To be more precise, the labor numbers are tracking our pool of well educated and skilled Blue Zoners. The Yellow Zone refugees are a practically unlimited source of unskilled labor, but unskilled laborers are less useful at building the high tech operations of GDI. The Brotherhood of Nod sucks up the pool of well educated and skilled Yellow Zoners.

I wonder how we are going to deal with the looming labor shortage on the horizon? We could rely more on automation and AIs. People would bring up CABAL and it would be a capital good intensive process. We could intensify existing adult education efforts aimed at Yellow Zoners, but it would be a slow process. We could lower standards, but that has obvious drawbacks.
Build the Ceylon planned city and invade India, thus stealing Nod's manpower. It would probably be prudent to build the Karachi planned city and associated MARV base before moving on to step two, and get the Shell, Cruiser, and Ablat crises sorted our before going for Ceylon, though.
 
Yellow Zone refugees are a bottomless pool of warm bodies but that doesn't necessarily translate into useful labor for the highly technological GDI. We don't need ditch diggers we need ditch-digging robot maintenance technicians. The education system should slowly bring refugees up to speed but a set of projects to build YZ refugees a bunch of technical schools or something will probably come up eventually. Sounds like it's one of Litvinov's pet projects already from her intro dossier honestly, so other people in the GDI are thinking along the same lines.
 

GDI Treasury Strategic Planning Interface
Date
  • Q2 2057

    Resources:‌ ‌635 ‌+‌ ‌5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌ ‌

    Political‌ ‌Support:‌ ‌60
    Free‌ ‌Dice:‌ ‌6‌ ‌
    Fusion‌ ‌Dice:‌ ‌9 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
    Tiberium‌ ‌Spread‌ ‌
    16.04 Blue Zone
    4.96 Green Zone
    22.13 Yellow Zone (88 points of mitigation)
    56.87 Red Zone (61 points of mitigation)

    Current‌ ‌Economic‌ ‌Issues:‌ ‌
    Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+12)‌ ‌ (28 population in low quality housing) (2 points of refugees)
    Energy:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+2 in reserve)
    Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
    Food:‌ Major ‌Surpluses‌ ‌(+12)‌ ‌(+8 in reserve)‌ ‌
    Health:‌ ‌Substantially‌ ‌improved‌ ‌(+5)‌ (2 consumed by emergency refugee healthcare) ‌
    Capital‌ ‌Goods:‌ Major ‌Surplus‌ ‌(+5)‌ ‌
    Consumer‌ ‌Goods:‌ ‌Meeting‌ ‌Demand‌ ‌(+3)‌ ‌(+5 from private industry)
    Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+30)‌ ‌
    Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1300/1480)‌ ‌
    Yellow‌ ‌Zone‌ ‌
    Water:‌ Notable ‌Surpluses‌ ‌(+11)‌ ‌

    Status‌ ‌of‌ ‌the‌ ‌Parties‌ ‌
    (strong‌ ‌support,‌ ‌weak‌ ‌support,‌ ‌weak‌ ‌opposition,‌ ‌strong‌ ‌opposition)‌ ‌

    Free‌ ‌Market‌ ‌Party:‌ ‌125‌ ‌seats‌ ‌(0;‌ ‌5;‌ ‌25;‌ ‌95)‌ ‌
    Market‌ ‌Socialist‌ ‌Party:‌ ‌331 ‌seats‌ ‌(152;‌ ‌129;‌ ‌35;‌ ‌15)‌ ‌ ‌
    Militarist:‌ ‌237‌ ‌seats‌ ‌(37;‌ ‌160;‌ ‌20;‌ ‌20)‌ ‌
    Initiative‌ ‌First:‌ ‌178‌ ‌seats‌ ‌(0;‌ ‌0;‌ ‌74; ‌104)‌ ‌
    United‌ ‌Yellow‌ ‌List:‌ ‌73 ‌seats‌ ‌(58;‌ ‌15;‌ ‌0;‌ ‌0)‌ ‌
    Starbound‌ ‌Party:‌ ‌155 ‌seats‌ ‌(73;‌ ‌82;‌ ‌0;‌ ‌0)‌ ‌
    Socialist‌ ‌Party:‌ ‌50 ‌seats‌ ‌(30;‌ ‌18;‌ ‌2;‌ ‌0)‌ ‌
    Developmentalists:‌ ‌640 ‌seats‌ ‌(350;‌ ‌200;‌ ‌90;‌ ‌0)‌ ‌
    Independents‌ ‌11 ‌seats‌ ‌
    -Biodiversity‌ ‌Party‌ ‌(2 ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
    -Dominion‌ ‌Party‌ ‌(1‌ ‌seat:‌ ‌Strong‌ ‌Opposition)‌ ‌ ‌
    -Reclamation‌ ‌Party‌ ‌(5‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌ ‌
    -Homeland‌ ‌Party‌ ‌(3‌ ‌seats:‌ ‌Weak‌ ‌Support)‌ ‌

    Military‌ ‌Confidence‌ ‌
    Ground‌ ‌Forces‌ ‌:‌ ‌Decent‌ ‌ ‌
    Air‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
    Space‌ ‌Force‌ ‌:‌ ‌Decent‌ ‌
    Steel‌ ‌Talons:‌ ‌Low
    Navy:‌ ‌Low‌ ‌
    ZOCOM:‌ ‌High‌ ‌

    Plan‌ ‌Goals‌ ‌ ‌
    Capital‌ ‌Goods:‌ ‌5 ‌points‌ ‌remaining‌ ‌
    Food:‌ ‌10 ‌(7)‌ ‌points‌ ‌remaining‌ ‌
  • [ ] Tidal Power Plants (Phase 3)
    With the majority of the easily accessible generation sites from Blue Zones accounted for, planning has moved towards more minor supplies, beginning to eke out every last bit of energy that can be harnessed. While less efficient, it is at the very least a smaller project.
    (progress 154/300: 10 resources per die) (+++ Energy)
    (progress 0/200: 10 resources per die) (++Energy)

    [ ] Blue Zone Arcologies (Stage 2)
    Investing in constructing new arcologies 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 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

    [ ] Yellow Zone Fortress Towns (Phase 3)
    The current plan for fortress towns involves stringing them out along the offensive lines and supply lines that currently support Initiative advances across much of the world. Providing protection for the lines and supporting the continuing advance will be a necessity, especially as the Initiative moves ever further from existing depots and support structures.
    (Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
    (Progress 0/250: 20 Resources per Die) (+++ Housing)
    (Progress 0/300: 20 Resources per die (+++ Housing)

    [ ] Yellow Zone Arcologies (Stage 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 Network Construction Campaigns (Phase 1)
    With restoration of the rail network complete, a new round of construction can begin linking tracks and improving throughput by laying more direct lines between the often shifting nodes of the global logistics networks that supply the Initiative. The first phase of this is focused on the military lines, laying more direct routes from Blue Zone factories and ports, to the yellow zone towns and cities where most of the supplies are used.
    (Progress 83/250: 15 Resources per die) (+++ Logistics)
    (Progress 0/275: 15 resources per die) (+++ Logistics)
    (Progress 0/300: 15 resources per die) (+++ Logistics)

    [ ] Blue Zone Residential Construction (Stage 3)
    The continued development of high density residential districts 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 incurs 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) (low priority)

    [ ] Blue Zone Duplex Row Housing (Stage 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)

    [ ] Suborbital Shuttle Service (Phase 1)
    GDI's fleets of Leopard shuttles has reached a point where at any given time some significant portions are sitting without mission payloads. By retasking them towards suborbital shuttles, able to reach anywhere in the world in a matter of hours at most, GDI can tighten the bonds between blue zones, and significantly cut travel times for critical supplies.
    (Progress 0/200: 30 resources per die) (++ + Logistics)
    (Progress 0/250: 25 resources per die) (+++ + Logistics)
    (Progress 0/200: 25 resources per die) (++++ Logistics)

    [ ] Chicago Planned City (Phase 4)
    A major expansion of the city and the Tiberium Processing center would make Chicago GDI's central Tiberium processing center for North America, and begin converting the area around it. In effect a version of the New Eden project in miniature, it will be a major project, but at the same time, it will be a proof of concept for other planned cities around the world. Not just as beachheads, but as a place to develop wide ranging control networks.
    (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (Progress 3/720: 20 Resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (+3 Red Zone Abatement, +3 Yellow Zone Abatement, +240 Tiberium Processing Capacity.)
    (Progress 0/1440: 20 Resources per die) (+++ Housing, --- Labor), (+4 Red Zone Abatement, +4 Yellow Zone Abatement, +480 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)
    (Progress 0/160: 20 resources per die) ( + Logistics, ++ Housing, -- Labor)
    (Progress 0/320: 20 resources per die) (++ Logistics, ++ Housing, -- Labor)
    (Progress 0/640: 20 Resources per die) (+++ Logistics, +++ Housing, -- Labor)
    (Progress 0/1280: 20 Resources per die) (++++ Logistics, +++ Housing, -- Labor)

    [ ] 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 reestablishing GDI's presence on India's coastlines, 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)
    (Progress 0/200: 20 Resources per die)
    (Progress 0/400: 20 Resources per die)
    (Progress 0/800: 20 Resources per die)
    (Progress 0/1600: 20 Resources per die)
    *many results unknown*

    [ ] Mecca/Jeddah Planned City (Phase 3)
    While the initial phase of construction has begun, and the region has at least the pretenses of military security, bringing birds from the bush into hand, and expanding reconstruction work into Mecca itself will bring both political and practical benefits.
    (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
    (Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
    (Progress 0/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)

    *many results unknown*

    [ ] 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)
  • [ ] Blue Zone Power Production Campaigns (Stage 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)

    [ ] Continuous Cycle Fusion Plants
    First wave continuous cycle fusion plants are still somewhat under development. However, they are ready enough for mass roll out, with only a few kinks in the connection systems remaining before they can be linked to the grid as a whole.
    (Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)

    [ ] Blue Zone Microgeneration Program (Stage 3)
    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 40/120: 5 resources per die) (++ Energy Reserve)

    [ ] Yellow Zone Fusion Power Campaigns (Stage 1)
    With fusion energy nearly ready to act as the primary means of powering GDI civilization, the plans for a renewable energy power network for the Yellow Zones has been abandoned. In its place, an array of synchronized cycle plants are planned in many of the Terminus cities to provide all of the high density power that they could feasibly need.
    (Progress 0/350: 20 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 628/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
    (Progress 0/2400: 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 be more focused on consumer goods. 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.
    (Progress 0/125: 15 resources per die) (- Labor)
    (Progress 0/250: 15 resources per die) (+++ Consumer Goods, - Labor)
    (Progress 0/500: 15 resources per die) (++++ Consumer Goods, +++ Capital Goods, -- Labor, --- Energy)
    (Progress 0/1000: 15 resources per die) (+++++ Consumer Goods, ++++ Capital Goods, -- Labor, --- Energy)
    (Progress 0/2000: 15 resources per die) (++++++ Consumer Goods, +++++ Capital Goods, -- Labor, --- Energy)

    [ ] 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)
    (Progress 0/320: 20 resources per die) (+++ Capital Goods, -- Labor, --- Energy)
    (Progress 0/640: 20 resources per die) (+++++ Capital Goods, -- Labor, ---- Energy)
    (Progress 0/1280: 20 resources per die) (++++++ Capital Goods, -- Labor, ---- Energy)
    (Progress 0/2560: 20 resources per die) (+++++++ Capital Goods, -- Labor, ----- Energy)

    [ ] 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)
  • [ ] Blue Zone Light Industrial Sectors (Phase 1)
    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. The project has also subsumed a number of other factories that had been on the docket for years, as the Initiative no longer needs to focus on that scale.
    (Progress 0/500: 10 Resources per die) (++++ ++ Consumer Goods, ++ Health -- Energy, -- Capital Goods, --- -- Labor)

    [ ] Johannesburg Personal Robotics Factory
    Personal robots, ranging from automated vacuum cleaners to lawn mowers, to delivery 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)

    [ ] 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)

    [ ] Pharmaceutical Synthesis Centers
    A variety of high-end medications, ranging from insulin, chemotherapy, psychopharmaca, vaccines, antiviral and antibiotic substances are difficult to produce in sufficient quantities without the right equipment. Building additional synthesising centres will bolster the supply of critical medications and help with the increased demand by the growing population under GDIs umbrella.
    (Progress 0/250: 15 resources per die) (+++ Health, -- Energy)

    [ ] Johannesburg Myomer Macrospinner (Phase 4)
    The expansion of the macrospinner project has reached a point where it is not only providing support locally, but has begun to support all aspects of the Initiative's military and industrial complexes. Providing yet more of the wonder material will improve efficiencies further and increase supplies going to critical war industries.
    (Progress 69/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
    (Progress 0/1440: 20 resources per die) (++++ Capital Goods, +++ Energy) (Reduces cost of mech and zone armor projects)

    [ ] Reykjavik Myomer Macrospinner
    With the Johannesburg plant proving the point, Reykjavik will be a good site to expand production and increase output, providing for mass production of the material, and hardening the supply in case of sabotage or destruction of the Johannesburg plant.
    (Progress 0/80: 20 resources per die)
    (Progress 0/160: 20 resources per die) (+ Capital Goods)
    (Progress 0/320: 20 resources per die) (++ Capital Goods, + Energy)
    (Progress 0/640: 20 resources per die) (+++ Capital Goods ++ Energy)
    (Progress 0/1280: 20 resources per die) (++++ Capital Goods, +++ Energy)

    [ ] Bergen Superconductor Foundry
    With the proof of concept for larger scale superconductors well and truly proven, a large scale facility capable of producing at least thousands of kilometers of the material is required. Bergen, on the coast of the North Atlantic, will provide a more than suitable location to provide for shipping superconductor tubes around the world.
    (Progress 0/95: 30 resources per die) (+ Energy)
    (Progress 0/190: 30 resources per die) (+ Capital Goods, ++ Energy)
    (Progress 0/380: 30 resources per die) (++ Capital Goods, +++ Energy) (- Logistics)
    (Progress 0/760: 30 resources per die) (+++ Capital Goods, ++++ Energy) (-- Logistics)
    (Progress 0/1520: 30 resources per die) (++++ Capital Goods, +++++ Energy) (-- - Logistics)
Well, let's see if this works. If it does, it is a bit of a spoiler for the future of economic planning in the Global Defense Initiative.
 
Well this is certainly different, I prefer it over the old format for the tabs for things like the heavy industry options and such less sure about the status part but overall personally I think the positives outweigh the negatives for me as a reader (I have absolutely no idea how much work it takes to get it into that format though).
 
Very shiny!
And we have some new shiny options that will sadly have to wait for next plan, most likely.
Continuous Cycle Fusion is very nice, at 16 energy for 350 Progress (20R/die, though, which makes sense)
And another macrospinner and a Superconductor factory in LCI. So many shinies!
 
(I have absolutely no idea how much work it takes to get it into that format though).
Actually not that much, unless something breaks, and then things get fun.

Edit: Also, thanks to @Derpmind for being the wonderful person who brought this to my attention.
And this is something where I was always intending for the updates and mechanics to become more clear, more open, and generally more informative over the course of the game. You have seen it in some places already, but this is really just one part of the actual breath of updates and upgrades (although your capital goods hell will never end because of those upgrades)
 
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